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-rw-r--r--OpenSim/Region/Application/OpenSim.cs4
-rw-r--r--OpenSim/Region/Application/OpenSimBase.cs93
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs3
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs750
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs65
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs4
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs4
-rw-r--r--OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs127
-rw-r--r--OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs85
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs95
-rw-r--r--OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs17
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs105
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs19
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs202
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs67
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs97
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs52
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs5
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs138
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs32
-rw-r--r--OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs3
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs210
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs19
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs138
-rw-r--r--OpenSim/Region/CoreModules/LightShare/LightShareModule.cs3
-rw-r--r--OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs31
-rw-r--r--OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs153
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs23
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs15
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs8
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs12
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs15
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs18
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs8
-rw-r--r--OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs79
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs321
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandObject.cs71
-rw-r--r--OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs4
-rw-r--r--OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs7
-rw-r--r--OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Region/RestartModule.cs38
-rw-r--r--OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs12
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs50
-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs6
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs3
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs11
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEstateModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IInterregionComms.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/IScriptModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISnmpModule.cs27
-rw-r--r--OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs13
-rw-r--r--OpenSim/Region/Framework/ModuleLoader.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/KeyframeMotion.cs422
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPVehicle.cs742
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs328
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs9
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs530
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs37
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs238
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs792
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs439
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs804
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs376
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs80
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs87
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
-rw-r--r--OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs9
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs4
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs22
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs2
-rw-r--r--OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs16
-rw-r--r--OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs4
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs15
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs45
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs1438
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs4333
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs384
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs48
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs3883
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs353
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs122
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs98
-rw-r--r--OpenSim/Region/Physics/Manager/IMesher.cs1
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsActor.cs26
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsScene.cs19
-rw-r--r--OpenSim/Region/Physics/Manager/VehicleConstants.cs45
-rw-r--r--OpenSim/Region/Physics/Meshing/Mesh.cs72
-rw-r--r--OpenSim/Region/Physics/Meshing/Meshmerizer.cs21
-rw-r--r--OpenSim/Region/Physics/Meshing/SculptMap.cs62
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs6
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs11
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSPrim.cs2
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs1451
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs945
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs3300
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs443
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs1960
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs86
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs2272
-rw-r--r--OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs82
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs20
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs118
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs3174
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs116
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs9
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs32
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs46
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs7
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs71
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs14
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs36
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs21
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Helpers.cs8
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs85
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs39
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs361
129 files changed, 30930 insertions, 3151 deletions
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index 145875b..7a40751 100644
--- a/OpenSim/Region/Application/OpenSim.cs
+++ b/OpenSim/Region/Application/OpenSim.cs
@@ -484,7 +484,7 @@ namespace OpenSim
484 if (alert != null) 484 if (alert != null)
485 presence.ControllingClient.Kick(alert); 485 presence.ControllingClient.Kick(alert);
486 else 486 else
487 presence.ControllingClient.Kick("\nThe OpenSim manager kicked you out.\n"); 487 presence.ControllingClient.Kick("\nYou have been logged out by an administrator.\n");
488 488
489 // ...and close on our side 489 // ...and close on our side
490 presence.Scene.IncomingCloseAgent(presence.UUID); 490 presence.Scene.IncomingCloseAgent(presence.UUID);
@@ -1228,7 +1228,7 @@ namespace OpenSim
1228 MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z)); 1228 MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z));
1229 } 1229 }
1230 } 1230 }
1231 m_sceneManager.LoadCurrentSceneFromXml(cmdparams[2], generateNewIDS, loadOffset); 1231 m_sceneManager.LoadCurrentSceneFromXml(cmdparams[0], generateNewIDS, loadOffset);
1232 } 1232 }
1233 else 1233 else
1234 { 1234 {
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index f482d8f..80bff17 100644
--- a/OpenSim/Region/Application/OpenSimBase.cs
+++ b/OpenSim/Region/Application/OpenSimBase.cs
@@ -93,6 +93,10 @@ namespace OpenSim
93 93
94 protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>(); 94 protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>();
95 95
96 private List<string> m_permsModules;
97
98 private bool m_securePermissionsLoading = true;
99
96 /// <value> 100 /// <value>
97 /// The config information passed into the OpenSimulator region server. 101 /// The config information passed into the OpenSimulator region server.
98 /// </value> 102 /// </value>
@@ -197,6 +201,11 @@ namespace OpenSim
197 CreatePIDFile(pidFile); 201 CreatePIDFile(pidFile);
198 202
199 userStatsURI = startupConfig.GetString("Stats_URI", String.Empty); 203 userStatsURI = startupConfig.GetString("Stats_URI", String.Empty);
204
205 m_securePermissionsLoading = startupConfig.GetBoolean("SecurePermissionsLoading", true);
206
207 string permissionModules = startupConfig.GetString("permissionmodules", "DefaultPermissionsModule");
208 m_permsModules = new List<string>(permissionModules.Split(','));
200 } 209 }
201 210
202 // Load the simulation data service 211 // Load the simulation data service
@@ -225,6 +234,12 @@ namespace OpenSim
225 m_moduleLoader = new ModuleLoader(m_config.Source); 234 m_moduleLoader = new ModuleLoader(m_config.Source);
226 235
227 LoadPlugins(); 236 LoadPlugins();
237
238 if (m_plugins.Count == 0) // We failed to load any modules. Mono Addins glitch!
239 {
240 Environment.Exit(1);
241 }
242
228 foreach (IApplicationPlugin plugin in m_plugins) 243 foreach (IApplicationPlugin plugin in m_plugins)
229 { 244 {
230 plugin.PostInitialise(); 245 plugin.PostInitialise();
@@ -372,7 +387,41 @@ namespace OpenSim
372 } 387 }
373 else m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing..."); 388 else m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing...");
374 389
390 if (m_securePermissionsLoading)
391 {
392 foreach (string s in m_permsModules)
393 {
394 if (!scene.RegionModules.ContainsKey(s))
395 {
396 bool found = false;
397 foreach (IRegionModule m in modules)
398 {
399 if (m.Name == s)
400 {
401 found = true;
402 }
403 }
404 if (!found)
405 {
406 m_log.Fatal("[MODULES]: Required module " + s + " not found.");
407 Environment.Exit(0);
408 }
409 }
410 }
411 }
412
375 scene.SetModuleInterfaces(); 413 scene.SetModuleInterfaces();
414// First Step of bootreport sequence
415 if (scene.SnmpService != null)
416 {
417 scene.SnmpService.ColdStart(1,scene);
418 scene.SnmpService.LinkDown(scene);
419 }
420
421 if (scene.SnmpService != null)
422 {
423 scene.SnmpService.BootInfo("Loading prins", scene);
424 }
376 425
377 while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null) 426 while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null)
378 SetUpEstateOwner(scene); 427 SetUpEstateOwner(scene);
@@ -386,6 +435,11 @@ namespace OpenSim
386 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID); 435 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
387 scene.EventManager.TriggerParcelPrimCountUpdate(); 436 scene.EventManager.TriggerParcelPrimCountUpdate();
388 437
438 if (scene.SnmpService != null)
439 {
440 scene.SnmpService.BootInfo("Grid Registration in progress", scene);
441 }
442
389 try 443 try
390 { 444 {
391 scene.RegisterRegionWithGrid(); 445 scene.RegisterRegionWithGrid();
@@ -396,15 +450,29 @@ namespace OpenSim
396 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}", 450 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}",
397 e.Message, e.StackTrace); 451 e.Message, e.StackTrace);
398 452
453 if (scene.SnmpService != null)
454 {
455 scene.SnmpService.Critical("Grid registration failed. Startup aborted.", scene);
456 }
399 // Carrying on now causes a lot of confusion down the 457 // Carrying on now causes a lot of confusion down the
400 // line - we need to get the user's attention 458 // line - we need to get the user's attention
401 Environment.Exit(1); 459 Environment.Exit(1);
402 } 460 }
403 461
462 if (scene.SnmpService != null)
463 {
464 scene.SnmpService.BootInfo("Grid Registration done", scene);
465 }
466
404 // We need to do this after we've initialized the 467 // We need to do this after we've initialized the
405 // scripting engines. 468 // scripting engines.
406 scene.CreateScriptInstances(); 469 scene.CreateScriptInstances();
407 470
471 if (scene.SnmpService != null)
472 {
473 scene.SnmpService.BootInfo("ScriptEngine started", scene);
474 }
475
408 m_sceneManager.Add(scene); 476 m_sceneManager.Add(scene);
409 477
410 if (m_autoCreateClientStack) 478 if (m_autoCreateClientStack)
@@ -413,6 +481,10 @@ namespace OpenSim
413 clientServer.Start(); 481 clientServer.Start();
414 } 482 }
415 483
484 if (scene.SnmpService != null)
485 {
486 scene.SnmpService.BootInfo("Initializing region modules", scene);
487 }
416 if (do_post_init) 488 if (do_post_init)
417 { 489 {
418 foreach (IRegionModule module in modules) 490 foreach (IRegionModule module in modules)
@@ -424,7 +496,14 @@ namespace OpenSim
424 496
425 mscene = scene; 497 mscene = scene;
426 498
499 if (scene.SnmpService != null)
500 {
501 scene.SnmpService.BootInfo("The region is operational", scene);
502 scene.SnmpService.LinkUp(scene);
503 }
504
427 scene.StartTimer(); 505 scene.StartTimer();
506 scene.StartTimerWatchdog();
428 507
429 scene.StartScripts(); 508 scene.StartScripts();
430 509
@@ -501,6 +580,11 @@ namespace OpenSim
501 private void ShutdownRegion(Scene scene) 580 private void ShutdownRegion(Scene scene)
502 { 581 {
503 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName); 582 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName);
583 if (scene.SnmpService != null)
584 {
585 scene.SnmpService.BootInfo("The region is shutting down", scene);
586 scene.SnmpService.LinkDown(scene);
587 }
504 IRegionModulesController controller; 588 IRegionModulesController controller;
505 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller)) 589 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller))
506 { 590 {
@@ -944,7 +1028,7 @@ namespace OpenSim
944 = MainConsole.Instance.CmdPrompt( 1028 = MainConsole.Instance.CmdPrompt(
945 string.Format( 1029 string.Format(
946 "Do you wish to join region {0} to an existing estate (yes/no)?", regInfo.RegionName), 1030 "Do you wish to join region {0} to an existing estate (yes/no)?", regInfo.RegionName),
947 "yes", 1031 "no",
948 new List<string>() { "yes", "no" }); 1032 new List<string>() { "yes", "no" });
949 1033
950 if (response == "no") 1034 if (response == "no")
@@ -960,12 +1044,15 @@ namespace OpenSim
960 = MainConsole.Instance.CmdPrompt( 1044 = MainConsole.Instance.CmdPrompt(
961 string.Format( 1045 string.Format(
962 "Name of estate to join. Existing estate names are ({0})", string.Join(", ", estateNames.ToArray())), 1046 "Name of estate to join. Existing estate names are ({0})", string.Join(", ", estateNames.ToArray())),
963 estateNames[0]); 1047 "None");
1048
1049 if (response == "None")
1050 continue;
964 1051
965 List<int> estateIDs = EstateDataService.GetEstates(response); 1052 List<int> estateIDs = EstateDataService.GetEstates(response);
966 if (estateIDs.Count < 1) 1053 if (estateIDs.Count < 1)
967 { 1054 {
968 MainConsole.Instance.Output("The name you have entered matches no known estate. Please try again."); 1055 MainConsole.Instance.Output("The name you have entered matches no known estate. Please try again.");
969 continue; 1056 continue;
970 } 1057 }
971 1058
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs b/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
index afbe56b..3995620 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
@@ -234,6 +234,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
234 m_stopPacket = TexturePacketCount(); 234 m_stopPacket = TexturePacketCount();
235 } 235 }
236 236
237 //Give them at least two packets, to play nice with some broken viewers (SL also behaves this way)
238 if (m_stopPacket == 1 && m_layers[0].End > FIRST_PACKET_SIZE) m_stopPacket++;
239
237 m_currentPacket = StartPacket; 240 m_currentPacket = StartPacket;
238 } 241 }
239 } 242 }
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index d98ff68..f835e56 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -158,6 +158,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
158 public event RequestTaskInventory OnRequestTaskInventory; 158 public event RequestTaskInventory OnRequestTaskInventory;
159 public event UpdateInventoryItem OnUpdateInventoryItem; 159 public event UpdateInventoryItem OnUpdateInventoryItem;
160 public event CopyInventoryItem OnCopyInventoryItem; 160 public event CopyInventoryItem OnCopyInventoryItem;
161 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
161 public event MoveInventoryItem OnMoveInventoryItem; 162 public event MoveInventoryItem OnMoveInventoryItem;
162 public event RemoveInventoryItem OnRemoveInventoryItem; 163 public event RemoveInventoryItem OnRemoveInventoryItem;
163 public event RemoveInventoryFolder OnRemoveInventoryFolder; 164 public event RemoveInventoryFolder OnRemoveInventoryFolder;
@@ -256,7 +257,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
256 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 257 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
257 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 258 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
258 public event ClassifiedDelete OnClassifiedDelete; 259 public event ClassifiedDelete OnClassifiedDelete;
259 public event ClassifiedDelete OnClassifiedGodDelete; 260 public event ClassifiedGodDelete OnClassifiedGodDelete;
260 public event EventNotificationAddRequest OnEventNotificationAddRequest; 261 public event EventNotificationAddRequest OnEventNotificationAddRequest;
261 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 262 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
262 public event EventGodDelete OnEventGodDelete; 263 public event EventGodDelete OnEventGodDelete;
@@ -287,6 +288,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
287 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 288 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
288 public event SimWideDeletesDelegate OnSimWideDeletes; 289 public event SimWideDeletesDelegate OnSimWideDeletes;
289 public event SendPostcard OnSendPostcard; 290 public event SendPostcard OnSendPostcard;
291 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
290 public event MuteListEntryUpdate OnUpdateMuteListEntry; 292 public event MuteListEntryUpdate OnUpdateMuteListEntry;
291 public event MuteListEntryRemove OnRemoveMuteListEntry; 293 public event MuteListEntryRemove OnRemoveMuteListEntry;
292 public event GodlikeMessage onGodlikeMessage; 294 public event GodlikeMessage onGodlikeMessage;
@@ -337,7 +339,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
337 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an 339 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an
338 /// ownerless phantom. 340 /// ownerless phantom.
339 /// 341 ///
340 /// All manipulation of this set has to occur under a lock 342 /// All manipulation of this set has to occur under an m_entityUpdates.SyncRoot lock
341 /// 343 ///
342 /// </value> 344 /// </value>
343 protected HashSet<uint> m_killRecord; 345 protected HashSet<uint> m_killRecord;
@@ -345,6 +347,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
345// protected HashSet<uint> m_attachmentsSent; 347// protected HashSet<uint> m_attachmentsSent;
346 348
347 private int m_moneyBalance; 349 private int m_moneyBalance;
350 private bool m_deliverPackets = true;
348 private int m_animationSequenceNumber = 1; 351 private int m_animationSequenceNumber = 1;
349 private bool m_SendLogoutPacketWhenClosing = true; 352 private bool m_SendLogoutPacketWhenClosing = true;
350 private AgentUpdateArgs lastarg; 353 private AgentUpdateArgs lastarg;
@@ -384,6 +387,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
384 get { return m_startpos; } 387 get { return m_startpos; }
385 set { m_startpos = value; } 388 set { m_startpos = value; }
386 } 389 }
390 public bool DeliverPackets
391 {
392 get { return m_deliverPackets; }
393 set {
394 m_deliverPackets = value;
395 m_udpClient.m_deliverPackets = value;
396 }
397 }
387 public UUID AgentId { get { return m_agentId; } } 398 public UUID AgentId { get { return m_agentId; } }
388 public ISceneAgent SceneAgent { get; private set; } 399 public ISceneAgent SceneAgent { get; private set; }
389 public UUID ActiveGroupId { get { return m_activeGroupID; } } 400 public UUID ActiveGroupId { get { return m_activeGroupID; } }
@@ -488,18 +499,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
488 499
489 #region Client Methods 500 #region Client Methods
490 501
502
491 /// <summary> 503 /// <summary>
492 /// Shut down the client view 504 /// Shut down the client view
493 /// </summary> 505 /// </summary>
494 public void Close() 506 public void Close()
495 { 507 {
508 Close(true);
509 }
510
511 /// <summary>
512 /// Shut down the client view
513 /// </summary>
514 public void Close(bool sendStop)
515 {
496 m_log.DebugFormat( 516 m_log.DebugFormat(
497 "[CLIENT]: Close has been called for {0} attached to scene {1}", 517 "[CLIENT]: Close has been called for {0} attached to scene {1}",
498 Name, m_scene.RegionInfo.RegionName); 518 Name, m_scene.RegionInfo.RegionName);
499 519
500 // Send the STOP packet 520 if (sendStop)
501 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator); 521 {
502 OutPacket(disable, ThrottleOutPacketType.Unknown); 522 // Send the STOP packet
523 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator);
524 OutPacket(disable, ThrottleOutPacketType.Unknown);
525 }
503 526
504 IsActive = false; 527 IsActive = false;
505 528
@@ -799,7 +822,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
799 reply.ChatData.OwnerID = fromAgentID; 822 reply.ChatData.OwnerID = fromAgentID;
800 reply.ChatData.SourceID = fromAgentID; 823 reply.ChatData.SourceID = fromAgentID;
801 824
802 OutPacket(reply, ThrottleOutPacketType.Task); 825 OutPacket(reply, ThrottleOutPacketType.Unknown);
803 } 826 }
804 827
805 /// <summary> 828 /// <summary>
@@ -1085,6 +1108,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1085 public virtual void SendLayerData(float[] map) 1108 public virtual void SendLayerData(float[] map)
1086 { 1109 {
1087 Util.FireAndForget(DoSendLayerData, map); 1110 Util.FireAndForget(DoSendLayerData, map);
1111
1112 // Send it sync, and async. It's not that much data
1113 // and it improves user experience just so much!
1114 DoSendLayerData(map);
1088 } 1115 }
1089 1116
1090 /// <summary> 1117 /// <summary>
@@ -1097,16 +1124,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1097 1124
1098 try 1125 try
1099 { 1126 {
1100 //for (int y = 0; y < 16; y++) 1127 for (int y = 0; y < 16; y++)
1101 //{ 1128 {
1102 // for (int x = 0; x < 16; x++) 1129 for (int x = 0; x < 16; x+=4)
1103 // { 1130 {
1104 // SendLayerData(x, y, map); 1131 SendLayerPacket(x, y, map);
1105 // } 1132 }
1106 //} 1133 }
1107
1108 // Send LayerData in a spiral pattern. Fun!
1109 SendLayerTopRight(map, 0, 0, 15, 15);
1110 } 1134 }
1111 catch (Exception e) 1135 catch (Exception e)
1112 { 1136 {
@@ -1114,51 +1138,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1114 } 1138 }
1115 } 1139 }
1116 1140
1117 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
1118 {
1119 // Row
1120 for (int i = x1; i <= x2; i++)
1121 SendLayerData(i, y1, map);
1122
1123 // Column
1124 for (int j = y1 + 1; j <= y2; j++)
1125 SendLayerData(x2, j, map);
1126
1127 if (x2 - x1 > 0)
1128 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
1129 }
1130
1131 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
1132 {
1133 // Row in reverse
1134 for (int i = x2; i >= x1; i--)
1135 SendLayerData(i, y2, map);
1136
1137 // Column in reverse
1138 for (int j = y2 - 1; j >= y1; j--)
1139 SendLayerData(x1, j, map);
1140
1141 if (x2 - x1 > 0)
1142 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
1143 }
1144
1145 /// <summary> 1141 /// <summary>
1146 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 1142 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
1147 /// </summary> 1143 /// </summary>
1148 /// <param name="map">heightmap</param> 1144 /// <param name="map">heightmap</param>
1149 /// <param name="px">X coordinate for patches 0..12</param> 1145 /// <param name="px">X coordinate for patches 0..12</param>
1150 /// <param name="py">Y coordinate for patches 0..15</param> 1146 /// <param name="py">Y coordinate for patches 0..15</param>
1151 // private void SendLayerPacket(float[] map, int y, int x) 1147 private void SendLayerPacket(int x, int y, float[] map)
1152 // { 1148 {
1153 // int[] patches = new int[4]; 1149 int[] patches = new int[4];
1154 // patches[0] = x + 0 + y * 16; 1150 patches[0] = x + 0 + y * 16;
1155 // patches[1] = x + 1 + y * 16; 1151 patches[1] = x + 1 + y * 16;
1156 // patches[2] = x + 2 + y * 16; 1152 patches[2] = x + 2 + y * 16;
1157 // patches[3] = x + 3 + y * 16; 1153 patches[3] = x + 3 + y * 16;
1158 1154
1159 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 1155 float[] heightmap = (map.Length == 65536) ?
1160 // OutPacket(layerpack, ThrottleOutPacketType.Land); 1156 map :
1161 // } 1157 LLHeightFieldMoronize(map);
1158
1159 try
1160 {
1161 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1162 OutPacket(layerpack, ThrottleOutPacketType.Land);
1163 }
1164 catch
1165 {
1166 for (int px = x ; px < x + 4 ; px++)
1167 SendLayerData(px, y, map);
1168 }
1169 }
1162 1170
1163 /// <summary> 1171 /// <summary>
1164 /// Sends a specified patch to a client 1172 /// Sends a specified patch to a client
@@ -1178,7 +1186,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1178 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); 1186 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1179 layerpack.Header.Reliable = true; 1187 layerpack.Header.Reliable = true;
1180 1188
1181 OutPacket(layerpack, ThrottleOutPacketType.Land); 1189 OutPacket(layerpack, ThrottleOutPacketType.Task);
1182 } 1190 }
1183 catch (Exception e) 1191 catch (Exception e)
1184 { 1192 {
@@ -1541,7 +1549,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1541 1549
1542 public void SendKillObject(ulong regionHandle, List<uint> localIDs) 1550 public void SendKillObject(ulong regionHandle, List<uint> localIDs)
1543 { 1551 {
1544// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, localID, regionHandle); 1552// foreach (uint id in localIDs)
1553// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, id, regionHandle);
1545 1554
1546 KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject); 1555 KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject);
1547 // TODO: don't create new blocks if recycling an old packet 1556 // TODO: don't create new blocks if recycling an old packet
@@ -2302,6 +2311,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2302 OutPacket(sound, ThrottleOutPacketType.Task); 2311 OutPacket(sound, ThrottleOutPacketType.Task);
2303 } 2312 }
2304 2313
2314 public void SendTransferAbort(TransferRequestPacket transferRequest)
2315 {
2316 TransferAbortPacket abort = (TransferAbortPacket)PacketPool.Instance.GetPacket(PacketType.TransferAbort);
2317 abort.TransferInfo.TransferID = transferRequest.TransferInfo.TransferID;
2318 abort.TransferInfo.ChannelType = transferRequest.TransferInfo.ChannelType;
2319 m_log.Debug("[Assets] Aborting transfer; asset request failed");
2320 OutPacket(abort, ThrottleOutPacketType.Task);
2321 }
2322
2305 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain) 2323 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain)
2306 { 2324 {
2307 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger); 2325 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger);
@@ -2749,7 +2767,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2749 reply.Data.ParcelID = parcelID; 2767 reply.Data.ParcelID = parcelID;
2750 reply.Data.OwnerID = land.OwnerID; 2768 reply.Data.OwnerID = land.OwnerID;
2751 reply.Data.Name = Utils.StringToBytes(land.Name); 2769 reply.Data.Name = Utils.StringToBytes(land.Name);
2752 reply.Data.Desc = Utils.StringToBytes(land.Description); 2770 if (land != null && land.Description != null && land.Description != String.Empty)
2771 reply.Data.Desc = Utils.StringToBytes(land.Description.Substring(0, land.Description.Length > 254 ? 254: land.Description.Length));
2772 else
2773 reply.Data.Desc = new Byte[0];
2753 reply.Data.ActualArea = land.Area; 2774 reply.Data.ActualArea = land.Area;
2754 reply.Data.BillableArea = land.Area; // TODO: what is this? 2775 reply.Data.BillableArea = land.Area; // TODO: what is this?
2755 2776
@@ -3612,7 +3633,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3612 /// </summary> 3633 /// </summary>
3613 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) 3634 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
3614 { 3635 {
3615 //double priority = m_prioritizer.GetUpdatePriority(this, entity); 3636 if (entity is SceneObjectPart)
3637 {
3638 SceneObjectPart e = (SceneObjectPart)entity;
3639 SceneObjectGroup g = e.ParentGroup;
3640 if (g.RootPart.Shape.State > 30) // HUD
3641 if (g.OwnerID != AgentId)
3642 return; // Don't send updates for other people's HUDs
3643 }
3644
3616 uint priority = m_prioritizer.GetUpdatePriority(this, entity); 3645 uint priority = m_prioritizer.GetUpdatePriority(this, entity);
3617 3646
3618 lock (m_entityUpdates.SyncRoot) 3647 lock (m_entityUpdates.SyncRoot)
@@ -3679,211 +3708,238 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3679 3708
3680 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race 3709 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
3681 // condition where a kill can be processed before an out-of-date update for the same object. 3710 // condition where a kill can be processed before an out-of-date update for the same object.
3682 lock (m_killRecord) 3711 float avgTimeDilation = 1.0f;
3712 IEntityUpdate iupdate;
3713 Int32 timeinqueue; // this is just debugging code & can be dropped later
3714
3715 while (updatesThisCall < maxUpdates)
3683 { 3716 {
3684 float avgTimeDilation = 1.0f; 3717 lock (m_entityUpdates.SyncRoot)
3685 IEntityUpdate iupdate; 3718 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3686 Int32 timeinqueue; // this is just debugging code & can be dropped later 3719 break;
3687
3688 while (updatesThisCall < maxUpdates)
3689 {
3690 lock (m_entityUpdates.SyncRoot)
3691 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3692 break;
3693 3720
3694 EntityUpdate update = (EntityUpdate)iupdate; 3721 EntityUpdate update = (EntityUpdate)iupdate;
3695 3722
3696 avgTimeDilation += update.TimeDilation; 3723 avgTimeDilation += update.TimeDilation;
3697 avgTimeDilation *= 0.5f; 3724 avgTimeDilation *= 0.5f;
3698 3725
3699 if (update.Entity is SceneObjectPart) 3726 if (update.Entity is SceneObjectPart)
3727 {
3728 SceneObjectPart part = (SceneObjectPart)update.Entity;
3729
3730 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3731 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3732 // safety measure.
3733 //
3734 // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
3735 // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
3736 // updates and kills on different threads with different scheduling strategies, hence this protection.
3737 //
3738 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3739 // after the root prim has been deleted.
3740 lock (m_killRecord)
3700 { 3741 {
3701 SceneObjectPart part = (SceneObjectPart)update.Entity;
3702
3703 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3704 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3705 // safety measure.
3706 //
3707 // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
3708 // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
3709 // updates and kills on different threads with different scheduling strategies, hence this protection.
3710 //
3711 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3712 // after the root prim has been deleted.
3713 if (m_killRecord.Contains(part.LocalId)) 3742 if (m_killRecord.Contains(part.LocalId))
3714 {
3715 // m_log.WarnFormat(
3716 // "[CLIENT]: Preventing update for prim with local id {0} after client for user {1} told it was deleted",
3717 // part.LocalId, Name);
3718 continue; 3743 continue;
3719 } 3744 if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
3720 3745 continue;
3721 if (part.ParentGroup.IsAttachment && m_disableFacelights) 3746 }
3747
3748 if (part.ParentGroup.IsDeleted)
3749 continue;
3750
3751 if (part.ParentGroup.IsAttachment)
3752 { // Someone else's HUD, why are we getting these?
3753 if (part.ParentGroup.OwnerID != AgentId &&
3754 part.ParentGroup.RootPart.Shape.State >= 30)
3755 continue;
3756 ScenePresence sp;
3757 // Owner is not in the sim, don't update it to
3758 // anyone
3759 if (!m_scene.TryGetScenePresence(part.OwnerID, out sp))
3760 continue;
3761
3762 List<SceneObjectGroup> atts = sp.GetAttachments();
3763 bool found = false;
3764 foreach (SceneObjectGroup att in atts)
3722 { 3765 {
3723 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand && 3766 if (att == part.ParentGroup)
3724 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3725 { 3767 {
3726 part.Shape.LightEntry = false; 3768 found = true;
3769 break;
3727 } 3770 }
3728 } 3771 }
3772
3773 // It's an attachment of a valid avatar, but
3774 // doesn't seem to be attached, skip
3775 if (!found)
3776 continue;
3777
3778 // On vehicle crossing, the attachments are received
3779 // while the avatar is still a child. Don't send
3780 // updates here because the LocalId has not yet
3781 // been updated and the viewer will derender the
3782 // attachments until the avatar becomes root.
3783 if (sp.IsChildAgent)
3784 continue;
3729 } 3785 }
3730 3786 if (part.ParentGroup.IsAttachment && m_disableFacelights)
3731 ++updatesThisCall;
3732
3733 #region UpdateFlags to packet type conversion
3734
3735 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
3736
3737 bool canUseCompressed = true;
3738 bool canUseImproved = true;
3739
3740 // Compressed object updates only make sense for LL primitives
3741 if (!(update.Entity is SceneObjectPart))
3742 {
3743 canUseCompressed = false;
3744 }
3745
3746 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
3747 {
3748 canUseCompressed = false;
3749 canUseImproved = false;
3750 }
3751 else
3752 { 3787 {
3753 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) || 3788 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
3754 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) || 3789 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3755 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3756 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3757 { 3790 {
3758 canUseCompressed = false; 3791 part.Shape.LightEntry = false;
3759 }
3760
3761 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3762 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3763 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3764 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3765 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3766 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3767 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3768 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3769 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3770 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3771 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3772 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3773 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3774 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3775 {
3776 canUseImproved = false;
3777 } 3792 }
3778 } 3793 }
3779 3794 }
3780 #endregion UpdateFlags to packet type conversion 3795
3781 3796 ++updatesThisCall;
3782 #region Block Construction 3797
3783 3798 #region UpdateFlags to packet type conversion
3784 // TODO: Remove this once we can build compressed updates 3799
3800 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
3801
3802 bool canUseCompressed = true;
3803 bool canUseImproved = true;
3804
3805 // Compressed object updates only make sense for LL primitives
3806 if (!(update.Entity is SceneObjectPart))
3807 {
3785 canUseCompressed = false; 3808 canUseCompressed = false;
3786 3809 }
3787 if (!canUseImproved && !canUseCompressed) 3810
3788 { 3811 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
3789 if (update.Entity is ScenePresence) 3812 {
3790 { 3813 canUseCompressed = false;
3791 objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity)); 3814 canUseImproved = false;
3792 objectUpdates.Value.Add(update); 3815 }
3793 } 3816 else
3794 else 3817 {
3795 { 3818 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
3796 objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId)); 3819 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
3797 objectUpdates.Value.Add(update); 3820 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3798 } 3821 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3799 }
3800 else if (!canUseImproved)
3801 { 3822 {
3802 compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags)); 3823 canUseCompressed = false;
3803 compressedUpdates.Value.Add(update);
3804 } 3824 }
3805 else 3825
3826 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3827 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3828 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3829 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3830 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3831 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3832 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3833 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3834 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3835 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3836 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3837 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3838 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3839 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3806 { 3840 {
3807 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId) 3841 canUseImproved = false;
3808 {
3809 // Self updates go into a special list
3810 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3811 terseAgentUpdates.Value.Add(update);
3812 }
3813 else
3814 {
3815 // Everything else goes here
3816 terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3817 terseUpdates.Value.Add(update);
3818 }
3819 } 3842 }
3820
3821 #endregion Block Construction
3822 } 3843 }
3823
3824
3825 #region Packet Sending
3826 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
3827 3844
3828 if (terseAgentUpdateBlocks.IsValueCreated) 3845 #endregion UpdateFlags to packet type conversion
3829 {
3830 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
3831 3846
3832 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 3847 #region Block Construction
3833 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3834 packet.RegionData.TimeDilation = timeDilation;
3835 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3836 3848
3837 for (int i = 0; i < blocks.Count; i++) 3849 // TODO: Remove this once we can build compressed updates
3838 packet.ObjectData[i] = blocks[i]; 3850 canUseCompressed = false;
3839 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3840 OutPacket(packet, ThrottleOutPacketType.Unknown, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseAgentUpdates.Value, oPacket); });
3841 }
3842 3851
3843 if (objectUpdateBlocks.IsValueCreated) 3852 if (!canUseImproved && !canUseCompressed)
3844 { 3853 {
3845 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value; 3854 if (update.Entity is ScenePresence)
3846 3855 {
3847 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate); 3856 objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
3848 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3857 }
3849 packet.RegionData.TimeDilation = timeDilation; 3858 else
3850 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3859 {
3851 3860 objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
3852 for (int i = 0; i < blocks.Count; i++) 3861 }
3853 packet.ObjectData[i] = blocks[i];
3854 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3855 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(objectUpdates.Value, oPacket); });
3856 } 3862 }
3857 3863 else if (!canUseImproved)
3858 if (compressedUpdateBlocks.IsValueCreated)
3859 { 3864 {
3860 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value; 3865 compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags));
3861
3862 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
3863 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3864 packet.RegionData.TimeDilation = timeDilation;
3865 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
3866
3867 for (int i = 0; i < blocks.Count; i++)
3868 packet.ObjectData[i] = blocks[i];
3869 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3870 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(compressedUpdates.Value, oPacket); });
3871 } 3866 }
3872 3867 else
3873 if (terseUpdateBlocks.IsValueCreated)
3874 { 3868 {
3875 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value; 3869 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId)
3876 3870 // Self updates go into a special list
3877 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 3871 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3878 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3872 else
3879 packet.RegionData.TimeDilation = timeDilation; 3873 // Everything else goes here
3880 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3874 terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3881
3882 for (int i = 0; i < blocks.Count; i++)
3883 packet.ObjectData[i] = blocks[i];
3884 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3885 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseUpdates.Value, oPacket); });
3886 } 3875 }
3876
3877 #endregion Block Construction
3878 }
3879
3880 #region Packet Sending
3881
3882 const float TIME_DILATION = 1.0f;
3883 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
3884
3885 if (terseAgentUpdateBlocks.IsValueCreated)
3886 {
3887 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
3888
3889 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3890 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3891 packet.RegionData.TimeDilation = timeDilation;
3892 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3893
3894 for (int i = 0; i < blocks.Count; i++)
3895 packet.ObjectData[i] = blocks[i];
3896
3897 OutPacket(packet, ThrottleOutPacketType.Unknown, true);
3898 }
3899
3900 if (objectUpdateBlocks.IsValueCreated)
3901 {
3902 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value;
3903
3904 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate);
3905 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3906 packet.RegionData.TimeDilation = timeDilation;
3907 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3908
3909 for (int i = 0; i < blocks.Count; i++)
3910 packet.ObjectData[i] = blocks[i];
3911
3912 OutPacket(packet, ThrottleOutPacketType.Task, true);
3913 }
3914
3915 if (compressedUpdateBlocks.IsValueCreated)
3916 {
3917 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value;
3918
3919 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
3920 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3921 packet.RegionData.TimeDilation = timeDilation;
3922 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
3923
3924 for (int i = 0; i < blocks.Count; i++)
3925 packet.ObjectData[i] = blocks[i];
3926
3927 OutPacket(packet, ThrottleOutPacketType.Task, true);
3928 }
3929
3930 if (terseUpdateBlocks.IsValueCreated)
3931 {
3932 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value;
3933
3934 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3935 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3936 packet.RegionData.TimeDilation = timeDilation;
3937 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3938
3939 for (int i = 0; i < blocks.Count; i++)
3940 packet.ObjectData[i] = blocks[i];
3941
3942 OutPacket(packet, ThrottleOutPacketType.Task, true);
3887 } 3943 }
3888 3944
3889 #endregion Packet Sending 3945 #endregion Packet Sending
@@ -4176,11 +4232,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4176 4232
4177 // Pass in the delegate so that if this packet needs to be resent, we send the current properties 4233 // Pass in the delegate so that if this packet needs to be resent, we send the current properties
4178 // of the object rather than the properties when the packet was created 4234 // of the object rather than the properties when the packet was created
4179 OutPacket(packet, ThrottleOutPacketType.Task, true, 4235 // HACK : Remove intelligent resending until it's fixed in core
4180 delegate(OutgoingPacket oPacket) 4236 //OutPacket(packet, ThrottleOutPacketType.Task, true,
4181 { 4237 // delegate(OutgoingPacket oPacket)
4182 ResendPropertyUpdates(updates, oPacket); 4238 // {
4183 }); 4239 // ResendPropertyUpdates(updates, oPacket);
4240 // });
4241 OutPacket(packet, ThrottleOutPacketType.Task, true);
4184 4242
4185 // pbcnt += blocks.Count; 4243 // pbcnt += blocks.Count;
4186 // ppcnt++; 4244 // ppcnt++;
@@ -4206,11 +4264,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4206 // of the object rather than the properties when the packet was created 4264 // of the object rather than the properties when the packet was created
4207 List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>(); 4265 List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>();
4208 updates.Add(familyUpdates.Value[i]); 4266 updates.Add(familyUpdates.Value[i]);
4209 OutPacket(packet, ThrottleOutPacketType.Task, true, 4267 // HACK : Remove intelligent resending until it's fixed in core
4210 delegate(OutgoingPacket oPacket) 4268 //OutPacket(packet, ThrottleOutPacketType.Task, true,
4211 { 4269 // delegate(OutgoingPacket oPacket)
4212 ResendPropertyUpdates(updates, oPacket); 4270 // {
4213 }); 4271 // ResendPropertyUpdates(updates, oPacket);
4272 // });
4273 OutPacket(packet, ThrottleOutPacketType.Task, true);
4214 4274
4215 // fpcnt++; 4275 // fpcnt++;
4216 // fbcnt++; 4276 // fbcnt++;
@@ -4359,37 +4419,44 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4359 if (bl[i].BannedUserID == UUID.Zero) 4419 if (bl[i].BannedUserID == UUID.Zero)
4360 continue; 4420 continue;
4361 BannedUsers.Add(bl[i].BannedUserID); 4421 BannedUsers.Add(bl[i].BannedUserID);
4362 }
4363 4422
4364 EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket(); 4423 if (BannedUsers.Count >= 50 || (i == (bl.Length - 1) && BannedUsers.Count > 0))
4365 packet.AgentData.TransactionID = UUID.Random(); 4424 {
4366 packet.AgentData.AgentID = AgentId; 4425 EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket();
4367 packet.AgentData.SessionID = SessionId; 4426 packet.AgentData.TransactionID = UUID.Random();
4368 packet.MethodData.Invoice = invoice; 4427 packet.AgentData.AgentID = AgentId;
4369 packet.MethodData.Method = Utils.StringToBytes("setaccess"); 4428 packet.AgentData.SessionID = SessionId;
4429 packet.MethodData.Invoice = invoice;
4430 packet.MethodData.Method = Utils.StringToBytes("setaccess");
4370 4431
4371 EstateOwnerMessagePacket.ParamListBlock[] returnblock = new EstateOwnerMessagePacket.ParamListBlock[6 + BannedUsers.Count]; 4432 EstateOwnerMessagePacket.ParamListBlock[] returnblock = new EstateOwnerMessagePacket.ParamListBlock[6 + BannedUsers.Count];
4372 4433
4373 for (int i = 0; i < (6 + BannedUsers.Count); i++) 4434 int j;
4374 { 4435 for (j = 0; j < (6 + BannedUsers.Count); j++)
4375 returnblock[i] = new EstateOwnerMessagePacket.ParamListBlock(); 4436 {
4376 } 4437 returnblock[j] = new EstateOwnerMessagePacket.ParamListBlock();
4377 int j = 0; 4438 }
4439 j = 0;
4378 4440
4379 returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++; 4441 returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++;
4380 returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++; 4442 returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++;
4381 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4443 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4382 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4444 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4383 returnblock[j].Parameter = Utils.StringToBytes(BannedUsers.Count.ToString()); j++; 4445 returnblock[j].Parameter = Utils.StringToBytes(BannedUsers.Count.ToString()); j++;
4384 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4446 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4385 4447
4386 foreach (UUID banned in BannedUsers) 4448 foreach (UUID banned in BannedUsers)
4387 { 4449 {
4388 returnblock[j].Parameter = banned.GetBytes(); j++; 4450 returnblock[j].Parameter = banned.GetBytes(); j++;
4451 }
4452 packet.ParamList = returnblock;
4453 packet.Header.Reliable = true;
4454 OutPacket(packet, ThrottleOutPacketType.Task);
4455
4456 BannedUsers.Clear();
4457 }
4389 } 4458 }
4390 packet.ParamList = returnblock; 4459
4391 packet.Header.Reliable = false;
4392 OutPacket(packet, ThrottleOutPacketType.Task);
4393 } 4460 }
4394 4461
4395 public void SendRegionInfoToEstateMenu(RegionInfoForEstateMenuArgs args) 4462 public void SendRegionInfoToEstateMenu(RegionInfoForEstateMenuArgs args)
@@ -4575,7 +4642,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4575 4642
4576 if (landData.SimwideArea > 0) 4643 if (landData.SimwideArea > 0)
4577 { 4644 {
4578 int simulatorCapacity = (int)(((float)landData.SimwideArea / 65536.0f) * (float)m_scene.RegionInfo.ObjectCapacity * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 4645 int simulatorCapacity = (int)((long)landData.SimwideArea * (long)m_scene.RegionInfo.ObjectCapacity * (long)m_scene.RegionInfo.RegionSettings.ObjectBonus / 65536L);
4646 // Never report more than sim total capacity
4647 if (simulatorCapacity > m_scene.RegionInfo.ObjectCapacity)
4648 simulatorCapacity = m_scene.RegionInfo.ObjectCapacity;
4579 updateMessage.SimWideMaxPrims = simulatorCapacity; 4649 updateMessage.SimWideMaxPrims = simulatorCapacity;
4580 } 4650 }
4581 else 4651 else
@@ -4704,14 +4774,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4704 4774
4705 if (notifyCount > 0) 4775 if (notifyCount > 0)
4706 { 4776 {
4707 if (notifyCount > 32) 4777// if (notifyCount > 32)
4708 { 4778// {
4709 m_log.InfoFormat( 4779// m_log.InfoFormat(
4710 "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}" 4780// "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}"
4711 + " - a developer might want to investigate whether this is a hard limit", 32); 4781// + " - a developer might want to investigate whether this is a hard limit", 32);
4712 4782//
4713 notifyCount = 32; 4783// notifyCount = 32;
4714 } 4784// }
4715 4785
4716 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock 4786 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock
4717 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount]; 4787 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount];
@@ -4766,9 +4836,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4766 { 4836 {
4767 ScenePresence presence = (ScenePresence)entity; 4837 ScenePresence presence = (ScenePresence)entity;
4768 4838
4839 position = presence.OffsetPosition;
4840 rotation = presence.Rotation;
4841
4842 if (presence.ParentID != 0)
4843 {
4844 SceneObjectPart part = m_scene.GetSceneObjectPart(presence.ParentID);
4845 if (part != null && part != part.ParentGroup.RootPart)
4846 {
4847 position = part.OffsetPosition + presence.OffsetPosition * part.RotationOffset;
4848 rotation = part.RotationOffset * presence.Rotation;
4849 }
4850 }
4851
4769 attachPoint = 0; 4852 attachPoint = 0;
4770 collisionPlane = presence.CollisionPlane; 4853 collisionPlane = presence.CollisionPlane;
4771 position = presence.OffsetPosition;
4772 velocity = presence.Velocity; 4854 velocity = presence.Velocity;
4773 acceleration = Vector3.Zero; 4855 acceleration = Vector3.Zero;
4774 4856
@@ -4778,7 +4860,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4778// acceleration = new Vector3(1, 0, 0); 4860// acceleration = new Vector3(1, 0, 0);
4779 4861
4780 angularVelocity = Vector3.Zero; 4862 angularVelocity = Vector3.Zero;
4781 rotation = presence.Rotation;
4782 4863
4783 if (sendTexture) 4864 if (sendTexture)
4784 textureEntry = presence.Appearance.Texture.GetBytes(); 4865 textureEntry = presence.Appearance.Texture.GetBytes();
@@ -4883,13 +4964,28 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4883 4964
4884 protected ObjectUpdatePacket.ObjectDataBlock CreateAvatarUpdateBlock(ScenePresence data) 4965 protected ObjectUpdatePacket.ObjectDataBlock CreateAvatarUpdateBlock(ScenePresence data)
4885 { 4966 {
4967 Vector3 offsetPosition = data.OffsetPosition;
4968 Quaternion rotation = data.Rotation;
4969 uint parentID = data.ParentID;
4970
4971 if (parentID != 0)
4972 {
4973 SceneObjectPart part = m_scene.GetSceneObjectPart(parentID);
4974 if (part != null && part != part.ParentGroup.RootPart)
4975 {
4976 offsetPosition = part.OffsetPosition + data.OffsetPosition * part.RotationOffset;
4977 rotation = part.RotationOffset * data.Rotation;
4978 parentID = part.ParentGroup.RootPart.LocalId;
4979 }
4980 }
4981
4886 byte[] objectData = new byte[76]; 4982 byte[] objectData = new byte[76];
4887 4983
4888 data.CollisionPlane.ToBytes(objectData, 0); 4984 data.CollisionPlane.ToBytes(objectData, 0);
4889 data.OffsetPosition.ToBytes(objectData, 16); 4985 offsetPosition.ToBytes(objectData, 16);
4890// data.Velocity.ToBytes(objectData, 28); 4986// data.Velocity.ToBytes(objectData, 28);
4891// data.Acceleration.ToBytes(objectData, 40); 4987// data.Acceleration.ToBytes(objectData, 40);
4892 data.Rotation.ToBytes(objectData, 52); 4988 rotation.ToBytes(objectData, 52);
4893 //data.AngularVelocity.ToBytes(objectData, 64); 4989 //data.AngularVelocity.ToBytes(objectData, 64);
4894 4990
4895 ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock(); 4991 ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock();
@@ -4903,7 +4999,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4903 update.NameValue = Utils.StringToBytes("FirstName STRING RW SV " + data.Firstname + "\nLastName STRING RW SV " + 4999 update.NameValue = Utils.StringToBytes("FirstName STRING RW SV " + data.Firstname + "\nLastName STRING RW SV " +
4904 data.Lastname + "\nTitle STRING RW SV " + data.Grouptitle); 5000 data.Lastname + "\nTitle STRING RW SV " + data.Grouptitle);
4905 update.ObjectData = objectData; 5001 update.ObjectData = objectData;
4906 update.ParentID = data.ParentID; 5002 update.ParentID = parentID;
4907 update.PathCurve = 16; 5003 update.PathCurve = 16;
4908 update.PathScaleX = 100; 5004 update.PathScaleX = 100;
4909 update.PathScaleY = 100; 5005 update.PathScaleY = 100;
@@ -5244,6 +5340,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5244 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false); 5340 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false);
5245 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false); 5341 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false);
5246 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode); 5342 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode);
5343 AddLocalPacketHandler(PacketType.CreateNewOutfitAttachments, HandleCreateNewOutfitAttachments);
5247 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false); 5344 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false);
5248 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents); 5345 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents);
5249 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery); 5346 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery);
@@ -5310,6 +5407,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5310 AddLocalPacketHandler(PacketType.GroupVoteHistoryRequest, HandleGroupVoteHistoryRequest); 5407 AddLocalPacketHandler(PacketType.GroupVoteHistoryRequest, HandleGroupVoteHistoryRequest);
5311 AddLocalPacketHandler(PacketType.SimWideDeletes, HandleSimWideDeletes); 5408 AddLocalPacketHandler(PacketType.SimWideDeletes, HandleSimWideDeletes);
5312 AddLocalPacketHandler(PacketType.SendPostcard, HandleSendPostcard); 5409 AddLocalPacketHandler(PacketType.SendPostcard, HandleSendPostcard);
5410 AddLocalPacketHandler(PacketType.ChangeInventoryItemFlags, HandleChangeInventoryItemFlags);
5313 5411
5314 AddGenericPacketHandler("autopilot", HandleAutopilot); 5412 AddGenericPacketHandler("autopilot", HandleAutopilot);
5315 } 5413 }
@@ -5345,6 +5443,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5345 (x.CameraLeftAxis != lastarg.CameraLeftAxis) || 5443 (x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
5346 (x.CameraUpAxis != lastarg.CameraUpAxis) || 5444 (x.CameraUpAxis != lastarg.CameraUpAxis) ||
5347 (x.ControlFlags != lastarg.ControlFlags) || 5445 (x.ControlFlags != lastarg.ControlFlags) ||
5446 (x.ControlFlags != 0) ||
5348 (x.Far != lastarg.Far) || 5447 (x.Far != lastarg.Far) ||
5349 (x.Flags != lastarg.Flags) || 5448 (x.Flags != lastarg.Flags) ||
5350 (x.State != lastarg.State) || 5449 (x.State != lastarg.State) ||
@@ -5722,7 +5821,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5722 args.Channel = ch; 5821 args.Channel = ch;
5723 args.From = String.Empty; 5822 args.From = String.Empty;
5724 args.Message = Utils.BytesToString(msg); 5823 args.Message = Utils.BytesToString(msg);
5725 args.Type = ChatTypeEnum.Shout; 5824 args.Type = ChatTypeEnum.Region; //Behaviour in SL is that the response can be heard from any distance
5726 args.Position = new Vector3(); 5825 args.Position = new Vector3();
5727 args.Scene = Scene; 5826 args.Scene = Scene;
5728 args.Sender = this; 5827 args.Sender = this;
@@ -9767,7 +9866,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9767 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID, 9866 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID,
9768 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName), 9867 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName),
9769 UpdateMuteListEntry.MuteData.MuteType, 9868 UpdateMuteListEntry.MuteData.MuteType,
9770 UpdateMuteListEntry.AgentData.AgentID); 9869 UpdateMuteListEntry.MuteData.MuteFlags);
9771 return true; 9870 return true;
9772 } 9871 }
9773 return false; 9872 return false;
@@ -9782,8 +9881,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9782 { 9881 {
9783 handlerRemoveMuteListEntry(this, 9882 handlerRemoveMuteListEntry(this,
9784 RemoveMuteListEntry.MuteData.MuteID, 9883 RemoveMuteListEntry.MuteData.MuteID,
9785 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName), 9884 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName));
9786 RemoveMuteListEntry.AgentData.AgentID);
9787 return true; 9885 return true;
9788 } 9886 }
9789 return false; 9887 return false;
@@ -9827,10 +9925,55 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9827 return false; 9925 return false;
9828 } 9926 }
9829 9927
9928 private bool HandleChangeInventoryItemFlags(IClientAPI client, Packet packet)
9929 {
9930 ChangeInventoryItemFlagsPacket ChangeInventoryItemFlags =
9931 (ChangeInventoryItemFlagsPacket)packet;
9932 ChangeInventoryItemFlags handlerChangeInventoryItemFlags = OnChangeInventoryItemFlags;
9933 if (handlerChangeInventoryItemFlags != null)
9934 {
9935 foreach(ChangeInventoryItemFlagsPacket.InventoryDataBlock b in ChangeInventoryItemFlags.InventoryData)
9936 handlerChangeInventoryItemFlags(this, b.ItemID, b.Flags);
9937 return true;
9938 }
9939 return false;
9940 }
9941
9830 private bool HandleUseCircuitCode(IClientAPI sender, Packet Pack) 9942 private bool HandleUseCircuitCode(IClientAPI sender, Packet Pack)
9831 { 9943 {
9832 return true; 9944 return true;
9833 } 9945 }
9946
9947 private bool HandleCreateNewOutfitAttachments(IClientAPI sender, Packet Pack)
9948 {
9949 CreateNewOutfitAttachmentsPacket packet = (CreateNewOutfitAttachmentsPacket)Pack;
9950
9951 #region Packet Session and User Check
9952 if (m_checkPackets)
9953 {
9954 if (packet.AgentData.SessionID != SessionId ||
9955 packet.AgentData.AgentID != AgentId)
9956 return true;
9957 }
9958 #endregion
9959 MoveItemsAndLeaveCopy handlerMoveItemsAndLeaveCopy = null;
9960 List<InventoryItemBase> items = new List<InventoryItemBase>();
9961 foreach (CreateNewOutfitAttachmentsPacket.ObjectDataBlock n in packet.ObjectData)
9962 {
9963 InventoryItemBase b = new InventoryItemBase();
9964 b.ID = n.OldItemID;
9965 b.Folder = n.OldFolderID;
9966 items.Add(b);
9967 }
9968
9969 handlerMoveItemsAndLeaveCopy = OnMoveItemsAndLeaveCopy;
9970 if (handlerMoveItemsAndLeaveCopy != null)
9971 {
9972 handlerMoveItemsAndLeaveCopy(this, items, packet.HeaderData.NewFolderID);
9973 }
9974
9975 return true;
9976 }
9834 9977
9835 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack) 9978 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack)
9836 { 9979 {
@@ -10257,6 +10400,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10257 groupProfileReply.GroupData.MaturePublish = d.MaturePublish; 10400 groupProfileReply.GroupData.MaturePublish = d.MaturePublish;
10258 groupProfileReply.GroupData.OwnerRole = d.OwnerRole; 10401 groupProfileReply.GroupData.OwnerRole = d.OwnerRole;
10259 10402
10403 Scene scene = (Scene)m_scene;
10404 if (scene.Permissions.IsGod(sender.AgentId) && (!sender.IsGroupMember(groupProfileRequest.GroupData.GroupID)))
10405 {
10406 ScenePresence p;
10407 if (scene.TryGetScenePresence(sender.AgentId, out p))
10408 {
10409 if (p.GodLevel >= 200)
10410 {
10411 groupProfileReply.GroupData.OpenEnrollment = true;
10412 groupProfileReply.GroupData.MembershipFee = 0;
10413 }
10414 }
10415 }
10416
10260 OutPacket(groupProfileReply, ThrottleOutPacketType.Task); 10417 OutPacket(groupProfileReply, ThrottleOutPacketType.Task);
10261 } 10418 }
10262 return true; 10419 return true;
@@ -10830,11 +10987,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10830 10987
10831 StartLure handlerStartLure = OnStartLure; 10988 StartLure handlerStartLure = OnStartLure;
10832 if (handlerStartLure != null) 10989 if (handlerStartLure != null)
10833 handlerStartLure(startLureRequest.Info.LureType, 10990 {
10834 Utils.BytesToString( 10991 for (int i = 0 ; i < startLureRequest.TargetData.Length ; i++)
10835 startLureRequest.Info.Message), 10992 {
10836 startLureRequest.TargetData[0].TargetID, 10993 handlerStartLure(startLureRequest.Info.LureType,
10837 this); 10994 Utils.BytesToString(
10995 startLureRequest.Info.Message),
10996 startLureRequest.TargetData[i].TargetID,
10997 this);
10998 }
10999 }
10838 return true; 11000 return true;
10839 } 11001 }
10840 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack) 11002 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack)
@@ -10948,10 +11110,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10948 } 11110 }
10949 #endregion 11111 #endregion
10950 11112
10951 ClassifiedDelete handlerClassifiedGodDelete = OnClassifiedGodDelete; 11113 ClassifiedGodDelete handlerClassifiedGodDelete = OnClassifiedGodDelete;
10952 if (handlerClassifiedGodDelete != null) 11114 if (handlerClassifiedGodDelete != null)
10953 handlerClassifiedGodDelete( 11115 handlerClassifiedGodDelete(
10954 classifiedGodDelete.Data.ClassifiedID, 11116 classifiedGodDelete.Data.ClassifiedID,
11117 classifiedGodDelete.Data.QueryID,
10955 this); 11118 this);
10956 return true; 11119 return true;
10957 } 11120 }
@@ -12000,7 +12163,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
12000 12163
12001// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID); 12164// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID);
12002 12165
12166
12167 //Note, the bool returned from the below function is useless since it is always false.
12003 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived); 12168 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived);
12169
12004 } 12170 }
12005 12171
12006 /// <summary> 12172 /// <summary>
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
index ffa3be4..ae72175 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
@@ -158,6 +158,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
158 158
159 private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC 159 private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC
160 private int m_maxRTO = 60000; 160 private int m_maxRTO = 60000;
161 public bool m_deliverPackets = true;
161 162
162 /// <summary> 163 /// <summary>
163 /// Default constructor 164 /// Default constructor
@@ -439,6 +440,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
439 if (category >= 0 && category < m_packetOutboxes.Length) 440 if (category >= 0 && category < m_packetOutboxes.Length)
440 { 441 {
441 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category]; 442 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category];
443
444 if (m_deliverPackets == false)
445 {
446 queue.Enqueue(packet);
447 return true;
448 }
449
442 TokenBucket bucket = m_throttleCategories[category]; 450 TokenBucket bucket = m_throttleCategories[category];
443 451
444 // Don't send this packet if there is already a packet waiting in the queue 452 // Don't send this packet if there is already a packet waiting in the queue
@@ -488,7 +496,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
488 /// <returns>True if any packets were sent, otherwise false</returns> 496 /// <returns>True if any packets were sent, otherwise false</returns>
489 public bool DequeueOutgoing() 497 public bool DequeueOutgoing()
490 { 498 {
491 OutgoingPacket packet; 499 if (m_deliverPackets == false) return false;
500
501 OutgoingPacket packet = null;
492 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue; 502 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue;
493 TokenBucket bucket; 503 TokenBucket bucket;
494 bool packetSent = false; 504 bool packetSent = false;
@@ -520,32 +530,49 @@ namespace OpenSim.Region.ClientStack.LindenUDP
520 // No dequeued packet waiting to be sent, try to pull one off 530 // No dequeued packet waiting to be sent, try to pull one off
521 // this queue 531 // this queue
522 queue = m_packetOutboxes[i]; 532 queue = m_packetOutboxes[i];
523 if (queue.Dequeue(out packet)) 533 if (queue != null)
524 { 534 {
525 // A packet was pulled off the queue. See if we have 535 bool success = false;
526 // enough tokens in the bucket to send it out 536 try
527 if (bucket.RemoveTokens(packet.Buffer.DataLength))
528 { 537 {
529 // Send the packet 538 success = queue.Dequeue(out packet);
530 m_udpServer.SendPacketFinal(packet);
531 packetSent = true;
532 } 539 }
533 else 540 catch
534 { 541 {
535 // Save the dequeued packet for the next iteration 542 m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
536 m_nextPackets[i] = packet;
537 } 543 }
538 544 if (success)
539 // If the queue is empty after this dequeue, fire the queue 545 {
540 // empty callback now so it has a chance to fill before we 546 // A packet was pulled off the queue. See if we have
541 // get back here 547 // enough tokens in the bucket to send it out
542 if (queue.Count == 0) 548 if (bucket.RemoveTokens(packet.Buffer.DataLength))
549 {
550 // Send the packet
551 m_udpServer.SendPacketFinal(packet);
552 packetSent = true;
553 }
554 else
555 {
556 // Save the dequeued packet for the next iteration
557 m_nextPackets[i] = packet;
558 }
559
560 // If the queue is empty after this dequeue, fire the queue
561 // empty callback now so it has a chance to fill before we
562 // get back here
563 if (queue.Count == 0)
564 emptyCategories |= CategoryToFlag(i);
565 }
566 else
567 {
568 // No packets in this queue. Fire the queue empty callback
569 // if it has not been called recently
543 emptyCategories |= CategoryToFlag(i); 570 emptyCategories |= CategoryToFlag(i);
571 }
544 } 572 }
545 else 573 else
546 { 574 {
547 // No packets in this queue. Fire the queue empty callback 575 m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
548 // if it has not been called recently
549 emptyCategories |= CategoryToFlag(i); 576 emptyCategories |= CategoryToFlag(i);
550 } 577 }
551 } 578 }
@@ -703,4 +730,4 @@ namespace OpenSim.Region.ClientStack.LindenUDP
703 } 730 }
704 } 731 }
705 } 732 }
706} \ No newline at end of file 733}
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index fb6b11e..75f783b 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -1051,7 +1051,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1051 if (m_scene.TryGetClient(udpClient.AgentID, out client)) 1051 if (m_scene.TryGetClient(udpClient.AgentID, out client))
1052 { 1052 {
1053 client.IsLoggingOut = true; 1053 client.IsLoggingOut = true;
1054 client.Close(); 1054 client.Close(false);
1055 } 1055 }
1056 } 1056 }
1057 1057
@@ -1063,6 +1063,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1063 1063
1064 while (base.IsRunning) 1064 while (base.IsRunning)
1065 { 1065 {
1066 m_scene.ThreadAlive(1);
1066 try 1067 try
1067 { 1068 {
1068 IncomingPacket incomingPacket = null; 1069 IncomingPacket incomingPacket = null;
@@ -1105,6 +1106,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1105 1106
1106 while (base.IsRunning) 1107 while (base.IsRunning)
1107 { 1108 {
1109 m_scene.ThreadAlive(2);
1108 try 1110 try
1109 { 1111 {
1110 m_packetSent = false; 1112 m_packetSent = false;
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
index 039379d..cfe7c9d 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
@@ -100,10 +100,6 @@ namespace OpenMetaverse
100 const int SIO_UDP_CONNRESET = -1744830452; 100 const int SIO_UDP_CONNRESET = -1744830452;
101 101
102 IPEndPoint ipep = new IPEndPoint(m_localBindAddress, m_udpPort); 102 IPEndPoint ipep = new IPEndPoint(m_localBindAddress, m_udpPort);
103
104 m_log.DebugFormat(
105 "[UDPBASE]: Binding UDP listener using internal IP address config {0}:{1}",
106 ipep.Address, ipep.Port);
107 103
108 m_udpSocket = new Socket( 104 m_udpSocket = new Socket(
109 AddressFamily.InterNetwork, 105 AddressFamily.InterNetwork,
diff --git a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
index ec4dfd0..4cedfe6 100644
--- a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
+++ b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.IO; 29using System.IO;
30using System.Reflection; 30using System.Reflection;
31using System.Collections.Generic;
31using log4net; 32using log4net;
32using OpenMetaverse; 33using OpenMetaverse;
33using OpenSim.Framework; 34using OpenSim.Framework;
@@ -38,6 +39,13 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
38{ 39{
39 public class AssetXferUploader 40 public class AssetXferUploader
40 { 41 {
42 // Viewer's notion of the default texture
43 private List<UUID> defaultIDs = new List<UUID> {
44 new UUID("5748decc-f629-461c-9a36-a35a221fe21f"),
45 new UUID("7ca39b4c-bd19-4699-aff7-f93fd03d3e7b"),
46 new UUID("6522e74d-1660-4e7f-b601-6f48c1659a77"),
47 new UUID("c228d1cf-4b5d-4ba8-84f4-899a0796aa97")
48 };
41 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
42 50
43 /// <summary> 51 /// <summary>
@@ -65,6 +73,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
65 private UUID TransactionID = UUID.Zero; 73 private UUID TransactionID = UUID.Zero;
66 private sbyte type = 0; 74 private sbyte type = 0;
67 private byte wearableType = 0; 75 private byte wearableType = 0;
76 private byte[] m_oldData = null;
68 public ulong XferID; 77 public ulong XferID;
69 private Scene m_Scene; 78 private Scene m_Scene;
70 79
@@ -302,6 +311,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
302 311
303 private void DoCreateItem(uint callbackID) 312 private void DoCreateItem(uint callbackID)
304 { 313 {
314 ValidateAssets();
305 m_Scene.AssetService.Store(m_asset); 315 m_Scene.AssetService.Store(m_asset);
306 316
307 InventoryItemBase item = new InventoryItemBase(); 317 InventoryItemBase item = new InventoryItemBase();
@@ -322,12 +332,84 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
322 item.Flags = (uint) wearableType; 332 item.Flags = (uint) wearableType;
323 item.CreationDate = Util.UnixTimeSinceEpoch(); 333 item.CreationDate = Util.UnixTimeSinceEpoch();
324 334
335 m_log.DebugFormat("[XFER]: Created item {0} with asset {1}",
336 item.ID, item.AssetID);
337
325 if (m_Scene.AddInventoryItem(item)) 338 if (m_Scene.AddInventoryItem(item))
326 ourClient.SendInventoryItemCreateUpdate(item, callbackID); 339 ourClient.SendInventoryItemCreateUpdate(item, callbackID);
327 else 340 else
328 ourClient.SendAlertMessage("Unable to create inventory item"); 341 ourClient.SendAlertMessage("Unable to create inventory item");
329 } 342 }
330 343
344 private void ValidateAssets()
345 {
346 if (m_asset.Type == (sbyte)AssetType.Clothing ||
347 m_asset.Type == (sbyte)AssetType.Bodypart)
348 {
349 string content = System.Text.Encoding.ASCII.GetString(m_asset.Data);
350 string[] lines = content.Split(new char[] {'\n'});
351
352 List<string> validated = new List<string>();
353
354 Dictionary<int, UUID> allowed = ExtractTexturesFromOldData();
355
356 int textures = 0;
357
358 foreach (string line in lines)
359 {
360 try
361 {
362 if (line.StartsWith("textures "))
363 {
364 textures = Convert.ToInt32(line.Substring(9));
365 validated.Add(line);
366 }
367 else if (textures > 0)
368 {
369 string[] parts = line.Split(new char[] {' '});
370
371 UUID tx = new UUID(parts[1]);
372 int id = Convert.ToInt32(parts[0]);
373
374 if (defaultIDs.Contains(tx) || tx == UUID.Zero ||
375 (allowed.ContainsKey(id) && allowed[id] == tx))
376 {
377 validated.Add(parts[0] + " " + tx.ToString());
378 }
379 else
380 {
381 int perms = m_Scene.InventoryService.GetAssetPermissions(ourClient.AgentId, tx);
382 int full = (int)(PermissionMask.Modify | PermissionMask.Transfer | PermissionMask.Copy);
383
384 if ((perms & full) != full)
385 {
386 m_log.ErrorFormat("[ASSET UPLOADER]: REJECTED update with texture {0} from {1} because they do not own the texture", tx, ourClient.AgentId);
387 validated.Add(parts[0] + " " + UUID.Zero.ToString());
388 }
389 else
390 {
391 validated.Add(line);
392 }
393 }
394 textures--;
395 }
396 else
397 {
398 validated.Add(line);
399 }
400 }
401 catch
402 {
403 // If it's malformed, skip it
404 }
405 }
406
407 string final = String.Join("\n", validated.ToArray());
408
409 m_asset.Data = System.Text.Encoding.ASCII.GetBytes(final);
410 }
411 }
412
331 /// <summary> 413 /// <summary>
332 /// Get the asset data uploaded in this transfer. 414 /// Get the asset data uploaded in this transfer.
333 /// </summary> 415 /// </summary>
@@ -336,10 +418,55 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
336 { 418 {
337 if (m_finished) 419 if (m_finished)
338 { 420 {
421 ValidateAssets();
339 return m_asset; 422 return m_asset;
340 } 423 }
341 424
342 return null; 425 return null;
343 } 426 }
427
428 public void SetOldData(byte[] d)
429 {
430 m_oldData = d;
431 }
432
433 private Dictionary<int,UUID> ExtractTexturesFromOldData()
434 {
435 Dictionary<int,UUID> result = new Dictionary<int,UUID>();
436 if (m_oldData == null)
437 return result;
438
439 string content = System.Text.Encoding.ASCII.GetString(m_oldData);
440 string[] lines = content.Split(new char[] {'\n'});
441
442 int textures = 0;
443
444 foreach (string line in lines)
445 {
446 try
447 {
448 if (line.StartsWith("textures "))
449 {
450 textures = Convert.ToInt32(line.Substring(9));
451 }
452 else if (textures > 0)
453 {
454 string[] parts = line.Split(new char[] {' '});
455
456 UUID tx = new UUID(parts[1]);
457 int id = Convert.ToInt32(parts[0]);
458 result[id] = tx;
459 textures--;
460 }
461 }
462 catch
463 {
464 // If it's malformed, skip it
465 }
466 }
467
468 return result;
469 }
344 } 470 }
345} 471}
472
diff --git a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
index 22c301b..8e2dba4 100644
--- a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
+++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
@@ -257,53 +257,66 @@ namespace Flotsam.RegionModules.AssetCache
257 257
258 private void UpdateFileCache(string key, AssetBase asset) 258 private void UpdateFileCache(string key, AssetBase asset)
259 { 259 {
260 string filename = GetFileName(asset.ID); 260 // TODO: Spawn this off to some seperate thread to do the actual writing
261 261 if (asset != null)
262 try
263 { 262 {
264 // If the file is already cached, don't cache it, just touch it so access time is updated 263 string filename = GetFileName(key);
265 if (File.Exists(filename)) 264
266 { 265 try
267 File.SetLastAccessTime(filename, DateTime.Now);
268 }
269 else
270 { 266 {
271 // Once we start writing, make sure we flag that we're writing 267 // If the file is already cached, don't cache it, just touch it so access time is updated
272 // that object to the cache so that we don't try to write the 268 if (File.Exists(filename))
273 // same file multiple times.
274 lock (m_CurrentlyWriting)
275 { 269 {
276#if WAIT_ON_INPROGRESS_REQUESTS 270 // We don't really want to know about sharing
277 if (m_CurrentlyWriting.ContainsKey(filename)) 271 // violations here. If the file is locked, then
272 // the other thread has updated the time for us.
273 try
278 { 274 {
279 return; 275 File.SetLastAccessTime(filename, DateTime.Now);
280 } 276 }
281 else 277 catch
282 {
283 m_CurrentlyWriting.Add(filename, new ManualResetEvent(false));
284 }
285
286#else
287 if (m_CurrentlyWriting.Contains(filename))
288 { 278 {
289 return;
290 } 279 }
291 else 280 } else {
281
282 // Once we start writing, make sure we flag that we're writing
283 // that object to the cache so that we don't try to write the
284 // same file multiple times.
285 lock (m_CurrentlyWriting)
292 { 286 {
293 m_CurrentlyWriting.Add(filename); 287#if WAIT_ON_INPROGRESS_REQUESTS
294 } 288 if (m_CurrentlyWriting.ContainsKey(filename))
289 {
290 return;
291 }
292 else
293 {
294 m_CurrentlyWriting.Add(filename, new ManualResetEvent(false));
295 }
296
297#else
298 if (m_CurrentlyWriting.Contains(filename))
299 {
300 return;
301 }
302 else
303 {
304 m_CurrentlyWriting.Add(filename);
305 }
295#endif 306#endif
296 }
297 307
298 Util.FireAndForget( 308 }
299 delegate { WriteFileCache(filename, asset); }); 309
310 Util.FireAndForget(
311 delegate { WriteFileCache(filename, asset); });
312 }
313 }
314 catch (Exception e)
315 {
316 m_log.ErrorFormat(
317 "[FLOTSAM ASSET CACHE]: Failed to update cache for asset {0}. Exception {1} {2}",
318 asset.ID, e.Message, e.StackTrace);
300 } 319 }
301 }
302 catch (Exception e)
303 {
304 m_log.ErrorFormat(
305 "[FLOTSAM ASSET CACHE]: Failed to update cache for asset {0}. Exception {1} {2}",
306 asset.ID, e.Message, e.StackTrace);
307 } 320 }
308 } 321 }
309 322
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index 7086e6c..c5cec59 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Reflection; 30using System.Reflection;
31using System.Xml;
31using log4net; 32using log4net;
32using Mono.Addins; 33using Mono.Addins;
33using Nini.Config; 34using Nini.Config;
@@ -38,6 +39,7 @@ using OpenSim.Region.Framework;
38using OpenSim.Region.Framework.Interfaces; 39using OpenSim.Region.Framework.Interfaces;
39using OpenSim.Region.Framework.Scenes; 40using OpenSim.Region.Framework.Scenes;
40using OpenSim.Region.Framework.Scenes.Serialization; 41using OpenSim.Region.Framework.Scenes.Serialization;
42using OpenSim.Services.Interfaces;
41 43
42namespace OpenSim.Region.CoreModules.Avatar.Attachments 44namespace OpenSim.Region.CoreModules.Avatar.Attachments
43{ 45{
@@ -115,6 +117,40 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
115 117
116// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing any attachments for {0}", sp.Name); 118// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing any attachments for {0}", sp.Name);
117 119
120 XmlDocument doc = new XmlDocument();
121 string stateData = String.Empty;
122
123 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
124 if (attServ != null)
125 {
126 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
127 stateData = attServ.Get(sp.UUID.ToString());
128 if (stateData != String.Empty)
129 {
130 try
131 {
132 doc.LoadXml(stateData);
133 }
134 catch { }
135 }
136 }
137
138 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
139
140 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
141 if (nodes.Count > 0)
142 {
143 foreach (XmlNode n in nodes)
144 {
145 XmlElement elem = (XmlElement)n;
146 string itemID = elem.GetAttribute("ItemID");
147 string xml = elem.InnerXml;
148
149 itemData[new UUID(itemID)] = xml;
150 }
151 }
152
153
118 List<AvatarAttachment> attachments = sp.Appearance.GetAttachments(); 154 List<AvatarAttachment> attachments = sp.Appearance.GetAttachments();
119 foreach (AvatarAttachment attach in attachments) 155 foreach (AvatarAttachment attach in attachments)
120 { 156 {
@@ -134,12 +170,22 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
134 170
135 try 171 try
136 { 172 {
173 string xmlData;
174 XmlDocument d = null;
175 UUID asset;
176 if (itemData.TryGetValue(attach.ItemID, out xmlData))
177 {
178 d = new XmlDocument();
179 d.LoadXml(xmlData);
180 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", attach.ItemID);
181 }
182
137 // If we're an NPC then skip all the item checks and manipulations since we don't have an 183 // If we're an NPC then skip all the item checks and manipulations since we don't have an
138 // inventory right now. 184 // inventory right now.
139 if (sp.PresenceType == PresenceType.Npc) 185 if (sp.PresenceType == PresenceType.Npc)
140 RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p); 186 RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p, null);
141 else 187 else
142 RezSingleAttachmentFromInventory(sp, attach.ItemID, p); 188 RezSingleAttachmentFromInventory(sp, attach.ItemID, p, true, d);
143 } 189 }
144 catch (Exception e) 190 catch (Exception e)
145 { 191 {
@@ -264,6 +310,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
264 } 310 }
265 311
266 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt) 312 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
313 {
314 return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt, true, null);
315 }
316
317 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc)
267 { 318 {
268 if (!Enabled) 319 if (!Enabled)
269 return null; 320 return null;
@@ -302,7 +353,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
302 return null; 353 return null;
303 } 354 }
304 355
305 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt); 356 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, doc);
306 357
307 if (att == null) 358 if (att == null)
308 DetachSingleAttachmentToInv(sp, itemID); 359 DetachSingleAttachmentToInv(sp, itemID);
@@ -366,7 +417,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
366 so.AttachedAvatar = UUID.Zero; 417 so.AttachedAvatar = UUID.Zero;
367 rootPart.SetParentLocalId(0); 418 rootPart.SetParentLocalId(0);
368 so.ClearPartAttachmentData(); 419 so.ClearPartAttachmentData();
369 rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive); 420 rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive,false);
370 so.HasGroupChanged = true; 421 so.HasGroupChanged = true;
371 rootPart.Rezzed = DateTime.Now; 422 rootPart.Rezzed = DateTime.Now;
372 rootPart.RemFlag(PrimFlags.TemporaryOnRez); 423 rootPart.RemFlag(PrimFlags.TemporaryOnRez);
@@ -582,11 +633,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
582 633
583 Vector3 inventoryStoredPosition = new Vector3 634 Vector3 inventoryStoredPosition = new Vector3
584 (((grp.AbsolutePosition.X > (int)Constants.RegionSize) 635 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
585 ? Constants.RegionSize - 6 636 ? (float)Constants.RegionSize - 6
586 : grp.AbsolutePosition.X) 637 : grp.AbsolutePosition.X)
587 , 638 ,
588 (grp.AbsolutePosition.Y > (int)Constants.RegionSize) 639 (grp.AbsolutePosition.Y > (int)Constants.RegionSize)
589 ? Constants.RegionSize - 6 640 ? (float)Constants.RegionSize - 6
590 : grp.AbsolutePosition.Y, 641 : grp.AbsolutePosition.Y,
591 grp.AbsolutePosition.Z); 642 grp.AbsolutePosition.Z);
592 643
@@ -704,8 +755,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
704 } 755 }
705 } 756 }
706 757
707 private SceneObjectGroup RezSingleAttachmentFromInventoryInternal( 758 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
708 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt) 759 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, XmlDocument doc)
709 { 760 {
710 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>(); 761 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
711 if (invAccess != null) 762 if (invAccess != null)
@@ -713,7 +764,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
713 lock (sp.AttachmentsSyncLock) 764 lock (sp.AttachmentsSyncLock)
714 { 765 {
715 SceneObjectGroup objatt; 766 SceneObjectGroup objatt;
716 767
717 if (itemID != UUID.Zero) 768 if (itemID != UUID.Zero)
718 objatt = invAccess.RezObject(sp.ControllingClient, 769 objatt = invAccess.RezObject(sp.ControllingClient,
719 itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, 770 itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
@@ -722,11 +773,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
722 objatt = invAccess.RezObject(sp.ControllingClient, 773 objatt = invAccess.RezObject(sp.ControllingClient,
723 null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, 774 null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
724 false, false, sp.UUID, true); 775 false, false, sp.UUID, true);
725 776
726 // m_log.DebugFormat( 777 // m_log.DebugFormat(
727 // "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}", 778 // "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}",
728 // objatt.Name, remoteClient.Name, AttachmentPt); 779 // objatt.Name, remoteClient.Name, AttachmentPt);
729 780
730 if (objatt != null) 781 if (objatt != null)
731 { 782 {
732 // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller. 783 // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
@@ -734,7 +785,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
734 bool tainted = false; 785 bool tainted = false;
735 if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint) 786 if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
736 tainted = true; 787 tainted = true;
737 788
738 // This will throw if the attachment fails 789 // This will throw if the attachment fails
739 try 790 try
740 { 791 {
@@ -745,21 +796,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
745 m_log.ErrorFormat( 796 m_log.ErrorFormat(
746 "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}", 797 "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}",
747 objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace); 798 objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace);
748 799
749 // Make sure the object doesn't stick around and bail 800 // Make sure the object doesn't stick around and bail
750 sp.RemoveAttachment(objatt); 801 sp.RemoveAttachment(objatt);
751 m_scene.DeleteSceneObject(objatt, false); 802 m_scene.DeleteSceneObject(objatt, false);
752 return null; 803 return null;
753 } 804 }
754 805
755 if (tainted) 806 if (tainted)
756 objatt.HasGroupChanged = true; 807 objatt.HasGroupChanged = true;
808
809 if (doc != null)
810 {
811 objatt.LoadScriptState(doc);
812 objatt.ResetOwnerChangeFlag();
813 }
757 814
758 // Fire after attach, so we don't get messy perms dialogs 815 // Fire after attach, so we don't get messy perms dialogs
759 // 4 == AttachedRez 816 // 4 == AttachedRez
760 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); 817 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
761 objatt.ResumeScripts(); 818 objatt.ResumeScripts();
762 819
763 // Do this last so that event listeners have access to all the effects of the attachment 820 // Do this last so that event listeners have access to all the effects of the attachment
764 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID); 821 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID);
765 822
@@ -773,7 +830,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
773 } 830 }
774 } 831 }
775 } 832 }
776 833
777 return null; 834 return null;
778 } 835 }
779 836
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
index b0cee03..2bebd30 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
@@ -551,12 +551,17 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
551 /// <param name="client"></param> 551 /// <param name="client"></param>
552 private void Client_OnRequestWearables(IClientAPI client) 552 private void Client_OnRequestWearables(IClientAPI client)
553 { 553 {
554 // m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId); 554 Util.FireAndForget(delegate(object x)
555 ScenePresence sp = m_scene.GetScenePresence(client.AgentId); 555 {
556 if (sp != null) 556 Thread.Sleep(4000);
557 client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++); 557
558 else 558 // m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId);
559 m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId); 559 ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
560 if (sp != null)
561 client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++);
562 else
563 m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId);
564 });
560 } 565 }
561 566
562 /// <summary> 567 /// <summary>
diff --git a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
index 10b4c37..4d8fb90 100644
--- a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
@@ -49,7 +49,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
49 private int m_shoutdistance = 100; 49 private int m_shoutdistance = 100;
50 private int m_whisperdistance = 10; 50 private int m_whisperdistance = 10;
51 private List<Scene> m_scenes = new List<Scene>(); 51 private List<Scene> m_scenes = new List<Scene>();
52 52 private List<string> FreezeCache = new List<string>();
53 private string m_adminPrefix = "";
53 internal object m_syncy = new object(); 54 internal object m_syncy = new object();
54 55
55 internal IConfig m_config; 56 internal IConfig m_config;
@@ -76,6 +77,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
76 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance); 77 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance);
77 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance); 78 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance);
78 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance); 79 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance);
80 m_adminPrefix = config.Configs["Chat"].GetString("admin_prefix", "");
79 } 81 }
80 82
81 public virtual void AddRegion(Scene scene) 83 public virtual void AddRegion(Scene scene)
@@ -171,7 +173,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
171 return; 173 return;
172 } 174 }
173 175
174 DeliverChatToAvatars(ChatSourceType.Agent, c); 176 if (FreezeCache.Contains(c.Sender.AgentId.ToString()))
177 {
178 if (c.Type != ChatTypeEnum.StartTyping || c.Type != ChatTypeEnum.StopTyping)
179 c.Sender.SendAgentAlertMessage("You may not talk as you are frozen.", false);
180 }
181 else
182 {
183 DeliverChatToAvatars(ChatSourceType.Agent, c);
184 }
175 } 185 }
176 186
177 public virtual void OnChatFromWorld(Object sender, OSChatMessage c) 187 public virtual void OnChatFromWorld(Object sender, OSChatMessage c)
@@ -185,6 +195,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
185 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c) 195 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c)
186 { 196 {
187 string fromName = c.From; 197 string fromName = c.From;
198 string fromNamePrefix = "";
188 UUID fromID = UUID.Zero; 199 UUID fromID = UUID.Zero;
189 string message = c.Message; 200 string message = c.Message;
190 IScene scene = c.Scene; 201 IScene scene = c.Scene;
@@ -207,7 +218,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
207 fromPos = avatar.AbsolutePosition; 218 fromPos = avatar.AbsolutePosition;
208 fromName = avatar.Name; 219 fromName = avatar.Name;
209 fromID = c.Sender.AgentId; 220 fromID = c.Sender.AgentId;
210 221 if (avatar.GodLevel >= 200)
222 {
223 fromNamePrefix = m_adminPrefix;
224 }
211 break; 225 break;
212 226
213 case ChatSourceType.Object: 227 case ChatSourceType.Object:
@@ -233,8 +247,20 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
233 s.ForEachRootScenePresence( 247 s.ForEachRootScenePresence(
234 delegate(ScenePresence presence) 248 delegate(ScenePresence presence)
235 { 249 {
236 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, c.Type, message, sourceType)) 250 ILandObject Presencecheck = s.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
237 receiverIDs.Add(presence.UUID); 251 if (Presencecheck != null)
252 {
253 // This will pass all chat from objects. Not
254 // perfect, but it will do. For now. Better
255 // than the prior behavior of muting all
256 // objects on a parcel with access restrictions
257 if (c.Sender == null || Presencecheck.IsEitherBannedOrRestricted(c.Sender.AgentId) != true)
258 {
259 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromNamePrefix + fromName, c.Type, message, sourceType))
260 receiverIDs.Add(presence.UUID);
261 }
262 }
263
238 } 264 }
239 ); 265 );
240 } 266 }
@@ -278,26 +304,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
278 } 304 }
279 305
280 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType); 306 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType);
281
282 HashSet<UUID> receiverIDs = new HashSet<UUID>(); 307 HashSet<UUID> receiverIDs = new HashSet<UUID>();
283 308
284 ((Scene)c.Scene).ForEachRootClient( 309 if (c.Scene != null)
285 delegate(IClientAPI client) 310 {
286 { 311 ((Scene)c.Scene).ForEachRootClient
287 // don't forward SayOwner chat from objects to 312 (
288 // non-owner agents 313 delegate(IClientAPI client)
289 if ((c.Type == ChatTypeEnum.Owner) && 314 {
290 (null != c.SenderObject) && 315 // don't forward SayOwner chat from objects to
291 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId)) 316 // non-owner agents
292 return; 317 if ((c.Type == ChatTypeEnum.Owner) &&
293 318 (null != c.SenderObject) &&
294 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID, 319 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId))
295 (byte)sourceType, (byte)ChatAudibleLevel.Fully); 320 return;
296 receiverIDs.Add(client.AgentId); 321
297 }); 322 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID,
298 323 (byte)sourceType, (byte)ChatAudibleLevel.Fully);
299 (c.Scene as Scene).EventManager.TriggerOnChatToClients( 324 receiverIDs.Add(client.AgentId);
300 fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully); 325 }
326 );
327 (c.Scene as Scene).EventManager.TriggerOnChatToClients(
328 fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully);
329 }
301 } 330 }
302 331
303 /// <summary> 332 /// <summary>
@@ -340,5 +369,35 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
340 369
341 return true; 370 return true;
342 } 371 }
372
373 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
374 public void ParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
375 {
376 System.Threading.Timer Timer;
377 if (flags == 0)
378 {
379 FreezeCache.Add(target.ToString());
380 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
381 Timer = new System.Threading.Timer(timeCB, target, 30000, 0);
382 Timers.Add(target, Timer);
383 }
384 else
385 {
386 FreezeCache.Remove(target.ToString());
387 Timers.TryGetValue(target, out Timer);
388 Timers.Remove(target);
389 Timer.Dispose();
390 }
391 }
392
393 private void OnEndParcelFrozen(object avatar)
394 {
395 UUID target = (UUID)avatar;
396 FreezeCache.Remove(target.ToString());
397 System.Threading.Timer Timer;
398 Timers.TryGetValue(target, out Timer);
399 Timers.Remove(target);
400 Timer.Dispose();
401 }
343 } 402 }
344} 403}
diff --git a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
index ffe7718..bb2cd1f 100644
--- a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
@@ -216,4 +216,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
216 return result; 216 return result;
217 } 217 }
218 } 218 }
219} \ No newline at end of file 219}
diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
index c266fe5..5d94ff7 100644
--- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
@@ -328,7 +328,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
328 //m_log.DebugFormat("[XXX]: OnClientLogin!"); 328 //m_log.DebugFormat("[XXX]: OnClientLogin!");
329 // Inform the friends that this user is online 329 // Inform the friends that this user is online
330 StatusChange(agentID, true); 330 StatusChange(agentID, true);
331 331
332 // Register that we need to send the list of online friends to this user 332 // Register that we need to send the list of online friends to this user
333 lock (m_NeedsListOfOnlineFriends) 333 lock (m_NeedsListOfOnlineFriends)
334 m_NeedsListOfOnlineFriends.Add(agentID); 334 m_NeedsListOfOnlineFriends.Add(agentID);
@@ -603,6 +603,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
603 { 603 {
604 StoreFriendships(client.AgentId, friendID); 604 StoreFriendships(client.AgentId, friendID);
605 605
606 ICallingCardModule ccm = client.Scene.RequestModuleInterface<ICallingCardModule>();
607 if (ccm != null)
608 {
609 ccm.CreateCallingCard(client.AgentId, friendID, UUID.Zero);
610 }
611
606 // Update the local cache 612 // Update the local cache
607 RecacheFriends(client); 613 RecacheFriends(client);
608 614
@@ -779,6 +785,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
779 (byte)OpenMetaverse.InstantMessageDialog.FriendshipAccepted, userID.ToString(), false, Vector3.Zero); 785 (byte)OpenMetaverse.InstantMessageDialog.FriendshipAccepted, userID.ToString(), false, Vector3.Zero);
780 friendClient.SendInstantMessage(im); 786 friendClient.SendInstantMessage(im);
781 787
788 ICallingCardModule ccm = friendClient.Scene.RequestModuleInterface<ICallingCardModule>();
789 if (ccm != null)
790 {
791 ccm.CreateCallingCard(friendID, userID, UUID.Zero);
792 }
793
794
782 // Update the local cache 795 // Update the local cache
783 RecacheFriends(friendClient); 796 RecacheFriends(friendClient);
784 797
@@ -801,7 +814,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
801 // we're done 814 // we're done
802 return true; 815 return true;
803 } 816 }
804 817
805 return false; 818 return false;
806 } 819 }
807 820
@@ -853,7 +866,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
853 866
854 public bool LocalStatusNotification(UUID userID, UUID friendID, bool online) 867 public bool LocalStatusNotification(UUID userID, UUID friendID, bool online)
855 { 868 {
856// m_log.DebugFormat("[FRIENDS]: Local Status Notify {0} that user {1} is {2}", friendID, userID, online); 869 //m_log.DebugFormat("[FRIENDS]: Local Status Notify {0} that user {1} is {2}", friendID, userID, online);
857 IClientAPI friendClient = LocateClientObject(friendID); 870 IClientAPI friendClient = LocateClientObject(friendID);
858 if (friendClient != null) 871 if (friendClient != null)
859 { 872 {
diff --git a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
index 2e3312f..1492302 100644
--- a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
@@ -31,16 +31,40 @@ using OpenMetaverse;
31using OpenSim.Framework; 31using OpenSim.Framework;
32using OpenSim.Region.Framework.Scenes; 32using OpenSim.Region.Framework.Scenes;
33using OpenSim.Region.Framework.Interfaces; 33using OpenSim.Region.Framework.Interfaces;
34using System;
35using System.Reflection;
36using System.Collections;
37using System.Collections.Specialized;
38using System.Reflection;
39using System.IO;
40using System.Web;
41using System.Xml;
42using log4net;
43using Mono.Addins;
44using OpenMetaverse.Messages.Linden;
45using OpenMetaverse.StructuredData;
46using OpenSim.Framework.Capabilities;
47using OpenSim.Framework.Servers;
48using OpenSim.Framework.Servers.HttpServer;
49using Caps = OpenSim.Framework.Capabilities.Caps;
50using OSDArray = OpenMetaverse.StructuredData.OSDArray;
51using OSDMap = OpenMetaverse.StructuredData.OSDMap;
34 52
35namespace OpenSim.Region.CoreModules.Avatar.Gods 53namespace OpenSim.Region.CoreModules.Avatar.Gods
36{ 54{
37 public class GodsModule : IRegionModule, IGodsModule 55 public class GodsModule : IRegionModule, IGodsModule
38 { 56 {
57 private static readonly ILog m_log =
58 LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
59
39 /// <summary>Special UUID for actions that apply to all agents</summary> 60 /// <summary>Special UUID for actions that apply to all agents</summary>
40 private static readonly UUID ALL_AGENTS = new UUID("44e87126-e794-4ded-05b3-7c42da3d5cdb"); 61 private static readonly UUID ALL_AGENTS = new UUID("44e87126-e794-4ded-05b3-7c42da3d5cdb");
41 62
42 protected Scene m_scene; 63 protected Scene m_scene;
43 protected IDialogModule m_dialogModule; 64 protected IDialogModule m_dialogModule;
65
66 protected Dictionary<UUID, string> m_capsDict =
67 new Dictionary<UUID, string>();
44 68
45 public void Initialise(Scene scene, IConfigSource source) 69 public void Initialise(Scene scene, IConfigSource source)
46 { 70 {
@@ -48,6 +72,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
48 m_dialogModule = m_scene.RequestModuleInterface<IDialogModule>(); 72 m_dialogModule = m_scene.RequestModuleInterface<IDialogModule>();
49 m_scene.RegisterModuleInterface<IGodsModule>(this); 73 m_scene.RegisterModuleInterface<IGodsModule>(this);
50 m_scene.EventManager.OnNewClient += SubscribeToClientEvents; 74 m_scene.EventManager.OnNewClient += SubscribeToClientEvents;
75 m_scene.EventManager.OnRegisterCaps += OnRegisterCaps;
76 m_scene.EventManager.OnClientClosed += OnClientClosed;
77 scene.EventManager.OnIncomingInstantMessage +=
78 OnIncomingInstantMessage;
51 } 79 }
52 80
53 public void PostInitialise() {} 81 public void PostInitialise() {}
@@ -67,6 +95,54 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
67 client.OnRequestGodlikePowers -= RequestGodlikePowers; 95 client.OnRequestGodlikePowers -= RequestGodlikePowers;
68 } 96 }
69 97
98 private void OnClientClosed(UUID agentID, Scene scene)
99 {
100 m_capsDict.Remove(agentID);
101 }
102
103 private void OnRegisterCaps(UUID agentID, Caps caps)
104 {
105 string uri = "/CAPS/" + UUID.Random();
106 m_capsDict[agentID] = uri;
107
108 caps.RegisterHandler("UntrustedSimulatorMessage",
109 new RestStreamHandler("POST", uri,
110 HandleUntrustedSimulatorMessage));
111 }
112
113 private string HandleUntrustedSimulatorMessage(string request,
114 string path, string param, IOSHttpRequest httpRequest,
115 IOSHttpResponse httpResponse)
116 {
117 OSDMap osd = (OSDMap)OSDParser.DeserializeLLSDXml(request);
118
119 string message = osd["message"].AsString();
120
121 if (message == "GodKickUser")
122 {
123 OSDMap body = (OSDMap)osd["body"];
124 OSDArray userInfo = (OSDArray)body["UserInfo"];
125 OSDMap userData = (OSDMap)userInfo[0];
126
127 UUID agentID = userData["AgentID"].AsUUID();
128 UUID godID = userData["GodID"].AsUUID();
129 UUID godSessionID = userData["GodSessionID"].AsUUID();
130 uint kickFlags = userData["KickFlags"].AsUInteger();
131 string reason = userData["Reason"].AsString();
132
133 ScenePresence god = m_scene.GetScenePresence(godID);
134 if (god == null || god.ControllingClient.SessionId != godSessionID)
135 return String.Empty;
136
137 KickUser(godID, godSessionID, agentID, kickFlags, Util.StringToBytes1024(reason));
138 }
139 else
140 {
141 m_log.ErrorFormat("[GOD]: Unhandled UntrustedSimulatorMessage: {0}", message);
142 }
143 return String.Empty;
144 }
145
70 public void RequestGodlikePowers( 146 public void RequestGodlikePowers(
71 UUID agentID, UUID sessionID, UUID token, bool godLike, IClientAPI controllingClient) 147 UUID agentID, UUID sessionID, UUID token, bool godLike, IClientAPI controllingClient)
72 { 148 {
@@ -115,69 +191,85 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
115 /// <param name="reason">The message to send to the user after it's been turned into a field</param> 191 /// <param name="reason">The message to send to the user after it's been turned into a field</param>
116 public void KickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason) 192 public void KickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason)
117 { 193 {
118 UUID kickUserID = ALL_AGENTS; 194 if (!m_scene.Permissions.IsGod(godID))
119 195 return;
196
120 ScenePresence sp = m_scene.GetScenePresence(agentID); 197 ScenePresence sp = m_scene.GetScenePresence(agentID);
121 198
122 if (sp != null || agentID == kickUserID) 199 if (sp == null && agentID != ALL_AGENTS)
123 { 200 {
124 if (m_scene.Permissions.IsGod(godID)) 201 IMessageTransferModule transferModule =
202 m_scene.RequestModuleInterface<IMessageTransferModule>();
203 if (transferModule != null)
125 { 204 {
126 if (kickflags == 0) 205 m_log.DebugFormat("[GODS]: Sending nonlocal kill for agent {0}", agentID);
127 { 206 transferModule.SendInstantMessage(new GridInstantMessage(
128 if (agentID == kickUserID) 207 m_scene, godID, "God", agentID, (byte)250, false,
129 { 208 Utils.BytesToString(reason), UUID.Zero, true,
130 string reasonStr = Utils.BytesToString(reason); 209 new Vector3(), new byte[] {(byte)kickflags}),
131 210 delegate(bool success) {} );
132 m_scene.ForEachClient( 211 }
133 delegate(IClientAPI controller) 212 return;
134 { 213 }
135 if (controller.AgentId != godID)
136 controller.Kick(reasonStr);
137 }
138 );
139
140 // This is a bit crude. It seems the client will be null before it actually stops the thread
141 // The thread will kill itself eventually :/
142 // Is there another way to make sure *all* clients get this 'inter region' message?
143 m_scene.ForEachRootClient(
144 delegate(IClientAPI client)
145 {
146 if (client.AgentId != godID)
147 {
148 client.Close();
149 }
150 }
151 );
152 }
153 else
154 {
155 m_scene.SceneGraph.removeUserCount(!sp.IsChildAgent);
156 214
157 sp.ControllingClient.Kick(Utils.BytesToString(reason)); 215 switch (kickflags)
158 sp.ControllingClient.Close(); 216 {
159 } 217 case 0:
160 } 218 if (sp != null)
161 219 {
162 if (kickflags == 1) 220 KickPresence(sp, Utils.BytesToString(reason));
163 {
164 sp.AllowMovement = false;
165 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
166 m_dialogModule.SendAlertToUser(godID, "User Frozen");
167 }
168
169 if (kickflags == 2)
170 {
171 sp.AllowMovement = true;
172 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
173 m_dialogModule.SendAlertToUser(godID, "User Unfrozen");
174 }
175 } 221 }
176 else 222 else if (agentID == ALL_AGENTS)
177 { 223 {
178 m_dialogModule.SendAlertToUser(godID, "Kick request denied"); 224 m_scene.ForEachRootScenePresence(
225 delegate(ScenePresence p)
226 {
227 if (p.UUID != godID && (!m_scene.Permissions.IsGod(p.UUID)))
228 KickPresence(p, Utils.BytesToString(reason));
229 }
230 );
179 } 231 }
232 break;
233 case 1:
234 if (sp != null)
235 {
236 sp.AllowMovement = false;
237 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
238 m_dialogModule.SendAlertToUser(godID, "User Frozen");
239 }
240 break;
241 case 2:
242 if (sp != null)
243 {
244 sp.AllowMovement = true;
245 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
246 m_dialogModule.SendAlertToUser(godID, "User Unfrozen");
247 }
248 break;
249 default:
250 break;
251 }
252 }
253
254 private void KickPresence(ScenePresence sp, string reason)
255 {
256 if (sp.IsChildAgent)
257 return;
258 sp.ControllingClient.Kick(reason);
259 sp.Scene.IncomingCloseAgent(sp.UUID);
260 }
261
262 private void OnIncomingInstantMessage(GridInstantMessage msg)
263 {
264 if (msg.dialog == (uint)250) // Nonlocal kick
265 {
266 UUID agentID = new UUID(msg.toAgentID);
267 string reason = msg.message;
268 UUID godID = new UUID(msg.fromAgentID);
269 uint kickMode = (uint)msg.binaryBucket[0];
270
271 KickUser(godID, UUID.Zero, agentID, kickMode, Util.StringToBytes1024(reason));
180 } 272 }
181 } 273 }
182 } 274 }
183} \ No newline at end of file 275}
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
index ca5d485..727f1c9 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
@@ -27,6 +27,7 @@
27using System; 27using System;
28using System.Collections.Generic; 28using System.Collections.Generic;
29using System.Reflection; 29using System.Reflection;
30using System.Timers;
30using log4net; 31using log4net;
31using Nini.Config; 32using Nini.Config;
32using OpenMetaverse; 33using OpenMetaverse;
@@ -42,6 +43,10 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
42 private static readonly ILog m_log = LogManager.GetLogger( 43 private static readonly ILog m_log = LogManager.GetLogger(
43 MethodBase.GetCurrentMethod().DeclaringType); 44 MethodBase.GetCurrentMethod().DeclaringType);
44 45
46 private Timer m_logTimer = new Timer(10000);
47 private List<GridInstantMessage> m_logData = new List<GridInstantMessage>();
48 private string m_restUrl;
49
45 /// <value> 50 /// <value>
46 /// Is this module enabled? 51 /// Is this module enabled?
47 /// </value> 52 /// </value>
@@ -61,9 +66,12 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
61 "InstantMessageModule", "InstantMessageModule") != 66 "InstantMessageModule", "InstantMessageModule") !=
62 "InstantMessageModule") 67 "InstantMessageModule")
63 return; 68 return;
69 m_restUrl = config.Configs["Messaging"].GetString("LogURL", String.Empty);
64 } 70 }
65 71
66 m_enabled = true; 72 m_enabled = true;
73 m_logTimer.AutoReset = false;
74 m_logTimer.Elapsed += LogTimerElapsed;
67 } 75 }
68 76
69 public void AddRegion(Scene scene) 77 public void AddRegion(Scene scene)
@@ -148,6 +156,9 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
148 { 156 {
149 byte dialog = im.dialog; 157 byte dialog = im.dialog;
150 158
159 if (client != null && dialog == (byte)InstantMessageDialog.MessageFromAgent)
160 LogInstantMesssage(im);
161
151 if (dialog != (byte)InstantMessageDialog.MessageFromAgent 162 if (dialog != (byte)InstantMessageDialog.MessageFromAgent
152 && dialog != (byte)InstantMessageDialog.StartTyping 163 && dialog != (byte)InstantMessageDialog.StartTyping
153 && dialog != (byte)InstantMessageDialog.StopTyping 164 && dialog != (byte)InstantMessageDialog.StopTyping
@@ -157,6 +168,32 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
157 return; 168 return;
158 } 169 }
159 170
171 //DateTime dt = DateTime.UtcNow;
172
173 // Ticks from UtcNow, but make it look like local. Evil, huh?
174 //dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
175
176 //try
177 //{
178 // // Convert that to the PST timezone
179 // TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
180 // dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
181 //}
182 //catch
183 //{
184 // //m_log.Info("[OFFLINE MESSAGING]: No PST timezone found on this machine. Saving with local timestamp.");
185 //}
186
187 //// And make it look local again to fool the unix time util
188 //dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
189
190 // If client is null, this message comes from storage and IS offline
191 if (client != null)
192 im.offline = 0;
193
194 if (im.offline == 0)
195 im.timestamp = (uint)Util.UnixTimeSinceEpoch();
196
160 if (m_TransferModule != null) 197 if (m_TransferModule != null)
161 { 198 {
162 if (client != null) 199 if (client != null)
@@ -200,5 +237,35 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
200 // 237 //
201 OnInstantMessage(null, msg); 238 OnInstantMessage(null, msg);
202 } 239 }
240
241 private void LogInstantMesssage(GridInstantMessage im)
242 {
243 if (m_logData.Count < 20)
244 {
245 // Restart the log write timer
246 m_logTimer.Stop();
247 }
248 if (!m_logTimer.Enabled)
249 m_logTimer.Start();
250
251 lock (m_logData)
252 {
253 m_logData.Add(im);
254 }
255 }
256
257 private void LogTimerElapsed(object source, ElapsedEventArgs e)
258 {
259 lock (m_logData)
260 {
261 if (m_restUrl != String.Empty && m_logData.Count > 0)
262 {
263 bool success = SynchronousRestObjectRequester.MakeRequest<List<GridInstantMessage>, bool>("POST", m_restUrl + "/LogMessages/", m_logData);
264 if (!success)
265 m_log.ErrorFormat("[INSTANT MESSAGE]: Failed to save log data");
266 }
267 m_logData.Clear();
268 }
269 }
203 } 270 }
204} 271}
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
index 0dad3c4..6064ddc 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
@@ -48,6 +48,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
48 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 48 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
49 49
50 private bool m_Enabled = false; 50 private bool m_Enabled = false;
51 protected string m_MessageKey = String.Empty;
51 protected List<Scene> m_Scenes = new List<Scene>(); 52 protected List<Scene> m_Scenes = new List<Scene>();
52 protected Dictionary<UUID, UUID> m_UserRegionMap = new Dictionary<UUID, UUID>(); 53 protected Dictionary<UUID, UUID> m_UserRegionMap = new Dictionary<UUID, UUID>();
53 54
@@ -67,14 +68,17 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
67 public virtual void Initialise(IConfigSource config) 68 public virtual void Initialise(IConfigSource config)
68 { 69 {
69 IConfig cnf = config.Configs["Messaging"]; 70 IConfig cnf = config.Configs["Messaging"];
70 if (cnf != null && cnf.GetString( 71 if (cnf != null)
71 "MessageTransferModule", "MessageTransferModule") !=
72 "MessageTransferModule")
73 { 72 {
74 m_log.Debug("[MESSAGE TRANSFER]: Disabled by configuration"); 73 if (cnf.GetString("MessageTransferModule",
75 return; 74 "MessageTransferModule") != "MessageTransferModule")
76 } 75 {
76 return;
77 }
77 78
79 m_MessageKey = cnf.GetString("MessageKey", String.Empty);
80 }
81 m_log.Debug("[MESSAGE TRANSFER]: Module enabled");
78 m_Enabled = true; 82 m_Enabled = true;
79 } 83 }
80 84
@@ -244,6 +248,19 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
244 && requestData.ContainsKey("position_z") && requestData.ContainsKey("region_id") 248 && requestData.ContainsKey("position_z") && requestData.ContainsKey("region_id")
245 && requestData.ContainsKey("binary_bucket")) 249 && requestData.ContainsKey("binary_bucket"))
246 { 250 {
251 if (m_MessageKey != String.Empty)
252 {
253 XmlRpcResponse error_resp = new XmlRpcResponse();
254 Hashtable error_respdata = new Hashtable();
255 error_respdata["success"] = "FALSE";
256 error_resp.Value = error_respdata;
257
258 if (!requestData.Contains("message_key"))
259 return error_resp;
260 if (m_MessageKey != (string)requestData["message_key"])
261 return error_resp;
262 }
263
247 // Do the easy way of validating the UUIDs 264 // Do the easy way of validating the UUIDs
248 UUID.TryParse((string)requestData["from_agent_id"], out fromAgentID); 265 UUID.TryParse((string)requestData["from_agent_id"], out fromAgentID);
249 UUID.TryParse((string)requestData["to_agent_id"], out toAgentID); 266 UUID.TryParse((string)requestData["to_agent_id"], out toAgentID);
@@ -420,24 +437,37 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
420 return resp; 437 return resp;
421 } 438 }
422 439
423 /// <summary> 440 private delegate void GridInstantMessageDelegate(GridInstantMessage im, MessageResultNotification result);
424 /// delegate for sending a grid instant message asynchronously
425 /// </summary>
426 public delegate void GridInstantMessageDelegate(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID);
427 441
428 protected virtual void GridInstantMessageCompleted(IAsyncResult iar) 442 private class GIM {
429 { 443 public GridInstantMessage im;
430 GridInstantMessageDelegate icon = 444 public MessageResultNotification result;
431 (GridInstantMessageDelegate)iar.AsyncState; 445 };
432 icon.EndInvoke(iar);
433 }
434 446
447 private Queue<GIM> pendingInstantMessages = new Queue<GIM>();
448 private int numInstantMessageThreads = 0;
435 449
436 protected virtual void SendGridInstantMessageViaXMLRPC(GridInstantMessage im, MessageResultNotification result) 450 private void SendGridInstantMessageViaXMLRPC(GridInstantMessage im, MessageResultNotification result)
437 { 451 {
438 GridInstantMessageDelegate d = SendGridInstantMessageViaXMLRPCAsync; 452 lock (pendingInstantMessages) {
453 if (numInstantMessageThreads >= 4) {
454 GIM gim = new GIM();
455 gim.im = im;
456 gim.result = result;
457 pendingInstantMessages.Enqueue(gim);
458 } else {
459 ++ numInstantMessageThreads;
460 //m_log.DebugFormat("[SendGridInstantMessageViaXMLRPC]: ++numInstantMessageThreads={0}", numInstantMessageThreads);
461 GridInstantMessageDelegate d = SendGridInstantMessageViaXMLRPCAsyncMain;
462 d.BeginInvoke(im, result, GridInstantMessageCompleted, d);
463 }
464 }
465 }
439 466
440 d.BeginInvoke(im, result, UUID.Zero, GridInstantMessageCompleted, d); 467 private void GridInstantMessageCompleted(IAsyncResult iar)
468 {
469 GridInstantMessageDelegate d = (GridInstantMessageDelegate)iar.AsyncState;
470 d.EndInvoke(iar);
441 } 471 }
442 472
443 /// <summary> 473 /// <summary>
@@ -452,8 +482,31 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
452 /// Pass in 0 the first time this method is called. It will be called recursively with the last 482 /// Pass in 0 the first time this method is called. It will be called recursively with the last
453 /// regionhandle tried 483 /// regionhandle tried
454 /// </param> 484 /// </param>
455 protected virtual void SendGridInstantMessageViaXMLRPCAsync(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID) 485 private void SendGridInstantMessageViaXMLRPCAsyncMain(GridInstantMessage im, MessageResultNotification result)
456 { 486 {
487 GIM gim;
488 do {
489 try {
490 SendGridInstantMessageViaXMLRPCAsync(im, result, UUID.Zero);
491 } catch (Exception e) {
492 m_log.Error("[SendGridInstantMessageViaXMLRPC]: exception " + e.Message);
493 }
494 lock (pendingInstantMessages) {
495 if (pendingInstantMessages.Count > 0) {
496 gim = pendingInstantMessages.Dequeue();
497 im = gim.im;
498 result = gim.result;
499 } else {
500 gim = null;
501 -- numInstantMessageThreads;
502 //m_log.DebugFormat("[SendGridInstantMessageViaXMLRPC]: --numInstantMessageThreads={0}", numInstantMessageThreads);
503 }
504 }
505 } while (gim != null);
506 }
507 private void SendGridInstantMessageViaXMLRPCAsync(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID)
508 {
509
457 UUID toAgentID = new UUID(im.toAgentID); 510 UUID toAgentID = new UUID(im.toAgentID);
458 511
459 PresenceInfo upd = null; 512 PresenceInfo upd = null;
@@ -520,7 +573,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
520 573
521 if (upd != null) 574 if (upd != null)
522 { 575 {
523 GridRegion reginfo = m_Scenes[0].GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, 576 GridRegion reginfo = m_Scenes[0].GridService.GetRegionByUUID(UUID.Zero,
524 upd.RegionID); 577 upd.RegionID);
525 if (reginfo != null) 578 if (reginfo != null)
526 { 579 {
@@ -669,6 +722,8 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
669 gim["position_z"] = msg.Position.Z.ToString(); 722 gim["position_z"] = msg.Position.Z.ToString();
670 gim["region_id"] = msg.RegionID.ToString(); 723 gim["region_id"] = msg.RegionID.ToString();
671 gim["binary_bucket"] = Convert.ToBase64String(msg.binaryBucket,Base64FormattingOptions.None); 724 gim["binary_bucket"] = Convert.ToBase64String(msg.binaryBucket,Base64FormattingOptions.None);
725 if (m_MessageKey != String.Empty)
726 gim["message_key"] = m_MessageKey;
672 return gim; 727 return gim;
673 } 728 }
674 729
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
index de25048..b27b07d 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
@@ -171,7 +171,11 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
171 171
172 private void RetrieveInstantMessages(IClientAPI client) 172 private void RetrieveInstantMessages(IClientAPI client)
173 { 173 {
174 if (m_RestURL != "") 174 if (m_RestURL == String.Empty)
175 {
176 return;
177 }
178 else
175 { 179 {
176 m_log.DebugFormat("[OFFLINE MESSAGING]: Retrieving stored messages for {0}", client.AgentId); 180 m_log.DebugFormat("[OFFLINE MESSAGING]: Retrieving stored messages for {0}", client.AgentId);
177 181
@@ -179,22 +183,25 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
179 = SynchronousRestObjectRequester.MakeRequest<UUID, List<GridInstantMessage>>( 183 = SynchronousRestObjectRequester.MakeRequest<UUID, List<GridInstantMessage>>(
180 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId); 184 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId);
181 185
182 if (msglist == null) 186 if (msglist != null)
183 m_log.WarnFormat("[OFFLINE MESSAGING]: WARNING null message list.");
184
185 foreach (GridInstantMessage im in msglist)
186 { 187 {
187 // client.SendInstantMessage(im); 188 foreach (GridInstantMessage im in msglist)
188 189 {
189 // Send through scene event manager so all modules get a chance 190 // client.SendInstantMessage(im);
190 // to look at this message before it gets delivered. 191
191 // 192 // Send through scene event manager so all modules get a chance
192 // Needed for proper state management for stored group 193 // to look at this message before it gets delivered.
193 // invitations 194 //
194 // 195 // Needed for proper state management for stored group
195 Scene s = FindScene(client.AgentId); 196 // invitations
196 if (s != null) 197 //
197 s.EventManager.TriggerIncomingInstantMessage(im); 198
199 im.offline = 1;
200
201 Scene s = FindScene(client.AgentId);
202 if (s != null)
203 s.EventManager.TriggerIncomingInstantMessage(im);
204 }
198 } 205 }
199 } 206 }
200 } 207 }
@@ -205,24 +212,19 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
205 im.dialog != (byte)InstantMessageDialog.MessageFromAgent && 212 im.dialog != (byte)InstantMessageDialog.MessageFromAgent &&
206 im.dialog != (byte)InstantMessageDialog.GroupNotice && 213 im.dialog != (byte)InstantMessageDialog.GroupNotice &&
207 im.dialog != (byte)InstantMessageDialog.GroupInvitation && 214 im.dialog != (byte)InstantMessageDialog.GroupInvitation &&
208 im.dialog != (byte)InstantMessageDialog.InventoryOffered) 215 im.dialog != (byte)InstantMessageDialog.InventoryOffered &&
216 im.dialog != (byte)InstantMessageDialog.TaskInventoryOffered)
209 { 217 {
210 return; 218 return;
211 } 219 }
212 220
213 if (!m_ForwardOfflineGroupMessages)
214 {
215 if (im.dialog == (byte)InstantMessageDialog.GroupNotice ||
216 im.dialog != (byte)InstantMessageDialog.GroupInvitation)
217 return;
218 }
219
220 Scene scene = FindScene(new UUID(im.fromAgentID)); 221 Scene scene = FindScene(new UUID(im.fromAgentID));
221 if (scene == null) 222 if (scene == null)
222 scene = m_SceneList[0]; 223 scene = m_SceneList[0];
223 224
224 bool success = SynchronousRestObjectRequester.MakeRequest<GridInstantMessage, bool>( 225 bool success = SynchronousRestObjectRequester.MakeRequest<GridInstantMessage, bool>(
225 "POST", m_RestURL+"/SaveMessage/", im); 226 "POST", m_RestURL+"/SaveMessage/?scope=" +
227 scene.RegionInfo.ScopeID.ToString(), im);
226 228
227 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent) 229 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent)
228 { 230 {
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
index ee10d04..0833154 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
@@ -635,4 +635,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
635 m_assetsLoaded = true; 635 m_assetsLoaded = true;
636 } 636 }
637 } 637 }
638} \ No newline at end of file 638}
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
index 5238325..c6e9964 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
@@ -178,9 +178,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
178 InventoryFolderBase inventoryFolder, string path, bool saveThisFolderItself, 178 InventoryFolderBase inventoryFolder, string path, bool saveThisFolderItself,
179 Dictionary<string, object> options, IUserAccountService userAccountService) 179 Dictionary<string, object> options, IUserAccountService userAccountService)
180 { 180 {
181 if (options.ContainsKey("verbose"))
182 m_log.InfoFormat("[INVENTORY ARCHIVER]: Saving folder {0}", inventoryFolder.Name);
183
184 if (saveThisFolderItself) 181 if (saveThisFolderItself)
185 { 182 {
186 path += CreateArchiveFolderName(inventoryFolder); 183 path += CreateArchiveFolderName(inventoryFolder);
@@ -449,4 +446,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
449 return s; 446 return s;
450 } 447 }
451 } 448 }
452} \ No newline at end of file 449}
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
index 19c774f..da708d2 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
@@ -175,8 +175,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
175 if (im.binaryBucket.Length < 17) // Invalid 175 if (im.binaryBucket.Length < 17) // Invalid
176 return; 176 return;
177 177
178 UUID receipientID = new UUID(im.toAgentID); 178 UUID recipientID = new UUID(im.toAgentID);
179 ScenePresence user = scene.GetScenePresence(receipientID); 179 ScenePresence user = scene.GetScenePresence(recipientID);
180 UUID copyID; 180 UUID copyID;
181 181
182 // First byte is the asset type 182 // First byte is the asset type
@@ -191,7 +191,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
191 folderID, new UUID(im.toAgentID)); 191 folderID, new UUID(im.toAgentID));
192 192
193 InventoryFolderBase folderCopy 193 InventoryFolderBase folderCopy
194 = scene.GiveInventoryFolder(receipientID, client.AgentId, folderID, UUID.Zero); 194 = scene.GiveInventoryFolder(recipientID, client.AgentId, folderID, UUID.Zero);
195 195
196 if (folderCopy == null) 196 if (folderCopy == null)
197 { 197 {
@@ -244,6 +244,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
244 im.imSessionID = itemID.Guid; 244 im.imSessionID = itemID.Guid;
245 } 245 }
246 246
247 im.offline = 0;
248
247 // Send the IM to the recipient. The item is already 249 // Send the IM to the recipient. The item is already
248 // in their inventory, so it will not be lost if 250 // in their inventory, so it will not be lost if
249 // they are offline. 251 // they are offline.
@@ -263,7 +265,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
263 }); 265 });
264 } 266 }
265 } 267 }
266 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted) 268 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted ||
269 im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
267 { 270 {
268 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID)); 271 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
269 272
@@ -274,30 +277,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
274 else 277 else
275 { 278 {
276 if (m_TransferModule != null) 279 if (m_TransferModule != null)
277 m_TransferModule.SendInstantMessage(im, delegate(bool success) { 280 m_TransferModule.SendInstantMessage(im, delegate(bool success) {});
278
279 // justincc - FIXME: Comment out for now. This code was added in commit db91044 Mon Aug 22 2011
280 // and is apparently supposed to fix bulk inventory updates after accepting items. But
281 // instead it appears to cause two copies of an accepted folder for the receiving user in
282 // at least some cases. Folder/item update is already done when the offer is made (see code above)
283
284// // Send BulkUpdateInventory
285// IInventoryService invService = scene.InventoryService;
286// UUID inventoryEntityID = new UUID(im.imSessionID); // The inventory item /folder, back from it's trip
287//
288// InventoryFolderBase folder = new InventoryFolderBase(inventoryEntityID, client.AgentId);
289// folder = invService.GetFolder(folder);
290//
291// ScenePresence fromUser = scene.GetScenePresence(new UUID(im.fromAgentID));
292//
293// // If the user has left the scene by the time the message comes back then we can't send
294// // them the update.
295// if (fromUser != null)
296// fromUser.ControllingClient.SendBulkUpdateInventory(folder);
297 });
298 } 281 }
299 } 282 }
300 else if (im.dialog == (byte) InstantMessageDialog.InventoryDeclined) 283 else if (im.dialog == (byte) InstantMessageDialog.InventoryDeclined ||
284 im.dialog == (byte) InstantMessageDialog.TaskInventoryDeclined)
301 { 285 {
302 // Here, the recipient is local and we can assume that the 286 // Here, the recipient is local and we can assume that the
303 // inventory is loaded. Courtesy of the above bulk update, 287 // inventory is loaded. Courtesy of the above bulk update,
@@ -333,6 +317,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
333 { 317 {
334 folder.ParentID = trashFolder.ID; 318 folder.ParentID = trashFolder.ID;
335 invService.MoveFolder(folder); 319 invService.MoveFolder(folder);
320 client.SendBulkUpdateInventory(folder);
336 } 321 }
337 } 322 }
338 323
@@ -433,22 +418,113 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
433 /// 418 ///
434 /// </summary> 419 /// </summary>
435 /// <param name="msg"></param> 420 /// <param name="msg"></param>
436 private void OnGridInstantMessage(GridInstantMessage msg) 421 private void OnGridInstantMessage(GridInstantMessage im)
437 { 422 {
438 // Check if this is ours to handle 423 // Check if this is ours to handle
439 // 424 //
440 Scene scene = FindClientScene(new UUID(msg.toAgentID)); 425 Scene scene = FindClientScene(new UUID(im.toAgentID));
441 426
442 if (scene == null) 427 if (scene == null)
443 return; 428 return;
444 429
445 // Find agent to deliver to 430 // Find agent to deliver to
446 // 431 //
447 ScenePresence user = scene.GetScenePresence(new UUID(msg.toAgentID)); 432 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
433 if (user == null)
434 return;
435
436 // This requires a little bit of processing because we have to make the
437 // new item visible in the recipient's inventory here
438 //
439 if (im.dialog == (byte) InstantMessageDialog.InventoryOffered)
440 {
441 if (im.binaryBucket.Length < 17) // Invalid
442 return;
443
444 UUID recipientID = new UUID(im.toAgentID);
445
446 // First byte is the asset type
447 AssetType assetType = (AssetType)im.binaryBucket[0];
448
449 if (AssetType.Folder == assetType)
450 {
451 UUID folderID = new UUID(im.binaryBucket, 1);
448 452
449 // Just forward to local handling 453 InventoryFolderBase given =
450 OnInstantMessage(user.ControllingClient, msg); 454 new InventoryFolderBase(folderID, recipientID);
455 InventoryFolderBase folder =
456 scene.InventoryService.GetFolder(given);
451 457
458 if (folder != null)
459 user.ControllingClient.SendBulkUpdateInventory(folder);
460 }
461 else
462 {
463 UUID itemID = new UUID(im.binaryBucket, 1);
464
465 InventoryItemBase given =
466 new InventoryItemBase(itemID, recipientID);
467 InventoryItemBase item =
468 scene.InventoryService.GetItem(given);
469
470 if (item != null)
471 {
472 user.ControllingClient.SendBulkUpdateInventory(item);
473 }
474 }
475 user.ControllingClient.SendInstantMessage(im);
476 }
477 if (im.dialog == (byte) InstantMessageDialog.TaskInventoryOffered)
478 {
479 if (im.binaryBucket.Length < 1) // Invalid
480 return;
481
482 UUID recipientID = new UUID(im.toAgentID);
483
484 // Bucket is the asset type
485 AssetType assetType = (AssetType)im.binaryBucket[0];
486
487 if (AssetType.Folder == assetType)
488 {
489 UUID folderID = new UUID(im.imSessionID);
490
491 InventoryFolderBase given =
492 new InventoryFolderBase(folderID, recipientID);
493 InventoryFolderBase folder =
494 scene.InventoryService.GetFolder(given);
495
496 if (folder != null)
497 user.ControllingClient.SendBulkUpdateInventory(folder);
498 }
499 else
500 {
501 UUID itemID = new UUID(im.imSessionID);
502
503 InventoryItemBase given =
504 new InventoryItemBase(itemID, recipientID);
505 InventoryItemBase item =
506 scene.InventoryService.GetItem(given);
507
508 if (item != null)
509 {
510 user.ControllingClient.SendBulkUpdateInventory(item);
511 }
512 }
513
514 // Fix up binary bucket since this may be 17 chars long here
515 Byte[] bucket = new Byte[1];
516 bucket[0] = im.binaryBucket[0];
517 im.binaryBucket = bucket;
518
519 user.ControllingClient.SendInstantMessage(im);
520 }
521 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted ||
522 im.dialog == (byte) InstantMessageDialog.InventoryDeclined ||
523 im.dialog == (byte) InstantMessageDialog.TaskInventoryDeclined ||
524 im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
525 {
526 user.ControllingClient.SendInstantMessage(im);
527 }
452 } 528 }
453 } 529 }
454} 530}
diff --git a/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs b/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
index d295384..dcfdf8f 100644
--- a/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
@@ -155,16 +155,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
155 scene.RegionInfo.RegionHandle, 155 scene.RegionInfo.RegionHandle,
156 (uint)presence.AbsolutePosition.X, 156 (uint)presence.AbsolutePosition.X,
157 (uint)presence.AbsolutePosition.Y, 157 (uint)presence.AbsolutePosition.Y,
158 (uint)presence.AbsolutePosition.Z); 158 (uint)presence.AbsolutePosition.Z + 2);
159 159
160 m_log.DebugFormat("TP invite with message {0}", message); 160 m_log.DebugFormat("[LURE]: TP invite with message {0}", message);
161
162 GridInstantMessage m;
163
164 if (scene.Permissions.IsAdministrator(client.AgentId) && presence.GodLevel >= 200 && (!scene.Permissions.IsAdministrator(targetid)))
165 {
166 m = new GridInstantMessage(scene, client.AgentId,
167 client.FirstName+" "+client.LastName, targetid,
168 (byte)InstantMessageDialog.GodLikeRequestTeleport, false,
169 message, dest, false, presence.AbsolutePosition,
170 new Byte[0]);
171 }
172 else
173 {
174 m = new GridInstantMessage(scene, client.AgentId,
175 client.FirstName+" "+client.LastName, targetid,
176 (byte)InstantMessageDialog.RequestTeleport, false,
177 message, dest, false, presence.AbsolutePosition,
178 new Byte[0]);
179 }
161 180
162 GridInstantMessage m = new GridInstantMessage(scene, client.AgentId,
163 client.FirstName+" "+client.LastName, targetid,
164 (byte)InstantMessageDialog.RequestTeleport, false,
165 message, dest, false, presence.AbsolutePosition,
166 new Byte[0]);
167
168 if (m_TransferModule != null) 181 if (m_TransferModule != null)
169 { 182 {
170 m_TransferModule.SendInstantMessage(m, 183 m_TransferModule.SendInstantMessage(m,
@@ -199,7 +212,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
199 { 212 {
200 // Forward remote teleport requests 213 // Forward remote teleport requests
201 // 214 //
202 if (msg.dialog != 22) 215 if (msg.dialog != (byte)InstantMessageDialog.RequestTeleport &&
216 msg.dialog != (byte)InstantMessageDialog.GodLikeRequestTeleport)
203 return; 217 return;
204 218
205 if (m_TransferModule != null) 219 if (m_TransferModule != null)
diff --git a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
index 9d1538f..97cd738 100644
--- a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
@@ -101,7 +101,8 @@ namespace OpenSim.Region.CoreModules.Framework
101 101
102 public void CreateCaps(UUID agentId) 102 public void CreateCaps(UUID agentId)
103 { 103 {
104 if (m_scene.RegionInfo.EstateSettings.IsBanned(agentId)) 104 int flags = m_scene.GetUserFlags(agentId);
105 if (m_scene.RegionInfo.EstateSettings.IsBanned(agentId, flags))
105 return; 106 return;
106 107
107 String capsObjectPath = GetCapsPath(agentId); 108 String capsObjectPath = GetCapsPath(agentId);
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index f6e4dbf..60a8f86 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -126,7 +126,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
126 126
127 protected virtual void OnNewClient(IClientAPI client) 127 protected virtual void OnNewClient(IClientAPI client)
128 { 128 {
129 client.OnTeleportHomeRequest += TeleportHome; 129 client.OnTeleportHomeRequest += TriggerTeleportHome;
130 client.OnTeleportLandmarkRequest += RequestTeleportLandmark; 130 client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
131 } 131 }
132 132
@@ -204,6 +204,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
204 sp.ControllingClient.SendTeleportStart(teleportFlags); 204 sp.ControllingClient.SendTeleportStart(teleportFlags);
205 205
206 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags); 206 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
207 sp.TeleportFlags = (Constants.TeleportFlags)teleportFlags;
207 sp.Teleport(position); 208 sp.Teleport(position);
208 209
209 foreach (SceneObjectGroup grp in sp.GetAttachments()) 210 foreach (SceneObjectGroup grp in sp.GetAttachments())
@@ -319,7 +320,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
319 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field, 320 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
320 // it's actually doing a lot of work. 321 // it's actually doing a lot of work.
321 IPEndPoint endPoint = finalDestination.ExternalEndPoint; 322 IPEndPoint endPoint = finalDestination.ExternalEndPoint;
322 if (endPoint.Address != null) 323 if (endPoint != null && endPoint.Address != null)
323 { 324 {
324 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from 325 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from
325 // both regions 326 // both regions
@@ -630,7 +631,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
630 631
631 #region Teleport Home 632 #region Teleport Home
632 633
633 public virtual void TeleportHome(UUID id, IClientAPI client) 634 public virtual void TriggerTeleportHome(UUID id, IClientAPI client)
635 {
636 TeleportHome(id, client);
637 }
638
639 public virtual bool TeleportHome(UUID id, IClientAPI client)
634 { 640 {
635 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName); 641 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName);
636 642
@@ -639,12 +645,18 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
639 645
640 if (uinfo != null) 646 if (uinfo != null)
641 { 647 {
648 if (uinfo.HomeRegionID == UUID.Zero)
649 {
650 // can't find the Home region: Tell viewer and abort
651 client.SendTeleportFailed("You don't have a home position set.");
652 return false;
653 }
642 GridRegion regionInfo = m_aScene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID); 654 GridRegion regionInfo = m_aScene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID);
643 if (regionInfo == null) 655 if (regionInfo == null)
644 { 656 {
645 // can't find the Home region: Tell viewer and abort 657 // can't find the Home region: Tell viewer and abort
646 client.SendTeleportFailed("Your home region could not be found."); 658 client.SendTeleportFailed("Your home region could not be found.");
647 return; 659 return false;
648 } 660 }
649 661
650 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: User's home region is {0} {1} ({2}-{3})", 662 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: User's home region is {0} {1} ({2}-{3})",
@@ -655,6 +667,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
655 client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt, 667 client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt,
656 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome)); 668 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
657 } 669 }
670 else
671 {
672 // can't find the Home region: Tell viewer and abort
673 client.SendTeleportFailed("Your home region could not be found.");
674 return false;
675 }
676 return true;
658 } 677 }
659 678
660 #endregion 679 #endregion
@@ -662,11 +681,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
662 681
663 #region Agent Crossings 682 #region Agent Crossings
664 683
665 public bool Cross(ScenePresence agent, bool isFlying) 684 public GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos)
666 { 685 {
667 Scene scene = agent.Scene; 686 version = String.Empty;
668 Vector3 pos = agent.AbsolutePosition; 687 newpos = new Vector3(pos.X, pos.Y, pos.Z);
669 Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z);
670 uint neighbourx = scene.RegionInfo.RegionLocX; 688 uint neighbourx = scene.RegionInfo.RegionLocX;
671 uint neighboury = scene.RegionInfo.RegionLocY; 689 uint neighboury = scene.RegionInfo.RegionLocY;
672 const float boundaryDistance = 1.7f; 690 const float boundaryDistance = 1.7f;
@@ -687,53 +705,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
687 } 705 }
688 else if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 706 else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
689 { 707 {
690 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 708 neighboury--;
691 if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0) 709 newpos.Y = Constants.RegionSize - enterDistance;
692 {
693 neighboury--;
694 newpos.Y = Constants.RegionSize - enterDistance;
695 }
696 else
697 {
698 agent.IsInTransit = true;
699
700 neighboury = b.TriggerRegionY;
701 neighbourx = b.TriggerRegionX;
702
703 Vector3 newposition = pos;
704 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
705 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
706 agent.ControllingClient.SendAgentAlertMessage(
707 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
708 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
709 return true;
710 }
711 }
712
713 Border ba = scene.GetCrossedBorder(pos + westCross, Cardinals.W);
714 if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
715 {
716 neighbourx--;
717 newpos.X = Constants.RegionSize - enterDistance;
718 } 710 }
719 else
720 {
721 agent.IsInTransit = true;
722
723 neighboury = ba.TriggerRegionY;
724 neighbourx = ba.TriggerRegionX;
725
726
727 Vector3 newposition = pos;
728 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
729 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
730 agent.ControllingClient.SendAgentAlertMessage(
731 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
732 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
733 711
734 712 neighbourx--;
735 return true; 713 newpos.X = Constants.RegionSize - enterDistance;
736 }
737 714
738 } 715 }
739 else if (scene.TestBorderCross(pos + eastCross, Cardinals.E)) 716 else if (scene.TestBorderCross(pos + eastCross, Cardinals.E))
@@ -744,26 +721,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
744 721
745 if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 722 if (scene.TestBorderCross(pos + southCross, Cardinals.S))
746 { 723 {
747 Border ba = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 724 neighboury--;
748 if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0) 725 newpos.Y = Constants.RegionSize - enterDistance;
749 {
750 neighboury--;
751 newpos.Y = Constants.RegionSize - enterDistance;
752 }
753 else
754 {
755 agent.IsInTransit = true;
756
757 neighboury = ba.TriggerRegionY;
758 neighbourx = ba.TriggerRegionX;
759 Vector3 newposition = pos;
760 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
761 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
762 agent.ControllingClient.SendAgentAlertMessage(
763 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
764 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
765 return true;
766 }
767 } 726 }
768 else if (scene.TestBorderCross(pos + northCross, Cardinals.N)) 727 else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
769 { 728 {
@@ -771,35 +730,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
771 neighboury += (uint)(int)(c.BorderLine.Z / (int)Constants.RegionSize); 730 neighboury += (uint)(int)(c.BorderLine.Z / (int)Constants.RegionSize);
772 newpos.Y = enterDistance; 731 newpos.Y = enterDistance;
773 } 732 }
774
775
776 } 733 }
777 else if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 734 else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
778 { 735 {
779 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 736 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
780 if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0) 737 neighboury--;
781 { 738 newpos.Y = Constants.RegionSize - enterDistance;
782 neighboury--;
783 newpos.Y = Constants.RegionSize - enterDistance;
784 }
785 else
786 {
787 agent.IsInTransit = true;
788
789 neighboury = b.TriggerRegionY;
790 neighbourx = b.TriggerRegionX;
791 Vector3 newposition = pos;
792 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
793 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
794 agent.ControllingClient.SendAgentAlertMessage(
795 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
796 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
797 return true;
798 }
799 } 739 }
800 else if (scene.TestBorderCross(pos + northCross, Cardinals.N)) 740 else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
801 { 741 {
802
803 Border b = scene.GetCrossedBorder(pos + northCross, Cardinals.N); 742 Border b = scene.GetCrossedBorder(pos + northCross, Cardinals.N);
804 neighboury += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize); 743 neighboury += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize);
805 newpos.Y = enterDistance; 744 newpos.Y = enterDistance;
@@ -830,19 +769,22 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
830 } 769 }
831 */ 770 */
832 771
833 ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize)); 772 xDest = neighbourx;
773 yDest = neighboury;
834 774
835 int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize); 775 int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize);
836 776
777 ulong neighbourHandle = Utils.UIntsToLong((uint)x, (uint)y);
778
837 ExpiringCache<ulong, DateTime> r; 779 ExpiringCache<ulong, DateTime> r;
838 DateTime banUntil; 780 DateTime banUntil;
839 781
840 if (m_bannedRegions.TryGetValue(agent.ControllingClient.AgentId, out r)) 782 if (m_bannedRegions.TryGetValue(agentID, out r))
841 { 783 {
842 if (r.TryGetValue(neighbourHandle, out banUntil)) 784 if (r.TryGetValue(neighbourHandle, out banUntil))
843 { 785 {
844 if (DateTime.Now < banUntil) 786 if (DateTime.Now < banUntil)
845 return false; 787 return null;
846 r.Remove(neighbourHandle); 788 r.Remove(neighbourHandle);
847 } 789 }
848 } 790 }
@@ -854,28 +796,43 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
854 GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y); 796 GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
855 797
856 string reason; 798 string reason;
857 string version; 799 if (!scene.SimulationService.QueryAccess(neighbourRegion, agentID, newpos, out version, out reason))
858 if (!scene.SimulationService.QueryAccess(neighbourRegion, agent.ControllingClient.AgentId, newpos, out version, out reason))
859 { 800 {
860 agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
861 if (r == null) 801 if (r == null)
862 { 802 {
863 r = new ExpiringCache<ulong, DateTime>(); 803 r = new ExpiringCache<ulong, DateTime>();
864 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15)); 804 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
865 805
866 m_bannedRegions.Add(agent.ControllingClient.AgentId, r, TimeSpan.FromSeconds(45)); 806 m_bannedRegions.Add(agentID, r, TimeSpan.FromSeconds(45));
867 } 807 }
868 else 808 else
869 { 809 {
870 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15)); 810 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
871 } 811 }
812 return null;
813 }
814
815 return neighbourRegion;
816 }
817
818 public bool Cross(ScenePresence agent, bool isFlying)
819 {
820 uint x;
821 uint y;
822 Vector3 newpos;
823 string version;
824
825 GridRegion neighbourRegion = GetDestination(agent.Scene, agent.UUID, agent.AbsolutePosition, out x, out y, out version, out newpos);
826 if (neighbourRegion == null)
827 {
828 agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
872 return false; 829 return false;
873 } 830 }
874 831
875 agent.IsInTransit = true; 832 agent.IsInTransit = true;
876 833
877 CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync; 834 CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
878 d.BeginInvoke(agent, newpos, neighbourx, neighboury, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d); 835 d.BeginInvoke(agent, newpos, x, y, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
879 836
880 return true; 837 return true;
881 } 838 }
@@ -932,13 +889,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
932 icon.EndInvoke(iar); 889 icon.EndInvoke(iar);
933 } 890 }
934 891
935 public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
936
937 /// <summary> 892 /// <summary>
938 /// This Closes child agents on neighbouring regions 893 /// This Closes child agents on neighbouring regions
939 /// Calls an asynchronous method to do so.. so it doesn't lag the sim. 894 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
940 /// </summary> 895 /// </summary>
941 protected ScenePresence CrossAgentToNewRegionAsync( 896 public ScenePresence CrossAgentToNewRegionAsync(
942 ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, 897 ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion,
943 bool isFlying, string version) 898 bool isFlying, string version)
944 { 899 {
@@ -1127,10 +1082,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1127 agent.Id0 = currentAgentCircuit.Id0; 1082 agent.Id0 = currentAgentCircuit.Id0;
1128 } 1083 }
1129 1084
1130 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1085 IPEndPoint external = region.ExternalEndPoint;
1131 d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true, 1086 if (external != null)
1087 {
1088 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1089 d.BeginInvoke(sp, agent, region, external, true,
1132 InformClientOfNeighbourCompleted, 1090 InformClientOfNeighbourCompleted,
1133 d); 1091 d);
1092 }
1134 } 1093 }
1135 #endregion 1094 #endregion
1136 1095
@@ -1380,8 +1339,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1380 1339
1381 m_log.Debug("[ENTITY TRANSFER MODULE]: Completed inform client about neighbour " + endPoint.ToString()); 1340 m_log.Debug("[ENTITY TRANSFER MODULE]: Completed inform client about neighbour " + endPoint.ToString());
1382 } 1341 }
1383 if (!regionAccepted)
1384 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Region {0} did not accept agent: {1}", reg.RegionName, reason);
1385 } 1342 }
1386 1343
1387 /// <summary> 1344 /// <summary>
@@ -1710,27 +1667,28 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1710 Utils.LongToUInts(newRegionHandle, out x, out y); 1667 Utils.LongToUInts(newRegionHandle, out x, out y);
1711 GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y); 1668 GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
1712 1669
1713 if (destination == null || !CrossPrimGroupIntoNewRegion(destination, pos, grp, silent)) 1670 if (destination != null)
1714 { 1671 {
1715 m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}",grp.UUID); 1672 if (CrossPrimGroupIntoNewRegion(destination, pos, grp, silent))
1673 return; // we did it
1674 }
1716 1675
1717 // We are going to move the object back to the old position so long as the old position 1676 // no one or failed lets go back and tell physics to go on
1718 // is in the region 1677 oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X, 0.5f, (float)Constants.RegionSize - 0.5f);
1719 oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X,1.0f,(float)Constants.RegionSize-1); 1678 oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
1720 oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y,1.0f,(float)Constants.RegionSize-1); 1679 oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z, 0.5f, 4096.0f);
1721 oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z,1.0f,4096.0f);
1722 1680
1723 grp.RootPart.GroupPosition = oldGroupPosition; 1681 grp.AbsolutePosition = oldGroupPosition;
1682 grp.Velocity = Vector3.Zero;
1724 1683
1725 // Need to turn off the physics flags, otherwise the object will continue to attempt to 1684 if (grp.RootPart.PhysActor != null)
1726 // move out of the region creating an infinite loop of failed attempts to cross 1685 grp.RootPart.PhysActor.CrossingFailure();
1727 grp.UpdatePrimFlags(grp.RootPart.LocalId,false,grp.IsTemporary,grp.IsPhantom,false);
1728 1686
1729 grp.ScheduleGroupForFullUpdate(); 1687 grp.ScheduleGroupForFullUpdate();
1730 }
1731 } 1688 }
1732 1689
1733 1690
1691
1734 /// <summary> 1692 /// <summary>
1735 /// Move the given scene object into a new region 1693 /// Move the given scene object into a new region
1736 /// </summary> 1694 /// </summary>
@@ -1788,6 +1746,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1788 if (grp.RootPart.PhysActor != null) 1746 if (grp.RootPart.PhysActor != null)
1789 { 1747 {
1790 grp.RootPart.PhysActor.CrossingFailure(); 1748 grp.RootPart.PhysActor.CrossingFailure();
1749 if (grp.RootPart.KeyframeMotion != null)
1750 {
1751 grp.RootPart.Velocity = Vector3.Zero;
1752 grp.RootPart.KeyframeMotion.CrossingFailure();
1753 grp.SendGroupRootTerseUpdate();
1754 }
1791 } 1755 }
1792 } 1756 }
1793 1757
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
index 38a7805..5c7ca22 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
@@ -84,7 +84,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
84 84
85 protected override void OnNewClient(IClientAPI client) 85 protected override void OnNewClient(IClientAPI client)
86 { 86 {
87 client.OnTeleportHomeRequest += TeleportHome; 87 client.OnTeleportHomeRequest += TriggerTeleportHome;
88 client.OnTeleportLandmarkRequest += RequestTeleportLandmark; 88 client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
89 client.OnConnectionClosed += new Action<IClientAPI>(OnConnectionClosed); 89 client.OnConnectionClosed += new Action<IClientAPI>(OnConnectionClosed);
90 } 90 }
@@ -182,7 +182,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
182 return m_aScene.SimulationService.CreateAgent(reg, agentCircuit, teleportFlags, out reason); 182 return m_aScene.SimulationService.CreateAgent(reg, agentCircuit, teleportFlags, out reason);
183 } 183 }
184 184
185 public override void TeleportHome(UUID id, IClientAPI client) 185 public void TriggerTeleportHome(UUID id, IClientAPI client)
186 {
187 TeleportHome(id, client);
188 }
189
190 public override bool TeleportHome(UUID id, IClientAPI client)
186 { 191 {
187 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName); 192 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName);
188 193
@@ -192,8 +197,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
192 { 197 {
193 // local grid user 198 // local grid user
194 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local"); 199 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local");
195 base.TeleportHome(id, client); 200 return base.TeleportHome(id, client);
196 return;
197 } 201 }
198 202
199 // Foreign user wants to go home 203 // Foreign user wants to go home
@@ -203,7 +207,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
203 { 207 {
204 client.SendTeleportFailed("Your information has been lost"); 208 client.SendTeleportFailed("Your information has been lost");
205 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information"); 209 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information");
206 return; 210 return false;
207 } 211 }
208 212
209 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString()); 213 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString());
@@ -213,7 +217,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
213 { 217 {
214 client.SendTeleportFailed("Your home region could not be found"); 218 client.SendTeleportFailed("Your home region could not be found");
215 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found"); 219 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found");
216 return; 220 return false;
217 } 221 }
218 222
219 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId); 223 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId);
@@ -221,7 +225,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
221 { 225 {
222 client.SendTeleportFailed("Internal error"); 226 client.SendTeleportFailed("Internal error");
223 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be"); 227 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be");
224 return; 228 return false;
225 } 229 }
226 230
227 IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>(); 231 IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();
@@ -231,6 +235,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
231 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ServerURI, homeGatekeeper.RegionName); 235 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ServerURI, homeGatekeeper.RegionName);
232 236
233 DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome), eq); 237 DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome), eq);
238 return true;
234 } 239 }
235 240
236 /// <summary> 241 /// <summary>
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index d320af4..192d55f 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -355,6 +355,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
355 355
356 foreach (SceneObjectGroup objectGroup in objlist) 356 foreach (SceneObjectGroup objectGroup in objlist)
357 { 357 {
358 if (objectGroup.RootPart.KeyframeMotion != null)
359 objectGroup.RootPart.KeyframeMotion.Stop();
360 objectGroup.RootPart.SetForce(Vector3.Zero);
361 objectGroup.RootPart.SetAngularImpulse(Vector3.Zero, false);
362 objectGroup.RootPart.KeyframeMotion = null;
363
358 Vector3 inventoryStoredPosition = new Vector3 364 Vector3 inventoryStoredPosition = new Vector3
359 (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize) 365 (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
360 ? 250 366 ? 250
@@ -367,6 +373,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
367 373
368 originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition; 374 originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition;
369 375
376 // Restore attachment data after trip through the sim
377 if (objectGroup.RootPart.AttachPoint > 0)
378 inventoryStoredPosition = objectGroup.RootPart.AttachOffset;
379 objectGroup.RootPart.Shape.State = objectGroup.RootPart.AttachPoint;
380
370 objectGroup.AbsolutePosition = inventoryStoredPosition; 381 objectGroup.AbsolutePosition = inventoryStoredPosition;
371 382
372 // Make sure all bits but the ones we want are clear 383 // Make sure all bits but the ones we want are clear
@@ -476,8 +487,17 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
476 IClientAPI remoteClient) 487 IClientAPI remoteClient)
477 { 488 {
478 uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7; 489 uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7;
490 // For the porposes of inventory, an object is modify if the prims
491 // are modify. This allows renaming an object that contains no
492 // mod items.
479 foreach (SceneObjectGroup grp in objsForEffectivePermissions) 493 foreach (SceneObjectGroup grp in objsForEffectivePermissions)
480 effectivePerms &= grp.GetEffectivePermissions(); 494 {
495 uint groupPerms = grp.GetEffectivePermissions(true);
496 if ((grp.RootPart.BaseMask & (uint)PermissionMask.Modify) != 0)
497 groupPerms |= (uint)PermissionMask.Modify;
498
499 effectivePerms &= groupPerms;
500 }
481 effectivePerms |= (uint)PermissionMask.Move; 501 effectivePerms |= (uint)PermissionMask.Move;
482 502
483 if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions()) 503 if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
@@ -657,7 +677,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
657 if (so.RootPart.FromFolderID != UUID.Zero && userID == remoteClient.AgentId) 677 if (so.RootPart.FromFolderID != UUID.Zero && userID == remoteClient.AgentId)
658 { 678 {
659 InventoryFolderBase f = new InventoryFolderBase(so.RootPart.FromFolderID, userID); 679 InventoryFolderBase f = new InventoryFolderBase(so.RootPart.FromFolderID, userID);
660 folder = m_Scene.InventoryService.GetFolder(f); 680 if (f != null)
681 folder = m_Scene.InventoryService.GetFolder(f);
661 } 682 }
662 } 683 }
663 684
@@ -687,15 +708,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
687 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment) 708 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment)
688 { 709 {
689// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID); 710// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID);
690
691 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 711 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
692 item = m_Scene.InventoryService.GetItem(item); 712 item = m_Scene.InventoryService.GetItem(item);
693 713
694 if (item == null) 714 if (item == null)
695 { 715 {
696 m_log.WarnFormat(
697 "[InventoryAccessModule]: Could not find item {0} for {1} in RezObject()",
698 itemID, remoteClient.Name);
699 716
700 return null; 717 return null;
701 } 718 }
@@ -747,6 +764,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
747 if (e == null || attachment) // Single 764 if (e == null || attachment) // Single
748 { 765 {
749 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 766 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
767 if (!attachment)
768 {
769 g.RootPart.AttachPoint = g.RootPart.Shape.State;
770 g.RootPart.AttachOffset = g.AbsolutePosition;
771 }
750 772
751 objlist.Add(g); 773 objlist.Add(g);
752 veclist.Add(new Vector3(0, 0, 0)); 774 veclist.Add(new Vector3(0, 0, 0));
@@ -776,6 +798,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
776 foreach (XmlNode n in groups) 798 foreach (XmlNode n in groups)
777 { 799 {
778 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml); 800 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml);
801 g.RootPart.AttachPoint = g.RootPart.Shape.State;
802 g.RootPart.AttachOffset = g.AbsolutePosition;
779 803
780 objlist.Add(g); 804 objlist.Add(g);
781 XmlElement el = (XmlElement)n; 805 XmlElement el = (XmlElement)n;
@@ -795,12 +819,35 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
795 } 819 }
796 } 820 }
797 821
822 int primcount = 0;
823 foreach (SceneObjectGroup g in objlist)
824 primcount += g.PrimCount;
825
826 if (!m_Scene.Permissions.CanRezObject(
827 primcount, remoteClient.AgentId, pos)
828 && !attachment)
829 {
830 // The client operates in no fail mode. It will
831 // have already removed the item from the folder
832 // if it's no copy.
833 // Put it back if it's not an attachment
834 //
835 if (item != null)
836 {
837 if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!attachment))
838 remoteClient.SendBulkUpdateInventory(item);
839 }
840
841 return null;
842 }
843
798 if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment)) 844 if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment))
799 return null; 845 return null;
800 846
801 for (int i = 0; i < objlist.Count; i++) 847 for (int i = 0; i < objlist.Count; i++)
802 { 848 {
803 group = objlist[i]; 849 group = objlist[i];
850 SceneObjectPart rootPart = group.RootPart;
804 851
805// m_log.DebugFormat( 852// m_log.DebugFormat(
806// "[InventoryAccessModule]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}", 853// "[InventoryAccessModule]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
@@ -861,8 +908,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
861 908
862 if (!attachment) 909 if (!attachment)
863 { 910 {
864 SceneObjectPart rootPart = group.RootPart;
865
866 if (rootPart.Shape.PCode == (byte)PCode.Prim) 911 if (rootPart.Shape.PCode == (byte)PCode.Prim)
867 group.ClearPartAttachmentData(); 912 group.ClearPartAttachmentData();
868 913
@@ -880,6 +925,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
880// remoteClient.Name); 925// remoteClient.Name);
881 } 926 }
882 927
928 group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
929
883 if (item != null) 930 if (item != null)
884 DoPostRezWhenFromItem(item, attachment); 931 DoPostRezWhenFromItem(item, attachment);
885 932
@@ -919,25 +966,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
919 } 966 }
920 } 967 }
921 968
922 int primcount = 0;
923 foreach (SceneObjectGroup g in objlist)
924 primcount += g.PrimCount;
925
926 if (!m_Scene.Permissions.CanRezObject(
927 primcount, remoteClient.AgentId, pos)
928 && !isAttachment)
929 {
930 // The client operates in no fail mode. It will
931 // have already removed the item from the folder
932 // if it's no copy.
933 // Put it back if it's not an attachment
934 //
935 if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!isAttachment))
936 remoteClient.SendBulkUpdateInventory(item);
937
938 return false;
939 }
940
941 for (int i = 0; i < objlist.Count; i++) 969 for (int i = 0; i < objlist.Count; i++)
942 { 970 {
943 SceneObjectGroup so = objlist[i]; 971 SceneObjectGroup so = objlist[i];
@@ -953,8 +981,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
953 { 981 {
954 rootPart.Name = item.Name; 982 rootPart.Name = item.Name;
955 rootPart.Description = item.Description; 983 rootPart.Description = item.Description;
956 rootPart.ObjectSaleType = item.SaleType; 984 if ((item.Flags & (uint)InventoryItemFlags.ObjectSlamSale) != 0)
957 rootPart.SalePrice = item.SalePrice; 985 {
986 rootPart.ObjectSaleType = item.SaleType;
987 rootPart.SalePrice = item.SalePrice;
988 }
958 } 989 }
959 990
960 rootPart.FromFolderID = item.Folder; 991 rootPart.FromFolderID = item.Folder;
@@ -963,7 +994,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
963// rootPart.OwnerID, item.Owner, item.CurrentPermissions); 994// rootPart.OwnerID, item.Owner, item.CurrentPermissions);
964 995
965 if ((rootPart.OwnerID != item.Owner) || 996 if ((rootPart.OwnerID != item.Owner) ||
966 (item.CurrentPermissions & 16) != 0) 997 (item.CurrentPermissions & 16) != 0 ||
998 (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0)
967 { 999 {
968 //Need to kill the for sale here 1000 //Need to kill the for sale here
969 rootPart.ObjectSaleType = 0; 1001 rootPart.ObjectSaleType = 0;
@@ -973,31 +1005,43 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
973 { 1005 {
974 foreach (SceneObjectPart part in so.Parts) 1006 foreach (SceneObjectPart part in so.Parts)
975 { 1007 {
976 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
977 {
978 part.EveryoneMask = item.EveryOnePermissions;
979 part.NextOwnerMask = item.NextPermissions;
980 }
981 part.GroupMask = 0; // DO NOT propagate here 1008 part.GroupMask = 0; // DO NOT propagate here
1009
1010 part.LastOwnerID = part.OwnerID;
1011 part.OwnerID = item.Owner;
1012 part.Inventory.ChangeInventoryOwner(item.Owner);
982 } 1013 }
983 1014
984 so.ApplyNextOwnerPermissions(); 1015 so.ApplyNextOwnerPermissions();
1016
1017 // In case the user has changed flags on a received item
1018 // we have to apply those changes after the slam. Else we
1019 // get a net loss of permissions
1020 foreach (SceneObjectPart part in so.Parts)
1021 {
1022 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
1023 {
1024 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
1025 part.EveryoneMask = item.EveryOnePermissions & part.BaseMask;
1026 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
1027 part.NextOwnerMask = item.NextPermissions & part.BaseMask;
1028 }
1029 }
985 } 1030 }
986 } 1031 }
987 1032 else
988 foreach (SceneObjectPart part in so.Parts)
989 { 1033 {
990 part.FromUserInventoryItemID = fromUserInventoryItemId; 1034 foreach (SceneObjectPart part in so.Parts)
991
992 if ((part.OwnerID != item.Owner) ||
993 (item.CurrentPermissions & 16) != 0)
994 { 1035 {
995 part.Inventory.ChangeInventoryOwner(item.Owner); 1036 part.FromUserInventoryItemID = fromUserInventoryItemId;
996 part.GroupMask = 0; // DO NOT propagate here 1037
1038 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
1039 part.EveryoneMask = item.EveryOnePermissions;
1040 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
1041 part.NextOwnerMask = item.NextPermissions;
1042 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
1043 part.GroupMask = item.GroupPermissions;
997 } 1044 }
998
999 part.EveryoneMask = item.EveryOnePermissions;
1000 part.NextOwnerMask = item.NextPermissions;
1001 } 1045 }
1002 1046
1003 rootPart.TrimPermissions(); 1047 rootPart.TrimPermissions();
@@ -1135,4 +1179,4 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
1135 1179
1136 #endregion 1180 #endregion
1137 } 1181 }
1138} \ No newline at end of file 1182}
diff --git a/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs b/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
index 16cbbf5..f49641f 100644
--- a/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
+++ b/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
@@ -170,7 +170,8 @@ namespace OpenSim.Region.CoreModules.World.LightShare
170 170
171 private void EventManager_OnMakeRootAgent(ScenePresence presence) 171 private void EventManager_OnMakeRootAgent(ScenePresence presence)
172 { 172 {
173 m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client"); 173 if (m_enableWindlight && m_scene.RegionInfo.WindlightSettings.valid)
174 m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client");
174 SendProfileToClient(presence.ControllingClient); 175 SendProfileToClient(presence.ControllingClient);
175 } 176 }
176 177
diff --git a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
index d328eb3..9dac6b9 100644
--- a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
+++ b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
@@ -382,6 +382,10 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
382 try 382 try
383 { 383 {
384 Request = (HttpWebRequest) WebRequest.Create(Url); 384 Request = (HttpWebRequest) WebRequest.Create(Url);
385
386 //This works around some buggy HTTP Servers like Lighttpd
387 Request.ServicePoint.Expect100Continue = false;
388
385 Request.Method = HttpMethod; 389 Request.Method = HttpMethod;
386 Request.ContentType = HttpMIMEType; 390 Request.ContentType = HttpMIMEType;
387 391
@@ -458,15 +462,36 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
458 462
459 // continue building the string 463 // continue building the string
460 sb.Append(tempString); 464 sb.Append(tempString);
465 if (sb.Length > 2048)
466 break;
461 } 467 }
462 } while (count > 0); // any more data to read? 468 } while (count > 0); // any more data to read?
463 469
464 ResponseBody = sb.ToString(); 470 ResponseBody = sb.ToString().Replace("\r", "");
465 } 471 }
466 catch (Exception e) 472 catch (Exception e)
467 { 473 {
468 Status = (int)OSHttpStatusCode.ClientErrorJoker; 474 if (e is WebException && ((WebException)e).Status == WebExceptionStatus.ProtocolError)
469 ResponseBody = e.Message; 475 {
476 HttpWebResponse webRsp = (HttpWebResponse)((WebException)e).Response;
477 Status = (int)webRsp.StatusCode;
478 try
479 {
480 using (Stream responseStream = webRsp.GetResponseStream())
481 {
482 ResponseBody = responseStream.GetStreamString();
483 }
484 }
485 catch
486 {
487 ResponseBody = webRsp.StatusDescription;
488 }
489 }
490 else
491 {
492 Status = (int)OSHttpStatusCode.ClientErrorJoker;
493 ResponseBody = e.Message;
494 }
470 495
471 _finished = true; 496 _finished = true;
472 return; 497 return;
diff --git a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
index 93e75b3..f4cf6b4 100644
--- a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
@@ -61,6 +61,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
61 //public ManualResetEvent ev; 61 //public ManualResetEvent ev;
62 public bool requestDone; 62 public bool requestDone;
63 public int startTime; 63 public int startTime;
64 public bool responseSent;
64 public string uri; 65 public string uri;
65 } 66 }
66 67
@@ -77,7 +78,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
77 new Dictionary<string, UrlData>(); 78 new Dictionary<string, UrlData>();
78 79
79 80
80 private int m_TotalUrls = 100; 81 private int m_TotalUrls = 5000;
81 82
82 private uint https_port = 0; 83 private uint https_port = 0;
83 private IHttpServer m_HttpServer = null; 84 private IHttpServer m_HttpServer = null;
@@ -157,7 +158,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
157 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" }); 158 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" });
158 return urlcode; 159 return urlcode;
159 } 160 }
160 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString() + "/"; 161 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString();
161 162
162 UrlData urlData = new UrlData(); 163 UrlData urlData = new UrlData();
163 urlData.hostID = host.UUID; 164 urlData.hostID = host.UUID;
@@ -166,10 +167,10 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
166 urlData.url = url; 167 urlData.url = url;
167 urlData.urlcode = urlcode; 168 urlData.urlcode = urlcode;
168 urlData.requests = new Dictionary<UUID, RequestData>(); 169 urlData.requests = new Dictionary<UUID, RequestData>();
169 170
170 m_UrlMap[url] = urlData; 171 m_UrlMap[url] = urlData;
171 172
172 string uri = "/lslhttp/" + urlcode.ToString() + "/"; 173 string uri = "/lslhttp/" + urlcode.ToString();
173 174
174 m_HttpServer.AddPollServiceHTTPHandler( 175 m_HttpServer.AddPollServiceHTTPHandler(
175 uri, 176 uri,
@@ -234,9 +235,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
234 return; 235 return;
235 } 236 }
236 237
237 foreach (UUID req in data.requests.Keys) 238 lock (m_RequestMap)
238 m_RequestMap.Remove(req); 239 {
239 240 foreach (UUID req in data.requests.Keys)
241 m_RequestMap.Remove(req);
242 }
243
240 RemoveUrl(data); 244 RemoveUrl(data);
241 m_UrlMap.Remove(url); 245 m_UrlMap.Remove(url);
242 } 246 }
@@ -244,32 +248,42 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
244 248
245 public void HttpResponse(UUID request, int status, string body) 249 public void HttpResponse(UUID request, int status, string body)
246 { 250 {
247 if (m_RequestMap.ContainsKey(request)) 251 lock (m_RequestMap)
248 {
249 UrlData urlData = m_RequestMap[request];
250 urlData.requests[request].responseCode = status;
251 urlData.requests[request].responseBody = body;
252 //urlData.requests[request].ev.Set();
253 urlData.requests[request].requestDone =true;
254 }
255 else
256 { 252 {
257 m_log.Info("[HttpRequestHandler] There is no http-in request with id " + request.ToString()); 253 if (m_RequestMap.ContainsKey(request))
254 {
255 UrlData urlData = m_RequestMap[request];
256 if (!urlData.requests[request].responseSent)
257 {
258 urlData.requests[request].responseCode = status;
259 urlData.requests[request].responseBody = body;
260 //urlData.requests[request].ev.Set();
261 urlData.requests[request].requestDone = true;
262 urlData.requests[request].responseSent = true;
263 }
264 }
265 else
266 {
267 m_log.Info("[HttpRequestHandler] There is no http-in request with id " + request.ToString());
268 }
258 } 269 }
259 } 270 }
260 271
261 public string GetHttpHeader(UUID requestId, string header) 272 public string GetHttpHeader(UUID requestId, string header)
262 { 273 {
263 if (m_RequestMap.ContainsKey(requestId)) 274 lock (m_RequestMap)
264 {
265 UrlData urlData=m_RequestMap[requestId];
266 string value;
267 if (urlData.requests[requestId].headers.TryGetValue(header,out value))
268 return value;
269 }
270 else
271 { 275 {
272 m_log.Warn("[HttpRequestHandler] There was no http-in request with id " + requestId); 276 if (m_RequestMap.ContainsKey(requestId))
277 {
278 UrlData urlData = m_RequestMap[requestId];
279 string value;
280 if (urlData.requests[requestId].headers.TryGetValue(header, out value))
281 return value;
282 }
283 else
284 {
285 m_log.Warn("[HttpRequestHandler] There was no http-in request with id " + requestId);
286 }
273 } 287 }
274 return String.Empty; 288 return String.Empty;
275 } 289 }
@@ -293,8 +307,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
293 { 307 {
294 RemoveUrl(url.Value); 308 RemoveUrl(url.Value);
295 removeURLs.Add(url.Key); 309 removeURLs.Add(url.Key);
296 foreach (UUID req in url.Value.requests.Keys) 310 lock (m_RequestMap)
297 m_RequestMap.Remove(req); 311 {
312 foreach (UUID req in url.Value.requests.Keys)
313 m_RequestMap.Remove(req);
314 }
298 } 315 }
299 } 316 }
300 317
@@ -315,8 +332,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
315 { 332 {
316 RemoveUrl(url.Value); 333 RemoveUrl(url.Value);
317 removeURLs.Add(url.Key); 334 removeURLs.Add(url.Key);
318 foreach (UUID req in url.Value.requests.Keys) 335 lock (m_RequestMap)
319 m_RequestMap.Remove(req); 336 {
337 foreach (UUID req in url.Value.requests.Keys)
338 m_RequestMap.Remove(req);
339 }
320 } 340 }
321 } 341 }
322 342
@@ -335,14 +355,16 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
335 { 355 {
336 Hashtable response = new Hashtable(); 356 Hashtable response = new Hashtable();
337 UrlData url; 357 UrlData url;
358 int startTime = 0;
338 lock (m_RequestMap) 359 lock (m_RequestMap)
339 { 360 {
340 if (!m_RequestMap.ContainsKey(requestID)) 361 if (!m_RequestMap.ContainsKey(requestID))
341 return response; 362 return response;
342 url = m_RequestMap[requestID]; 363 url = m_RequestMap[requestID];
364 startTime = url.requests[requestID].startTime;
343 } 365 }
344 366
345 if (System.Environment.TickCount - url.requests[requestID].startTime > 25000) 367 if (System.Environment.TickCount - startTime > 25000)
346 { 368 {
347 response["int_response_code"] = 500; 369 response["int_response_code"] = 500;
348 response["str_response_string"] = "Script timeout"; 370 response["str_response_string"] = "Script timeout";
@@ -351,9 +373,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
351 response["reusecontext"] = false; 373 response["reusecontext"] = false;
352 374
353 //remove from map 375 //remove from map
354 lock (url) 376 lock (url.requests)
355 { 377 {
356 url.requests.Remove(requestID); 378 url.requests.Remove(requestID);
379 }
380 lock (m_RequestMap)
381 {
357 m_RequestMap.Remove(requestID); 382 m_RequestMap.Remove(requestID);
358 } 383 }
359 384
@@ -375,22 +400,25 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
375 return false; 400 return false;
376 } 401 }
377 url = m_RequestMap[requestID]; 402 url = m_RequestMap[requestID];
403 }
404 lock (url.requests)
405 {
378 if (!url.requests.ContainsKey(requestID)) 406 if (!url.requests.ContainsKey(requestID))
379 { 407 {
380 return false; 408 return false;
381 } 409 }
410 else
411 {
412 if (System.Environment.TickCount - url.requests[requestID].startTime > 25000)
413 {
414 return true;
415 }
416 if (url.requests[requestID].requestDone)
417 return true;
418 else
419 return false;
420 }
382 } 421 }
383
384 if (System.Environment.TickCount-url.requests[requestID].startTime>25000)
385 {
386 return true;
387 }
388
389 if (url.requests[requestID].requestDone)
390 return true;
391 else
392 return false;
393
394 } 422 }
395 private Hashtable GetEvents(UUID requestID, UUID sessionID, string request) 423 private Hashtable GetEvents(UUID requestID, UUID sessionID, string request)
396 { 424 {
@@ -402,9 +430,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
402 if (!m_RequestMap.ContainsKey(requestID)) 430 if (!m_RequestMap.ContainsKey(requestID))
403 return NoEvents(requestID,sessionID); 431 return NoEvents(requestID,sessionID);
404 url = m_RequestMap[requestID]; 432 url = m_RequestMap[requestID];
433 }
434 lock (url.requests)
435 {
405 requestData = url.requests[requestID]; 436 requestData = url.requests[requestID];
406 } 437 }
407 438
408 if (!requestData.requestDone) 439 if (!requestData.requestDone)
409 return NoEvents(requestID,sessionID); 440 return NoEvents(requestID,sessionID);
410 441
@@ -427,14 +458,18 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
427 response["reusecontext"] = false; 458 response["reusecontext"] = false;
428 459
429 //remove from map 460 //remove from map
430 lock (url) 461 lock (url.requests)
431 { 462 {
432 url.requests.Remove(requestID); 463 url.requests.Remove(requestID);
464 }
465 lock (m_RequestMap)
466 {
433 m_RequestMap.Remove(requestID); 467 m_RequestMap.Remove(requestID);
434 } 468 }
435 469
436 return response; 470 return response;
437 } 471 }
472
438 public void HttpRequestHandler(UUID requestID, Hashtable request) 473 public void HttpRequestHandler(UUID requestID, Hashtable request)
439 { 474 {
440 lock (request) 475 lock (request)
@@ -450,8 +485,8 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
450 485
451 int pos1 = uri.IndexOf("/");// /lslhttp 486 int pos1 = uri.IndexOf("/");// /lslhttp
452 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/ 487 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/
453 int pos3 = uri.IndexOf("/", pos2 + 1);// /lslhttp/<UUID>/ 488 int pos3 = pos2 + 37; // /lslhttp/urlcode
454 string uri_tmp = uri.Substring(0, pos3 + 1); 489 string uri_tmp = uri.Substring(0, pos3);
455 //HTTP server code doesn't provide us with QueryStrings 490 //HTTP server code doesn't provide us with QueryStrings
456 string pathInfo; 491 string pathInfo;
457 string queryString; 492 string queryString;
@@ -460,10 +495,21 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
460 pathInfo = uri.Substring(pos3); 495 pathInfo = uri.Substring(pos3);
461 496
462 UrlData url = null; 497 UrlData url = null;
498 string urlkey;
463 if (!is_ssl) 499 if (!is_ssl)
464 url = m_UrlMap["http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp]; 500 urlkey = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp;
501 //m_UrlMap[];
465 else 502 else
466 url = m_UrlMap["https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp]; 503 urlkey = "https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp;
504
505 if (m_UrlMap.ContainsKey(urlkey))
506 {
507 url = m_UrlMap[urlkey];
508 }
509 else
510 {
511 m_log.Warn("[HttpRequestHandler]: http-in request failed; no such url: "+urlkey.ToString());
512 }
467 513
468 //for llGetHttpHeader support we need to store original URI here 514 //for llGetHttpHeader support we need to store original URI here
469 //to make x-path-info / x-query-string / x-script-url / x-remote-ip headers 515 //to make x-path-info / x-query-string / x-script-url / x-remote-ip headers
@@ -493,7 +539,14 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
493 if (request.ContainsKey(key)) 539 if (request.ContainsKey(key))
494 { 540 {
495 string val = (String)request[key]; 541 string val = (String)request[key];
496 queryString = queryString + key + "=" + val + "&"; 542 if (key != "")
543 {
544 queryString = queryString + key + "=" + val + "&";
545 }
546 else
547 {
548 queryString = queryString + val + "&";
549 }
497 } 550 }
498 } 551 }
499 if (queryString.Length > 1) 552 if (queryString.Length > 1)
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
index 85e7e94..6e75692 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
@@ -271,7 +271,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
271 if (s.RegionInfo.RegionID == destination.RegionID) 271 if (s.RegionInfo.RegionID == destination.RegionID)
272 return s.QueryAccess(id, position, out reason); 272 return s.QueryAccess(id, position, out reason);
273 } 273 }
274 //m_log.Debug("[LOCAL COMMS]: region not found for QueryAccess");
275 return false; 274 return false;
276 } 275 }
277 276
@@ -301,10 +300,24 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
301 if (s.RegionInfo.RegionID == destination.RegionID) 300 if (s.RegionInfo.RegionID == destination.RegionID)
302 { 301 {
303 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent"); 302 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent");
304 // Let's spawn a threadlet right here, because this may take 303 return s.IncomingCloseAgent(id);
305 // a while 304 }
306 Util.FireAndForget(delegate { s.IncomingCloseAgent(id); }); 305 }
307 return true; 306 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
307 return false;
308 }
309
310 public bool CloseChildAgent(GridRegion destination, UUID id)
311 {
312 if (destination == null)
313 return false;
314
315 foreach (Scene s in m_sceneList)
316 {
317 if (s.RegionInfo.RegionID == destination.RegionID)
318 {
319 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent");
320 return s.IncomingCloseChildAgent(id);
308 } 321 }
309 } 322 }
310 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent"); 323 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
index eaf9506..4b70692 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
@@ -261,6 +261,21 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
261 return false; 261 return false;
262 } 262 }
263 263
264 public bool CloseChildAgent(GridRegion destination, UUID id)
265 {
266 if (destination == null)
267 return false;
268
269 // Try local first
270 if (m_localBackend.CloseChildAgent(destination, id))
271 return true;
272
273 // else do the remote thing
274 if (!m_localBackend.IsLocalRegion(destination.RegionHandle))
275 return m_remoteConnector.CloseChildAgent(destination, id);
276
277 return false;
278 }
264 279
265 public bool CloseAgent(GridRegion destination, UUID id) 280 public bool CloseAgent(GridRegion destination, UUID id)
266 { 281 {
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
index 0a0ce3c..1ffd480 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
@@ -127,6 +127,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
127 // FIXME: Why do we bother setting this module and caching up if we just end up registering the inner 127 // FIXME: Why do we bother setting this module and caching up if we just end up registering the inner
128 // user account service?! 128 // user account service?!
129 scene.RegisterModuleInterface<IUserAccountService>(UserAccountService); 129 scene.RegisterModuleInterface<IUserAccountService>(UserAccountService);
130 scene.RegisterModuleInterface<IUserAccountCacheModule>(m_Cache);
130 } 131 }
131 132
132 public void RemoveRegion(Scene scene) 133 public void RemoveRegion(Scene scene)
@@ -179,6 +180,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
179 return UserAccountService.GetUserAccount(scopeID, Email); 180 return UserAccountService.GetUserAccount(scopeID, Email);
180 } 181 }
181 182
183 public List<UserAccount> GetUserAccountsWhere(UUID scopeID, string query)
184 {
185 return null;
186 }
187
182 public List<UserAccount> GetUserAccounts(UUID scopeID, string query) 188 public List<UserAccount> GetUserAccounts(UUID scopeID, string query)
183 { 189 {
184 return UserAccountService.GetUserAccounts(scopeID, query); 190 return UserAccountService.GetUserAccounts(scopeID, query);
@@ -193,4 +199,4 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
193 199
194 #endregion 200 #endregion
195 } 201 }
196} \ No newline at end of file 202}
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
index 3321b38..f6b6aeb 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
@@ -33,6 +33,7 @@ using OpenSim.Region.Framework.Interfaces;
33using OpenSim.Region.Framework.Scenes; 33using OpenSim.Region.Framework.Scenes;
34using OpenSim.Services.Interfaces; 34using OpenSim.Services.Interfaces;
35using OpenSim.Services.Connectors; 35using OpenSim.Services.Connectors;
36using OpenSim.Framework;
36 37
37using OpenMetaverse; 38using OpenMetaverse;
38 39
@@ -101,6 +102,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
101 return; 102 return;
102 103
103 scene.RegisterModuleInterface<IUserAccountService>(this); 104 scene.RegisterModuleInterface<IUserAccountService>(this);
105 scene.RegisterModuleInterface<IUserAccountCacheModule>(m_Cache);
106
107 scene.EventManager.OnNewClient += OnNewClient;
104 } 108 }
105 109
106 public void RemoveRegion(Scene scene) 110 public void RemoveRegion(Scene scene)
@@ -115,6 +119,14 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
115 return; 119 return;
116 } 120 }
117 121
122 // When a user actually enters the sim, clear them from
123 // cache so the sim will have the current values for
124 // flags, title, etc. And country, don't forget country!
125 private void OnNewClient(IClientAPI client)
126 {
127 m_Cache.Remove(client.Name);
128 }
129
118 #region Overwritten methods from IUserAccountService 130 #region Overwritten methods from IUserAccountService
119 131
120 public override UserAccount GetUserAccount(UUID scopeID, UUID userID) 132 public override UserAccount GetUserAccount(UUID scopeID, UUID userID)
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
index ddef75f..cbe2eaa 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
@@ -34,7 +34,7 @@ using log4net;
34 34
35namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts 35namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
36{ 36{
37 public class UserAccountCache 37 public class UserAccountCache : IUserAccountCacheModule
38 { 38 {
39 private const double CACHE_EXPIRATION_SECONDS = 120000.0; // 33 hours! 39 private const double CACHE_EXPIRATION_SECONDS = 120000.0; // 33 hours!
40 40
@@ -92,5 +92,18 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
92 92
93 return null; 93 return null;
94 } 94 }
95
96 public void Remove(string name)
97 {
98 if (!m_NameCache.Contains(name))
99 return;
100
101 UUID uuid = UUID.Zero;
102 if (m_NameCache.TryGetValue(name, out uuid))
103 {
104 m_NameCache.Remove(name);
105 m_UUIDCache.Remove(uuid);
106 }
107 }
95 } 108 }
96} 109}
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
index a6dbaba..38db239 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
@@ -298,6 +298,23 @@ namespace OpenSim.Region.CoreModules.World.Archiver
298 // being no copy/no mod for everyone 298 // being no copy/no mod for everyone
299 lock (part.TaskInventory) 299 lock (part.TaskInventory)
300 { 300 {
301 if (!ResolveUserUuid(part.CreatorID))
302 part.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner;
303
304 if (!ResolveUserUuid(part.OwnerID))
305 part.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
306
307 if (!ResolveUserUuid(part.LastOwnerID))
308 part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
309
310 // And zap any troublesome sit target information
311 part.SitTargetOrientation = new Quaternion(0, 0, 0, 1);
312 part.SitTargetPosition = new Vector3(0, 0, 0);
313
314 // Fix ownership/creator of inventory items
315 // Not doing so results in inventory items
316 // being no copy/no mod for everyone
317 part.TaskInventory.LockItemsForRead(true);
301 TaskInventoryDictionary inv = part.TaskInventory; 318 TaskInventoryDictionary inv = part.TaskInventory;
302 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv) 319 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
303 { 320 {
@@ -313,6 +330,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
313 if (UserManager != null) 330 if (UserManager != null)
314 UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData); 331 UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData);
315 } 332 }
333 part.TaskInventory.LockItemsForRead(false);
316 } 334 }
317 } 335 }
318 336
diff --git a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
index 8e29e3c..7b872b9 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
@@ -251,18 +251,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver
251 251
252 if (asset != null) 252 if (asset != null)
253 { 253 {
254 if (m_options.ContainsKey("verbose")) 254// m_log.DebugFormat("[ARCHIVER]: Writing asset {0}", id);
255 m_log.InfoFormat("[ARCHIVER]: Writing asset {0}", id);
256
257 m_foundAssetUuids.Add(asset.FullID); 255 m_foundAssetUuids.Add(asset.FullID);
258 256
259 m_assetsArchiver.WriteAsset(PostProcess(asset)); 257 m_assetsArchiver.WriteAsset(PostProcess(asset));
260 } 258 }
261 else 259 else
262 { 260 {
263 if (m_options.ContainsKey("verbose")) 261// m_log.DebugFormat("[ARCHIVER]: Recording asset {0} as not found", id);
264 m_log.InfoFormat("[ARCHIVER]: Recording asset {0} as not found", id);
265
266 m_notFoundAssetUuids.Add(new UUID(id)); 262 m_notFoundAssetUuids.Add(new UUID(id));
267 } 263 }
268 264
diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
index c303d6d..35f47d2 100644
--- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
@@ -30,6 +30,7 @@ using System.Collections.Generic;
30using System.IO; 30using System.IO;
31using System.Reflection; 31using System.Reflection;
32using System.Security; 32using System.Security;
33using System.Timers;
33using log4net; 34using log4net;
34using Mono.Addins; 35using Mono.Addins;
35using Nini.Config; 36using Nini.Config;
@@ -47,6 +48,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
47 48
48 private delegate void LookupUUIDS(List<UUID> uuidLst); 49 private delegate void LookupUUIDS(List<UUID> uuidLst);
49 50
51 private Timer m_regionChangeTimer = new Timer();
50 public Scene Scene { get; private set; } 52 public Scene Scene { get; private set; }
51 public IUserManagement UserManager { get; private set; } 53 public IUserManagement UserManager { get; private set; }
52 54
@@ -61,6 +63,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
61 63
62 #region Packet Data Responders 64 #region Packet Data Responders
63 65
66 private void clientSendDetailedEstateData(IClientAPI remote_client, UUID invoice)
67 {
68 sendDetailedEstateData(remote_client, invoice);
69 sendEstateLists(remote_client, invoice);
70 }
71
64 private void sendDetailedEstateData(IClientAPI remote_client, UUID invoice) 72 private void sendDetailedEstateData(IClientAPI remote_client, UUID invoice)
65 { 73 {
66 uint sun = 0; 74 uint sun = 0;
@@ -83,7 +91,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
83 (uint) Scene.RegionInfo.RegionSettings.CovenantChangedDateTime, 91 (uint) Scene.RegionInfo.RegionSettings.CovenantChangedDateTime,
84 Scene.RegionInfo.EstateSettings.AbuseEmail, 92 Scene.RegionInfo.EstateSettings.AbuseEmail,
85 estateOwner); 93 estateOwner);
94 }
86 95
96 private void sendEstateLists(IClientAPI remote_client, UUID invoice)
97 {
87 remote_client.SendEstateList(invoice, 98 remote_client.SendEstateList(invoice,
88 (int)Constants.EstateAccessCodex.EstateManagers, 99 (int)Constants.EstateAccessCodex.EstateManagers,
89 Scene.RegionInfo.EstateSettings.EstateManagers, 100 Scene.RegionInfo.EstateSettings.EstateManagers,
@@ -246,6 +257,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
246 IRestartModule restartModule = Scene.RequestModuleInterface<IRestartModule>(); 257 IRestartModule restartModule = Scene.RequestModuleInterface<IRestartModule>();
247 if (restartModule != null) 258 if (restartModule != null)
248 { 259 {
260 if (timeInSeconds == -1)
261 {
262 restartModule.AbortRestart("Restart aborted by region manager");
263 return;
264 }
265
249 List<int> times = new List<int>(); 266 List<int> times = new List<int>();
250 while (timeInSeconds > 0) 267 while (timeInSeconds > 0)
251 { 268 {
@@ -258,7 +275,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
258 timeInSeconds -= 15; 275 timeInSeconds -= 15;
259 } 276 }
260 277
261 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), true); 278 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), false);
262 } 279 }
263 } 280 }
264 281
@@ -466,7 +483,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
466 { 483 {
467 if (!s.IsChildAgent) 484 if (!s.IsChildAgent)
468 { 485 {
469 Scene.TeleportClientHome(user, s.ControllingClient); 486 if (!Scene.TeleportClientHome(user, s.ControllingClient))
487 {
488 s.ControllingClient.Kick("Your access to the region was revoked and TP home failed - you have been logged out.");
489 s.ControllingClient.Close();
490 }
470 } 491 }
471 } 492 }
472 493
@@ -475,7 +496,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
475 { 496 {
476 remote_client.SendAlertMessage("User is already on the region ban list"); 497 remote_client.SendAlertMessage("User is already on the region ban list");
477 } 498 }
478 //m_scene.RegionInfo.regionBanlist.Add(Manager(user); 499 //Scene.RegionInfo.regionBanlist.Add(Manager(user);
479 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); 500 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID);
480 } 501 }
481 else 502 else
@@ -530,7 +551,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
530 remote_client.SendAlertMessage("User is not on the region ban list"); 551 remote_client.SendAlertMessage("User is not on the region ban list");
531 } 552 }
532 553
533 //m_scene.RegionInfo.regionBanlist.Add(Manager(user); 554 //Scene.RegionInfo.regionBanlist.Add(Manager(user);
534 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); 555 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID);
535 } 556 }
536 else 557 else
@@ -695,7 +716,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
695 ScenePresence s = Scene.GetScenePresence(prey); 716 ScenePresence s = Scene.GetScenePresence(prey);
696 if (s != null) 717 if (s != null)
697 { 718 {
698 Scene.TeleportClientHome(prey, s.ControllingClient); 719 if (!Scene.TeleportClientHome(prey, s.ControllingClient))
720 {
721 s.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
722 s.ControllingClient.Close();
723 }
699 } 724 }
700 } 725 }
701 } 726 }
@@ -713,7 +738,13 @@ namespace OpenSim.Region.CoreModules.World.Estate
713 // Also make sure they are actually in the region 738 // Also make sure they are actually in the region
714 ScenePresence p; 739 ScenePresence p;
715 if(Scene.TryGetScenePresence(client.AgentId, out p)) 740 if(Scene.TryGetScenePresence(client.AgentId, out p))
716 Scene.TeleportClientHome(p.UUID, p.ControllingClient); 741 {
742 if (!Scene.TeleportClientHome(p.UUID, p.ControllingClient))
743 {
744 p.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
745 p.ControllingClient.Close();
746 }
747 }
717 } 748 }
718 }); 749 });
719 } 750 }
@@ -957,7 +988,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
957 988
958 for (int i = 0; i < uuidarr.Length; i++) 989 for (int i = 0; i < uuidarr.Length; i++)
959 { 990 {
960 // string lookupname = m_scene.CommsManager.UUIDNameRequestString(uuidarr[i]); 991 // string lookupname = Scene.CommsManager.UUIDNameRequestString(uuidarr[i]);
961 992
962 IUserManagement userManager = Scene.RequestModuleInterface<IUserManagement>(); 993 IUserManagement userManager = Scene.RequestModuleInterface<IUserManagement>();
963 if (userManager != null) 994 if (userManager != null)
@@ -1098,6 +1129,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1098 1129
1099 public void AddRegion(Scene scene) 1130 public void AddRegion(Scene scene)
1100 { 1131 {
1132 m_regionChangeTimer.AutoReset = false;
1133 m_regionChangeTimer.Interval = 2000;
1134 m_regionChangeTimer.Elapsed += RaiseRegionInfoChange;
1135
1101 Scene = scene; 1136 Scene = scene;
1102 Scene.RegisterModuleInterface<IEstateModule>(this); 1137 Scene.RegisterModuleInterface<IEstateModule>(this);
1103 Scene.EventManager.OnNewClient += EventManager_OnNewClient; 1138 Scene.EventManager.OnNewClient += EventManager_OnNewClient;
@@ -1148,7 +1183,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
1148 1183
1149 private void EventManager_OnNewClient(IClientAPI client) 1184 private void EventManager_OnNewClient(IClientAPI client)
1150 { 1185 {
1151 client.OnDetailedEstateDataRequest += sendDetailedEstateData; 1186 client.OnDetailedEstateDataRequest += clientSendDetailedEstateData;
1152 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler; 1187 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler;
1153// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture; 1188// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture;
1154 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture; 1189 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture;
@@ -1200,6 +1235,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1200 flags |= RegionFlags.AllowParcelChanges; 1235 flags |= RegionFlags.AllowParcelChanges;
1201 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch) 1236 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch)
1202 flags |= RegionFlags.BlockParcelSearch; 1237 flags |= RegionFlags.BlockParcelSearch;
1238 if (Scene.RegionInfo.RegionSettings.GodBlockSearch)
1239 flags |= (RegionFlags)(1 << 11);
1240 if (Scene.RegionInfo.RegionSettings.Casino)
1241 flags |= (RegionFlags)(1 << 10);
1203 1242
1204 if (Scene.RegionInfo.RegionSettings.FixedSun) 1243 if (Scene.RegionInfo.RegionSettings.FixedSun)
1205 flags |= RegionFlags.SunFixed; 1244 flags |= RegionFlags.SunFixed;
@@ -1207,11 +1246,15 @@ namespace OpenSim.Region.CoreModules.World.Estate
1207 flags |= RegionFlags.Sandbox; 1246 flags |= RegionFlags.Sandbox;
1208 if (Scene.RegionInfo.EstateSettings.AllowVoice) 1247 if (Scene.RegionInfo.EstateSettings.AllowVoice)
1209 flags |= RegionFlags.AllowVoice; 1248 flags |= RegionFlags.AllowVoice;
1249 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1250 flags |= RegionFlags.AllowLandmark;
1251 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1252 flags |= RegionFlags.AllowSetHome;
1253 if (Scene.RegionInfo.EstateSettings.BlockDwell)
1254 flags |= RegionFlags.BlockDwell;
1255 if (Scene.RegionInfo.EstateSettings.ResetHomeOnTeleport)
1256 flags |= RegionFlags.ResetHomeOnTeleport;
1210 1257
1211 // Fudge these to always on, so the menu options activate
1212 //
1213 flags |= RegionFlags.AllowLandmark;
1214 flags |= RegionFlags.AllowSetHome;
1215 1258
1216 // TODO: SkipUpdateInterestList 1259 // TODO: SkipUpdateInterestList
1217 1260
@@ -1252,6 +1295,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1252 flags |= RegionFlags.ResetHomeOnTeleport; 1295 flags |= RegionFlags.ResetHomeOnTeleport;
1253 if (Scene.RegionInfo.EstateSettings.TaxFree) 1296 if (Scene.RegionInfo.EstateSettings.TaxFree)
1254 flags |= RegionFlags.TaxFree; 1297 flags |= RegionFlags.TaxFree;
1298 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1299 flags |= RegionFlags.AllowLandmark;
1300 if (Scene.RegionInfo.EstateSettings.AllowParcelChanges)
1301 flags |= RegionFlags.AllowParcelChanges;
1302 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1303 flags |= RegionFlags.AllowSetHome;
1255 if (Scene.RegionInfo.EstateSettings.DenyMinors) 1304 if (Scene.RegionInfo.EstateSettings.DenyMinors)
1256 flags |= (RegionFlags)(1 << 30); 1305 flags |= (RegionFlags)(1 << 30);
1257 1306
@@ -1272,6 +1321,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1272 1321
1273 public void TriggerRegionInfoChange() 1322 public void TriggerRegionInfoChange()
1274 { 1323 {
1324 m_regionChangeTimer.Stop();
1325 m_regionChangeTimer.Start();
1326 }
1327
1328 protected void RaiseRegionInfoChange(object sender, ElapsedEventArgs e)
1329 {
1275 ChangeDelegate change = OnRegionInfoChange; 1330 ChangeDelegate change = OnRegionInfoChange;
1276 1331
1277 if (change != null) 1332 if (change != null)
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index f6d4b40..0f83d82 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -91,14 +91,13 @@ namespace OpenSim.Region.CoreModules.World.Land
91 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1; 91 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
92 92
93 private bool m_allowedForcefulBans = true; 93 private bool m_allowedForcefulBans = true;
94 private UUID DefaultGodParcelGroup;
95 private string DefaultGodParcelName;
94 96
95 // caches ExtendedLandData 97 // caches ExtendedLandData
96 private Cache parcelInfoCache; 98 private Cache parcelInfoCache;
97 99 private Dictionary<UUID, Vector3> forcedPosition =
98 /// <summary> 100 new Dictionary<UUID, Vector3>();
99 /// Record positions that avatar's are currently being forced to move to due to parcel entry restrictions.
100 /// </summary>
101 private Dictionary<UUID, Vector3> forcedPosition = new Dictionary<UUID, Vector3>();
102 101
103 #region INonSharedRegionModule Members 102 #region INonSharedRegionModule Members
104 103
@@ -109,6 +108,12 @@ namespace OpenSim.Region.CoreModules.World.Land
109 108
110 public void Initialise(IConfigSource source) 109 public void Initialise(IConfigSource source)
111 { 110 {
111 IConfig cnf = source.Configs["LandManagement"];
112 if (cnf != null)
113 {
114 DefaultGodParcelGroup = new UUID(cnf.GetString("DefaultAdministratorGroupUUID", UUID.Zero.ToString()));
115 DefaultGodParcelName = cnf.GetString("DefaultAdministratorParcelName", "Default Parcel");
116 }
112 } 117 }
113 118
114 public void AddRegion(Scene scene) 119 public void AddRegion(Scene scene)
@@ -160,13 +165,6 @@ namespace OpenSim.Region.CoreModules.World.Land
160 m_scene.UnregisterModuleCommander(m_commander.Name); 165 m_scene.UnregisterModuleCommander(m_commander.Name);
161 } 166 }
162 167
163// private bool OnVerifyUserConnection(ScenePresence scenePresence, out string reason)
164// {
165// ILandObject nearestParcel = m_scene.GetNearestAllowedParcel(scenePresence.UUID, scenePresence.AbsolutePosition.X, scenePresence.AbsolutePosition.Y);
166// reason = "You are not allowed to enter this sim.";
167// return nearestParcel != null;
168// }
169
170 /// <summary> 168 /// <summary>
171 /// Processes commandline input. Do not call directly. 169 /// Processes commandline input. Do not call directly.
172 /// </summary> 170 /// </summary>
@@ -207,6 +205,8 @@ namespace OpenSim.Region.CoreModules.World.Land
207 client.OnParcelInfoRequest += ClientOnParcelInfoRequest; 205 client.OnParcelInfoRequest += ClientOnParcelInfoRequest;
208 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup; 206 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup;
209 client.OnPreAgentUpdate += ClientOnPreAgentUpdate; 207 client.OnPreAgentUpdate += ClientOnPreAgentUpdate;
208 client.OnParcelEjectUser += ClientOnParcelEjectUser;
209 client.OnParcelFreezeUser += ClientOnParcelFreezeUser;
210 210
211 EntityBase presenceEntity; 211 EntityBase presenceEntity;
212 if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence) 212 if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence)
@@ -218,48 +218,6 @@ namespace OpenSim.Region.CoreModules.World.Land
218 218
219 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) 219 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
220 { 220 {
221 //If we are forcing a position for them to go
222 if (forcedPosition.ContainsKey(remoteClient.AgentId))
223 {
224 ScenePresence clientAvatar = m_scene.GetScenePresence(remoteClient.AgentId);
225
226 //Putting the user into flying, both keeps the avatar in fligth when it bumps into something and stopped from going another direction AND
227 //When the avatar walks into a ban line on the ground, it prevents getting stuck
228 agentData.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
229
230 //Make sure we stop if they get about to the right place to prevent yoyo and prevents getting stuck on banlines
231 if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) < .2)
232 {
233// m_log.DebugFormat(
234// "[LAND MANAGEMENT MODULE]: Stopping force position of {0} because {1} is close enough to {2}",
235// clientAvatar.Name, clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]);
236
237 forcedPosition.Remove(remoteClient.AgentId);
238 }
239 //if we are far away, teleport
240 else if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) > 3)
241 {
242 Vector3 forcePosition = forcedPosition[remoteClient.AgentId];
243// m_log.DebugFormat(
244// "[LAND MANAGEMENT MODULE]: Teleporting out {0} because {1} is too far from avatar position {2}",
245// clientAvatar.Name, clientAvatar.AbsolutePosition, forcePosition);
246
247 m_scene.RequestTeleportLocation(remoteClient, m_scene.RegionInfo.RegionHandle,
248 forcePosition, clientAvatar.Lookat, (uint)Constants.TeleportFlags.ForceRedirect);
249
250 forcedPosition.Remove(remoteClient.AgentId);
251 }
252 else
253 {
254// m_log.DebugFormat(
255// "[LAND MANAGEMENT MODULE]: Forcing {0} from {1} to {2}",
256// clientAvatar.Name, clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]);
257
258 //Forces them toward the forced position we want if they aren't there yet
259 agentData.UseClientAgentPosition = true;
260 agentData.ClientAgentPosition = forcedPosition[remoteClient.AgentId];
261 }
262 }
263 } 221 }
264 222
265 public void Close() 223 public void Close()
@@ -378,10 +336,16 @@ namespace OpenSim.Region.CoreModules.World.Land
378 private void ForceAvatarToPosition(ScenePresence avatar, Vector3? position) 336 private void ForceAvatarToPosition(ScenePresence avatar, Vector3? position)
379 { 337 {
380 if (m_scene.Permissions.IsGod(avatar.UUID)) return; 338 if (m_scene.Permissions.IsGod(avatar.UUID)) return;
381 if (position.HasValue) 339
382 { 340 if (!position.HasValue)
383 forcedPosition[avatar.ControllingClient.AgentId] = (Vector3)position; 341 return;
384 } 342
343 bool isFlying = avatar.PhysicsActor.Flying;
344 avatar.RemoveFromPhysicalScene();
345
346 avatar.AbsolutePosition = (Vector3)position;
347
348 avatar.AddToPhysicalScene(isFlying);
385 } 349 }
386 350
387 public void SendYouAreRestrictedNotice(ScenePresence avatar) 351 public void SendYouAreRestrictedNotice(ScenePresence avatar)
@@ -401,29 +365,7 @@ namespace OpenSim.Region.CoreModules.World.Land
401 } 365 }
402 366
403 if (parcelAvatarIsEntering != null) 367 if (parcelAvatarIsEntering != null)
404 { 368 EnforceBans(parcelAvatarIsEntering, avatar);
405 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
406 {
407 if (parcelAvatarIsEntering.IsBannedFromLand(avatar.UUID))
408 {
409 SendYouAreBannedNotice(avatar);
410 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
411 }
412 else if (parcelAvatarIsEntering.IsRestrictedFromLand(avatar.UUID))
413 {
414 SendYouAreRestrictedNotice(avatar);
415 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
416 }
417 else
418 {
419 avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
420 }
421 }
422 else
423 {
424 avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
425 }
426 }
427 } 369 }
428 } 370 }
429 371
@@ -527,6 +469,7 @@ namespace OpenSim.Region.CoreModules.World.Land
527 //when we are finally in a safe place, lets release the forced position lock 469 //when we are finally in a safe place, lets release the forced position lock
528 forcedPosition.Remove(clientAvatar.ControllingClient.AgentId); 470 forcedPosition.Remove(clientAvatar.ControllingClient.AgentId);
529 } 471 }
472 EnforceBans(parcel, clientAvatar);
530 } 473 }
531 } 474 }
532 475
@@ -735,7 +678,7 @@ namespace OpenSim.Region.CoreModules.World.Land
735 int x; 678 int x;
736 int y; 679 int y;
737 680
738 if (x_float >= Constants.RegionSize || x_float < 0 || y_float >= Constants.RegionSize || y_float < 0) 681 if (x_float > Constants.RegionSize || x_float < 0 || y_float > Constants.RegionSize || y_float < 0)
739 return null; 682 return null;
740 683
741 try 684 try
@@ -785,14 +728,13 @@ namespace OpenSim.Region.CoreModules.World.Land
785 { 728 {
786 try 729 try
787 { 730 {
788 return m_landList[m_landIDList[x / 4, y / 4]]; 731 //if (m_landList.ContainsKey(m_landIDList[x / 4, y / 4]))
732 return m_landList[m_landIDList[x / 4, y / 4]];
733 //else
734 // return null;
789 } 735 }
790 catch (IndexOutOfRangeException) 736 catch (IndexOutOfRangeException)
791 { 737 {
792// m_log.WarnFormat(
793// "[LAND MANAGEMENT MODULE]: Tried to retrieve land object from out of bounds co-ordinate ({0},{1}) in {2}",
794// x, y, m_scene.RegionInfo.RegionName);
795
796 return null; 738 return null;
797 } 739 }
798 } 740 }
@@ -1075,6 +1017,10 @@ namespace OpenSim.Region.CoreModules.World.Land
1075 //Owner Flag 1017 //Owner Flag
1076 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER); 1018 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER);
1077 } 1019 }
1020 else if (currentParcelBlock.LandData.IsGroupOwned && remote_client.IsGroupMember(currentParcelBlock.LandData.GroupID))
1021 {
1022 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_GROUP);
1023 }
1078 else if (currentParcelBlock.LandData.SalePrice > 0 && 1024 else if (currentParcelBlock.LandData.SalePrice > 0 &&
1079 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero || 1025 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero ||
1080 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId)) 1026 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId))
@@ -1375,18 +1321,31 @@ namespace OpenSim.Region.CoreModules.World.Land
1375 1321
1376 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data) 1322 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data)
1377 { 1323 {
1378 for (int i = 0; i < data.Count; i++) 1324 lock (m_landList)
1379 { 1325 {
1380 IncomingLandObjectFromStorage(data[i]); 1326 //Remove all the land objects in the sim and then process our new data
1327 foreach (int n in m_landList.Keys)
1328 {
1329 m_scene.EventManager.TriggerLandObjectRemoved(m_landList[n].LandData.GlobalID);
1330 }
1331 m_landIDList.Initialize();
1332 m_landList.Clear();
1333
1334 for (int i = 0; i < data.Count; i++)
1335 {
1336 IncomingLandObjectFromStorage(data[i]);
1337 }
1381 } 1338 }
1382 } 1339 }
1383 1340
1384 public void IncomingLandObjectFromStorage(LandData data) 1341 public void IncomingLandObjectFromStorage(LandData data)
1385 { 1342 {
1343
1386 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene); 1344 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
1387 new_land.LandData = data.Copy(); 1345 new_land.LandData = data.Copy();
1388 new_land.SetLandBitmapFromByteArray(); 1346 new_land.SetLandBitmapFromByteArray();
1389 AddLandObject(new_land); 1347 AddLandObject(new_land);
1348 new_land.SendLandUpdateToAvatarsOverMe();
1390 } 1349 }
1391 1350
1392 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient) 1351 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
@@ -1664,6 +1623,168 @@ namespace OpenSim.Region.CoreModules.World.Land
1664 1623
1665 UpdateLandObject(localID, land.LandData); 1624 UpdateLandObject(localID, land.LandData);
1666 } 1625 }
1626
1627 public void ClientOnParcelGodMark(IClientAPI client, UUID god, int landID)
1628 {
1629 ILandObject land = null;
1630 List<ILandObject> Land = ((Scene)client.Scene).LandChannel.AllParcels();
1631 foreach (ILandObject landObject in Land)
1632 {
1633 if (landObject.LandData.LocalID == landID)
1634 {
1635 land = landObject;
1636 }
1637 }
1638 land.DeedToGroup(DefaultGodParcelGroup);
1639 land.LandData.Name = DefaultGodParcelName;
1640 land.SendLandUpdateToAvatarsOverMe();
1641 }
1642
1643 private void ClientOnSimWideDeletes(IClientAPI client, UUID agentID, int flags, UUID targetID)
1644 {
1645 ScenePresence SP;
1646 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out SP);
1647 List<SceneObjectGroup> returns = new List<SceneObjectGroup>();
1648 if (SP.UserLevel != 0)
1649 {
1650 if (flags == 0) //All parcels, scripted or not
1651 {
1652 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1653 {
1654 if (e.OwnerID == targetID)
1655 {
1656 returns.Add(e);
1657 }
1658 }
1659 );
1660 }
1661 if (flags == 4) //All parcels, scripted object
1662 {
1663 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1664 {
1665 if (e.OwnerID == targetID)
1666 {
1667 if (e.scriptScore >= 0.01)
1668 {
1669 returns.Add(e);
1670 }
1671 }
1672 }
1673 );
1674 }
1675 if (flags == 4) //not target parcel, scripted object
1676 {
1677 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1678 {
1679 if (e.OwnerID == targetID)
1680 {
1681 ILandObject landobject = ((Scene)client.Scene).LandChannel.GetLandObject(e.AbsolutePosition.X, e.AbsolutePosition.Y);
1682 if (landobject.LandData.OwnerID != e.OwnerID)
1683 {
1684 if (e.scriptScore >= 0.01)
1685 {
1686 returns.Add(e);
1687 }
1688 }
1689 }
1690 }
1691 );
1692 }
1693 foreach (SceneObjectGroup ol in returns)
1694 {
1695 ReturnObject(ol, client);
1696 }
1697 }
1698 }
1699 public void ReturnObject(SceneObjectGroup obj, IClientAPI client)
1700 {
1701 SceneObjectGroup[] objs = new SceneObjectGroup[1];
1702 objs[0] = obj;
1703 ((Scene)client.Scene).returnObjects(objs, client.AgentId);
1704 }
1705
1706 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
1707
1708 public void ClientOnParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1709 {
1710 ScenePresence targetAvatar = null;
1711 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1712 ScenePresence parcelManager = null;
1713 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1714 System.Threading.Timer Timer;
1715
1716 if (targetAvatar.UserLevel == 0)
1717 {
1718 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1719 if (!((Scene)client.Scene).Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze))
1720 return;
1721 if (flags == 0)
1722 {
1723 targetAvatar.AllowMovement = false;
1724 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has frozen you for 30 seconds. You cannot move or interact with the world.");
1725 parcelManager.ControllingClient.SendAlertMessage("Avatar Frozen.");
1726 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
1727 Timer = new System.Threading.Timer(timeCB, targetAvatar, 30000, 0);
1728 Timers.Add(targetAvatar.UUID, Timer);
1729 }
1730 else
1731 {
1732 targetAvatar.AllowMovement = true;
1733 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has unfrozen you.");
1734 parcelManager.ControllingClient.SendAlertMessage("Avatar Unfrozen.");
1735 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1736 Timers.Remove(targetAvatar.UUID);
1737 Timer.Dispose();
1738 }
1739 }
1740 }
1741 private void OnEndParcelFrozen(object avatar)
1742 {
1743 ScenePresence targetAvatar = (ScenePresence)avatar;
1744 targetAvatar.AllowMovement = true;
1745 System.Threading.Timer Timer;
1746 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1747 Timers.Remove(targetAvatar.UUID);
1748 targetAvatar.ControllingClient.SendAgentAlertMessage("The freeze has worn off; you may go about your business.", false);
1749 }
1750
1751
1752 public void ClientOnParcelEjectUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1753 {
1754 ScenePresence targetAvatar = null;
1755 ScenePresence parcelManager = null;
1756
1757 // Must have presences
1758 if (!m_scene.TryGetScenePresence(target, out targetAvatar) ||
1759 !m_scene.TryGetScenePresence(client.AgentId, out parcelManager))
1760 return;
1761
1762 // Cannot eject estate managers or gods
1763 if (m_scene.Permissions.IsAdministrator(target))
1764 return;
1765
1766 // Check if you even have permission to do this
1767 ILandObject land = m_scene.LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1768 if (!m_scene.Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze) &&
1769 !m_scene.Permissions.IsAdministrator(client.AgentId))
1770 return;
1771
1772 Vector3 pos = m_scene.GetNearestAllowedPosition(targetAvatar, land);
1773
1774 targetAvatar.TeleportWithMomentum(pos);
1775 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1776 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1777
1778 if ((flags & 1) != 0) // Ban TODO: Remove magic number
1779 {
1780 LandAccessEntry entry = new LandAccessEntry();
1781 entry.AgentID = targetAvatar.UUID;
1782 entry.Flags = AccessList.Ban;
1783 entry.Expires = 0; // Perm
1784
1785 land.LandData.ParcelAccessList.Add(entry);
1786 }
1787 }
1667 1788
1668 protected void InstallInterfaces() 1789 protected void InstallInterfaces()
1669 { 1790 {
@@ -1726,5 +1847,27 @@ namespace OpenSim.Region.CoreModules.World.Land
1726 1847
1727 MainConsole.Instance.Output(report.ToString()); 1848 MainConsole.Instance.Output(report.ToString());
1728 } 1849 }
1850
1851 public void EnforceBans(ILandObject land, ScenePresence avatar)
1852 {
1853 if (avatar.AbsolutePosition.Z > LandChannel.BAN_LINE_SAFETY_HIEGHT)
1854 return;
1855
1856 if (land.IsEitherBannedOrRestricted(avatar.UUID))
1857 {
1858 if (land.ContainsPoint(Convert.ToInt32(avatar.lastKnownAllowedPosition.X), Convert.ToInt32(avatar.lastKnownAllowedPosition.Y)))
1859 {
1860 Vector3? pos = m_scene.GetNearestAllowedPosition(avatar);
1861 if (pos == null)
1862 m_scene.TeleportClientHome(avatar.UUID, avatar.ControllingClient);
1863 else
1864 ForceAvatarToPosition(avatar, (Vector3)pos);
1865 }
1866 else
1867 {
1868 ForceAvatarToPosition(avatar, avatar.lastKnownAllowedPosition);
1869 }
1870 }
1871 }
1729 } 1872 }
1730} 1873}
diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
index cc42f7f..02a163f 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
@@ -190,10 +190,27 @@ namespace OpenSim.Region.CoreModules.World.Land
190 else 190 else
191 { 191 {
192 // Normal Calculations 192 // Normal Calculations
193 int parcelMax = (int)(((float)LandData.Area / 65536.0f) 193 int parcelMax = (int)((long)LandData.Area
194 * (float)m_scene.RegionInfo.ObjectCapacity 194 * (long)m_scene.RegionInfo.ObjectCapacity
195 * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 195 * (long)m_scene.RegionInfo.RegionSettings.ObjectBonus
196 // TODO: The calculation of ObjectBonus should be refactored. It does still not work in the same manner as SL! 196 / 65536L);
197 m_log.DebugFormat("Area: {0}, Capacity {1}, Bonus {2}, Parcel {3}", LandData.Area, m_scene.RegionInfo.ObjectCapacity, m_scene.RegionInfo.RegionSettings.ObjectBonus, parcelMax);
198 return parcelMax;
199 }
200 }
201
202 private int GetParcelBasePrimCount()
203 {
204 if (overrideParcelMaxPrimCount != null)
205 {
206 return overrideParcelMaxPrimCount(this);
207 }
208 else
209 {
210 // Normal Calculations
211 int parcelMax = (int)((long)LandData.Area
212 * (long)m_scene.RegionInfo.ObjectCapacity
213 / 65536L);
197 return parcelMax; 214 return parcelMax;
198 } 215 }
199 } 216 }
@@ -207,8 +224,9 @@ namespace OpenSim.Region.CoreModules.World.Land
207 else 224 else
208 { 225 {
209 //Normal Calculations 226 //Normal Calculations
210 int simMax = (int)(((float)LandData.SimwideArea / 65536.0f) 227 int simMax = (int)((long)LandData.SimwideArea
211 * (float)m_scene.RegionInfo.ObjectCapacity); 228 * (long)m_scene.RegionInfo.ObjectCapacity / 65536L);
229 // m_log.DebugFormat("Simwide Area: {0}, Capacity {1}, SimMax {2}", LandData.SimwideArea, m_scene.RegionInfo.ObjectCapacity, simMax);
212 return simMax; 230 return simMax;
213 } 231 }
214 } 232 }
@@ -245,7 +263,7 @@ namespace OpenSim.Region.CoreModules.World.Land
245 remote_client.SendLandProperties(seq_id, 263 remote_client.SendLandProperties(seq_id,
246 snap_selection, request_result, this, 264 snap_selection, request_result, this,
247 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus, 265 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus,
248 GetParcelMaxPrimCount(), 266 GetParcelBasePrimCount(),
249 GetSimulatorMaxPrimCount(), regionFlags); 267 GetSimulatorMaxPrimCount(), regionFlags);
250 } 268 }
251 269
@@ -305,7 +323,7 @@ namespace OpenSim.Region.CoreModules.World.Land
305 323
306 allowedDelta |= (uint)(ParcelFlags.ShowDirectory | 324 allowedDelta |= (uint)(ParcelFlags.ShowDirectory |
307 ParcelFlags.AllowPublish | 325 ParcelFlags.AllowPublish |
308 ParcelFlags.MaturePublish); 326 ParcelFlags.MaturePublish) | (uint)(1 << 23);
309 } 327 }
310 328
311 if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity)) 329 if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity))
@@ -417,6 +435,37 @@ namespace OpenSim.Region.CoreModules.World.Land
417 return false; 435 return false;
418 } 436 }
419 437
438 public bool HasGroupAccess(UUID avatar)
439 {
440 if (LandData.GroupID != UUID.Zero && (LandData.Flags & (uint)ParcelFlags.UseAccessGroup) == (uint)ParcelFlags.UseAccessGroup)
441 {
442 ScenePresence sp;
443 if (!m_scene.TryGetScenePresence(avatar, out sp))
444 {
445 IGroupsModule groupsModule = m_scene.RequestModuleInterface<IGroupsModule>();
446 if (groupsModule == null)
447 return false;
448
449 GroupMembershipData[] membership = groupsModule.GetMembershipData(avatar);
450 if (membership == null || membership.Length == 0)
451 return false;
452
453 foreach (GroupMembershipData d in membership)
454 {
455 if (d.GroupID == LandData.GroupID)
456 return true;
457 }
458 return false;
459 }
460
461 if (!sp.ControllingClient.IsGroupMember(LandData.GroupID))
462 return false;
463
464 return true;
465 }
466 return false;
467 }
468
420 public bool IsBannedFromLand(UUID avatar) 469 public bool IsBannedFromLand(UUID avatar)
421 { 470 {
422 ExpireAccessList(); 471 ExpireAccessList();
@@ -469,9 +518,13 @@ namespace OpenSim.Region.CoreModules.World.Land
469 return false; 518 return false;
470 }) == -1) 519 }) == -1)
471 { 520 {
472 return true; 521 if (!HasGroupAccess(avatar))
522 {
523 return true;
524 }
473 } 525 }
474 } 526 }
527
475 return false; 528 return false;
476 } 529 }
477 530
diff --git a/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs b/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
index efede5c..5122734 100644
--- a/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
@@ -206,7 +206,7 @@ namespace OpenSim.Region.CoreModules.World.Land
206 if (m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts)) 206 if (m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts))
207 { 207 {
208 UUID landOwner = landData.OwnerID; 208 UUID landOwner = landData.OwnerID;
209 int partCount = obj.Parts.Length; 209 int partCount = obj.GetPartCount();
210 210
211 m_SimwideCounts[landOwner] += partCount; 211 m_SimwideCounts[landOwner] += partCount;
212 if (parcelCounts.Users.ContainsKey(obj.OwnerID)) 212 if (parcelCounts.Users.ContainsKey(obj.OwnerID))
@@ -593,4 +593,4 @@ namespace OpenSim.Region.CoreModules.World.Land
593 } 593 }
594 } 594 }
595 } 595 }
596} \ No newline at end of file 596}
diff --git a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
index 1e4f0a4..eb4731c 100644
--- a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
+++ b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
@@ -176,6 +176,13 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell
176 return false; 176 return false;
177 } 177 }
178 178
179 if ((perms & (uint)PermissionMask.Copy) == 0)
180 {
181 if (m_dialogModule != null)
182 m_dialogModule.SendAlertToUser(remoteClient, "This sale has been blocked by the permissions system");
183 return false;
184 }
185
179 AssetBase asset = m_scene.CreateAsset( 186 AssetBase asset = m_scene.CreateAsset(
180 group.GetPartName(localID), 187 group.GetPartName(localID),
181 group.GetPartDescription(localID), 188 group.GetPartDescription(localID),
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
index 7023984..df9bad1 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -363,7 +363,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
363 363
364 public string Name 364 public string Name
365 { 365 {
366 get { return "PermissionsModule"; } 366 get { return "DefaultPermissionsModule"; }
367 } 367 }
368 368
369 public bool IsSharedModule 369 public bool IsSharedModule
diff --git a/OpenSim/Region/CoreModules/World/Region/RestartModule.cs b/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
index 0f37ddd..86821c6 100644
--- a/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
+++ b/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
@@ -28,6 +28,8 @@
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Timers; 30using System.Timers;
31using System.IO;
32using System.Diagnostics;
31using System.Threading; 33using System.Threading;
32using System.Collections.Generic; 34using System.Collections.Generic;
33using log4net; 35using log4net;
@@ -56,13 +58,23 @@ namespace OpenSim.Region.CoreModules.World.Region
56 protected UUID m_Initiator; 58 protected UUID m_Initiator;
57 protected bool m_Notice = false; 59 protected bool m_Notice = false;
58 protected IDialogModule m_DialogModule = null; 60 protected IDialogModule m_DialogModule = null;
61 protected string m_MarkerPath = String.Empty;
59 62
60 public void Initialise(IConfigSource config) 63 public void Initialise(IConfigSource config)
61 { 64 {
65 IConfig restartConfig = config.Configs["RestartModule"];
66 if (restartConfig != null)
67 {
68 m_MarkerPath = restartConfig.GetString("MarkerPath", String.Empty);
69 }
62 } 70 }
63 71
64 public void AddRegion(Scene scene) 72 public void AddRegion(Scene scene)
65 { 73 {
74 if (m_MarkerPath != String.Empty)
75 File.Delete(Path.Combine(m_MarkerPath,
76 scene.RegionInfo.RegionID.ToString()));
77
66 m_Scene = scene; 78 m_Scene = scene;
67 79
68 scene.RegisterModuleInterface<IRestartModule>(this); 80 scene.RegisterModuleInterface<IRestartModule>(this);
@@ -121,6 +133,7 @@ namespace OpenSim.Region.CoreModules.World.Region
121 133
122 if (alerts == null) 134 if (alerts == null)
123 { 135 {
136 CreateMarkerFile();
124 m_Scene.RestartNow(); 137 m_Scene.RestartNow();
125 return; 138 return;
126 } 139 }
@@ -134,6 +147,7 @@ namespace OpenSim.Region.CoreModules.World.Region
134 147
135 if (m_Alerts[0] == 0) 148 if (m_Alerts[0] == 0)
136 { 149 {
150 CreateMarkerFile();
137 m_Scene.RestartNow(); 151 m_Scene.RestartNow();
138 return; 152 return;
139 } 153 }
@@ -147,6 +161,7 @@ namespace OpenSim.Region.CoreModules.World.Region
147 { 161 {
148 if (m_Alerts.Count == 0 || m_Alerts[0] == 0) 162 if (m_Alerts.Count == 0 || m_Alerts[0] == 0)
149 { 163 {
164 CreateMarkerFile();
150 m_Scene.RestartNow(); 165 m_Scene.RestartNow();
151 return 0; 166 return 0;
152 } 167 }
@@ -225,6 +240,9 @@ namespace OpenSim.Region.CoreModules.World.Region
225 if (m_DialogModule != null && message != String.Empty) 240 if (m_DialogModule != null && message != String.Empty)
226 m_DialogModule.SendGeneralAlert(message); 241 m_DialogModule.SendGeneralAlert(message);
227 } 242 }
243 if (m_MarkerPath != String.Empty)
244 File.Delete(Path.Combine(m_MarkerPath,
245 m_Scene.RegionInfo.RegionID.ToString()));
228 } 246 }
229 247
230 private void HandleRegionRestart(string module, string[] args) 248 private void HandleRegionRestart(string module, string[] args)
@@ -266,5 +284,25 @@ namespace OpenSim.Region.CoreModules.World.Region
266 284
267 ScheduleRestart(UUID.Zero, args[3], times.ToArray(), notice); 285 ScheduleRestart(UUID.Zero, args[3], times.ToArray(), notice);
268 } 286 }
287
288 protected void CreateMarkerFile()
289 {
290 if (m_MarkerPath == String.Empty)
291 return;
292
293 string path = Path.Combine(m_MarkerPath, m_Scene.RegionInfo.RegionID.ToString());
294 try
295 {
296 string pidstring = System.Diagnostics.Process.GetCurrentProcess().Id.ToString();
297 FileStream fs = File.Create(path);
298 System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding();
299 Byte[] buf = enc.GetBytes(pidstring);
300 fs.Write(buf, 0, buf.Length);
301 fs.Close();
302 }
303 catch (Exception)
304 {
305 }
306 }
269 } 307 }
270} 308}
diff --git a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
index cf000a4..4805ccb 100644
--- a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
+++ b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
@@ -606,6 +606,8 @@ namespace OpenSim.Region.CoreModules.World.Terrain
606 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised()); 606 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised());
607 m_scene.SaveTerrain(); 607 m_scene.SaveTerrain();
608 608
609 m_scene.EventManager.TriggerTerrainUpdate();
610
609 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out. 611 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out.
610 //m_scene.CreateTerrainTexture(true); 612 //m_scene.CreateTerrainTexture(true);
611 } 613 }
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
index 657975b..f9384e9 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
@@ -86,9 +86,9 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
86 86
87 private void OnMapNameRequest(IClientAPI remoteClient, string mapName, uint flags) 87 private void OnMapNameRequest(IClientAPI remoteClient, string mapName, uint flags)
88 { 88 {
89 if (mapName.Length < 3) 89 if (mapName.Length < 2)
90 { 90 {
91 remoteClient.SendAlertMessage("Use a search string with at least 3 characters"); 91 remoteClient.SendAlertMessage("Use a search string with at least 2 characters");
92 return; 92 return;
93 } 93 }
94 94
@@ -96,10 +96,10 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
96 96
97 // try to fetch from GridServer 97 // try to fetch from GridServer
98 List<GridRegion> regionInfos = m_scene.GridService.GetRegionsByName(m_scene.RegionInfo.ScopeID, mapName, 20); 98 List<GridRegion> regionInfos = m_scene.GridService.GetRegionsByName(m_scene.RegionInfo.ScopeID, mapName, 20);
99 if (regionInfos.Count == 0) 99// if (regionInfos.Count == 0)
100 remoteClient.SendAlertMessage("Hyperlink could not be established."); 100// remoteClient.SendAlertMessage("Hyperlink could not be established.");
101 101
102 m_log.DebugFormat("[MAPSEARCHMODULE]: search {0} returned {1} regions. Flags={2}", mapName, regionInfos.Count, flags); 102 //m_log.DebugFormat("[MAPSEARCHMODULE]: search {0} returned {1} regions", mapName, regionInfos.Count);
103 List<MapBlockData> blocks = new List<MapBlockData>(); 103 List<MapBlockData> blocks = new List<MapBlockData>();
104 104
105 MapBlockData data; 105 MapBlockData data;
@@ -128,7 +128,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
128 data.Agents = 0; 128 data.Agents = 0;
129 data.Access = 255; 129 data.Access = 255;
130 data.MapImageId = UUID.Zero; 130 data.MapImageId = UUID.Zero;
131 data.Name = ""; // mapName; 131 data.Name = mapName;
132 data.RegionFlags = 0; 132 data.RegionFlags = 0;
133 data.WaterHeight = 0; // not used 133 data.WaterHeight = 0; // not used
134 data.X = 0; 134 data.X = 0;
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
index fd122da..0cbe1e1 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
@@ -1240,7 +1240,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1240 } 1240 }
1241 else 1241 else
1242 { 1242 {
1243 OSDArray responsearr = new OSDArray(m_scene.GetRootAgentCount()); 1243 OSDArray responsearr = new OSDArray(); // Don't preallocate. MT (m_scene.GetRootAgentCount());
1244 m_scene.ForEachRootScenePresence(delegate(ScenePresence sp) 1244 m_scene.ForEachRootScenePresence(delegate(ScenePresence sp)
1245 { 1245 {
1246 OSDMap responsemapdata = new OSDMap(); 1246 OSDMap responsemapdata = new OSDMap();
@@ -1459,9 +1459,10 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1459 Color background = Color.FromArgb(0, 0, 0, 0); 1459 Color background = Color.FromArgb(0, 0, 0, 0);
1460 SolidBrush transparent = new SolidBrush(background); 1460 SolidBrush transparent = new SolidBrush(background);
1461 Graphics g = Graphics.FromImage(overlay); 1461 Graphics g = Graphics.FromImage(overlay);
1462 g.FillRectangle(transparent, 0, 0, 256, 256); 1462 g.FillRectangle(transparent, 0, 0, 255, 255);
1463 1463
1464 SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9)); 1464 SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9));
1465 Pen grey = new Pen(Color.FromArgb(255, 92, 92, 92));
1465 1466
1466 foreach (ILandObject land in parcels) 1467 foreach (ILandObject land in parcels)
1467 { 1468 {
@@ -1469,8 +1470,42 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1469 if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0) 1470 if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0)
1470 { 1471 {
1471 landForSale = true; 1472 landForSale = true;
1473
1474 bool[,] landBitmap = land.GetLandBitmap();
1475
1476 for (int x = 0 ; x < 64 ; x++)
1477 {
1478 for (int y = 0 ; y < 64 ; y++)
1479 {
1480 if (landBitmap[x, y])
1481 {
1482 g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4);
1483
1484 if (x > 0)
1485 {
1486 if ((saleBitmap[x - 1, y] || landBitmap[x - 1, y]) == false)
1487 g.DrawLine(grey, x * 4, 252 - (y * 4), x * 4, 255 - (y * 4));
1488 }
1489 if (y > 0)
1490 {
1491 if ((saleBitmap[x, y-1] || landBitmap[x, y-1]) == false)
1492 g.DrawLine(grey, x * 4, 255 - (y * 4), x * 4 + 3, 255 - (y * 4));
1493 }
1494 if (x < 63)
1495 {
1496 if ((saleBitmap[x + 1, y] || landBitmap[x + 1, y]) == false)
1497 g.DrawLine(grey, x * 4 + 3, 252 - (y * 4), x * 4 + 3, 255 - (y * 4));
1498 }
1499 if (y < 63)
1500 {
1501 if ((saleBitmap[x, y + 1] || landBitmap[x, y + 1]) == false)
1502 g.DrawLine(grey, x * 4, 252 - (y * 4), x * 4 + 3, 252 - (y * 4));
1503 }
1504 }
1505 }
1506 }
1472 1507
1473 saleBitmap = land.MergeLandBitmaps(saleBitmap, land.GetLandBitmap()); 1508 saleBitmap = land.MergeLandBitmaps(saleBitmap, landBitmap);
1474 } 1509 }
1475 } 1510 }
1476 1511
@@ -1482,15 +1517,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1482 1517
1483 m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName); 1518 m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName);
1484 1519
1485 for (int x = 0 ; x < 64 ; x++)
1486 {
1487 for (int y = 0 ; y < 64 ; y++)
1488 {
1489 if (saleBitmap[x, y])
1490 g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4);
1491 }
1492 }
1493
1494 try 1520 try
1495 { 1521 {
1496 return OpenJPEG.EncodeFromImage(overlay, true); 1522 return OpenJPEG.EncodeFromImage(overlay, true);
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index eb07165..69ce967 100644
--- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using OpenMetaverse; 31using OpenMetaverse;
31using OpenSim.Framework; 32using OpenSim.Framework;
@@ -75,6 +76,10 @@ namespace OpenSim.Region.Framework.Interfaces
75 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns> 76 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
76 ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt); 77 ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt);
77 78
79 // Same as above, but also load script states from a separate doc
80 ISceneEntity RezSingleAttachmentFromInventory(
81 IScenePresence presence, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc);
82
78 /// <summary> 83 /// <summary>
79 /// Rez multiple attachments from a user's inventory 84 /// Rez multiple attachments from a user's inventory
80 /// </summary> 85 /// </summary>
@@ -96,7 +101,6 @@ namespace OpenSim.Region.Framework.Interfaces
96 /// <param name="itemID"></param> 101 /// <param name="itemID"></param>
97 void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID); 102 void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID);
98 103
99 /// <summary>
100 /// Update the position of an attachment. 104 /// Update the position of an attachment.
101 /// </summary> 105 /// </summary>
102 /// <param name="sog"></param> 106 /// <param name="sog"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index 15060fd..4b17b9a 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -115,6 +115,8 @@ namespace OpenSim.Region.Framework.Interfaces
115 /// <param name="stateSource"></param> 115 /// <param name="stateSource"></param>
116 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); 116 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
117 117
118 ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
119
118 /// <summary> 120 /// <summary>
119 /// Stop a script which is in this prim's inventory. 121 /// Stop a script which is in this prim's inventory.
120 /// </summary> 122 /// </summary>
@@ -229,5 +231,6 @@ namespace OpenSim.Region.Framework.Interfaces
229 /// A <see cref="Dictionary`2"/> 231 /// A <see cref="Dictionary`2"/>
230 /// </returns> 232 /// </returns>
231 Dictionary<UUID, string> GetScriptStates(); 233 Dictionary<UUID, string> GetScriptStates();
234 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
232 } 235 }
233} 236}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
index 07e97d5..76f1641 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
@@ -35,16 +35,18 @@ using OpenSim.Region.Framework.Scenes;
35 35
36namespace OpenSim.Region.Framework.Interfaces 36namespace OpenSim.Region.Framework.Interfaces
37{ 37{
38 public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
39
38 public interface IEntityTransferModule 40 public interface IEntityTransferModule
39 { 41 {
40 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, 42 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position,
41 Vector3 lookAt, uint teleportFlags); 43 Vector3 lookAt, uint teleportFlags);
42 44
45 bool TeleportHome(UUID id, IClientAPI client);
46
43 void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination, 47 void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination,
44 Vector3 position, Vector3 lookAt, uint teleportFlags, IEventQueue eq); 48 Vector3 position, Vector3 lookAt, uint teleportFlags, IEventQueue eq);
45 49
46 void TeleportHome(UUID id, IClientAPI client);
47
48 bool Cross(ScenePresence agent, bool isFlying); 50 bool Cross(ScenePresence agent, bool isFlying);
49 51
50 void AgentArrivedAtDestination(UUID agent); 52 void AgentArrivedAtDestination(UUID agent);
@@ -53,7 +55,12 @@ namespace OpenSim.Region.Framework.Interfaces
53 55
54 void EnableChildAgent(ScenePresence agent, GridRegion region); 56 void EnableChildAgent(ScenePresence agent, GridRegion region);
55 57
58 GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos);
59
56 void Cross(SceneObjectGroup sog, Vector3 position, bool silent); 60 void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
61
62 ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
63
57 } 64 }
58 65
59 public interface IUserAgentVerificationModule 66 public interface IUserAgentVerificationModule
diff --git a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
index 721f0ee..72e79ed 100644
--- a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
@@ -45,5 +45,7 @@ namespace OpenSim.Region.Framework.Interfaces
45 /// Tell all clients about the current state of the region (terrain textures, water height, etc.). 45 /// Tell all clients about the current state of the region (terrain textures, water height, etc.).
46 /// </summary> 46 /// </summary>
47 void sendRegionHandshakeToAll(); 47 void sendRegionHandshakeToAll();
48 void TriggerEstateInfoChange();
49 void TriggerRegionInfoChange();
48 } 50 }
49} 51}
diff --git a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
index 2d6287f..67a500f 100644
--- a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
+++ b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
@@ -68,6 +68,14 @@ namespace OpenSim.Region.Framework.Interfaces
68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri); 68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri);
69 69
70 /// <summary> 70 /// <summary>
71 /// Close chid agent.
72 /// </summary>
73 /// <param name="regionHandle"></param>
74 /// <param name="id"></param>
75 /// <returns></returns>
76 bool SendCloseChildAgent(ulong regionHandle, UUID id);
77
78 /// <summary>
71 /// Close agent. 79 /// Close agent.
72 /// </summary> 80 /// </summary>
73 /// <param name="regionHandle"></param> 81 /// <param name="regionHandle"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
index 18c45dd..2d6758b 100644
--- a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
@@ -68,6 +68,8 @@ namespace OpenSim.Region.Framework.Interfaces
68 68
69 ArrayList GetScriptErrors(UUID itemID); 69 ArrayList GetScriptErrors(UUID itemID);
70 70
71 bool HasScript(UUID itemID, out bool running);
72
71 void SaveAllState(); 73 void SaveAllState();
72 74
73 /// <summary> 75 /// <summary>
diff --git a/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
new file mode 100644
index 0000000..e01f649
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
@@ -0,0 +1,27 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster LImited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6// Mod 2
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface ISnmpModule
11{
12 void Trap(int code, string Message, Scene scene);
13 void Critical(string Message, Scene scene);
14 void Warning(string Message, Scene scene);
15 void Major(string Message, Scene scene);
16 void ColdStart(int step , Scene scene);
17 void Shutdown(int step , Scene scene);
18 //
19 // Node Start/stop events
20 //
21 void LinkUp(Scene scene);
22 void LinkDown(Scene scene);
23 void BootInfo(string data, Scene scene);
24 void trapDebug(string Module,string data, Scene scene);
25 void trapXMRE(int data, string Message, Scene scene);
26
27}
diff --git a/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
new file mode 100644
index 0000000..d1a4d8e
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
@@ -0,0 +1,13 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster Limited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6//
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface IUserAccountCacheModule
11{
12 void Remove(string name);
13}
diff --git a/OpenSim/Region/Framework/ModuleLoader.cs b/OpenSim/Region/Framework/ModuleLoader.cs
index 14ecd44..32ee674 100644
--- a/OpenSim/Region/Framework/ModuleLoader.cs
+++ b/OpenSim/Region/Framework/ModuleLoader.cs
@@ -227,7 +227,8 @@ namespace OpenSim.Region.Framework
227 pluginAssembly.FullName, e.Message, e.StackTrace); 227 pluginAssembly.FullName, e.Message, e.StackTrace);
228 228
229 // justincc: Right now this is fatal to really get the user's attention 229 // justincc: Right now this is fatal to really get the user's attention
230 throw e; 230 // TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to?
231 //throw e;
231 } 232 }
232 } 233 }
233 234
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 569c235..9fcd5fe 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -55,8 +55,12 @@ namespace OpenSim.Region.Framework.Scenes
55 55
56 public delegate void OnTerrainTickDelegate(); 56 public delegate void OnTerrainTickDelegate();
57 57
58 public delegate void OnTerrainUpdateDelegate();
59
58 public event OnTerrainTickDelegate OnTerrainTick; 60 public event OnTerrainTickDelegate OnTerrainTick;
59 61
62 public event OnTerrainUpdateDelegate OnTerrainUpdate;
63
60 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -852,6 +856,26 @@ namespace OpenSim.Region.Framework.Scenes
852 } 856 }
853 } 857 }
854 } 858 }
859 public void TriggerTerrainUpdate()
860 {
861 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
862 if (handlerTerrainUpdate != null)
863 {
864 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
865 {
866 try
867 {
868 d();
869 }
870 catch (Exception e)
871 {
872 m_log.ErrorFormat(
873 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
874 e.Message, e.StackTrace);
875 }
876 }
877 }
878 }
855 879
856 public void TriggerTerrainTick() 880 public void TriggerTerrainTick()
857 { 881 {
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
new file mode 100644
index 0000000..b7b0d27
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
@@ -0,0 +1,422 @@
1// Proprietary code of Avination Virtual Limited
2// (c) 2012 Melanie Thielker
3//
4
5using System;
6using System.Timers;
7using System.Collections;
8using System.Collections.Generic;
9using System.IO;
10using System.Diagnostics;
11using System.Reflection;
12using System.Threading;
13using OpenMetaverse;
14using OpenSim.Framework;
15using OpenSim.Region.Framework.Interfaces;
16using OpenSim.Region.Physics.Manager;
17using OpenSim.Region.Framework.Scenes.Serialization;
18using System.Runtime.Serialization.Formatters.Binary;
19using System.Runtime.Serialization;
20using Timer = System.Timers.Timer;
21using log4net;
22
23namespace OpenSim.Region.Framework.Scenes
24{
25 [Serializable]
26 public class KeyframeMotion
27 {
28 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
29
30 public enum PlayMode : int
31 {
32 Forward = 0,
33 Reverse = 1,
34 Loop = 2,
35 PingPong = 3
36 };
37
38 [Flags]
39 public enum DataFormat : int
40 {
41 Translation = 1,
42 Rotation = 2
43 }
44
45 [Serializable]
46 public struct Keyframe
47 {
48 public Vector3? Position;
49 public Quaternion? Rotation;
50 public Quaternion StartRotation;
51 public int TimeMS;
52 public int TimeTotal;
53 public Vector3 AngularVelocity;
54 };
55
56 private Vector3 m_basePosition;
57 private Quaternion m_baseRotation;
58 private Vector3 m_serializedPosition;
59
60 private Keyframe m_currentFrame;
61 private List<Keyframe> m_frames = new List<Keyframe>();
62
63 private Keyframe[] m_keyframes;
64
65 [NonSerialized()]
66 protected Timer m_timer = new Timer();
67
68 [NonSerialized()]
69 private SceneObjectGroup m_group;
70
71 private PlayMode m_mode = PlayMode.Forward;
72 private DataFormat m_data = DataFormat.Translation | DataFormat.Rotation;
73
74 private bool m_running = false;
75 [NonSerialized()]
76 private bool m_selected = false;
77
78 private int m_iterations = 0;
79
80 private const double timerInterval = 50.0;
81
82 public DataFormat Data
83 {
84 get { return m_data; }
85 }
86
87 public bool Selected
88 {
89 set
90 {
91 if (value)
92 {
93 // Once we're let go, recompute positions
94 if (m_selected)
95 UpdateSceneObject(m_group);
96 }
97 else
98 {
99 // Save selection position in case we get moved
100 if (!m_selected)
101 m_serializedPosition = m_group.AbsolutePosition;
102 }
103 m_selected = value; }
104 }
105
106 public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
107 {
108 MemoryStream ms = new MemoryStream(data);
109
110 BinaryFormatter fmt = new BinaryFormatter();
111
112 KeyframeMotion newMotion = (KeyframeMotion)fmt.Deserialize(ms);
113
114 // This will be started when position is updated
115 newMotion.m_timer = new Timer();
116 newMotion.m_timer.Interval = (int)timerInterval;
117 newMotion.m_timer.AutoReset = true;
118 newMotion.m_timer.Elapsed += newMotion.OnTimer;
119
120 return newMotion;
121 }
122
123 public void UpdateSceneObject(SceneObjectGroup grp)
124 {
125 m_group = grp;
126 Vector3 offset = grp.AbsolutePosition - m_serializedPosition;
127
128 m_basePosition += offset;
129 m_currentFrame.Position += offset;
130 for (int i = 0 ; i < m_frames.Count ; i++)
131 {
132 Keyframe k = m_frames[i];
133 k.Position += offset;
134 m_frames[i] = k;
135 }
136
137 if (m_running)
138 Start();
139 }
140
141 public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
142 {
143 m_mode = mode;
144 m_data = data;
145
146 m_group = grp;
147 m_basePosition = grp.AbsolutePosition;
148 m_baseRotation = grp.GroupRotation;
149
150 m_timer.Interval = (int)timerInterval;
151 m_timer.AutoReset = true;
152 m_timer.Elapsed += OnTimer;
153 }
154
155 public void SetKeyframes(Keyframe[] frames)
156 {
157 m_keyframes = frames;
158 }
159
160 public void Start()
161 {
162 if (m_keyframes.Length > 0)
163 m_timer.Start();
164 m_running = true;
165 }
166
167 public void Stop()
168 {
169 // Failed object creation
170 if (m_timer == null)
171 return;
172 m_timer.Stop();
173
174 m_basePosition = m_group.AbsolutePosition;
175 m_baseRotation = m_group.GroupRotation;
176
177 m_group.RootPart.Velocity = Vector3.Zero;
178 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
179 m_group.SendGroupRootTerseUpdate();
180
181 m_frames.Clear();
182 m_running = false;
183 }
184
185 public void Pause()
186 {
187 m_group.RootPart.Velocity = Vector3.Zero;
188 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
189 m_group.SendGroupRootTerseUpdate();
190
191 m_timer.Stop();
192 m_running = false;
193 }
194
195 private void GetNextList()
196 {
197 m_frames.Clear();
198 Vector3 pos = m_basePosition;
199 Quaternion rot = m_baseRotation;
200
201 if (m_mode == PlayMode.Loop || m_mode == PlayMode.PingPong || m_iterations == 0)
202 {
203 int direction = 1;
204 if (m_mode == PlayMode.Reverse || ((m_mode == PlayMode.PingPong) && ((m_iterations & 1) != 0)))
205 direction = -1;
206
207 int start = 0;
208 int end = m_keyframes.Length;
209// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
210// end = m_keyframes.Length - 1;
211
212 if (direction < 0)
213 {
214 start = m_keyframes.Length - 1;
215 end = -1;
216// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
217// end = 0;
218 }
219
220 for (int i = start; i != end ; i += direction)
221 {
222 Keyframe k = m_keyframes[i];
223
224 if (k.Position.HasValue)
225 k.Position = (k.Position * direction) + pos;
226 else
227 k.Position = pos;
228
229 k.StartRotation = rot;
230 if (k.Rotation.HasValue)
231 {
232 if (direction == -1)
233 k.Rotation = Quaternion.Conjugate((Quaternion)k.Rotation);
234 k.Rotation = rot * k.Rotation;
235 }
236 else
237 {
238 k.Rotation = rot;
239 }
240
241 float angle = 0;
242
243 float aa = k.StartRotation.X * k.StartRotation.X + k.StartRotation.Y * k.StartRotation.Y + k.StartRotation.Z * k.StartRotation.Z + k.StartRotation.W * k.StartRotation.W;
244 float bb = ((Quaternion)k.Rotation).X * ((Quaternion)k.Rotation).X + ((Quaternion)k.Rotation).Y * ((Quaternion)k.Rotation).Y + ((Quaternion)k.Rotation).Z * ((Quaternion)k.Rotation).Z + ((Quaternion)k.Rotation).W * ((Quaternion)k.Rotation).W;
245 float aa_bb = aa * bb;
246
247 if (aa_bb == 0)
248 {
249 angle = 0;
250 }
251 else
252 {
253 float ab = k.StartRotation.X * ((Quaternion)k.Rotation).X +
254 k.StartRotation.Y * ((Quaternion)k.Rotation).Y +
255 k.StartRotation.Z * ((Quaternion)k.Rotation).Z +
256 k.StartRotation.W * ((Quaternion)k.Rotation).W;
257 float q = (ab * ab) / aa_bb;
258
259 if (q > 1.0f)
260 {
261 angle = 0;
262 }
263 else
264 {
265 angle = (float)Math.Acos(2 * q - 1);
266 }
267 }
268
269 k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000));
270 k.TimeTotal = k.TimeMS;
271
272 m_frames.Add(k);
273
274 pos = (Vector3)k.Position;
275 rot = (Quaternion)k.Rotation;
276 }
277
278 m_basePosition = pos;
279 m_baseRotation = rot;
280
281 m_iterations++;
282 }
283 }
284
285 protected void OnTimer(object sender, ElapsedEventArgs e)
286 {
287 if (m_frames.Count == 0)
288 {
289 GetNextList();
290
291 if (m_frames.Count == 0)
292 {
293 Stop();
294 return;
295 }
296
297 m_currentFrame = m_frames[0];
298 }
299
300 if (m_selected)
301 {
302 if (m_group.RootPart.Velocity != Vector3.Zero)
303 {
304 m_group.RootPart.Velocity = Vector3.Zero;
305 m_group.SendGroupRootTerseUpdate();
306 }
307 return;
308 }
309
310 // Do the frame processing
311 double steps = (double)m_currentFrame.TimeMS / timerInterval;
312 float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
313
314 if (steps <= 1.0)
315 {
316 m_currentFrame.TimeMS = 0;
317
318 m_group.AbsolutePosition = (Vector3)m_currentFrame.Position;
319 m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
320 }
321 else
322 {
323 Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
324 Vector3 motionThisFrame = v / (float)steps;
325 v = v * 1000 / m_currentFrame.TimeMS;
326
327 bool update = false;
328
329 if (Vector3.Mag(motionThisFrame) >= 0.05f)
330 {
331 m_group.AbsolutePosition += motionThisFrame;
332 m_group.RootPart.Velocity = v;
333 update = true;
334 }
335
336 if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
337 {
338 Quaternion current = m_group.GroupRotation;
339
340 Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
341
342 float angle = 0;
343
344 float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
345 float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
346 float aa_bb = aa * bb;
347
348 if (aa_bb == 0)
349 {
350 angle = 0;
351 }
352 else
353 {
354 float ab = current.X * step.X +
355 current.Y * step.Y +
356 current.Z * step.Z +
357 current.W * step.W;
358 float q = (ab * ab) / aa_bb;
359
360 if (q > 1.0f)
361 {
362 angle = 0;
363 }
364 else
365 {
366 angle = (float)Math.Acos(2 * q - 1);
367 }
368 }
369
370 if (angle > 0.01f)
371 {
372 m_group.UpdateGroupRotationR(step);
373 //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
374 update = true;
375 }
376 }
377
378 if (update)
379 m_group.SendGroupRootTerseUpdate();
380 }
381
382 m_currentFrame.TimeMS -= (int)timerInterval;
383
384 if (m_currentFrame.TimeMS <= 0)
385 {
386 m_group.RootPart.Velocity = Vector3.Zero;
387 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
388 m_group.SendGroupRootTerseUpdate();
389
390 m_frames.RemoveAt(0);
391 if (m_frames.Count > 0)
392 m_currentFrame = m_frames[0];
393 }
394 }
395
396 public Byte[] Serialize()
397 {
398 MemoryStream ms = new MemoryStream();
399 m_timer.Stop();
400
401 BinaryFormatter fmt = new BinaryFormatter();
402 SceneObjectGroup tmp = m_group;
403 m_group = null;
404 m_serializedPosition = tmp.AbsolutePosition;
405 fmt.Serialize(ms, this);
406 m_group = tmp;
407 return ms.ToArray();
408 }
409
410 public void CrossingFailure()
411 {
412 // The serialization has stopped the timer, so let's wait a moment
413 // then retry the crossing. We'll get back here if it fails.
414 Util.FireAndForget(delegate (object x)
415 {
416 Thread.Sleep(60000);
417 if (m_running)
418 m_timer.Start();
419 });
420 }
421 }
422}
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1b10e3c..0a34a4c 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes
157 157
158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
159 { 159 {
160 uint pqueue = ComputeDistancePriority(client,entity,true); 160 uint pqueue = ComputeDistancePriority(client,entity,false);
161 161
162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
163 if (presence != null) 163 if (presence != null)
@@ -226,7 +226,7 @@ namespace OpenSim.Region.Framework.Scenes
226 226
227 for (int i = 0; i < queues - 1; i++) 227 for (int i = 0; i < queues - 1; i++)
228 { 228 {
229 if (distance < 10 * Math.Pow(2.0,i)) 229 if (distance < 30 * Math.Pow(2.0,i))
230 break; 230 break;
231 pqueue++; 231 pqueue++;
232 } 232 }
diff --git a/OpenSim/Region/Framework/Scenes/SOPVehicle.cs b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
new file mode 100644
index 0000000..d3c2d27
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
@@ -0,0 +1,742 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using System.Xml;
34using OpenSim.Framework.Serialization;
35using OpenSim.Framework.Serialization.External;
36using OpenSim.Region.Framework.Scenes.Serialization;
37using OpenSim.Region.Framework.Scenes.Serialization;
38
39namespace OpenSim.Region.Framework.Scenes
40{
41 public class SOPVehicle
42 {
43 public VehicleData vd;
44
45 public Vehicle Type
46 {
47 get { return vd.m_type; }
48 }
49
50 public SOPVehicle()
51 {
52 vd = new VehicleData();
53 ProcessTypeChange(Vehicle.TYPE_NONE); // is needed?
54 }
55
56 public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
57 {
58 float len;
59 float timestep = 0.01f;
60 switch (pParam)
61 {
62 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
63 if (pValue < 0f) pValue = 0f;
64 if (pValue > 1f) pValue = 1f;
65 vd.m_angularDeflectionEfficiency = pValue;
66 break;
67 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
68 if (pValue < timestep) pValue = timestep;
69 vd.m_angularDeflectionTimescale = pValue;
70 break;
71 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
72 if (pValue < timestep) pValue = timestep;
73 else if (pValue > 120) pValue = 120;
74 vd.m_angularMotorDecayTimescale = pValue;
75 break;
76 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
77 if (pValue < timestep) pValue = timestep;
78 vd.m_angularMotorTimescale = pValue;
79 break;
80 case Vehicle.BANKING_EFFICIENCY:
81 if (pValue < -1f) pValue = -1f;
82 if (pValue > 1f) pValue = 1f;
83 vd.m_bankingEfficiency = pValue;
84 break;
85 case Vehicle.BANKING_MIX:
86 if (pValue < 0f) pValue = 0f;
87 if (pValue > 1f) pValue = 1f;
88 vd.m_bankingMix = pValue;
89 break;
90 case Vehicle.BANKING_TIMESCALE:
91 if (pValue < timestep) pValue = timestep;
92 vd.m_bankingTimescale = pValue;
93 break;
94 case Vehicle.BUOYANCY:
95 if (pValue < -1f) pValue = -1f;
96 if (pValue > 1f) pValue = 1f;
97 vd.m_VehicleBuoyancy = pValue;
98 break;
99 case Vehicle.HOVER_EFFICIENCY:
100 if (pValue < 0f) pValue = 0f;
101 if (pValue > 1f) pValue = 1f;
102 vd.m_VhoverEfficiency = pValue;
103 break;
104 case Vehicle.HOVER_HEIGHT:
105 vd.m_VhoverHeight = pValue;
106 break;
107 case Vehicle.HOVER_TIMESCALE:
108 if (pValue < timestep) pValue = timestep;
109 vd.m_VhoverTimescale = pValue;
110 break;
111 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
112 if (pValue < 0f) pValue = 0f;
113 if (pValue > 1f) pValue = 1f;
114 vd.m_linearDeflectionEfficiency = pValue;
115 break;
116 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
117 if (pValue < timestep) pValue = timestep;
118 vd.m_linearDeflectionTimescale = pValue;
119 break;
120 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
121 if (pValue < timestep) pValue = timestep;
122 else if (pValue > 120) pValue = 120;
123 vd.m_linearMotorDecayTimescale = pValue;
124 break;
125 case Vehicle.LINEAR_MOTOR_TIMESCALE:
126 if (pValue < timestep) pValue = timestep;
127 vd.m_linearMotorTimescale = pValue;
128 break;
129 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
130 if (pValue < 0f) pValue = 0f;
131 if (pValue > 1f) pValue = 1f;
132 vd.m_verticalAttractionEfficiency = pValue;
133 break;
134 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
135 if (pValue < timestep) pValue = timestep;
136 vd.m_verticalAttractionTimescale = pValue;
137 break;
138
139 // These are vector properties but the engine lets you use a single float value to
140 // set all of the components to the same value
141 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
142 if (pValue < timestep) pValue = timestep;
143 vd.m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
144 break;
145 case Vehicle.ANGULAR_MOTOR_DIRECTION:
146 vd.m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
147 len = vd.m_angularMotorDirection.Length();
148 if (len > 12.566f)
149 vd.m_angularMotorDirection *= (12.566f / len);
150 break;
151 case Vehicle.LINEAR_FRICTION_TIMESCALE:
152 if (pValue < timestep) pValue = timestep;
153 vd.m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
154 break;
155 case Vehicle.LINEAR_MOTOR_DIRECTION:
156 vd.m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
157 len = vd.m_linearMotorDirection.Length();
158 if (len > 30.0f)
159 vd.m_linearMotorDirection *= (30.0f / len);
160 break;
161 case Vehicle.LINEAR_MOTOR_OFFSET:
162 vd.m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
163 len = vd.m_linearMotorOffset.Length();
164 if (len > 100.0f)
165 vd.m_linearMotorOffset *= (100.0f / len);
166 break;
167 }
168 }//end ProcessFloatVehicleParam
169
170 public void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
171 {
172 float len;
173 float timestep = 0.01f;
174 switch (pParam)
175 {
176 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
177 if (pValue.X < timestep) pValue.X = timestep;
178 if (pValue.Y < timestep) pValue.Y = timestep;
179 if (pValue.Z < timestep) pValue.Z = timestep;
180
181 vd.m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
182 break;
183 case Vehicle.ANGULAR_MOTOR_DIRECTION:
184 vd.m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
185 // Limit requested angular speed to 2 rps= 4 pi rads/sec
186 len = vd.m_angularMotorDirection.Length();
187 if (len > 12.566f)
188 vd.m_angularMotorDirection *= (12.566f / len);
189 break;
190 case Vehicle.LINEAR_FRICTION_TIMESCALE:
191 if (pValue.X < timestep) pValue.X = timestep;
192 if (pValue.Y < timestep) pValue.Y = timestep;
193 if (pValue.Z < timestep) pValue.Z = timestep;
194 vd.m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
195 break;
196 case Vehicle.LINEAR_MOTOR_DIRECTION:
197 vd.m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
198 len = vd.m_linearMotorDirection.Length();
199 if (len > 30.0f)
200 vd.m_linearMotorDirection *= (30.0f / len);
201 break;
202 case Vehicle.LINEAR_MOTOR_OFFSET:
203 vd.m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
204 len = vd.m_linearMotorOffset.Length();
205 if (len > 100.0f)
206 vd.m_linearMotorOffset *= (100.0f / len);
207 break;
208 }
209 }//end ProcessVectorVehicleParam
210
211 public void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
212 {
213 switch (pParam)
214 {
215 case Vehicle.REFERENCE_FRAME:
216 vd.m_referenceFrame = Quaternion.Inverse(pValue);
217 break;
218 }
219 }//end ProcessRotationVehicleParam
220
221 public void ProcessVehicleFlags(int pParam, bool remove)
222 {
223 if (remove)
224 {
225 vd.m_flags &= ~((VehicleFlag)pParam);
226 }
227 else
228 {
229 vd.m_flags |= (VehicleFlag)pParam;
230 }
231 }//end ProcessVehicleFlags
232
233 public void ProcessTypeChange(Vehicle pType)
234 {
235 vd.m_linearMotorDirection = Vector3.Zero;
236 vd.m_angularMotorDirection = Vector3.Zero;
237 vd.m_linearMotorOffset = Vector3.Zero;
238 vd.m_referenceFrame = Quaternion.Identity;
239
240 // Set Defaults For Type
241 vd.m_type = pType;
242 switch (pType)
243 {
244 case Vehicle.TYPE_NONE:
245 vd.m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
246 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
247 vd.m_linearMotorTimescale = 1000;
248 vd.m_linearMotorDecayTimescale = 120;
249 vd.m_angularMotorTimescale = 1000;
250 vd.m_angularMotorDecayTimescale = 1000;
251 vd.m_VhoverHeight = 0;
252 vd.m_VhoverEfficiency = 1;
253 vd.m_VhoverTimescale = 1000;
254 vd.m_VehicleBuoyancy = 0;
255 vd.m_linearDeflectionEfficiency = 0;
256 vd.m_linearDeflectionTimescale = 1000;
257 vd.m_angularDeflectionEfficiency = 0;
258 vd.m_angularDeflectionTimescale = 1000;
259 vd.m_bankingEfficiency = 0;
260 vd.m_bankingMix = 1;
261 vd.m_bankingTimescale = 1000;
262 vd.m_verticalAttractionEfficiency = 0;
263 vd.m_verticalAttractionTimescale = 1000;
264
265 vd.m_flags = (VehicleFlag)0;
266 break;
267
268 case Vehicle.TYPE_SLED:
269 vd.m_linearFrictionTimescale = new Vector3(30, 1, 1000);
270 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
271 vd.m_linearMotorTimescale = 1000;
272 vd.m_linearMotorDecayTimescale = 120;
273 vd.m_angularMotorTimescale = 1000;
274 vd.m_angularMotorDecayTimescale = 120;
275 vd.m_VhoverHeight = 0;
276 vd.m_VhoverEfficiency = 1;
277 vd.m_VhoverTimescale = 10;
278 vd.m_VehicleBuoyancy = 0;
279 vd.m_linearDeflectionEfficiency = 1;
280 vd.m_linearDeflectionTimescale = 1;
281 vd.m_angularDeflectionEfficiency = 0;
282 vd.m_angularDeflectionTimescale = 1000;
283 vd.m_bankingEfficiency = 0;
284 vd.m_bankingMix = 1;
285 vd.m_bankingTimescale = 10;
286 vd.m_flags &=
287 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
288 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
289 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
290 break;
291 case Vehicle.TYPE_CAR:
292 vd.m_linearFrictionTimescale = new Vector3(100, 2, 1000);
293 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
294 vd.m_linearMotorTimescale = 1;
295 vd.m_linearMotorDecayTimescale = 60;
296 vd.m_angularMotorTimescale = 1;
297 vd.m_angularMotorDecayTimescale = 0.8f;
298 vd.m_VhoverHeight = 0;
299 vd.m_VhoverEfficiency = 0;
300 vd.m_VhoverTimescale = 1000;
301 vd.m_VehicleBuoyancy = 0;
302 vd.m_linearDeflectionEfficiency = 1;
303 vd.m_linearDeflectionTimescale = 2;
304 vd.m_angularDeflectionEfficiency = 0;
305 vd.m_angularDeflectionTimescale = 10;
306 vd.m_verticalAttractionEfficiency = 1f;
307 vd.m_verticalAttractionTimescale = 10f;
308 vd.m_bankingEfficiency = -0.2f;
309 vd.m_bankingMix = 1;
310 vd.m_bankingTimescale = 1;
311 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
312 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
313 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
314 break;
315 case Vehicle.TYPE_BOAT:
316 vd.m_linearFrictionTimescale = new Vector3(10, 3, 2);
317 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
318 vd.m_linearMotorTimescale = 5;
319 vd.m_linearMotorDecayTimescale = 60;
320 vd.m_angularMotorTimescale = 4;
321 vd.m_angularMotorDecayTimescale = 4;
322 vd.m_VhoverHeight = 0;
323 vd.m_VhoverEfficiency = 0.5f;
324 vd.m_VhoverTimescale = 2;
325 vd.m_VehicleBuoyancy = 1;
326 vd.m_linearDeflectionEfficiency = 0.5f;
327 vd.m_linearDeflectionTimescale = 3;
328 vd.m_angularDeflectionEfficiency = 0.5f;
329 vd.m_angularDeflectionTimescale = 5;
330 vd.m_verticalAttractionEfficiency = 0.5f;
331 vd.m_verticalAttractionTimescale = 5f;
332 vd.m_bankingEfficiency = -0.3f;
333 vd.m_bankingMix = 0.8f;
334 vd.m_bankingTimescale = 1;
335 vd.m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
336 VehicleFlag.HOVER_GLOBAL_HEIGHT |
337 VehicleFlag.HOVER_UP_ONLY |
338 VehicleFlag.LIMIT_ROLL_ONLY);
339 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
340 VehicleFlag.LIMIT_MOTOR_UP |
341 VehicleFlag.HOVER_WATER_ONLY);
342 break;
343 case Vehicle.TYPE_AIRPLANE:
344 vd.m_linearFrictionTimescale = new Vector3(200, 10, 5);
345 vd.m_angularFrictionTimescale = new Vector3(20, 20, 20);
346 vd.m_linearMotorTimescale = 2;
347 vd.m_linearMotorDecayTimescale = 60;
348 vd.m_angularMotorTimescale = 4;
349 vd.m_angularMotorDecayTimescale = 8;
350 vd.m_VhoverHeight = 0;
351 vd.m_VhoverEfficiency = 0.5f;
352 vd.m_VhoverTimescale = 1000;
353 vd.m_VehicleBuoyancy = 0;
354 vd.m_linearDeflectionEfficiency = 0.5f;
355 vd.m_linearDeflectionTimescale = 0.5f;
356 vd.m_angularDeflectionEfficiency = 1;
357 vd.m_angularDeflectionTimescale = 2;
358 vd.m_verticalAttractionEfficiency = 0.9f;
359 vd.m_verticalAttractionTimescale = 2f;
360 vd.m_bankingEfficiency = 1;
361 vd.m_bankingMix = 0.7f;
362 vd.m_bankingTimescale = 2;
363 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
364 VehicleFlag.HOVER_TERRAIN_ONLY |
365 VehicleFlag.HOVER_GLOBAL_HEIGHT |
366 VehicleFlag.HOVER_UP_ONLY |
367 VehicleFlag.NO_DEFLECTION_UP |
368 VehicleFlag.LIMIT_MOTOR_UP);
369 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
370 break;
371 case Vehicle.TYPE_BALLOON:
372 vd.m_linearFrictionTimescale = new Vector3(5, 5, 5);
373 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
374 vd.m_linearMotorTimescale = 5;
375 vd.m_linearMotorDecayTimescale = 60;
376 vd.m_angularMotorTimescale = 6;
377 vd.m_angularMotorDecayTimescale = 10;
378 vd.m_VhoverHeight = 5;
379 vd.m_VhoverEfficiency = 0.8f;
380 vd.m_VhoverTimescale = 10;
381 vd.m_VehicleBuoyancy = 1;
382 vd.m_linearDeflectionEfficiency = 0;
383 vd.m_linearDeflectionTimescale = 5;
384 vd.m_angularDeflectionEfficiency = 0;
385 vd.m_angularDeflectionTimescale = 5;
386 vd.m_verticalAttractionEfficiency = 0f;
387 vd.m_verticalAttractionTimescale = 1000f;
388 vd.m_bankingEfficiency = 0;
389 vd.m_bankingMix = 0.7f;
390 vd.m_bankingTimescale = 5;
391 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
392 VehicleFlag.HOVER_TERRAIN_ONLY |
393 VehicleFlag.HOVER_UP_ONLY |
394 VehicleFlag.NO_DEFLECTION_UP |
395 VehicleFlag.LIMIT_MOTOR_UP);
396 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
397 VehicleFlag.HOVER_GLOBAL_HEIGHT);
398 break;
399 }
400 }
401 public void SetVehicle(PhysicsActor ph)
402 {
403 if (ph == null)
404 return;
405 ph.SetVehicle(vd);
406 }
407
408 private XmlTextWriter writer;
409
410 private void XWint(string name, int i)
411 {
412 writer.WriteElementString(name, i.ToString());
413 }
414
415 private void XWfloat(string name, float f)
416 {
417 writer.WriteElementString(name, f.ToString(Utils.EnUsCulture));
418 }
419
420 private void XWVector(string name, Vector3 vec)
421 {
422 writer.WriteStartElement(name);
423 writer.WriteElementString("X", vec.X.ToString(Utils.EnUsCulture));
424 writer.WriteElementString("Y", vec.Y.ToString(Utils.EnUsCulture));
425 writer.WriteElementString("Z", vec.Z.ToString(Utils.EnUsCulture));
426 writer.WriteEndElement();
427 }
428
429 private void XWQuat(string name, Quaternion quat)
430 {
431 writer.WriteStartElement(name);
432 writer.WriteElementString("X", quat.X.ToString(Utils.EnUsCulture));
433 writer.WriteElementString("Y", quat.Y.ToString(Utils.EnUsCulture));
434 writer.WriteElementString("Z", quat.Z.ToString(Utils.EnUsCulture));
435 writer.WriteElementString("W", quat.W.ToString(Utils.EnUsCulture));
436 writer.WriteEndElement();
437 }
438
439 public void ToXml2(XmlTextWriter twriter)
440 {
441 writer = twriter;
442 writer.WriteStartElement("Vehicle");
443
444 XWint("TYPE", (int)vd.m_type);
445 XWint("FLAGS", (int)vd.m_flags);
446
447 // Linear properties
448 XWVector("LMDIR", vd.m_linearMotorDirection);
449 XWVector("LMFTIME", vd.m_linearFrictionTimescale);
450 XWfloat("LMDTIME", vd.m_linearMotorDecayTimescale);
451 XWfloat("LMTIME", vd.m_linearMotorTimescale);
452 XWVector("LMOFF", vd.m_linearMotorOffset);
453
454 //Angular properties
455 XWVector("AMDIR", vd.m_angularMotorDirection);
456 XWfloat("AMTIME", vd.m_angularMotorTimescale);
457 XWfloat("AMDTIME", vd.m_angularMotorDecayTimescale);
458 XWVector("AMFTIME", vd.m_angularFrictionTimescale);
459
460 //Deflection properties
461 XWfloat("ADEFF", vd.m_angularDeflectionEfficiency);
462 XWfloat("ADTIME", vd.m_angularDeflectionTimescale);
463 XWfloat("LDEFF", vd.m_linearDeflectionEfficiency);
464 XWfloat("LDTIME", vd.m_linearDeflectionTimescale);
465
466 //Banking properties
467 XWfloat("BEFF", vd.m_bankingEfficiency);
468 XWfloat("BMIX", vd.m_bankingMix);
469 XWfloat("BTIME", vd.m_bankingTimescale);
470
471 //Hover and Buoyancy properties
472 XWfloat("HHEI", vd.m_VhoverHeight);
473 XWfloat("HEFF", vd.m_VhoverEfficiency);
474 XWfloat("HTIME", vd.m_VhoverTimescale);
475 XWfloat("VBUO", vd.m_VehicleBuoyancy);
476
477 //Attractor properties
478 XWfloat("VAEFF", vd.m_verticalAttractionEfficiency);
479 XWfloat("VATIME", vd.m_verticalAttractionTimescale);
480
481 XWQuat("REF_FRAME", vd.m_referenceFrame);
482
483 writer.WriteEndElement();
484 writer = null;
485 }
486
487
488
489 XmlTextReader reader;
490
491 private int XRint()
492 {
493 return reader.ReadElementContentAsInt();
494 }
495
496 private float XRfloat()
497 {
498 return reader.ReadElementContentAsFloat();
499 }
500
501 public Vector3 XRvector()
502 {
503 Vector3 vec;
504 reader.ReadStartElement();
505 vec.X = reader.ReadElementContentAsFloat();
506 vec.Y = reader.ReadElementContentAsFloat();
507 vec.Z = reader.ReadElementContentAsFloat();
508 reader.ReadEndElement();
509 return vec;
510 }
511
512 public Quaternion XRquat()
513 {
514 Quaternion q;
515 reader.ReadStartElement();
516 q.X = reader.ReadElementContentAsFloat();
517 q.Y = reader.ReadElementContentAsFloat();
518 q.Z = reader.ReadElementContentAsFloat();
519 q.W = reader.ReadElementContentAsFloat();
520 reader.ReadEndElement();
521 return q;
522 }
523
524 public static bool EReadProcessors(
525 Dictionary<string, Action> processors,
526 XmlTextReader xtr)
527 {
528 bool errors = false;
529
530 string nodeName = string.Empty;
531 while (xtr.NodeType != XmlNodeType.EndElement)
532 {
533 nodeName = xtr.Name;
534
535 // m_log.DebugFormat("[ExternalRepresentationUtils]: Processing: {0}", nodeName);
536
537 Action p = null;
538 if (processors.TryGetValue(xtr.Name, out p))
539 {
540 // m_log.DebugFormat("[ExternalRepresentationUtils]: Found {0} processor, nodeName);
541
542 try
543 {
544 p();
545 }
546 catch (Exception e)
547 {
548 errors = true;
549 if (xtr.NodeType == XmlNodeType.EndElement)
550 xtr.Read();
551 }
552 }
553 else
554 {
555 // m_log.DebugFormat("[LandDataSerializer]: caught unknown element {0}", nodeName);
556 xtr.ReadOuterXml(); // ignore
557 }
558 }
559
560 return errors;
561 }
562
563
564
565 public void FromXml2(XmlTextReader _reader, out bool errors)
566 {
567 errors = false;
568 reader = _reader;
569
570 Dictionary<string, Action> m_VehicleXmlProcessors
571 = new Dictionary<string, Action>();
572
573 m_VehicleXmlProcessors.Add("TYPE", ProcessXR_type);
574 m_VehicleXmlProcessors.Add("FLAGS", ProcessXR_flags);
575
576 // Linear properties
577 m_VehicleXmlProcessors.Add("LMDIR", ProcessXR_linearMotorDirection);
578 m_VehicleXmlProcessors.Add("LMFTIME", ProcessXR_linearFrictionTimescale);
579 m_VehicleXmlProcessors.Add("LMDTIME", ProcessXR_linearMotorDecayTimescale);
580 m_VehicleXmlProcessors.Add("LMTIME", ProcessXR_linearMotorTimescale);
581 m_VehicleXmlProcessors.Add("LMOFF", ProcessXR_linearMotorOffset);
582
583 //Angular properties
584 m_VehicleXmlProcessors.Add("AMDIR", ProcessXR_angularMotorDirection);
585 m_VehicleXmlProcessors.Add("AMTIME", ProcessXR_angularMotorTimescale);
586 m_VehicleXmlProcessors.Add("AMDTIME", ProcessXR_angularMotorDecayTimescale);
587 m_VehicleXmlProcessors.Add("AMFTIME", ProcessXR_angularFrictionTimescale);
588
589 //Deflection properties
590 m_VehicleXmlProcessors.Add("ADEFF", ProcessXR_angularDeflectionEfficiency);
591 m_VehicleXmlProcessors.Add("ADTIME", ProcessXR_angularDeflectionTimescale);
592 m_VehicleXmlProcessors.Add("LDEFF", ProcessXR_linearDeflectionEfficiency);
593 m_VehicleXmlProcessors.Add("LDTIME", ProcessXR_linearDeflectionTimescale);
594
595 //Banking properties
596 m_VehicleXmlProcessors.Add("BEFF", ProcessXR_bankingEfficiency);
597 m_VehicleXmlProcessors.Add("BMIX", ProcessXR_bankingMix);
598 m_VehicleXmlProcessors.Add("BTIME", ProcessXR_bankingTimescale);
599
600 //Hover and Buoyancy properties
601 m_VehicleXmlProcessors.Add("HHEI", ProcessXR_VhoverHeight);
602 m_VehicleXmlProcessors.Add("HEFF", ProcessXR_VhoverEfficiency);
603 m_VehicleXmlProcessors.Add("HTIME", ProcessXR_VhoverTimescale);
604
605 m_VehicleXmlProcessors.Add("VBUO", ProcessXR_VehicleBuoyancy);
606
607 //Attractor properties
608 m_VehicleXmlProcessors.Add("VAEFF", ProcessXR_verticalAttractionEfficiency);
609 m_VehicleXmlProcessors.Add("VATIME", ProcessXR_verticalAttractionTimescale);
610
611 m_VehicleXmlProcessors.Add("REF_FRAME", ProcessXR_referenceFrame);
612
613 vd = new VehicleData();
614
615 reader.ReadStartElement("Vehicle", String.Empty);
616
617 errors = EReadProcessors(
618 m_VehicleXmlProcessors,
619 reader);
620
621 reader.ReadEndElement();
622 reader = null;
623 }
624
625 private void ProcessXR_type()
626 {
627 vd.m_type = (Vehicle)XRint();
628 }
629 private void ProcessXR_flags()
630 {
631 vd.m_flags = (VehicleFlag)XRint();
632 }
633 // Linear properties
634 private void ProcessXR_linearMotorDirection()
635 {
636 vd.m_linearMotorDirection = XRvector();
637 }
638
639 private void ProcessXR_linearFrictionTimescale()
640 {
641 vd.m_linearFrictionTimescale = XRvector();
642 }
643
644 private void ProcessXR_linearMotorDecayTimescale()
645 {
646 vd.m_linearMotorDecayTimescale = XRfloat();
647 }
648 private void ProcessXR_linearMotorTimescale()
649 {
650 vd.m_linearMotorTimescale = XRfloat();
651 }
652 private void ProcessXR_linearMotorOffset()
653 {
654 vd.m_linearMotorOffset = XRvector();
655 }
656
657
658 //Angular properties
659 private void ProcessXR_angularMotorDirection()
660 {
661 vd.m_angularMotorDirection = XRvector();
662 }
663 private void ProcessXR_angularMotorTimescale()
664 {
665 vd.m_angularMotorTimescale = XRfloat();
666 }
667 private void ProcessXR_angularMotorDecayTimescale()
668 {
669 vd.m_angularMotorDecayTimescale = XRfloat();
670 }
671 private void ProcessXR_angularFrictionTimescale()
672 {
673 vd.m_angularFrictionTimescale = XRvector();
674 }
675
676 //Deflection properties
677 private void ProcessXR_angularDeflectionEfficiency()
678 {
679 vd.m_angularDeflectionEfficiency = XRfloat();
680 }
681 private void ProcessXR_angularDeflectionTimescale()
682 {
683 vd.m_angularDeflectionTimescale = XRfloat();
684 }
685 private void ProcessXR_linearDeflectionEfficiency()
686 {
687 vd.m_linearDeflectionEfficiency = XRfloat();
688 }
689 private void ProcessXR_linearDeflectionTimescale()
690 {
691 vd.m_linearDeflectionTimescale = XRfloat();
692 }
693
694 //Banking properties
695 private void ProcessXR_bankingEfficiency()
696 {
697 vd.m_bankingEfficiency = XRfloat();
698 }
699 private void ProcessXR_bankingMix()
700 {
701 vd.m_bankingMix = XRfloat();
702 }
703 private void ProcessXR_bankingTimescale()
704 {
705 vd.m_bankingTimescale = XRfloat();
706 }
707
708 //Hover and Buoyancy properties
709 private void ProcessXR_VhoverHeight()
710 {
711 vd.m_VhoverHeight = XRfloat();
712 }
713 private void ProcessXR_VhoverEfficiency()
714 {
715 vd.m_VhoverEfficiency = XRfloat();
716 }
717 private void ProcessXR_VhoverTimescale()
718 {
719 vd.m_VhoverTimescale = XRfloat();
720 }
721
722 private void ProcessXR_VehicleBuoyancy()
723 {
724 vd.m_VehicleBuoyancy = XRfloat();
725 }
726
727 //Attractor properties
728 private void ProcessXR_verticalAttractionEfficiency()
729 {
730 vd.m_verticalAttractionEfficiency = XRfloat();
731 }
732 private void ProcessXR_verticalAttractionTimescale()
733 {
734 vd.m_verticalAttractionTimescale = XRfloat();
735 }
736
737 private void ProcessXR_referenceFrame()
738 {
739 vd.m_referenceFrame = XRquat();
740 }
741 }
742} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 23f39a8..719c300 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -117,34 +117,22 @@ namespace OpenSim.Region.Framework.Scenes
117 /// <param name="item"></param> 117 /// <param name="item"></param>
118 public bool AddInventoryItem(InventoryItemBase item) 118 public bool AddInventoryItem(InventoryItemBase item)
119 { 119 {
120 if (UUID.Zero == item.Folder) 120 InventoryFolderBase folder;
121
122 if (item.Folder == UUID.Zero)
121 { 123 {
122 InventoryFolderBase f = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType); 124 folder = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType);
123 if (f != null) 125 if (folder == null)
124 { 126 {
125// m_log.DebugFormat( 127 folder = InventoryService.GetRootFolder(item.Owner);
126// "[LOCAL INVENTORY SERVICES CONNECTOR]: Found folder {0} type {1} for item {2}", 128
127// f.Name, (AssetType)f.Type, item.Name); 129 if (folder == null)
128
129 item.Folder = f.ID;
130 }
131 else
132 {
133 f = InventoryService.GetRootFolder(item.Owner);
134 if (f != null)
135 {
136 item.Folder = f.ID;
137 }
138 else
139 {
140 m_log.WarnFormat(
141 "[AGENT INVENTORY]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
142 item.Owner, item.Name);
143 return false; 130 return false;
144 }
145 } 131 }
132
133 item.Folder = folder.ID;
146 } 134 }
147 135
148 if (InventoryService.AddItem(item)) 136 if (InventoryService.AddItem(item))
149 { 137 {
150 int userlevel = 0; 138 int userlevel = 0;
@@ -264,8 +252,7 @@ namespace OpenSim.Region.Framework.Scenes
264 252
265 // Update item with new asset 253 // Update item with new asset
266 item.AssetID = asset.FullID; 254 item.AssetID = asset.FullID;
267 if (group.UpdateInventoryItem(item)) 255 group.UpdateInventoryItem(item);
268 remoteClient.SendAgentAlertMessage("Script saved", false);
269 256
270 part.SendPropertiesToClient(remoteClient); 257 part.SendPropertiesToClient(remoteClient);
271 258
@@ -276,12 +263,7 @@ namespace OpenSim.Region.Framework.Scenes
276 { 263 {
277 // Needs to determine which engine was running it and use that 264 // Needs to determine which engine was running it and use that
278 // 265 //
279 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 266 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
280 errors = part.Inventory.GetScriptErrors(item.ItemID);
281 }
282 else
283 {
284 remoteClient.SendAgentAlertMessage("Script saved", false);
285 } 267 }
286 268
287 // Tell anyone managing scripts that a script has been reloaded/changed 269 // Tell anyone managing scripts that a script has been reloaded/changed
@@ -349,6 +331,7 @@ namespace OpenSim.Region.Framework.Scenes
349 331
350 if (UUID.Zero == transactionID) 332 if (UUID.Zero == transactionID)
351 { 333 {
334 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
352 item.Name = itemUpd.Name; 335 item.Name = itemUpd.Name;
353 item.Description = itemUpd.Description; 336 item.Description = itemUpd.Description;
354 337
@@ -736,6 +719,8 @@ namespace OpenSim.Region.Framework.Scenes
736 return; 719 return;
737 } 720 }
738 721
722 if (newName == null) newName = item.Name;
723
739 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 724 AssetBase asset = AssetService.Get(item.AssetID.ToString());
740 725
741 if (asset != null) 726 if (asset != null)
@@ -792,6 +777,24 @@ namespace OpenSim.Region.Framework.Scenes
792 } 777 }
793 778
794 /// <summary> 779 /// <summary>
780 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
781 /// </summary>
782 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
783 {
784 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
785 foreach (InventoryItemBase b in items)
786 {
787 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
788 InventoryItemBase n = InventoryService.GetItem(b);
789 n.Folder = destfolder;
790 moveitems.Add(n);
791 remoteClient.SendInventoryItemCreateUpdate(n, 0);
792 }
793
794 MoveInventoryItem(remoteClient, moveitems);
795 }
796
797 /// <summary>
795 /// Move an item within the agent's inventory. 798 /// Move an item within the agent's inventory.
796 /// </summary> 799 /// </summary>
797 /// <param name="remoteClient"></param> 800 /// <param name="remoteClient"></param>
@@ -1134,6 +1137,10 @@ namespace OpenSim.Region.Framework.Scenes
1134 { 1137 {
1135 SceneObjectPart part = GetSceneObjectPart(primLocalId); 1138 SceneObjectPart part = GetSceneObjectPart(primLocalId);
1136 1139
1140 // Can't move a null item
1141 if (itemId == UUID.Zero)
1142 return;
1143
1137 if (null == part) 1144 if (null == part)
1138 { 1145 {
1139 m_log.WarnFormat( 1146 m_log.WarnFormat(
@@ -1243,6 +1250,10 @@ namespace OpenSim.Region.Framework.Scenes
1243 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)) 1250 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0))
1244 return; 1251 return;
1245 1252
1253 bool overrideNoMod = false;
1254 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1255 overrideNoMod = true;
1256
1246 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0) 1257 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1247 { 1258 {
1248 // object cannot copy items to an object owned by a different owner 1259 // object cannot copy items to an object owned by a different owner
@@ -1252,7 +1263,7 @@ namespace OpenSim.Region.Framework.Scenes
1252 } 1263 }
1253 1264
1254 // must have both move and modify permission to put an item in an object 1265 // must have both move and modify permission to put an item in an object
1255 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1266 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1256 { 1267 {
1257 return; 1268 return;
1258 } 1269 }
@@ -1311,6 +1322,14 @@ namespace OpenSim.Region.Framework.Scenes
1311 1322
1312 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1323 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1313 { 1324 {
1325 SceneObjectPart destPart = GetSceneObjectPart(destID);
1326 if (destPart != null) // Move into a prim
1327 {
1328 foreach(UUID itemID in items)
1329 MoveTaskInventoryItem(destID, host, itemID);
1330 return destID; // Prim folder ID == prim ID
1331 }
1332
1314 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1333 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1315 1334
1316 UUID newFolderID = UUID.Random(); 1335 UUID newFolderID = UUID.Random();
@@ -1496,12 +1515,12 @@ namespace OpenSim.Region.Framework.Scenes
1496 agentTransactions.HandleTaskItemUpdateFromTransaction( 1515 agentTransactions.HandleTaskItemUpdateFromTransaction(
1497 remoteClient, part, transactionID, currentItem); 1516 remoteClient, part, transactionID, currentItem);
1498 1517
1499 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard) 1518// if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1500 remoteClient.SendAgentAlertMessage("Notecard saved", false); 1519// remoteClient.SendAgentAlertMessage("Notecard saved", false);
1501 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL) 1520// else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1502 remoteClient.SendAgentAlertMessage("Script saved", false); 1521// remoteClient.SendAgentAlertMessage("Script saved", false);
1503 else 1522// else
1504 remoteClient.SendAgentAlertMessage("Item saved", false); 1523// remoteClient.SendAgentAlertMessage("Item saved", false);
1505 } 1524 }
1506 } 1525 }
1507 1526
@@ -1685,7 +1704,7 @@ namespace OpenSim.Region.Framework.Scenes
1685 } 1704 }
1686 1705
1687 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1706 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1688 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1707 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1689 agentID); 1708 agentID);
1690 AssetService.Store(asset); 1709 AssetService.Store(asset);
1691 1710
@@ -1841,23 +1860,32 @@ namespace OpenSim.Region.Framework.Scenes
1841 // build a list of eligible objects 1860 // build a list of eligible objects
1842 List<uint> deleteIDs = new List<uint>(); 1861 List<uint> deleteIDs = new List<uint>();
1843 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1862 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1844 1863 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1845 // Start with true for both, then remove the flags if objects
1846 // that we can't derez are part of the selection
1847 bool permissionToTake = true;
1848 bool permissionToTakeCopy = true;
1849 bool permissionToDelete = true;
1850 1864
1851 foreach (uint localID in localIDs) 1865 foreach (uint localID in localIDs)
1852 { 1866 {
1867 // Start with true for both, then remove the flags if objects
1868 // that we can't derez are part of the selection
1869 bool permissionToTake = true;
1870 bool permissionToTakeCopy = true;
1871 bool permissionToDelete = true;
1872
1853 // Invalid id 1873 // Invalid id
1854 SceneObjectPart part = GetSceneObjectPart(localID); 1874 SceneObjectPart part = GetSceneObjectPart(localID);
1855 if (part == null) 1875 if (part == null)
1876 {
1877 //Client still thinks the object exists, kill it
1878 deleteIDs.Add(localID);
1856 continue; 1879 continue;
1880 }
1857 1881
1858 // Already deleted by someone else 1882 // Already deleted by someone else
1859 if (part.ParentGroup.IsDeleted) 1883 if (part.ParentGroup.IsDeleted)
1884 {
1885 //Client still thinks the object exists, kill it
1886 deleteIDs.Add(localID);
1860 continue; 1887 continue;
1888 }
1861 1889
1862 // Can't delete child prims 1890 // Can't delete child prims
1863 if (part != part.ParentGroup.RootPart) 1891 if (part != part.ParentGroup.RootPart)
@@ -1865,9 +1893,6 @@ namespace OpenSim.Region.Framework.Scenes
1865 1893
1866 SceneObjectGroup grp = part.ParentGroup; 1894 SceneObjectGroup grp = part.ParentGroup;
1867 1895
1868 deleteIDs.Add(localID);
1869 deleteGroups.Add(grp);
1870
1871 if (remoteClient == null) 1896 if (remoteClient == null)
1872 { 1897 {
1873 // Autoreturn has a null client. Nothing else does. So 1898 // Autoreturn has a null client. Nothing else does. So
@@ -1884,83 +1909,195 @@ namespace OpenSim.Region.Framework.Scenes
1884 } 1909 }
1885 else 1910 else
1886 { 1911 {
1887 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1912 if (action == DeRezAction.TakeCopy)
1913 {
1914 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1915 permissionToTakeCopy = false;
1916 }
1917 else
1918 {
1888 permissionToTakeCopy = false; 1919 permissionToTakeCopy = false;
1889 1920 }
1890 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1921 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1891 permissionToTake = false; 1922 permissionToTake = false;
1892 1923
1893 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1924 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1894 permissionToDelete = false; 1925 permissionToDelete = false;
1895 } 1926 }
1896 }
1897 1927
1898 // Handle god perms 1928 // Handle god perms
1899 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1929 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1900 { 1930 {
1901 permissionToTake = true; 1931 permissionToTake = true;
1902 permissionToTakeCopy = true; 1932 permissionToTakeCopy = true;
1903 permissionToDelete = true; 1933 permissionToDelete = true;
1904 } 1934 }
1905 1935
1906 // If we're re-saving, we don't even want to delete 1936 // If we're re-saving, we don't even want to delete
1907 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1937 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1908 permissionToDelete = false; 1938 permissionToDelete = false;
1909 1939
1910 // if we want to take a copy, we also don't want to delete 1940 // if we want to take a copy, we also don't want to delete
1911 // Note: after this point, the permissionToTakeCopy flag 1941 // Note: after this point, the permissionToTakeCopy flag
1912 // becomes irrelevant. It already includes the permissionToTake 1942 // becomes irrelevant. It already includes the permissionToTake
1913 // permission and after excluding no copy items here, we can 1943 // permission and after excluding no copy items here, we can
1914 // just use that. 1944 // just use that.
1915 if (action == DeRezAction.TakeCopy) 1945 if (action == DeRezAction.TakeCopy)
1916 { 1946 {
1917 // If we don't have permission, stop right here 1947 // If we don't have permission, stop right here
1918 if (!permissionToTakeCopy) 1948 if (!permissionToTakeCopy)
1919 return; 1949 return;
1920 1950
1921 permissionToTake = true; 1951 permissionToTake = true;
1922 // Don't delete 1952 // Don't delete
1923 permissionToDelete = false; 1953 permissionToDelete = false;
1924 } 1954 }
1925 1955
1926 if (action == DeRezAction.Return) 1956 if (action == DeRezAction.Return)
1927 {
1928 if (remoteClient != null)
1929 { 1957 {
1930 if (Permissions.CanReturnObjects( 1958 if (remoteClient != null)
1931 null,
1932 remoteClient.AgentId,
1933 deleteGroups))
1934 { 1959 {
1935 permissionToTake = true; 1960 if (Permissions.CanReturnObjects(
1936 permissionToDelete = true; 1961 null,
1937 1962 remoteClient.AgentId,
1938 foreach (SceneObjectGroup g in deleteGroups) 1963 deleteGroups))
1939 { 1964 {
1940 AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 1965 permissionToTake = true;
1966 permissionToDelete = true;
1967
1968 AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1941 } 1969 }
1942 } 1970 }
1971 else // Auto return passes through here with null agent
1972 {
1973 permissionToTake = true;
1974 permissionToDelete = true;
1975 }
1943 } 1976 }
1944 else // Auto return passes through here with null agent 1977
1978 if (permissionToTake && (!permissionToDelete))
1979 takeGroups.Add(grp);
1980
1981 if (permissionToDelete)
1945 { 1982 {
1946 permissionToTake = true; 1983 if (permissionToTake)
1947 permissionToDelete = true; 1984 deleteGroups.Add(grp);
1985 deleteIDs.Add(grp.LocalId);
1948 } 1986 }
1949 } 1987 }
1950 1988
1951 if (permissionToTake) 1989 SendKillObject(deleteIDs);
1990
1991 if (deleteGroups.Count > 0)
1952 { 1992 {
1993 foreach (SceneObjectGroup g in deleteGroups)
1994 deleteIDs.Remove(g.LocalId);
1995
1953 m_asyncSceneObjectDeleter.DeleteToInventory( 1996 m_asyncSceneObjectDeleter.DeleteToInventory(
1954 action, destinationID, deleteGroups, remoteClient, 1997 action, destinationID, deleteGroups, remoteClient,
1955 permissionToDelete); 1998 true);
1999 }
2000 if (takeGroups.Count > 0)
2001 {
2002 m_asyncSceneObjectDeleter.DeleteToInventory(
2003 action, destinationID, takeGroups, remoteClient,
2004 false);
1956 } 2005 }
1957 else if (permissionToDelete) 2006 if (deleteIDs.Count > 0)
1958 { 2007 {
1959 foreach (SceneObjectGroup g in deleteGroups) 2008 foreach (SceneObjectGroup g in deleteGroups)
1960 DeleteSceneObject(g, false); 2009 DeleteSceneObject(g, true);
1961 } 2010 }
1962 } 2011 }
1963 2012
2013 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
2014 {
2015 itemID = UUID.Zero;
2016 if (grp != null)
2017 {
2018 Vector3 inventoryStoredPosition = new Vector3
2019 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
2020 ? 250
2021 : grp.AbsolutePosition.X)
2022 ,
2023 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
2024 ? 250
2025 : grp.AbsolutePosition.X,
2026 grp.AbsolutePosition.Z);
2027
2028 Vector3 originalPosition = grp.AbsolutePosition;
2029
2030 grp.AbsolutePosition = inventoryStoredPosition;
2031
2032 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
2033
2034 grp.AbsolutePosition = originalPosition;
2035
2036 AssetBase asset = CreateAsset(
2037 grp.GetPartName(grp.LocalId),
2038 grp.GetPartDescription(grp.LocalId),
2039 (sbyte)AssetType.Object,
2040 Utils.StringToBytes(sceneObjectXml),
2041 remoteClient.AgentId);
2042 AssetService.Store(asset);
2043
2044 InventoryItemBase item = new InventoryItemBase();
2045 item.CreatorId = grp.RootPart.CreatorID.ToString();
2046 item.CreatorData = grp.RootPart.CreatorData;
2047 item.Owner = remoteClient.AgentId;
2048 item.ID = UUID.Random();
2049 item.AssetID = asset.FullID;
2050 item.Description = asset.Description;
2051 item.Name = asset.Name;
2052 item.AssetType = asset.Type;
2053 item.InvType = (int)InventoryType.Object;
2054
2055 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
2056 if (folder != null)
2057 item.Folder = folder.ID;
2058 else // oopsies
2059 item.Folder = UUID.Zero;
2060
2061 // Set up base perms properly
2062 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
2063 permsBase &= grp.RootPart.BaseMask;
2064 permsBase |= (uint)PermissionMask.Move;
2065
2066 // Make sure we don't lock it
2067 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
2068
2069 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
2070 {
2071 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
2072 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
2073 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2074 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
2075 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
2076 }
2077 else
2078 {
2079 item.BasePermissions = permsBase;
2080 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
2081 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2082 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
2083 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
2084 }
2085 item.CreationDate = Util.UnixTimeSinceEpoch();
2086
2087 // sets itemID so client can show item as 'attached' in inventory
2088 grp.SetFromItemID(item.ID);
2089
2090 if (AddInventoryItem(item))
2091 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2092 else
2093 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2094
2095 itemID = item.ID;
2096 return item.AssetID;
2097 }
2098 return UUID.Zero;
2099 }
2100
1964 /// <summary> 2101 /// <summary>
1965 /// Event Handler Rez an object into a scene 2102 /// Event Handler Rez an object into a scene
1966 /// Calls the non-void event handler 2103 /// Calls the non-void event handler
@@ -2087,6 +2224,9 @@ namespace OpenSim.Region.Framework.Scenes
2087 2224
2088 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2225 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2089 { 2226 {
2227 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2228 return;
2229
2090 SceneObjectPart part = GetSceneObjectPart(objectID); 2230 SceneObjectPart part = GetSceneObjectPart(objectID);
2091 if (part == null) 2231 if (part == null)
2092 return; 2232 return;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 3355ebe..b006045 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -138,12 +138,12 @@ namespace OpenSim.Region.Framework.Scenes
138 { 138 {
139 SceneObjectGroup sog = part.ParentGroup; 139 SceneObjectGroup sog = part.ParentGroup;
140 sog.SendPropertiesToClient(remoteClient); 140 sog.SendPropertiesToClient(remoteClient);
141 sog.IsSelected = true;
142 141
143 // A prim is only tainted if it's allowed to be edited by the person clicking it. 142 // A prim is only tainted if it's allowed to be edited by the person clicking it.
144 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) 143 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
145 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) 144 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
146 { 145 {
146 sog.IsSelected = true;
147 EventManager.TriggerParcelPrimCountTainted(); 147 EventManager.TriggerParcelPrimCountTainted();
148 } 148 }
149 } 149 }
@@ -215,7 +215,9 @@ namespace OpenSim.Region.Framework.Scenes
215 // handled by group, but by prim. Legacy cruft. 215 // handled by group, but by prim. Legacy cruft.
216 // TODO: Make selection flagging per prim! 216 // TODO: Make selection flagging per prim!
217 // 217 //
218 part.ParentGroup.IsSelected = false; 218 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
219 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
220 part.ParentGroup.IsSelected = false;
219 221
220 if (part.ParentGroup.IsAttachment) 222 if (part.ParentGroup.IsAttachment)
221 isAttachment = true; 223 isAttachment = true;
@@ -346,7 +348,10 @@ namespace OpenSim.Region.Framework.Scenes
346 List<UserAccount> accounts = UserAccountService.GetUserAccounts(RegionInfo.ScopeID, query); 348 List<UserAccount> accounts = UserAccountService.GetUserAccounts(RegionInfo.ScopeID, query);
347 349
348 if (accounts == null) 350 if (accounts == null)
351 {
352 m_log.DebugFormat("[LLCIENT]: ProcessAvatarPickerRequest: returned null result");
349 return; 353 return;
354 }
350 355
351 AvatarPickerReplyPacket replyPacket = (AvatarPickerReplyPacket) PacketPool.Instance.GetPacket(PacketType.AvatarPickerReply); 356 AvatarPickerReplyPacket replyPacket = (AvatarPickerReplyPacket) PacketPool.Instance.GetPacket(PacketType.AvatarPickerReply);
352 // TODO: don't create new blocks if recycling an old packet 357 // TODO: don't create new blocks if recycling an old packet
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index a01b851..4fc59e2 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -104,6 +104,7 @@ namespace OpenSim.Region.Framework.Scenes
104 // TODO: need to figure out how allow client agents but deny 104 // TODO: need to figure out how allow client agents but deny
105 // root agents when ACL denies access to root agent 105 // root agents when ACL denies access to root agent
106 public bool m_strictAccessControl = true; 106 public bool m_strictAccessControl = true;
107 public bool m_seeIntoBannedRegion = false;
107 public int MaxUndoCount = 5; 108 public int MaxUndoCount = 5;
108 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 109 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
109 public bool LoginLock = false; 110 public bool LoginLock = false;
@@ -119,12 +120,14 @@ namespace OpenSim.Region.Framework.Scenes
119 120
120 protected int m_splitRegionID; 121 protected int m_splitRegionID;
121 protected Timer m_restartWaitTimer = new Timer(); 122 protected Timer m_restartWaitTimer = new Timer();
123 protected Timer m_timerWatchdog = new Timer();
122 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 124 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
123 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 125 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
124 protected string m_simulatorVersion = "OpenSimulator Server"; 126 protected string m_simulatorVersion = "OpenSimulator Server";
125 protected ModuleLoader m_moduleLoader; 127 protected ModuleLoader m_moduleLoader;
126 protected AgentCircuitManager m_authenticateHandler; 128 protected AgentCircuitManager m_authenticateHandler;
127 protected SceneCommunicationService m_sceneGridService; 129 protected SceneCommunicationService m_sceneGridService;
130 protected ISnmpModule m_snmpService = null;
128 131
129 protected ISimulationDataService m_SimulationDataService; 132 protected ISimulationDataService m_SimulationDataService;
130 protected IEstateDataService m_EstateDataService; 133 protected IEstateDataService m_EstateDataService;
@@ -177,7 +180,7 @@ namespace OpenSim.Region.Framework.Scenes
177 private int m_update_events = 1; 180 private int m_update_events = 1;
178 private int m_update_backup = 200; 181 private int m_update_backup = 200;
179 private int m_update_terrain = 50; 182 private int m_update_terrain = 50;
180// private int m_update_land = 1; 183 private int m_update_land = 10;
181 private int m_update_coarse_locations = 50; 184 private int m_update_coarse_locations = 50;
182 185
183 private int agentMS; 186 private int agentMS;
@@ -192,6 +195,7 @@ namespace OpenSim.Region.Framework.Scenes
192 private int landMS; 195 private int landMS;
193 private int lastCompletedFrame; 196 private int lastCompletedFrame;
194 197
198 public bool CombineRegions = false;
195 /// <summary> 199 /// <summary>
196 /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched 200 /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched
197 /// asynchronously from the update loop. 201 /// asynchronously from the update loop.
@@ -214,11 +218,14 @@ namespace OpenSim.Region.Framework.Scenes
214 private bool m_scripts_enabled = true; 218 private bool m_scripts_enabled = true;
215 private string m_defaultScriptEngine; 219 private string m_defaultScriptEngine;
216 private int m_LastLogin; 220 private int m_LastLogin;
217 private Thread HeartbeatThread; 221 private Thread HeartbeatThread = null;
218 private volatile bool shuttingdown; 222 private volatile bool shuttingdown;
219 223
220 private int m_lastUpdate; 224 private int m_lastUpdate;
225 private int m_lastIncoming;
226 private int m_lastOutgoing;
221 private bool m_firstHeartbeat = true; 227 private bool m_firstHeartbeat = true;
228 private int m_hbRestarts = 0;
222 229
223 private object m_deleting_scene_object = new object(); 230 private object m_deleting_scene_object = new object();
224 231
@@ -265,6 +272,19 @@ namespace OpenSim.Region.Framework.Scenes
265 get { return m_sceneGridService; } 272 get { return m_sceneGridService; }
266 } 273 }
267 274
275 public ISnmpModule SnmpService
276 {
277 get
278 {
279 if (m_snmpService == null)
280 {
281 m_snmpService = RequestModuleInterface<ISnmpModule>();
282 }
283
284 return m_snmpService;
285 }
286 }
287
268 public ISimulationDataService SimulationDataService 288 public ISimulationDataService SimulationDataService
269 { 289 {
270 get 290 get
@@ -546,6 +566,9 @@ namespace OpenSim.Region.Framework.Scenes
546 m_EstateDataService = estateDataService; 566 m_EstateDataService = estateDataService;
547 m_regionHandle = m_regInfo.RegionHandle; 567 m_regionHandle = m_regInfo.RegionHandle;
548 m_regionName = m_regInfo.RegionName; 568 m_regionName = m_regInfo.RegionName;
569 m_lastUpdate = Util.EnvironmentTickCount();
570 m_lastIncoming = 0;
571 m_lastOutgoing = 0;
549 572
550 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 573 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
551 m_asyncSceneObjectDeleter.Enabled = true; 574 m_asyncSceneObjectDeleter.Enabled = true;
@@ -677,6 +700,7 @@ namespace OpenSim.Region.Framework.Scenes
677 m_persistAfter *= 10000000; 700 m_persistAfter *= 10000000;
678 701
679 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 702 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
703 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
680 704
681 IConfig packetConfig = m_config.Configs["PacketPool"]; 705 IConfig packetConfig = m_config.Configs["PacketPool"];
682 if (packetConfig != null) 706 if (packetConfig != null)
@@ -686,6 +710,8 @@ namespace OpenSim.Region.Framework.Scenes
686 } 710 }
687 711
688 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 712 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
713 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
714 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
689 715
690 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 716 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
691 if (m_generateMaptiles) 717 if (m_generateMaptiles)
@@ -721,9 +747,9 @@ namespace OpenSim.Region.Framework.Scenes
721 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain); 747 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
722 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning); 748 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
723 } 749 }
724 catch 750 catch (Exception e)
725 { 751 {
726 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 752 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
727 } 753 }
728 754
729 #endregion Region Config 755 #endregion Region Config
@@ -1133,7 +1159,22 @@ namespace OpenSim.Region.Framework.Scenes
1133 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1159 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1134 if (HeartbeatThread != null) 1160 if (HeartbeatThread != null)
1135 { 1161 {
1162 m_hbRestarts++;
1163 if(m_hbRestarts > 10)
1164 Environment.Exit(1);
1165 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1166
1167//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1168//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1169//proc.EnableRaisingEvents=false;
1170//proc.StartInfo.FileName = "/bin/kill";
1171//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1172//proc.Start();
1173//proc.WaitForExit();
1174//Thread.Sleep(1000);
1175//Environment.Exit(1);
1136 HeartbeatThread.Abort(); 1176 HeartbeatThread.Abort();
1177 Watchdog.AbortThread(HeartbeatThread.ManagedThreadId);
1137 HeartbeatThread = null; 1178 HeartbeatThread = null;
1138 } 1179 }
1139 m_lastUpdate = Util.EnvironmentTickCount(); 1180 m_lastUpdate = Util.EnvironmentTickCount();
@@ -1187,9 +1228,6 @@ namespace OpenSim.Region.Framework.Scenes
1187 1228
1188 while (!shuttingdown) 1229 while (!shuttingdown)
1189 Update(); 1230 Update();
1190
1191 m_lastUpdate = Util.EnvironmentTickCount();
1192 m_firstHeartbeat = false;
1193 } 1231 }
1194 catch (ThreadAbortException) 1232 catch (ThreadAbortException)
1195 { 1233 {
@@ -1287,6 +1325,13 @@ namespace OpenSim.Region.Framework.Scenes
1287 eventMS = Util.EnvironmentTickCountSubtract(evMS); ; 1325 eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
1288 } 1326 }
1289 1327
1328 // if (Frame % m_update_land == 0)
1329 // {
1330 // int ldMS = Util.EnvironmentTickCount();
1331 // UpdateLand();
1332 // landMS = Util.EnvironmentTickCountSubtract(ldMS);
1333 // }
1334
1290 if (Frame % m_update_backup == 0) 1335 if (Frame % m_update_backup == 0)
1291 { 1336 {
1292 int backMS = Util.EnvironmentTickCount(); 1337 int backMS = Util.EnvironmentTickCount();
@@ -1380,12 +1425,16 @@ namespace OpenSim.Region.Framework.Scenes
1380 maintc = Util.EnvironmentTickCountSubtract(maintc); 1425 maintc = Util.EnvironmentTickCountSubtract(maintc);
1381 maintc = (int)(MinFrameTime * 1000) - maintc; 1426 maintc = (int)(MinFrameTime * 1000) - maintc;
1382 1427
1428
1429 m_lastUpdate = Util.EnvironmentTickCount();
1430 m_firstHeartbeat = false;
1431
1383 if (maintc > 0) 1432 if (maintc > 0)
1384 Thread.Sleep(maintc); 1433 Thread.Sleep(maintc);
1385 1434
1386 // Tell the watchdog that this thread is still alive 1435 // Tell the watchdog that this thread is still alive
1387 Watchdog.UpdateThread(); 1436 Watchdog.UpdateThread();
1388 } 1437 }
1389 1438
1390 public void AddGroupTarget(SceneObjectGroup grp) 1439 public void AddGroupTarget(SceneObjectGroup grp)
1391 { 1440 {
@@ -1401,9 +1450,9 @@ namespace OpenSim.Region.Framework.Scenes
1401 1450
1402 private void CheckAtTargets() 1451 private void CheckAtTargets()
1403 { 1452 {
1404 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1453 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1405 lock (m_groupsWithTargets) 1454 lock (m_groupsWithTargets)
1406 objs = m_groupsWithTargets.Values; 1455 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1407 1456
1408 foreach (SceneObjectGroup entry in objs) 1457 foreach (SceneObjectGroup entry in objs)
1409 entry.checkAtTargets(); 1458 entry.checkAtTargets();
@@ -1484,7 +1533,7 @@ namespace OpenSim.Region.Framework.Scenes
1484 msg.fromAgentName = "Server"; 1533 msg.fromAgentName = "Server";
1485 msg.dialog = (byte)19; // Object msg 1534 msg.dialog = (byte)19; // Object msg
1486 msg.fromGroup = false; 1535 msg.fromGroup = false;
1487 msg.offline = (byte)0; 1536 msg.offline = (byte)1;
1488 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1537 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1489 msg.Position = Vector3.Zero; 1538 msg.Position = Vector3.Zero;
1490 msg.RegionID = RegionInfo.RegionID.Guid; 1539 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -1715,14 +1764,24 @@ namespace OpenSim.Region.Framework.Scenes
1715 /// <returns></returns> 1764 /// <returns></returns>
1716 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1765 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1717 { 1766 {
1767
1768 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1769 Vector3 wpos = Vector3.Zero;
1770 // Check for water surface intersection from above
1771 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1772 {
1773 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1774 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1775 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1776 wpos.Z = wheight;
1777 }
1778
1718 Vector3 pos = Vector3.Zero; 1779 Vector3 pos = Vector3.Zero;
1719 if (RayEndIsIntersection == (byte)1) 1780 if (RayEndIsIntersection == (byte)1)
1720 { 1781 {
1721 pos = RayEnd; 1782 pos = RayEnd;
1722 return pos;
1723 } 1783 }
1724 1784 else if (RayTargetID != UUID.Zero)
1725 if (RayTargetID != UUID.Zero)
1726 { 1785 {
1727 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1786 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1728 1787
@@ -1744,7 +1803,7 @@ namespace OpenSim.Region.Framework.Scenes
1744 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1803 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1745 1804
1746 // Un-comment out the following line to Get Raytrace results printed to the console. 1805 // Un-comment out the following line to Get Raytrace results printed to the console.
1747 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1806 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1748 float ScaleOffset = 0.5f; 1807 float ScaleOffset = 0.5f;
1749 1808
1750 // If we hit something 1809 // If we hit something
@@ -1767,13 +1826,10 @@ namespace OpenSim.Region.Framework.Scenes
1767 //pos.Z -= 0.25F; 1826 //pos.Z -= 0.25F;
1768 1827
1769 } 1828 }
1770
1771 return pos;
1772 } 1829 }
1773 else 1830 else
1774 { 1831 {
1775 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1832 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1776
1777 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1833 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1778 1834
1779 // Un-comment the following line to print the raytrace results to the console. 1835 // Un-comment the following line to print the raytrace results to the console.
@@ -1782,13 +1838,12 @@ namespace OpenSim.Region.Framework.Scenes
1782 if (ei.HitTF) 1838 if (ei.HitTF)
1783 { 1839 {
1784 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1840 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1785 } else 1841 }
1842 else
1786 { 1843 {
1787 // fall back to our stupid functionality 1844 // fall back to our stupid functionality
1788 pos = RayEnd; 1845 pos = RayEnd;
1789 } 1846 }
1790
1791 return pos;
1792 } 1847 }
1793 } 1848 }
1794 else 1849 else
@@ -1799,8 +1854,12 @@ namespace OpenSim.Region.Framework.Scenes
1799 //increase height so its above the ground. 1854 //increase height so its above the ground.
1800 //should be getting the normal of the ground at the rez point and using that? 1855 //should be getting the normal of the ground at the rez point and using that?
1801 pos.Z += scale.Z / 2f; 1856 pos.Z += scale.Z / 2f;
1802 return pos; 1857// return pos;
1803 } 1858 }
1859
1860 // check against posible water intercept
1861 if (wpos.Z > pos.Z) pos = wpos;
1862 return pos;
1804 } 1863 }
1805 1864
1806 1865
@@ -1884,7 +1943,10 @@ namespace OpenSim.Region.Framework.Scenes
1884 public bool AddRestoredSceneObject( 1943 public bool AddRestoredSceneObject(
1885 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 1944 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
1886 { 1945 {
1887 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 1946 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
1947 if (result)
1948 sceneObject.IsDeleted = false;
1949 return result;
1888 } 1950 }
1889 1951
1890 /// <summary> 1952 /// <summary>
@@ -1976,6 +2038,15 @@ namespace OpenSim.Region.Framework.Scenes
1976 /// </summary> 2038 /// </summary>
1977 public void DeleteAllSceneObjects() 2039 public void DeleteAllSceneObjects()
1978 { 2040 {
2041 DeleteAllSceneObjects(false);
2042 }
2043
2044 /// <summary>
2045 /// Delete every object from the scene. This does not include attachments worn by avatars.
2046 /// </summary>
2047 public void DeleteAllSceneObjects(bool exceptNoCopy)
2048 {
2049 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
1979 lock (Entities) 2050 lock (Entities)
1980 { 2051 {
1981 EntityBase[] entities = Entities.GetEntities(); 2052 EntityBase[] entities = Entities.GetEntities();
@@ -1984,11 +2055,24 @@ namespace OpenSim.Region.Framework.Scenes
1984 if (e is SceneObjectGroup) 2055 if (e is SceneObjectGroup)
1985 { 2056 {
1986 SceneObjectGroup sog = (SceneObjectGroup)e; 2057 SceneObjectGroup sog = (SceneObjectGroup)e;
1987 if (!sog.IsAttachment) 2058 if (sog != null && !sog.IsAttachment)
1988 DeleteSceneObject((SceneObjectGroup)e, false); 2059 {
2060 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2061 {
2062 DeleteSceneObject((SceneObjectGroup)e, false);
2063 }
2064 else
2065 {
2066 toReturn.Add((SceneObjectGroup)e);
2067 }
2068 }
1989 } 2069 }
1990 } 2070 }
1991 } 2071 }
2072 if (toReturn.Count > 0)
2073 {
2074 returnObjects(toReturn.ToArray(), UUID.Zero);
2075 }
1992 } 2076 }
1993 2077
1994 /// <summary> 2078 /// <summary>
@@ -2036,6 +2120,8 @@ namespace OpenSim.Region.Framework.Scenes
2036 } 2120 }
2037 2121
2038 group.DeleteGroupFromScene(silent); 2122 group.DeleteGroupFromScene(silent);
2123 if (!silent)
2124 SendKillObject(new List<uint>() { group.LocalId });
2039 2125
2040// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2126// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2041 } 2127 }
@@ -2325,6 +2411,8 @@ namespace OpenSim.Region.Framework.Scenes
2325 2411
2326 if (newPosition != Vector3.Zero) 2412 if (newPosition != Vector3.Zero)
2327 newObject.RootPart.GroupPosition = newPosition; 2413 newObject.RootPart.GroupPosition = newPosition;
2414 if (newObject.RootPart.KeyframeMotion != null)
2415 newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
2328 2416
2329 if (!AddSceneObject(newObject)) 2417 if (!AddSceneObject(newObject))
2330 { 2418 {
@@ -2393,10 +2481,17 @@ namespace OpenSim.Region.Framework.Scenes
2393 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2481 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2394 public bool AddSceneObject(SceneObjectGroup sceneObject) 2482 public bool AddSceneObject(SceneObjectGroup sceneObject)
2395 { 2483 {
2484 if (sceneObject.OwnerID == UUID.Zero)
2485 {
2486 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2487 return false;
2488 }
2489
2396 // If the user is banned, we won't let any of their objects 2490 // If the user is banned, we won't let any of their objects
2397 // enter. Period. 2491 // enter. Period.
2398 // 2492 //
2399 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID)) 2493 int flags = GetUserFlags(sceneObject.OwnerID);
2494 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2400 { 2495 {
2401 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID); 2496 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2402 2497
@@ -2442,12 +2537,23 @@ namespace OpenSim.Region.Framework.Scenes
2442 } 2537 }
2443 else 2538 else
2444 { 2539 {
2540 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2445 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2541 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2446 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2542 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2447 } 2543 }
2544 if (sceneObject.OwnerID == UUID.Zero)
2545 {
2546 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2547 return false;
2548 }
2448 } 2549 }
2449 else 2550 else
2450 { 2551 {
2552 if (sceneObject.OwnerID == UUID.Zero)
2553 {
2554 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2555 return false;
2556 }
2451 AddRestoredSceneObject(sceneObject, true, false); 2557 AddRestoredSceneObject(sceneObject, true, false);
2452 2558
2453 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2559 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2476,6 +2582,24 @@ namespace OpenSim.Region.Framework.Scenes
2476 return 2; // StateSource.PrimCrossing 2582 return 2; // StateSource.PrimCrossing
2477 } 2583 }
2478 2584
2585 public int GetUserFlags(UUID user)
2586 {
2587 //Unfortunately the SP approach means that the value is cached until region is restarted
2588 /*
2589 ScenePresence sp;
2590 if (TryGetScenePresence(user, out sp))
2591 {
2592 return sp.UserFlags;
2593 }
2594 else
2595 {
2596 */
2597 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2598 if (uac == null)
2599 return 0;
2600 return uac.UserFlags;
2601 //}
2602 }
2479 #endregion 2603 #endregion
2480 2604
2481 #region Add/Remove Avatar Methods 2605 #region Add/Remove Avatar Methods
@@ -2490,6 +2614,7 @@ namespace OpenSim.Region.Framework.Scenes
2490 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2614 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2491 2615
2492 CheckHeartbeat(); 2616 CheckHeartbeat();
2617 ScenePresence presence;
2493 2618
2494 ScenePresence sp = GetScenePresence(client.AgentId); 2619 ScenePresence sp = GetScenePresence(client.AgentId);
2495 2620
@@ -2538,7 +2663,13 @@ namespace OpenSim.Region.Framework.Scenes
2538 2663
2539 EventManager.TriggerOnNewClient(client); 2664 EventManager.TriggerOnNewClient(client);
2540 if (vialogin) 2665 if (vialogin)
2666 {
2541 EventManager.TriggerOnClientLogin(client); 2667 EventManager.TriggerOnClientLogin(client);
2668 // Send initial parcel data
2669 Vector3 pos = sp.AbsolutePosition;
2670 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2671 land.SendLandUpdateToClient(client);
2672 }
2542 2673
2543 return sp; 2674 return sp;
2544 } 2675 }
@@ -2628,19 +2759,12 @@ namespace OpenSim.Region.Framework.Scenes
2628 // and the scene presence and the client, if they exist 2759 // and the scene presence and the client, if they exist
2629 try 2760 try
2630 { 2761 {
2631 // We need to wait for the client to make UDP contact first. 2762 ScenePresence sp = GetScenePresence(agentID);
2632 // It's the UDP contact that creates the scene presence 2763 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2633 ScenePresence sp = WaitGetScenePresence(agentID); 2764
2634 if (sp != null) 2765 if (sp != null)
2635 {
2636 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2637
2638 sp.ControllingClient.Close(); 2766 sp.ControllingClient.Close();
2639 } 2767
2640 else
2641 {
2642 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2643 }
2644 // BANG! SLASH! 2768 // BANG! SLASH!
2645 m_authenticateHandler.RemoveCircuit(agentID); 2769 m_authenticateHandler.RemoveCircuit(agentID);
2646 2770
@@ -2741,6 +2865,7 @@ namespace OpenSim.Region.Framework.Scenes
2741 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 2865 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
2742 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2866 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2743 client.OnCopyInventoryItem += CopyInventoryItem; 2867 client.OnCopyInventoryItem += CopyInventoryItem;
2868 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2744 client.OnMoveInventoryItem += MoveInventoryItem; 2869 client.OnMoveInventoryItem += MoveInventoryItem;
2745 client.OnRemoveInventoryItem += RemoveInventoryItem; 2870 client.OnRemoveInventoryItem += RemoveInventoryItem;
2746 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2871 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2916,15 +3041,16 @@ namespace OpenSim.Region.Framework.Scenes
2916 /// </summary> 3041 /// </summary>
2917 /// <param name="agentId">The avatar's Unique ID</param> 3042 /// <param name="agentId">The avatar's Unique ID</param>
2918 /// <param name="client">The IClientAPI for the client</param> 3043 /// <param name="client">The IClientAPI for the client</param>
2919 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3044 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
2920 { 3045 {
2921 if (m_teleportModule != null) 3046 if (m_teleportModule != null)
2922 m_teleportModule.TeleportHome(agentId, client); 3047 return m_teleportModule.TeleportHome(agentId, client);
2923 else 3048 else
2924 { 3049 {
2925 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3050 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
2926 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3051 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
2927 } 3052 }
3053 return false;
2928 } 3054 }
2929 3055
2930 /// <summary> 3056 /// <summary>
@@ -3034,6 +3160,16 @@ namespace OpenSim.Region.Framework.Scenes
3034 /// <param name="flags"></param> 3160 /// <param name="flags"></param>
3035 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3161 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3036 { 3162 {
3163 //Add half the avatar's height so that the user doesn't fall through prims
3164 ScenePresence presence;
3165 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3166 {
3167 if (presence.Appearance != null)
3168 {
3169 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3170 }
3171 }
3172
3037 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3173 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3038 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3174 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3039 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3175 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3102,8 +3238,9 @@ namespace OpenSim.Region.Framework.Scenes
3102 regions.Remove(RegionInfo.RegionHandle); 3238 regions.Remove(RegionInfo.RegionHandle);
3103 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3239 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3104 } 3240 }
3105 3241 m_log.Debug("[Scene] Beginning ClientClosed");
3106 m_eventManager.TriggerClientClosed(agentID, this); 3242 m_eventManager.TriggerClientClosed(agentID, this);
3243 m_log.Debug("[Scene] Finished ClientClosed");
3107 } 3244 }
3108 catch (NullReferenceException) 3245 catch (NullReferenceException)
3109 { 3246 {
@@ -3165,9 +3302,10 @@ namespace OpenSim.Region.Framework.Scenes
3165 { 3302 {
3166 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace); 3303 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace);
3167 } 3304 }
3168 3305 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3169 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3306 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3170// CleanDroppedAttachments(); 3307// CleanDroppedAttachments();
3308 m_log.Debug("[Scene] The avatar has left the building");
3171 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3309 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3172 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3310 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3173 } 3311 }
@@ -3289,13 +3427,16 @@ namespace OpenSim.Region.Framework.Scenes
3289 sp = null; 3427 sp = null;
3290 } 3428 }
3291 3429
3292 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3293 3430
3294 //On login test land permisions 3431 //On login test land permisions
3295 if (vialogin) 3432 if (vialogin)
3296 { 3433 {
3297 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3434 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3435 if (cache != null)
3436 cache.Remove(agent.firstname + " " + agent.lastname);
3437 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3298 { 3438 {
3439 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3299 return false; 3440 return false;
3300 } 3441 }
3301 } 3442 }
@@ -3319,8 +3460,13 @@ namespace OpenSim.Region.Framework.Scenes
3319 3460
3320 try 3461 try
3321 { 3462 {
3322 if (!AuthorizeUser(agent, out reason)) 3463 // Always check estate if this is a login. Always
3323 return false; 3464 // check if banned regions are to be blacked out.
3465 if (vialogin || (!m_seeIntoBannedRegion))
3466 {
3467 if (!AuthorizeUser(agent, out reason))
3468 return false;
3469 }
3324 } 3470 }
3325 catch (Exception e) 3471 catch (Exception e)
3326 { 3472 {
@@ -3446,6 +3592,8 @@ namespace OpenSim.Region.Framework.Scenes
3446 } 3592 }
3447 3593
3448 // Honor parcel landing type and position. 3594 // Honor parcel landing type and position.
3595 /*
3596 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3449 if (land != null) 3597 if (land != null)
3450 { 3598 {
3451 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3599 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3453,26 +3601,34 @@ namespace OpenSim.Region.Framework.Scenes
3453 agent.startpos = land.LandData.UserLocation; 3601 agent.startpos = land.LandData.UserLocation;
3454 } 3602 }
3455 } 3603 }
3604 */// This is now handled properly in ScenePresence.MakeRootAgent
3456 } 3605 }
3457 3606
3458 return true; 3607 return true;
3459 } 3608 }
3460 3609
3461 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3610 public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3462 { 3611 {
3463 3612 reason = String.Empty;
3464 bool banned = land.IsBannedFromLand(agent.AgentID); 3613 if (Permissions.IsGod(agentID))
3465 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3614 return true;
3615
3616 ILandObject land = LandChannel.GetLandObject(posX, posY);
3617 if (land == null)
3618 return false;
3619
3620 bool banned = land.IsBannedFromLand(agentID);
3621 bool restricted = land.IsRestrictedFromLand(agentID);
3466 3622
3467 if (banned || restricted) 3623 if (banned || restricted)
3468 { 3624 {
3469 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3625 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3470 if (nearestParcel != null) 3626 if (nearestParcel != null)
3471 { 3627 {
3472 //Move agent to nearest allowed 3628 //Move agent to nearest allowed
3473 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3629 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3474 agent.startpos.X = newPosition.X; 3630 posX = newPosition.X;
3475 agent.startpos.Y = newPosition.Y; 3631 posY = newPosition.Y;
3476 } 3632 }
3477 else 3633 else
3478 { 3634 {
@@ -3534,7 +3690,7 @@ namespace OpenSim.Region.Framework.Scenes
3534 3690
3535 if (!m_strictAccessControl) return true; 3691 if (!m_strictAccessControl) return true;
3536 if (Permissions.IsGod(agent.AgentID)) return true; 3692 if (Permissions.IsGod(agent.AgentID)) return true;
3537 3693
3538 if (AuthorizationService != null) 3694 if (AuthorizationService != null)
3539 { 3695 {
3540 if (!AuthorizationService.IsAuthorizedForRegion( 3696 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3542,14 +3698,14 @@ namespace OpenSim.Region.Framework.Scenes
3542 { 3698 {
3543 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region", 3699 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region",
3544 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3700 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
3545 3701
3546 return false; 3702 return false;
3547 } 3703 }
3548 } 3704 }
3549 3705
3550 if (m_regInfo.EstateSettings != null) 3706 if (m_regInfo.EstateSettings != null)
3551 { 3707 {
3552 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3708 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID,0))
3553 { 3709 {
3554 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3710 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3555 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3711 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3741,6 +3897,13 @@ namespace OpenSim.Region.Framework.Scenes
3741 3897
3742 // We have to wait until the viewer contacts this region after receiving EAC. 3898 // We have to wait until the viewer contacts this region after receiving EAC.
3743 // That calls AddNewClient, which finally creates the ScenePresence 3899 // That calls AddNewClient, which finally creates the ScenePresence
3900 int flags = GetUserFlags(cAgentData.AgentID);
3901 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
3902 {
3903 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
3904 return false;
3905 }
3906
3744 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 3907 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3745 if (nearestParcel == null) 3908 if (nearestParcel == null)
3746 { 3909 {
@@ -3822,12 +3985,22 @@ namespace OpenSim.Region.Framework.Scenes
3822 return false; 3985 return false;
3823 } 3986 }
3824 3987
3988 public bool IncomingCloseAgent(UUID agentID)
3989 {
3990 return IncomingCloseAgent(agentID, false);
3991 }
3992
3993 public bool IncomingCloseChildAgent(UUID agentID)
3994 {
3995 return IncomingCloseAgent(agentID, true);
3996 }
3997
3825 /// <summary> 3998 /// <summary>
3826 /// Tell a single agent to disconnect from the region. 3999 /// Tell a single agent to disconnect from the region.
3827 /// </summary> 4000 /// </summary>
3828 /// <param name="regionHandle"></param>
3829 /// <param name="agentID"></param> 4001 /// <param name="agentID"></param>
3830 public bool IncomingCloseAgent(UUID agentID) 4002 /// <param name="childOnly"></param>
4003 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3831 { 4004 {
3832 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 4005 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3833 4006
@@ -3839,7 +4012,7 @@ namespace OpenSim.Region.Framework.Scenes
3839 { 4012 {
3840 m_sceneGraph.removeUserCount(false); 4013 m_sceneGraph.removeUserCount(false);
3841 } 4014 }
3842 else 4015 else if (!childOnly)
3843 { 4016 {
3844 m_sceneGraph.removeUserCount(true); 4017 m_sceneGraph.removeUserCount(true);
3845 } 4018 }
@@ -3855,9 +4028,12 @@ namespace OpenSim.Region.Framework.Scenes
3855 } 4028 }
3856 else 4029 else
3857 presence.ControllingClient.SendShutdownConnectionNotice(); 4030 presence.ControllingClient.SendShutdownConnectionNotice();
4031 presence.ControllingClient.Close(false);
4032 }
4033 else if (!childOnly)
4034 {
4035 presence.ControllingClient.Close(true);
3858 } 4036 }
3859
3860 presence.ControllingClient.Close();
3861 return true; 4037 return true;
3862 } 4038 }
3863 4039
@@ -4439,34 +4615,78 @@ namespace OpenSim.Region.Framework.Scenes
4439 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4615 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
4440 } 4616 }
4441 4617
4442 public int GetHealth() 4618 public int GetHealth(out int flags, out string message)
4443 { 4619 {
4444 // Returns: 4620 // Returns:
4445 // 1 = sim is up and accepting http requests. The heartbeat has 4621 // 1 = sim is up and accepting http requests. The heartbeat has
4446 // stopped and the sim is probably locked up, but a remote 4622 // stopped and the sim is probably locked up, but a remote
4447 // admin restart may succeed 4623 // admin restart may succeed
4448 // 4624 //
4449 // 2 = Sim is up and the heartbeat is running. The sim is likely 4625 // 2 = Sim is up and the heartbeat is running. The sim is likely
4450 // usable for people within and logins _may_ work 4626 // usable for people within
4451 // 4627 //
4452 // 3 = We have seen a new user enter within the past 4 minutes 4628 // 3 = Sim is up and one packet thread is running. Sim is
4629 // unstable and will not accept new logins
4630 //
4631 // 4 = Sim is up and both packet threads are running. Sim is
4632 // likely usable
4633 //
4634 // 5 = We have seen a new user enter within the past 4 minutes
4453 // which can be seen as positive confirmation of sim health 4635 // which can be seen as positive confirmation of sim health
4454 // 4636 //
4637
4638 flags = 0;
4639 message = String.Empty;
4640
4641 CheckHeartbeat();
4642
4643 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4644 {
4645 // We're still starting
4646 // 0 means "in startup", it can't happen another way, since
4647 // to get here, we must be able to accept http connections
4648 return 0;
4649 }
4650
4455 int health=1; // Start at 1, means we're up 4651 int health=1; // Start at 1, means we're up
4456 4652
4457 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) 4653 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) < 1000)
4654 {
4655 health+=1;
4656 flags |= 1;
4657 }
4658
4659 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4660 {
4661 health+=1;
4662 flags |= 2;
4663 }
4664
4665 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4666 {
4458 health+=1; 4667 health+=1;
4668 flags |= 4;
4669 }
4459 else 4670 else
4671 {
4672int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
4673System.Diagnostics.Process proc = new System.Diagnostics.Process();
4674proc.EnableRaisingEvents=false;
4675proc.StartInfo.FileName = "/bin/kill";
4676proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
4677proc.Start();
4678proc.WaitForExit();
4679Thread.Sleep(1000);
4680Environment.Exit(1);
4681 }
4682
4683 if (flags != 7)
4460 return health; 4684 return health;
4461 4685
4462 // A login in the last 4 mins? We can't be doing too badly 4686 // A login in the last 4 mins? We can't be doing too badly
4463 // 4687 //
4464 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4688 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4465 health++; 4689 health++;
4466 else
4467 return health;
4468
4469 CheckHeartbeat();
4470 4690
4471 return health; 4691 return health;
4472 } 4692 }
@@ -4555,7 +4775,7 @@ namespace OpenSim.Region.Framework.Scenes
4555 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 4775 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
4556 if (wasUsingPhysics) 4776 if (wasUsingPhysics)
4557 { 4777 {
4558 jointProxyObject.UpdatePrimFlags(false, false, true, false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock 4778 jointProxyObject.UpdatePrimFlags(false, false, true, false,false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock
4559 } 4779 }
4560 } 4780 }
4561 4781
@@ -4659,7 +4879,7 @@ namespace OpenSim.Region.Framework.Scenes
4659 if (m_firstHeartbeat) 4879 if (m_firstHeartbeat)
4660 return; 4880 return;
4661 4881
4662 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 2000) 4882 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 5000)
4663 StartTimer(); 4883 StartTimer();
4664 } 4884 }
4665 4885
@@ -4673,9 +4893,14 @@ namespace OpenSim.Region.Framework.Scenes
4673 get { return m_allowScriptCrossings; } 4893 get { return m_allowScriptCrossings; }
4674 } 4894 }
4675 4895
4676 public Vector3? GetNearestAllowedPosition(ScenePresence avatar) 4896 public Vector3 GetNearestAllowedPosition(ScenePresence avatar)
4897 {
4898 return GetNearestAllowedPosition(avatar, null);
4899 }
4900
4901 public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel)
4677 { 4902 {
4678 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); 4903 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel);
4679 4904
4680 if (nearestParcel != null) 4905 if (nearestParcel != null)
4681 { 4906 {
@@ -4684,10 +4909,7 @@ namespace OpenSim.Region.Framework.Scenes
4684 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 4909 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4685 if (nearestPoint != null) 4910 if (nearestPoint != null)
4686 { 4911 {
4687// m_log.DebugFormat( 4912 Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
4688// "[SCENE]: Found a sane previous position based on velocity for {0}, sending them to {1} in {2}",
4689// avatar.Name, nearestPoint, nearestParcel.LandData.Name);
4690
4691 return nearestPoint.Value; 4913 return nearestPoint.Value;
4692 } 4914 }
4693 4915
@@ -4697,17 +4919,20 @@ namespace OpenSim.Region.Framework.Scenes
4697 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 4919 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4698 if (nearestPoint != null) 4920 if (nearestPoint != null)
4699 { 4921 {
4700// m_log.DebugFormat( 4922 Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString());
4701// "[SCENE]: {0} had a zero velocity, sending them to {1}", avatar.Name, nearestPoint);
4702
4703 return nearestPoint.Value; 4923 return nearestPoint.Value;
4704 } 4924 }
4705 4925
4706 //Ultimate backup if we have no idea where they are 4926 ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y);
4707// m_log.DebugFormat( 4927 if (dest != excludeParcel)
4708// "[SCENE]: No idea where {0} is, sending them to {1}", avatar.Name, avatar.lastKnownAllowedPosition); 4928 {
4929 // Ultimate backup if we have no idea where they are and
4930 // the last allowed position was in another parcel
4931 Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
4932 return avatar.lastKnownAllowedPosition;
4933 }
4709 4934
4710 return avatar.lastKnownAllowedPosition; 4935 // else fall through to region edge
4711 } 4936 }
4712 4937
4713 //Go to the edge, this happens in teleporting to a region with no available parcels 4938 //Go to the edge, this happens in teleporting to a region with no available parcels
@@ -4741,13 +4966,18 @@ namespace OpenSim.Region.Framework.Scenes
4741 4966
4742 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) 4967 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
4743 { 4968 {
4969 return GetNearestAllowedParcel(avatarId, x, y, null);
4970 }
4971
4972 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel)
4973 {
4744 List<ILandObject> all = AllParcels(); 4974 List<ILandObject> all = AllParcels();
4745 float minParcelDistance = float.MaxValue; 4975 float minParcelDistance = float.MaxValue;
4746 ILandObject nearestParcel = null; 4976 ILandObject nearestParcel = null;
4747 4977
4748 foreach (var parcel in all) 4978 foreach (var parcel in all)
4749 { 4979 {
4750 if (!parcel.IsEitherBannedOrRestricted(avatarId)) 4980 if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel)
4751 { 4981 {
4752 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); 4982 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
4753 if (parcelDistance < minParcelDistance) 4983 if (parcelDistance < minParcelDistance)
@@ -4989,7 +5219,55 @@ namespace OpenSim.Region.Framework.Scenes
4989 mapModule.GenerateMaptile(); 5219 mapModule.GenerateMaptile();
4990 } 5220 }
4991 5221
4992 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5222// public void CleanDroppedAttachments()
5223// {
5224// List<SceneObjectGroup> objectsToDelete =
5225// new List<SceneObjectGroup>();
5226//
5227// lock (m_cleaningAttachments)
5228// {
5229// ForEachSOG(delegate (SceneObjectGroup grp)
5230// {
5231// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5232// {
5233// UUID agentID = grp.OwnerID;
5234// if (agentID == UUID.Zero)
5235// {
5236// objectsToDelete.Add(grp);
5237// return;
5238// }
5239//
5240// ScenePresence sp = GetScenePresence(agentID);
5241// if (sp == null)
5242// {
5243// objectsToDelete.Add(grp);
5244// return;
5245// }
5246// }
5247// });
5248// }
5249//
5250// foreach (SceneObjectGroup grp in objectsToDelete)
5251// {
5252// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5253// DeleteSceneObject(grp, true);
5254// }
5255// }
5256
5257 public void ThreadAlive(int threadCode)
5258 {
5259 switch(threadCode)
5260 {
5261 case 1: // Incoming
5262 m_lastIncoming = Util.EnvironmentTickCount();
5263 break;
5264 case 2: // Incoming
5265 m_lastOutgoing = Util.EnvironmentTickCount();
5266 break;
5267 }
5268 }
5269
5270 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
4993 { 5271 {
4994 RegenerateMaptile(); 5272 RegenerateMaptile();
4995 5273
@@ -5008,6 +5286,14 @@ namespace OpenSim.Region.Framework.Scenes
5008 // child agent creation, thereby emulating the SL behavior. 5286 // child agent creation, thereby emulating the SL behavior.
5009 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5287 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5010 { 5288 {
5289 reason = "You are banned from the region";
5290
5291 if (Permissions.IsGod(agentID))
5292 {
5293 reason = String.Empty;
5294 return true;
5295 }
5296
5011 int num = m_sceneGraph.GetNumberOfScenePresences(); 5297 int num = m_sceneGraph.GetNumberOfScenePresences();
5012 5298
5013 if (num >= RegionInfo.RegionSettings.AgentLimit) 5299 if (num >= RegionInfo.RegionSettings.AgentLimit)
@@ -5019,6 +5305,41 @@ namespace OpenSim.Region.Framework.Scenes
5019 } 5305 }
5020 } 5306 }
5021 5307
5308 ScenePresence presence = GetScenePresence(agentID);
5309 IClientAPI client = null;
5310 AgentCircuitData aCircuit = null;
5311
5312 if (presence != null)
5313 {
5314 client = presence.ControllingClient;
5315 if (client != null)
5316 aCircuit = client.RequestClientInfo();
5317 }
5318
5319 // We may be called before there is a presence or a client.
5320 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5321 if (client == null)
5322 {
5323 aCircuit = new AgentCircuitData();
5324 aCircuit.AgentID = agentID;
5325 aCircuit.firstname = String.Empty;
5326 aCircuit.lastname = String.Empty;
5327 }
5328
5329 try
5330 {
5331 if (!AuthorizeUser(aCircuit, out reason))
5332 {
5333 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5334 return false;
5335 }
5336 }
5337 catch (Exception e)
5338 {
5339 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5340 return false;
5341 }
5342
5022 if (position == Vector3.Zero) // Teleport 5343 if (position == Vector3.Zero) // Teleport
5023 { 5344 {
5024 if (!RegionInfo.EstateSettings.AllowDirectTeleport) 5345 if (!RegionInfo.EstateSettings.AllowDirectTeleport)
@@ -5047,13 +5368,46 @@ namespace OpenSim.Region.Framework.Scenes
5047 } 5368 }
5048 } 5369 }
5049 } 5370 }
5371
5372 float posX = 128.0f;
5373 float posY = 128.0f;
5374
5375 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5376 {
5377 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5378 return false;
5379 }
5380 }
5381 else // Walking
5382 {
5383 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5384 if (land == null)
5385 return false;
5386
5387 bool banned = land.IsBannedFromLand(agentID);
5388 bool restricted = land.IsRestrictedFromLand(agentID);
5389
5390 if (banned || restricted)
5391 return false;
5050 } 5392 }
5051 5393
5052 reason = String.Empty; 5394 reason = String.Empty;
5053 return true; 5395 return true;
5054 } 5396 }
5055 5397
5056 /// <summary> 5398 public void StartTimerWatchdog()
5399 {
5400 m_timerWatchdog.Interval = 1000;
5401 m_timerWatchdog.Elapsed += TimerWatchdog;
5402 m_timerWatchdog.AutoReset = true;
5403 m_timerWatchdog.Start();
5404 }
5405
5406 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5407 {
5408 CheckHeartbeat();
5409 }
5410
5057 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5411 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5058 /// autopilot that moves an avatar to a sit target!. 5412 /// autopilot that moves an avatar to a sit target!.
5059 /// </summary> 5413 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index 712e094..da3b4dd 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -136,6 +136,8 @@ namespace OpenSim.Region.Framework.Scenes
136 get { return m_permissions; } 136 get { return m_permissions; }
137 } 137 }
138 138
139 protected string m_datastore;
140
139 /* Used by the loadbalancer plugin on GForge */ 141 /* Used by the loadbalancer plugin on GForge */
140 protected RegionStatus m_regStatus; 142 protected RegionStatus m_regStatus;
141 public RegionStatus RegionStatus 143 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 4d98f00..b806d91 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -88,7 +88,7 @@ namespace OpenSim.Region.Framework.Scenes
88 88
89 if (neighbour != null) 89 if (neighbour != null)
90 { 90 {
91 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 91 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
92 m_scene.EventManager.TriggerOnRegionUp(neighbour); 92 m_scene.EventManager.TriggerOnRegionUp(neighbour);
93 } 93 }
94 else 94 else
@@ -102,7 +102,7 @@ namespace OpenSim.Region.Framework.Scenes
102 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 102 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
103 103
104 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 104 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
105 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 105 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
106 foreach (GridRegion n in neighbours) 106 foreach (GridRegion n in neighbours)
107 { 107 {
108 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 108 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -180,10 +180,13 @@ namespace OpenSim.Region.Framework.Scenes
180 } 180 }
181 } 181 }
182 182
183 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
184
183 /// <summary> 185 /// <summary>
184 /// Closes a child agent on a given region 186 /// This Closes child agents on neighboring regions
187 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
185 /// </summary> 188 /// </summary>
186 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 189 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
187 { 190 {
188 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 191 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
189 192
@@ -192,31 +195,29 @@ namespace OpenSim.Region.Framework.Scenes
192 Utils.LongToUInts(regionHandle, out x, out y); 195 Utils.LongToUInts(regionHandle, out x, out y);
193 196
194 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 197 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
198 m_scene.SimulationService.CloseChildAgent(destination, agentID);
199 }
195 200
196 m_log.DebugFormat( 201 private void SendCloseChildAgentCompleted(IAsyncResult iar)
197 "[INTERGRID]: Sending close agent {0} to region at {1}-{2}", 202 {
198 agentID, destination.RegionCoordX, destination.RegionCoordY); 203 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
199 204 icon.EndInvoke(iar);
200 m_scene.SimulationService.CloseAgent(destination, agentID);
201 } 205 }
202 206
203 /// <summary>
204 /// Closes a child agents in a collection of regions. Does so asynchronously
205 /// so that the caller doesn't wait.
206 /// </summary>
207 /// <param name="agentID"></param>
208 /// <param name="regionslst"></param>
209 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 207 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
210 { 208 {
211 foreach (ulong handle in regionslst) 209 foreach (ulong handle in regionslst)
212 { 210 {
213 SendCloseChildAgent(agentID, handle); 211 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
212 d.BeginInvoke(agentID, handle,
213 SendCloseChildAgentCompleted,
214 d);
214 } 215 }
215 } 216 }
216 217
217 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 218 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
218 { 219 {
219 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 220 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
220 } 221 }
221 } 222 }
222} \ No newline at end of file 223}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 66fb493..a320601 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -41,6 +41,12 @@ namespace OpenSim.Region.Framework.Scenes
41{ 41{
42 public delegate void PhysicsCrash(); 42 public delegate void PhysicsCrash();
43 43
44 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
45
46 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
49
44 /// <summary> 50 /// <summary>
45 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components 51 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
46 /// should be migrated out over time. 52 /// should be migrated out over time.
@@ -54,11 +60,15 @@ namespace OpenSim.Region.Framework.Scenes
54 protected internal event PhysicsCrash UnRecoverableError; 60 protected internal event PhysicsCrash UnRecoverableError;
55 private PhysicsCrash handlerPhysicsCrash = null; 61 private PhysicsCrash handlerPhysicsCrash = null;
56 62
63 public event AttachToBackupDelegate OnAttachToBackup;
64 public event DetachFromBackupDelegate OnDetachFromBackup;
65 public event ChangedBackupDelegate OnChangeBackup;
66
57 #endregion 67 #endregion
58 68
59 #region Fields 69 #region Fields
60 70
61 protected object m_presenceLock = new object(); 71 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
62 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
63 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
64 74
@@ -120,13 +130,18 @@ namespace OpenSim.Region.Framework.Scenes
120 130
121 protected internal void Close() 131 protected internal void Close()
122 { 132 {
123 lock (m_presenceLock) 133 m_scenePresencesLock.EnterWriteLock();
134 try
124 { 135 {
125 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 136 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
126 List<ScenePresence> newlist = new List<ScenePresence>(); 137 List<ScenePresence> newlist = new List<ScenePresence>();
127 m_scenePresenceMap = newmap; 138 m_scenePresenceMap = newmap;
128 m_scenePresenceArray = newlist; 139 m_scenePresenceArray = newlist;
129 } 140 }
141 finally
142 {
143 m_scenePresencesLock.ExitWriteLock();
144 }
130 145
131 lock (SceneObjectGroupsByFullID) 146 lock (SceneObjectGroupsByFullID)
132 SceneObjectGroupsByFullID.Clear(); 147 SceneObjectGroupsByFullID.Clear();
@@ -265,6 +280,33 @@ namespace OpenSim.Region.Framework.Scenes
265 protected internal bool AddRestoredSceneObject( 280 protected internal bool AddRestoredSceneObject(
266 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 281 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
267 { 282 {
283 if (!m_parentScene.CombineRegions)
284 {
285 // KF: Check for out-of-region, move inside and make static.
286 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
287 sceneObject.RootPart.GroupPosition.Y,
288 sceneObject.RootPart.GroupPosition.Z);
289 if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || npos.Z < 0.0 ||
290 npos.X > Constants.RegionSize ||
291 npos.Y > Constants.RegionSize))
292 {
293 if (npos.X < 0.0) npos.X = 1.0f;
294 if (npos.Y < 0.0) npos.Y = 1.0f;
295 if (npos.Z < 0.0) npos.Z = 0.0f;
296 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
297 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
298
299 foreach (SceneObjectPart part in sceneObject.Parts)
300 {
301 part.GroupPosition = npos;
302 }
303 sceneObject.RootPart.Velocity = Vector3.Zero;
304 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
305 sceneObject.RootPart.Acceleration = Vector3.Zero;
306 sceneObject.RootPart.Velocity = Vector3.Zero;
307 }
308 }
309
268 if (attachToBackup && (!alreadyPersisted)) 310 if (attachToBackup && (!alreadyPersisted))
269 { 311 {
270 sceneObject.ForceInventoryPersistence(); 312 sceneObject.ForceInventoryPersistence();
@@ -354,6 +396,11 @@ namespace OpenSim.Region.Framework.Scenes
354 /// </returns> 396 /// </returns>
355 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 397 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
356 { 398 {
399 if (sceneObject == null)
400 {
401 m_log.ErrorFormat("[SCENEGRAPH]: Tried to add null scene object");
402 return false;
403 }
357 if (sceneObject.UUID == UUID.Zero) 404 if (sceneObject.UUID == UUID.Zero)
358 { 405 {
359 m_log.ErrorFormat( 406 m_log.ErrorFormat(
@@ -488,6 +535,30 @@ namespace OpenSim.Region.Framework.Scenes
488 m_updateList[obj.UUID] = obj; 535 m_updateList[obj.UUID] = obj;
489 } 536 }
490 537
538 public void FireAttachToBackup(SceneObjectGroup obj)
539 {
540 if (OnAttachToBackup != null)
541 {
542 OnAttachToBackup(obj);
543 }
544 }
545
546 public void FireDetachFromBackup(SceneObjectGroup obj)
547 {
548 if (OnDetachFromBackup != null)
549 {
550 OnDetachFromBackup(obj);
551 }
552 }
553
554 public void FireChangeBackup(SceneObjectGroup obj)
555 {
556 if (OnChangeBackup != null)
557 {
558 OnChangeBackup(obj);
559 }
560 }
561
491 /// <summary> 562 /// <summary>
492 /// Process all pending updates 563 /// Process all pending updates
493 /// </summary> 564 /// </summary>
@@ -605,7 +676,8 @@ namespace OpenSim.Region.Framework.Scenes
605 676
606 Entities[presence.UUID] = presence; 677 Entities[presence.UUID] = presence;
607 678
608 lock (m_presenceLock) 679 m_scenePresencesLock.EnterWriteLock();
680 try
609 { 681 {
610 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 682 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
611 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 683 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -629,6 +701,10 @@ namespace OpenSim.Region.Framework.Scenes
629 m_scenePresenceMap = newmap; 701 m_scenePresenceMap = newmap;
630 m_scenePresenceArray = newlist; 702 m_scenePresenceArray = newlist;
631 } 703 }
704 finally
705 {
706 m_scenePresencesLock.ExitWriteLock();
707 }
632 } 708 }
633 709
634 /// <summary> 710 /// <summary>
@@ -643,7 +719,8 @@ namespace OpenSim.Region.Framework.Scenes
643 agentID); 719 agentID);
644 } 720 }
645 721
646 lock (m_presenceLock) 722 m_scenePresencesLock.EnterWriteLock();
723 try
647 { 724 {
648 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 725 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
649 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 726 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -665,6 +742,10 @@ namespace OpenSim.Region.Framework.Scenes
665 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 742 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
666 } 743 }
667 } 744 }
745 finally
746 {
747 m_scenePresencesLock.ExitWriteLock();
748 }
668 } 749 }
669 750
670 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 751 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1380,8 +1461,13 @@ namespace OpenSim.Region.Framework.Scenes
1380 { 1461 {
1381 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1462 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1382 { 1463 {
1383 if (m_parentScene.AttachmentsModule != null) 1464 // Set the new attachment point data in the object
1384 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1465 byte attachmentPoint = group.GetAttachmentPoint();
1466 group.UpdateGroupPosition(pos);
1467 group.IsAttachment = false;
1468 group.AbsolutePosition = group.RootPart.AttachedPos;
1469 group.AttachmentPoint = attachmentPoint;
1470 group.HasGroupChanged = true;
1385 } 1471 }
1386 else 1472 else
1387 { 1473 {
@@ -1645,6 +1731,12 @@ namespace OpenSim.Region.Framework.Scenes
1645 /// <param name="childPrims"></param> 1731 /// <param name="childPrims"></param>
1646 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1732 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1647 { 1733 {
1734 if (root.KeyframeMotion != null)
1735 {
1736 root.KeyframeMotion.Stop();
1737 root.KeyframeMotion = null;
1738 }
1739
1648 SceneObjectGroup parentGroup = root.ParentGroup; 1740 SceneObjectGroup parentGroup = root.ParentGroup;
1649 if (parentGroup == null) return; 1741 if (parentGroup == null) return;
1650 1742
@@ -1653,8 +1745,11 @@ namespace OpenSim.Region.Framework.Scenes
1653 return; 1745 return;
1654 1746
1655 Monitor.Enter(m_updateLock); 1747 Monitor.Enter(m_updateLock);
1748
1656 try 1749 try
1657 { 1750 {
1751 parentGroup.areUpdatesSuspended = true;
1752
1658 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1753 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1659 1754
1660 // We do this in reverse to get the link order of the prims correct 1755 // We do this in reverse to get the link order of the prims correct
@@ -1669,9 +1764,13 @@ namespace OpenSim.Region.Framework.Scenes
1669 // Make sure no child prim is set for sale 1764 // Make sure no child prim is set for sale
1670 // So that, on delink, no prims are unwittingly 1765 // So that, on delink, no prims are unwittingly
1671 // left for sale and sold off 1766 // left for sale and sold off
1672 child.RootPart.ObjectSaleType = 0; 1767
1673 child.RootPart.SalePrice = 10; 1768 if (child != null)
1674 childGroups.Add(child); 1769 {
1770 child.RootPart.ObjectSaleType = 0;
1771 child.RootPart.SalePrice = 10;
1772 childGroups.Add(child);
1773 }
1675 } 1774 }
1676 1775
1677 foreach (SceneObjectGroup child in childGroups) 1776 foreach (SceneObjectGroup child in childGroups)
@@ -1698,6 +1797,16 @@ namespace OpenSim.Region.Framework.Scenes
1698 } 1797 }
1699 finally 1798 finally
1700 { 1799 {
1800 lock (SceneObjectGroupsByLocalPartID)
1801 {
1802 foreach (SceneObjectPart part in parentGroup.Parts)
1803 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1804 }
1805
1806 parentGroup.areUpdatesSuspended = false;
1807 parentGroup.HasGroupChanged = true;
1808 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1809 parentGroup.ScheduleGroupForFullUpdate();
1701 Monitor.Exit(m_updateLock); 1810 Monitor.Exit(m_updateLock);
1702 } 1811 }
1703 } 1812 }
@@ -1720,6 +1829,11 @@ namespace OpenSim.Region.Framework.Scenes
1720 { 1829 {
1721 if (part != null) 1830 if (part != null)
1722 { 1831 {
1832 if (part.KeyframeMotion != null)
1833 {
1834 part.KeyframeMotion.Stop();
1835 part.KeyframeMotion = null;
1836 }
1723 if (part.ParentGroup.PrimCount != 1) // Skip single 1837 if (part.ParentGroup.PrimCount != 1) // Skip single
1724 { 1838 {
1725 if (part.LinkNum < 2) // Root 1839 if (part.LinkNum < 2) // Root
@@ -1734,21 +1848,24 @@ namespace OpenSim.Region.Framework.Scenes
1734 1848
1735 SceneObjectGroup group = part.ParentGroup; 1849 SceneObjectGroup group = part.ParentGroup;
1736 if (!affectedGroups.Contains(group)) 1850 if (!affectedGroups.Contains(group))
1851 {
1852 group.areUpdatesSuspended = true;
1737 affectedGroups.Add(group); 1853 affectedGroups.Add(group);
1854 }
1738 } 1855 }
1739 } 1856 }
1740 } 1857 }
1741 1858
1742 foreach (SceneObjectPart child in childParts) 1859 if (childParts.Count > 0)
1743 { 1860 {
1744 // Unlink all child parts from their groups 1861 foreach (SceneObjectPart child in childParts)
1745 // 1862 {
1746 child.ParentGroup.DelinkFromGroup(child, true); 1863 // Unlink all child parts from their groups
1747 1864 //
1748 // These are not in affected groups and will not be 1865 child.ParentGroup.DelinkFromGroup(child, true);
1749 // handled further. Do the honors here. 1866 child.ParentGroup.HasGroupChanged = true;
1750 child.ParentGroup.HasGroupChanged = true; 1867 child.ParentGroup.ScheduleGroupForFullUpdate();
1751 child.ParentGroup.ScheduleGroupForFullUpdate(); 1868 }
1752 } 1869 }
1753 1870
1754 foreach (SceneObjectPart root in rootParts) 1871 foreach (SceneObjectPart root in rootParts)
@@ -1758,56 +1875,68 @@ namespace OpenSim.Region.Framework.Scenes
1758 // However, editing linked parts and unlinking may be different 1875 // However, editing linked parts and unlinking may be different
1759 // 1876 //
1760 SceneObjectGroup group = root.ParentGroup; 1877 SceneObjectGroup group = root.ParentGroup;
1878 group.areUpdatesSuspended = true;
1761 1879
1762 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1880 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1763 int numChildren = newSet.Count; 1881 int numChildren = newSet.Count;
1764 1882
1883 if (numChildren == 1)
1884 break;
1885
1765 // If there are prims left in a link set, but the root is 1886 // If there are prims left in a link set, but the root is
1766 // slated for unlink, we need to do this 1887 // slated for unlink, we need to do this
1888 // Unlink the remaining set
1767 // 1889 //
1768 if (numChildren != 1) 1890 bool sendEventsToRemainder = true;
1769 { 1891 if (numChildren > 1)
1770 // Unlink the remaining set 1892 sendEventsToRemainder = false;
1771 //
1772 bool sendEventsToRemainder = true;
1773 if (numChildren > 1)
1774 sendEventsToRemainder = false;
1775 1893
1776 foreach (SceneObjectPart p in newSet) 1894 foreach (SceneObjectPart p in newSet)
1895 {
1896 if (p != group.RootPart)
1777 { 1897 {
1778 if (p != group.RootPart) 1898 group.DelinkFromGroup(p, sendEventsToRemainder);
1779 group.DelinkFromGroup(p, sendEventsToRemainder); 1899 if (numChildren > 2)
1900 {
1901 p.ParentGroup.areUpdatesSuspended = true;
1902 }
1903 else
1904 {
1905 p.ParentGroup.HasGroupChanged = true;
1906 p.ParentGroup.ScheduleGroupForFullUpdate();
1907 }
1780 } 1908 }
1909 }
1910
1911 // If there is more than one prim remaining, we
1912 // need to re-link
1913 //
1914 if (numChildren > 2)
1915 {
1916 // Remove old root
1917 //
1918 if (newSet.Contains(root))
1919 newSet.Remove(root);
1781 1920
1782 // If there is more than one prim remaining, we 1921 // Preserve link ordering
1783 // need to re-link
1784 // 1922 //
1785 if (numChildren > 2) 1923 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1786 { 1924 {
1787 // Remove old root 1925 return a.LinkNum.CompareTo(b.LinkNum);
1788 // 1926 });
1789 if (newSet.Contains(root))
1790 newSet.Remove(root);
1791
1792 // Preserve link ordering
1793 //
1794 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1795 {
1796 return a.LinkNum.CompareTo(b.LinkNum);
1797 });
1798 1927
1799 // Determine new root 1928 // Determine new root
1800 // 1929 //
1801 SceneObjectPart newRoot = newSet[0]; 1930 SceneObjectPart newRoot = newSet[0];
1802 newSet.RemoveAt(0); 1931 newSet.RemoveAt(0);
1803 1932
1804 foreach (SceneObjectPart newChild in newSet) 1933 foreach (SceneObjectPart newChild in newSet)
1805 newChild.ClearUpdateSchedule(); 1934 newChild.ClearUpdateSchedule();
1806 1935
1807 LinkObjects(newRoot, newSet); 1936 newRoot.ParentGroup.areUpdatesSuspended = true;
1808 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1937 LinkObjects(newRoot, newSet);
1809 affectedGroups.Add(newRoot.ParentGroup); 1938 if (!affectedGroups.Contains(newRoot.ParentGroup))
1810 } 1939 affectedGroups.Add(newRoot.ParentGroup);
1811 } 1940 }
1812 } 1941 }
1813 1942
@@ -1815,8 +1944,14 @@ namespace OpenSim.Region.Framework.Scenes
1815 // 1944 //
1816 foreach (SceneObjectGroup g in affectedGroups) 1945 foreach (SceneObjectGroup g in affectedGroups)
1817 { 1946 {
1947 // Child prims that have been unlinked and deleted will
1948 // return unless the root is deleted. This will remove them
1949 // from the database. They will be rewritten immediately,
1950 // minus the rows for the unlinked child prims.
1951 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1818 g.TriggerScriptChangedEvent(Changed.LINK); 1952 g.TriggerScriptChangedEvent(Changed.LINK);
1819 g.HasGroupChanged = true; // Persist 1953 g.HasGroupChanged = true; // Persist
1954 g.areUpdatesSuspended = false;
1820 g.ScheduleGroupForFullUpdate(); 1955 g.ScheduleGroupForFullUpdate();
1821 } 1956 }
1822 } 1957 }
@@ -1918,9 +2053,6 @@ namespace OpenSim.Region.Framework.Scenes
1918 child.ApplyNextOwnerPermissions(); 2053 child.ApplyNextOwnerPermissions();
1919 } 2054 }
1920 } 2055 }
1921
1922 copy.RootPart.ObjectSaleType = 0;
1923 copy.RootPart.SalePrice = 10;
1924 } 2056 }
1925 2057
1926 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2058 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index d73a959..e4eaf3a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -356,7 +356,7 @@ namespace OpenSim.Region.Framework.Scenes
356 356
357 public bool TrySetCurrentScene(UUID regionID) 357 public bool TrySetCurrentScene(UUID regionID)
358 { 358 {
359 m_log.Debug("Searching for Region: '" + regionID + "'"); 359// m_log.Debug("Searching for Region: '" + regionID + "'");
360 360
361 lock (m_localScenes) 361 lock (m_localScenes)
362 { 362 {
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index a73d9b6..f3660a5 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -69,10 +69,6 @@ namespace OpenSim.Region.Framework.Scenes
69 /// <summary> 69 /// <summary>
70 /// Stop the scripts contained in all the prims in this group 70 /// Stop the scripts contained in all the prims in this group
71 /// </summary> 71 /// </summary>
72 /// <param name="sceneObjectBeingDeleted">
73 /// Should be true if these scripts are being removed because the scene
74 /// object is being deleted. This will prevent spurious updates to the client.
75 /// </param>
76 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 72 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
77 { 73 {
78 SceneObjectPart[] parts = m_parts.GetArray(); 74 SceneObjectPart[] parts = m_parts.GetArray();
@@ -227,6 +223,11 @@ namespace OpenSim.Region.Framework.Scenes
227 223
228 public uint GetEffectivePermissions() 224 public uint GetEffectivePermissions()
229 { 225 {
226 return GetEffectivePermissions(false);
227 }
228
229 public uint GetEffectivePermissions(bool useBase)
230 {
230 uint perms=(uint)(PermissionMask.Modify | 231 uint perms=(uint)(PermissionMask.Modify |
231 PermissionMask.Copy | 232 PermissionMask.Copy |
232 PermissionMask.Move | 233 PermissionMask.Move |
@@ -238,7 +239,10 @@ namespace OpenSim.Region.Framework.Scenes
238 for (int i = 0; i < parts.Length; i++) 239 for (int i = 0; i < parts.Length; i++)
239 { 240 {
240 SceneObjectPart part = parts[i]; 241 SceneObjectPart part = parts[i];
241 ownerMask &= part.OwnerMask; 242 if (useBase)
243 ownerMask &= part.BaseMask;
244 else
245 ownerMask &= part.OwnerMask;
242 perms &= part.Inventory.MaskEffectivePermissions(); 246 perms &= part.Inventory.MaskEffectivePermissions();
243 } 247 }
244 248
@@ -380,6 +384,9 @@ namespace OpenSim.Region.Framework.Scenes
380 384
381 public void ResumeScripts() 385 public void ResumeScripts()
382 { 386 {
387 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
388 return;
389
383 SceneObjectPart[] parts = m_parts.GetArray(); 390 SceneObjectPart[] parts = m_parts.GetArray();
384 for (int i = 0; i < parts.Length; i++) 391 for (int i = 0; i < parts.Length; i++)
385 parts[i].Inventory.ResumeScripts(); 392 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 878476e..c9ea8e4 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,11 +24,12 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Linq; 33using System.Linq;
33using System.Threading; 34using System.Threading;
34using System.Xml; 35using System.Xml;
@@ -42,6 +43,7 @@ using OpenSim.Region.Framework.Scenes.Serialization;
42 43
43namespace OpenSim.Region.Framework.Scenes 44namespace OpenSim.Region.Framework.Scenes
44{ 45{
46
45 [Flags] 47 [Flags]
46 public enum scriptEvents 48 public enum scriptEvents
47 { 49 {
@@ -105,8 +107,29 @@ namespace OpenSim.Region.Framework.Scenes
105 /// since the group's last persistent backup 107 /// since the group's last persistent backup
106 /// </summary> 108 /// </summary>
107 private bool m_hasGroupChanged = false; 109 private bool m_hasGroupChanged = false;
108 private long timeFirstChanged; 110 private long timeFirstChanged = 0;
109 private long timeLastChanged; 111 private long timeLastChanged = 0;
112 private long m_maxPersistTime = 0;
113 private long m_minPersistTime = 0;
114 private Random m_rand;
115 private bool m_suspendUpdates;
116 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
117
118 public bool areUpdatesSuspended
119 {
120 get
121 {
122 return m_suspendUpdates;
123 }
124 set
125 {
126 m_suspendUpdates = value;
127 if (!value)
128 {
129 QueueForUpdateCheck();
130 }
131 }
132 }
110 133
111 public bool HasGroupChanged 134 public bool HasGroupChanged
112 { 135 {
@@ -114,9 +137,39 @@ namespace OpenSim.Region.Framework.Scenes
114 { 137 {
115 if (value) 138 if (value)
116 { 139 {
140 if (m_isBackedUp)
141 {
142 m_scene.SceneGraph.FireChangeBackup(this);
143 }
117 timeLastChanged = DateTime.Now.Ticks; 144 timeLastChanged = DateTime.Now.Ticks;
118 if (!m_hasGroupChanged) 145 if (!m_hasGroupChanged)
119 timeFirstChanged = DateTime.Now.Ticks; 146 timeFirstChanged = DateTime.Now.Ticks;
147 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
148 {
149 if (m_rand == null)
150 {
151 byte[] val = new byte[16];
152 m_rootPart.UUID.ToBytes(val, 0);
153 m_rand = new Random(BitConverter.ToInt32(val, 0));
154 }
155
156 if (m_scene.GetRootAgentCount() == 0)
157 {
158 //If the region is empty, this change has been made by an automated process
159 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
160
161 float factor = 1.5f + (float)(m_rand.NextDouble());
162 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
163 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
164 }
165 else
166 {
167 //If the region is not empty, we want to obey the minimum and maximum persist times
168 //but add a random factor so we stagger the object persistance a little
169 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
170 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
171 }
172 }
120 } 173 }
121 m_hasGroupChanged = value; 174 m_hasGroupChanged = value;
122 175
@@ -131,7 +184,7 @@ namespace OpenSim.Region.Framework.Scenes
131 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 184 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
132 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 185 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
133 /// </summary> 186 /// </summary>
134 public bool HasGroupChangedDueToDelink { get; private set; } 187 public bool HasGroupChangedDueToDelink { get; set; }
135 188
136 private bool isTimeToPersist() 189 private bool isTimeToPersist()
137 { 190 {
@@ -141,8 +194,19 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 194 return false;
142 if (m_scene.ShuttingDown) 195 if (m_scene.ShuttingDown)
143 return true; 196 return true;
197
198 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
199 {
200 m_maxPersistTime = m_scene.m_persistAfter;
201 m_minPersistTime = m_scene.m_dontPersistBefore;
202 }
203
144 long currentTime = DateTime.Now.Ticks; 204 long currentTime = DateTime.Now.Ticks;
145 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 205
206 if (timeLastChanged == 0) timeLastChanged = currentTime;
207 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
208
209 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
146 return true; 210 return true;
147 return false; 211 return false;
148 } 212 }
@@ -247,10 +311,10 @@ namespace OpenSim.Region.Framework.Scenes
247 311
248 private bool m_scriptListens_atTarget; 312 private bool m_scriptListens_atTarget;
249 private bool m_scriptListens_notAtTarget; 313 private bool m_scriptListens_notAtTarget;
250
251 private bool m_scriptListens_atRotTarget; 314 private bool m_scriptListens_atRotTarget;
252 private bool m_scriptListens_notAtRotTarget; 315 private bool m_scriptListens_notAtRotTarget;
253 316
317 public bool m_dupeInProgress = false;
254 internal Dictionary<UUID, string> m_savedScriptState; 318 internal Dictionary<UUID, string> m_savedScriptState;
255 319
256 #region Properties 320 #region Properties
@@ -287,6 +351,16 @@ namespace OpenSim.Region.Framework.Scenes
287 get { return m_parts.Count; } 351 get { return m_parts.Count; }
288 } 352 }
289 353
354// protected Quaternion m_rotation = Quaternion.Identity;
355//
356// public virtual Quaternion Rotation
357// {
358// get { return m_rotation; }
359// set {
360// m_rotation = value;
361// }
362// }
363
290 public Quaternion GroupRotation 364 public Quaternion GroupRotation
291 { 365 {
292 get { return m_rootPart.RotationOffset; } 366 get { return m_rootPart.RotationOffset; }
@@ -388,14 +462,98 @@ namespace OpenSim.Region.Framework.Scenes
388 462
389 if (Scene != null) 463 if (Scene != null)
390 { 464 {
391 if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) 465 // if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
392 || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) 466 // || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
467 // && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
468 if ((Scene.TestBorderCross(val, Cardinals.E) || Scene.TestBorderCross(val, Cardinals.W)
469 || Scene.TestBorderCross(val, Cardinals.N) || Scene.TestBorderCross(val, Cardinals.S))
393 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 470 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
394 { 471 {
395 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 472 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
473 uint x = 0;
474 uint y = 0;
475 string version = String.Empty;
476 Vector3 newpos = Vector3.Zero;
477 OpenSim.Services.Interfaces.GridRegion destination = null;
478
479 bool canCross = true;
480 foreach (ScenePresence av in m_linkedAvatars)
481 {
482 // We need to cross these agents. First, let's find
483 // out if any of them can't cross for some reason.
484 // We have to deny the crossing entirely if any
485 // of them are banned. Alternatively, we could
486 // unsit banned agents....
487
488
489 // We set the avatar position as being the object
490 // position to get the region to send to
491 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
492 {
493 canCross = false;
494 break;
495 }
496
497 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
498 }
499
500 if (canCross)
501 {
502 // We unparent the SP quietly so that it won't
503 // be made to stand up
504 foreach (ScenePresence av in m_linkedAvatars)
505 {
506 SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
507 if (parentPart != null)
508 av.ParentUUID = parentPart.UUID;
509
510 av.ParentID = 0;
511 }
512
513 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
514
515 // Normalize
516 if (val.X >= Constants.RegionSize)
517 val.X -= Constants.RegionSize;
518 if (val.Y >= Constants.RegionSize)
519 val.Y -= Constants.RegionSize;
520 if (val.X < 0)
521 val.X += Constants.RegionSize;
522 if (val.Y < 0)
523 val.Y += Constants.RegionSize;
524
525 // If it's deleted, crossing was successful
526 if (IsDeleted)
527 {
528 foreach (ScenePresence av in m_linkedAvatars)
529 {
530 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
531
532 av.IsInTransit = true;
533
534 CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
535 d.BeginInvoke(av, val, x, y, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
536 }
537
538 return;
539 }
540 }
541 else if (RootPart.PhysActor != null)
542 {
543 RootPart.PhysActor.CrossingFailure();
544 }
545
546 Vector3 oldp = AbsolutePosition;
547 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
548 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
549 val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
396 } 550 }
397 } 551 }
398 552
553 foreach (SceneObjectPart part in m_parts.GetArray())
554 {
555 part.IgnoreUndoUpdate = true;
556 }
399 if (RootPart.GetStatusSandbox()) 557 if (RootPart.GetStatusSandbox())
400 { 558 {
401 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 559 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -409,10 +567,30 @@ namespace OpenSim.Region.Framework.Scenes
409 return; 567 return;
410 } 568 }
411 } 569 }
412
413 SceneObjectPart[] parts = m_parts.GetArray(); 570 SceneObjectPart[] parts = m_parts.GetArray();
414 for (int i = 0; i < parts.Length; i++) 571 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
415 parts[i].GroupPosition = val; 572 if (m_dupeInProgress)
573 triggerScriptEvent = false;
574 foreach (SceneObjectPart part in parts)
575 {
576 part.GroupPosition = val;
577 if (triggerScriptEvent)
578 part.TriggerScriptChangedEvent(Changed.POSITION);
579 }
580 if (!m_dupeInProgress)
581 {
582 foreach (ScenePresence av in m_linkedAvatars)
583 {
584 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
585 if (p != null && m_parts.TryGetValue(p.UUID, out p))
586 {
587 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
588 av.AbsolutePosition += offset;
589 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
590 av.SendAvatarDataToAllAgents();
591 }
592 }
593 }
416 594
417 //if (m_rootPart.PhysActor != null) 595 //if (m_rootPart.PhysActor != null)
418 //{ 596 //{
@@ -427,6 +605,29 @@ namespace OpenSim.Region.Framework.Scenes
427 } 605 }
428 } 606 }
429 607
608 public override Vector3 Velocity
609 {
610 get { return RootPart.Velocity; }
611 set { RootPart.Velocity = value; }
612 }
613
614 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
615 {
616 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
617 ScenePresence agent = icon.EndInvoke(iar);
618
619 //// If the cross was successful, this agent is a child agent
620 //if (agent.IsChildAgent)
621 // agent.Reset();
622 //else // Not successful
623 // agent.RestoreInCurrentScene();
624
625 // In any case
626 agent.IsInTransit = false;
627
628 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
629 }
630
430 public override uint LocalId 631 public override uint LocalId
431 { 632 {
432 get { return m_rootPart.LocalId; } 633 get { return m_rootPart.LocalId; }
@@ -519,6 +720,8 @@ namespace OpenSim.Region.Framework.Scenes
519 child.PhysActor.Selected = value; 720 child.PhysActor.Selected = value;
520 } 721 }
521 } 722 }
723 if (RootPart.KeyframeMotion != null)
724 RootPart.KeyframeMotion.Selected = value;
522 } 725 }
523 } 726 }
524 727
@@ -578,6 +781,7 @@ namespace OpenSim.Region.Framework.Scenes
578 /// </summary> 781 /// </summary>
579 public SceneObjectGroup() 782 public SceneObjectGroup()
580 { 783 {
784
581 } 785 }
582 786
583 /// <summary> 787 /// <summary>
@@ -594,7 +798,7 @@ namespace OpenSim.Region.Framework.Scenes
594 /// Constructor. This object is added to the scene later via AttachToScene() 798 /// Constructor. This object is added to the scene later via AttachToScene()
595 /// </summary> 799 /// </summary>
596 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 800 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
597 { 801 {
598 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 802 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
599 } 803 }
600 804
@@ -642,6 +846,9 @@ namespace OpenSim.Region.Framework.Scenes
642 /// </summary> 846 /// </summary>
643 public virtual void AttachToBackup() 847 public virtual void AttachToBackup()
644 { 848 {
849 if (IsAttachment) return;
850 m_scene.SceneGraph.FireAttachToBackup(this);
851
645 if (InSceneBackup) 852 if (InSceneBackup)
646 { 853 {
647 //m_log.DebugFormat( 854 //m_log.DebugFormat(
@@ -684,6 +891,13 @@ namespace OpenSim.Region.Framework.Scenes
684 891
685 ApplyPhysics(); 892 ApplyPhysics();
686 893
894 if (RootPart.PhysActor != null)
895 RootPart.Force = RootPart.Force;
896 if (RootPart.PhysActor != null)
897 RootPart.Torque = RootPart.Torque;
898 if (RootPart.PhysActor != null)
899 RootPart.Buoyancy = RootPart.Buoyancy;
900
687 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 901 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
688 // for the same object with very different properties. The caller must schedule the update. 902 // for the same object with very different properties. The caller must schedule the update.
689 //ScheduleGroupForFullUpdate(); 903 //ScheduleGroupForFullUpdate();
@@ -699,6 +913,10 @@ namespace OpenSim.Region.Framework.Scenes
699 EntityIntersection result = new EntityIntersection(); 913 EntityIntersection result = new EntityIntersection();
700 914
701 SceneObjectPart[] parts = m_parts.GetArray(); 915 SceneObjectPart[] parts = m_parts.GetArray();
916
917 // Find closest hit here
918 float idist = float.MaxValue;
919
702 for (int i = 0; i < parts.Length; i++) 920 for (int i = 0; i < parts.Length; i++)
703 { 921 {
704 SceneObjectPart part = parts[i]; 922 SceneObjectPart part = parts[i];
@@ -713,11 +931,6 @@ namespace OpenSim.Region.Framework.Scenes
713 931
714 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 932 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
715 933
716 // This may need to be updated to the maximum draw distance possible..
717 // We might (and probably will) be checking for prim creation from other sims
718 // when the camera crosses the border.
719 float idist = Constants.RegionSize;
720
721 if (inter.HitTF) 934 if (inter.HitTF)
722 { 935 {
723 // We need to find the closest prim to return to the testcaller along the ray 936 // We need to find the closest prim to return to the testcaller along the ray
@@ -728,10 +941,11 @@ namespace OpenSim.Region.Framework.Scenes
728 result.obj = part; 941 result.obj = part;
729 result.normal = inter.normal; 942 result.normal = inter.normal;
730 result.distance = inter.distance; 943 result.distance = inter.distance;
944
945 idist = inter.distance;
731 } 946 }
732 } 947 }
733 } 948 }
734
735 return result; 949 return result;
736 } 950 }
737 951
@@ -751,17 +965,19 @@ namespace OpenSim.Region.Framework.Scenes
751 minZ = 8192f; 965 minZ = 8192f;
752 966
753 SceneObjectPart[] parts = m_parts.GetArray(); 967 SceneObjectPart[] parts = m_parts.GetArray();
754 for (int i = 0; i < parts.Length; i++) 968 foreach (SceneObjectPart part in parts)
755 { 969 {
756 SceneObjectPart part = parts[i];
757
758 Vector3 worldPos = part.GetWorldPosition(); 970 Vector3 worldPos = part.GetWorldPosition();
759 Vector3 offset = worldPos - AbsolutePosition; 971 Vector3 offset = worldPos - AbsolutePosition;
760 Quaternion worldRot; 972 Quaternion worldRot;
761 if (part.ParentID == 0) 973 if (part.ParentID == 0)
974 {
762 worldRot = part.RotationOffset; 975 worldRot = part.RotationOffset;
976 }
763 else 977 else
978 {
764 worldRot = part.GetWorldRotation(); 979 worldRot = part.GetWorldRotation();
980 }
765 981
766 Vector3 frontTopLeft; 982 Vector3 frontTopLeft;
767 Vector3 frontTopRight; 983 Vector3 frontTopRight;
@@ -773,6 +989,8 @@ namespace OpenSim.Region.Framework.Scenes
773 Vector3 backBottomLeft; 989 Vector3 backBottomLeft;
774 Vector3 backBottomRight; 990 Vector3 backBottomRight;
775 991
992 // Vector3[] corners = new Vector3[8];
993
776 Vector3 orig = Vector3.Zero; 994 Vector3 orig = Vector3.Zero;
777 995
778 frontTopLeft.X = orig.X - (part.Scale.X / 2); 996 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -807,6 +1025,38 @@ namespace OpenSim.Region.Framework.Scenes
807 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1025 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
808 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1026 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
809 1027
1028
1029
1030 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1031 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1032 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1033 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1034 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1035 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1036 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1037 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1038
1039 //for (int i = 0; i < 8; i++)
1040 //{
1041 // corners[i] = corners[i] * worldRot;
1042 // corners[i] += offset;
1043
1044 // if (corners[i].X > maxX)
1045 // maxX = corners[i].X;
1046 // if (corners[i].X < minX)
1047 // minX = corners[i].X;
1048
1049 // if (corners[i].Y > maxY)
1050 // maxY = corners[i].Y;
1051 // if (corners[i].Y < minY)
1052 // minY = corners[i].Y;
1053
1054 // if (corners[i].Z > maxZ)
1055 // maxZ = corners[i].Y;
1056 // if (corners[i].Z < minZ)
1057 // minZ = corners[i].Z;
1058 //}
1059
810 frontTopLeft = frontTopLeft * worldRot; 1060 frontTopLeft = frontTopLeft * worldRot;
811 frontTopRight = frontTopRight * worldRot; 1061 frontTopRight = frontTopRight * worldRot;
812 frontBottomLeft = frontBottomLeft * worldRot; 1062 frontBottomLeft = frontBottomLeft * worldRot;
@@ -828,6 +1078,15 @@ namespace OpenSim.Region.Framework.Scenes
828 backTopLeft += offset; 1078 backTopLeft += offset;
829 backTopRight += offset; 1079 backTopRight += offset;
830 1080
1081 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1082 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1083 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1084 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1085 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1086 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1087 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1088 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1089
831 if (frontTopRight.X > maxX) 1090 if (frontTopRight.X > maxX)
832 maxX = frontTopRight.X; 1091 maxX = frontTopRight.X;
833 if (frontTopLeft.X > maxX) 1092 if (frontTopLeft.X > maxX)
@@ -973,15 +1232,20 @@ namespace OpenSim.Region.Framework.Scenes
973 1232
974 public void SaveScriptedState(XmlTextWriter writer) 1233 public void SaveScriptedState(XmlTextWriter writer)
975 { 1234 {
1235 SaveScriptedState(writer, false);
1236 }
1237
1238 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1239 {
976 XmlDocument doc = new XmlDocument(); 1240 XmlDocument doc = new XmlDocument();
977 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1241 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
978 1242
979 SceneObjectPart[] parts = m_parts.GetArray(); 1243 SceneObjectPart[] parts = m_parts.GetArray();
980 for (int i = 0; i < parts.Length; i++) 1244 for (int i = 0; i < parts.Length; i++)
981 { 1245 {
982 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1246 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
983 foreach (KeyValuePair<UUID, string> kvp in pstates) 1247 foreach (KeyValuePair<UUID, string> kvp in pstates)
984 states.Add(kvp.Key, kvp.Value); 1248 states[kvp.Key] = kvp.Value;
985 } 1249 }
986 1250
987 if (states.Count > 0) 1251 if (states.Count > 0)
@@ -1001,6 +1265,169 @@ namespace OpenSim.Region.Framework.Scenes
1001 } 1265 }
1002 1266
1003 /// <summary> 1267 /// <summary>
1268 /// Add the avatar to this linkset (avatar is sat).
1269 /// </summary>
1270 /// <param name="agentID"></param>
1271 public void AddAvatar(UUID agentID)
1272 {
1273 ScenePresence presence;
1274 if (m_scene.TryGetScenePresence(agentID, out presence))
1275 {
1276 if (!m_linkedAvatars.Contains(presence))
1277 {
1278 m_linkedAvatars.Add(presence);
1279 }
1280 }
1281 }
1282
1283 /// <summary>
1284 /// Delete the avatar from this linkset (avatar is unsat).
1285 /// </summary>
1286 /// <param name="agentID"></param>
1287 public void DeleteAvatar(UUID agentID)
1288 {
1289 ScenePresence presence;
1290 if (m_scene.TryGetScenePresence(agentID, out presence))
1291 {
1292 if (m_linkedAvatars.Contains(presence))
1293 {
1294 m_linkedAvatars.Remove(presence);
1295 }
1296 }
1297 }
1298
1299 /// <summary>
1300 /// Returns the list of linked presences (avatars sat on this group)
1301 /// </summary>
1302 /// <param name="agentID"></param>
1303 public List<ScenePresence> GetLinkedAvatars()
1304 {
1305 return m_linkedAvatars;
1306 }
1307
1308 /// <summary>
1309 /// Attach this scene object to the given avatar.
1310 /// </summary>
1311 /// <param name="agentID"></param>
1312 /// <param name="attachmentpoint"></param>
1313 /// <param name="AttachOffset"></param>
1314 private void AttachToAgent(
1315 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1316 {
1317 if (avatar != null)
1318 {
1319 // don't attach attachments to child agents
1320 if (avatar.IsChildAgent) return;
1321
1322 // Remove from database and parcel prim count
1323 m_scene.DeleteFromStorage(so.UUID);
1324 m_scene.EventManager.TriggerParcelPrimCountTainted();
1325
1326 so.AttachedAvatar = avatar.UUID;
1327
1328 if (so.RootPart.PhysActor != null)
1329 {
1330 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1331 so.RootPart.PhysActor = null;
1332 }
1333
1334 so.AbsolutePosition = attachOffset;
1335 so.RootPart.AttachedPos = attachOffset;
1336 so.IsAttachment = true;
1337 so.RootPart.SetParentLocalId(avatar.LocalId);
1338 so.AttachmentPoint = attachmentpoint;
1339
1340 avatar.AddAttachment(this);
1341
1342 if (!silent)
1343 {
1344 // Killing it here will cause the client to deselect it
1345 // It then reappears on the avatar, deselected
1346 // through the full update below
1347 //
1348 if (IsSelected)
1349 {
1350 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1351 }
1352
1353 IsSelected = false; // fudge....
1354 ScheduleGroupForFullUpdate();
1355 }
1356 }
1357 else
1358 {
1359 m_log.WarnFormat(
1360 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1361 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1362 }
1363 }
1364
1365 public byte GetAttachmentPoint()
1366 {
1367 return m_rootPart.Shape.State;
1368 }
1369
1370 public void DetachToGround()
1371 {
1372 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1373 if (avatar == null)
1374 return;
1375
1376 avatar.RemoveAttachment(this);
1377
1378 Vector3 detachedpos = new Vector3(127f,127f,127f);
1379 if (avatar == null)
1380 return;
1381
1382 detachedpos = avatar.AbsolutePosition;
1383 RootPart.FromItemID = UUID.Zero;
1384
1385 AbsolutePosition = detachedpos;
1386 AttachedAvatar = UUID.Zero;
1387
1388 //SceneObjectPart[] parts = m_parts.GetArray();
1389 //for (int i = 0; i < parts.Length; i++)
1390 // parts[i].AttachedAvatar = UUID.Zero;
1391
1392 m_rootPart.SetParentLocalId(0);
1393 AttachmentPoint = (byte)0;
1394 // must check if buildind should be true or false here
1395 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1396 HasGroupChanged = true;
1397 RootPart.Rezzed = DateTime.Now;
1398 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1399 AttachToBackup();
1400 m_scene.EventManager.TriggerParcelPrimCountTainted();
1401 m_rootPart.ScheduleFullUpdate();
1402 m_rootPart.ClearUndoState();
1403 }
1404
1405 public void DetachToInventoryPrep()
1406 {
1407 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1408 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1409 if (avatar != null)
1410 {
1411 //detachedpos = avatar.AbsolutePosition;
1412 avatar.RemoveAttachment(this);
1413 }
1414
1415 AttachedAvatar = UUID.Zero;
1416
1417 /*SceneObjectPart[] parts = m_parts.GetArray();
1418 for (int i = 0; i < parts.Length; i++)
1419 parts[i].AttachedAvatar = UUID.Zero;*/
1420
1421 m_rootPart.SetParentLocalId(0);
1422 //m_rootPart.SetAttachmentPoint((byte)0);
1423 IsAttachment = false;
1424 AbsolutePosition = m_rootPart.AttachedPos;
1425 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1426 //AttachToBackup();
1427 //m_rootPart.ScheduleFullUpdate();
1428 }
1429
1430 /// <summary>
1004 /// 1431 ///
1005 /// </summary> 1432 /// </summary>
1006 /// <param name="part"></param> 1433 /// <param name="part"></param>
@@ -1050,7 +1477,10 @@ namespace OpenSim.Region.Framework.Scenes
1050 public void AddPart(SceneObjectPart part) 1477 public void AddPart(SceneObjectPart part)
1051 { 1478 {
1052 part.SetParent(this); 1479 part.SetParent(this);
1053 part.LinkNum = m_parts.Add(part.UUID, part); 1480 m_parts.Add(part.UUID, part);
1481
1482 part.LinkNum = m_parts.Count;
1483
1054 if (part.LinkNum == 2) 1484 if (part.LinkNum == 2)
1055 RootPart.LinkNum = 1; 1485 RootPart.LinkNum = 1;
1056 } 1486 }
@@ -1158,6 +1588,11 @@ namespace OpenSim.Region.Framework.Scenes
1158 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1588 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1159 public void DeleteGroupFromScene(bool silent) 1589 public void DeleteGroupFromScene(bool silent)
1160 { 1590 {
1591 // We need to keep track of this state in case this group is still queued for backup.
1592 IsDeleted = true;
1593
1594 DetachFromBackup();
1595
1161 SceneObjectPart[] parts = m_parts.GetArray(); 1596 SceneObjectPart[] parts = m_parts.GetArray();
1162 for (int i = 0; i < parts.Length; i++) 1597 for (int i = 0; i < parts.Length; i++)
1163 { 1598 {
@@ -1180,6 +1615,8 @@ namespace OpenSim.Region.Framework.Scenes
1180 } 1615 }
1181 }); 1616 });
1182 } 1617 }
1618
1619
1183 } 1620 }
1184 1621
1185 public void AddScriptLPS(int count) 1622 public void AddScriptLPS(int count)
@@ -1254,28 +1691,43 @@ namespace OpenSim.Region.Framework.Scenes
1254 /// </summary> 1691 /// </summary>
1255 public void ApplyPhysics() 1692 public void ApplyPhysics()
1256 { 1693 {
1257 // Apply physics to the root prim
1258 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1259
1260 // Apply physics to child prims
1261 SceneObjectPart[] parts = m_parts.GetArray(); 1694 SceneObjectPart[] parts = m_parts.GetArray();
1262 if (parts.Length > 1) 1695 if (parts.Length > 1)
1263 { 1696 {
1697 ResetChildPrimPhysicsPositions();
1698
1699 // Apply physics to the root prim
1700 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1701
1702
1264 for (int i = 0; i < parts.Length; i++) 1703 for (int i = 0; i < parts.Length; i++)
1265 { 1704 {
1266 SceneObjectPart part = parts[i]; 1705 SceneObjectPart part = parts[i];
1267 if (part.LocalId != m_rootPart.LocalId) 1706 if (part.LocalId != m_rootPart.LocalId)
1268 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1707 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1269 } 1708 }
1270
1271 // Hack to get the physics scene geometries in the right spot 1709 // Hack to get the physics scene geometries in the right spot
1272 ResetChildPrimPhysicsPositions(); 1710// ResetChildPrimPhysicsPositions();
1711 if (m_rootPart.PhysActor != null)
1712 {
1713 m_rootPart.PhysActor.Building = false;
1714 }
1715 }
1716 else
1717 {
1718 // Apply physics to the root prim
1719 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1273 } 1720 }
1274 } 1721 }
1275 1722
1276 public void SetOwnerId(UUID userId) 1723 public void SetOwnerId(UUID userId)
1277 { 1724 {
1278 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1725 ForEachPart(delegate(SceneObjectPart part)
1726 {
1727
1728 part.OwnerID = userId;
1729
1730 });
1279 } 1731 }
1280 1732
1281 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1733 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1307,11 +1759,17 @@ namespace OpenSim.Region.Framework.Scenes
1307 return; 1759 return;
1308 } 1760 }
1309 1761
1762 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1763 return;
1764
1310 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1765 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1311 // any exception propogate upwards. 1766 // any exception propogate upwards.
1312 try 1767 try
1313 { 1768 {
1314 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1769 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1770 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1771 m_scene.LoadingPrims) // Land may not be valid yet
1772
1315 { 1773 {
1316 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1774 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1317 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1775 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1338,6 +1796,7 @@ namespace OpenSim.Region.Framework.Scenes
1338 } 1796 }
1339 } 1797 }
1340 } 1798 }
1799
1341 } 1800 }
1342 1801
1343 if (m_scene.UseBackup && HasGroupChanged) 1802 if (m_scene.UseBackup && HasGroupChanged)
@@ -1345,6 +1804,20 @@ namespace OpenSim.Region.Framework.Scenes
1345 // don't backup while it's selected or you're asking for changes mid stream. 1804 // don't backup while it's selected or you're asking for changes mid stream.
1346 if (isTimeToPersist() || forcedBackup) 1805 if (isTimeToPersist() || forcedBackup)
1347 { 1806 {
1807 if (m_rootPart.PhysActor != null &&
1808 (!m_rootPart.PhysActor.IsPhysical))
1809 {
1810 // Possible ghost prim
1811 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1812 {
1813 foreach (SceneObjectPart part in m_parts.GetArray())
1814 {
1815 // Re-set physics actor positions and
1816 // orientations
1817 part.GroupPosition = m_rootPart.GroupPosition;
1818 }
1819 }
1820 }
1348// m_log.DebugFormat( 1821// m_log.DebugFormat(
1349// "[SCENE]: Storing {0}, {1} in {2}", 1822// "[SCENE]: Storing {0}, {1} in {2}",
1350// Name, UUID, m_scene.RegionInfo.RegionName); 1823// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1362,6 +1835,11 @@ namespace OpenSim.Region.Framework.Scenes
1362 1835
1363 backup_group.ForEachPart(delegate(SceneObjectPart part) 1836 backup_group.ForEachPart(delegate(SceneObjectPart part)
1364 { 1837 {
1838 if (part.KeyframeMotion != null)
1839 {
1840 part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
1841 part.KeyframeMotion.UpdateSceneObject(this);
1842 }
1365 part.Inventory.ProcessInventoryBackup(datastore); 1843 part.Inventory.ProcessInventoryBackup(datastore);
1366 }); 1844 });
1367 1845
@@ -1414,6 +1892,7 @@ namespace OpenSim.Region.Framework.Scenes
1414 /// <returns></returns> 1892 /// <returns></returns>
1415 public SceneObjectGroup Copy(bool userExposed) 1893 public SceneObjectGroup Copy(bool userExposed)
1416 { 1894 {
1895 m_dupeInProgress = true;
1417 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 1896 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1418 dupe.m_isBackedUp = false; 1897 dupe.m_isBackedUp = false;
1419 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 1898 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
@@ -1428,7 +1907,7 @@ namespace OpenSim.Region.Framework.Scenes
1428 // This is only necessary when userExposed is false! 1907 // This is only necessary when userExposed is false!
1429 1908
1430 bool previousAttachmentStatus = dupe.IsAttachment; 1909 bool previousAttachmentStatus = dupe.IsAttachment;
1431 1910
1432 if (!userExposed) 1911 if (!userExposed)
1433 dupe.IsAttachment = true; 1912 dupe.IsAttachment = true;
1434 1913
@@ -1446,11 +1925,11 @@ namespace OpenSim.Region.Framework.Scenes
1446 dupe.m_rootPart.TrimPermissions(); 1925 dupe.m_rootPart.TrimPermissions();
1447 1926
1448 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 1927 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1449 1928
1450 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1929 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1451 { 1930 {
1452 return p1.LinkNum.CompareTo(p2.LinkNum); 1931 return p1.LinkNum.CompareTo(p2.LinkNum);
1453 } 1932 }
1454 ); 1933 );
1455 1934
1456 foreach (SceneObjectPart part in partList) 1935 foreach (SceneObjectPart part in partList)
@@ -1470,21 +1949,24 @@ namespace OpenSim.Region.Framework.Scenes
1470 if (part.PhysActor != null && userExposed) 1949 if (part.PhysActor != null && userExposed)
1471 { 1950 {
1472 PrimitiveBaseShape pbs = newPart.Shape; 1951 PrimitiveBaseShape pbs = newPart.Shape;
1473 1952
1474 newPart.PhysActor 1953 newPart.PhysActor
1475 = m_scene.PhysicsScene.AddPrimShape( 1954 = m_scene.PhysicsScene.AddPrimShape(
1476 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 1955 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1477 pbs, 1956 pbs,
1478 newPart.AbsolutePosition, 1957 newPart.AbsolutePosition,
1479 newPart.Scale, 1958 newPart.Scale,
1480 newPart.RotationOffset, 1959 //newPart.RotationOffset,
1960 newPart.GetWorldRotation(),
1481 part.PhysActor.IsPhysical, 1961 part.PhysActor.IsPhysical,
1482 newPart.LocalId); 1962 newPart.LocalId);
1483 1963
1484 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); 1964 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1485 } 1965 }
1486 } 1966 }
1487 1967 if (dupe.m_rootPart.PhysActor != null && userExposed)
1968 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
1969
1488 if (userExposed) 1970 if (userExposed)
1489 { 1971 {
1490 dupe.UpdateParentIDs(); 1972 dupe.UpdateParentIDs();
@@ -1494,6 +1976,7 @@ namespace OpenSim.Region.Framework.Scenes
1494 ScheduleGroupForFullUpdate(); 1976 ScheduleGroupForFullUpdate();
1495 } 1977 }
1496 1978
1979 m_dupeInProgress = false;
1497 return dupe; 1980 return dupe;
1498 } 1981 }
1499 1982
@@ -1506,10 +1989,18 @@ namespace OpenSim.Region.Framework.Scenes
1506 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 1989 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1507 { 1990 {
1508 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); 1991 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
1992 if (userExposed)
1993 RootPart.Velocity = Vector3.Zero; // In case source is moving
1509 } 1994 }
1510 1995
1511 public void ScriptSetPhysicsStatus(bool usePhysics) 1996 public void ScriptSetPhysicsStatus(bool usePhysics)
1512 { 1997 {
1998 if (usePhysics)
1999 {
2000 if (RootPart.KeyframeMotion != null)
2001 RootPart.KeyframeMotion.Stop();
2002 RootPart.KeyframeMotion = null;
2003 }
1513 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2004 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
1514 } 2005 }
1515 2006
@@ -1573,32 +2064,12 @@ namespace OpenSim.Region.Framework.Scenes
1573 } 2064 }
1574 } 2065 }
1575 2066
1576 public void setAngularImpulse(Vector3 impulse)
1577 {
1578 if (RootPart.PhysActor != null)
1579 {
1580 if (!IsAttachment)
1581 {
1582 RootPart.PhysActor.Torque = impulse;
1583 m_scene.PhysicsScene.AddPhysicsActorTaint(RootPart.PhysActor);
1584 }
1585 }
1586 }
1587
1588 public Vector3 GetTorque() 2067 public Vector3 GetTorque()
1589 { 2068 {
1590 if (RootPart.PhysActor != null) 2069 return RootPart.Torque;
1591 {
1592 if (!IsAttachment)
1593 {
1594 Vector3 torque = RootPart.PhysActor.Torque;
1595 return torque;
1596 }
1597 }
1598
1599 return Vector3.Zero;
1600 } 2070 }
1601 2071
2072 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1602 public void moveToTarget(Vector3 target, float tau) 2073 public void moveToTarget(Vector3 target, float tau)
1603 { 2074 {
1604 if (IsAttachment) 2075 if (IsAttachment)
@@ -1626,6 +2097,46 @@ namespace OpenSim.Region.Framework.Scenes
1626 RootPart.PhysActor.PIDActive = false; 2097 RootPart.PhysActor.PIDActive = false;
1627 } 2098 }
1628 2099
2100 public void rotLookAt(Quaternion target, float strength, float damping)
2101 {
2102 SceneObjectPart rootpart = m_rootPart;
2103 if (rootpart != null)
2104 {
2105 if (IsAttachment)
2106 {
2107 /*
2108 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2109 if (avatar != null)
2110 {
2111 Rotate the Av?
2112 } */
2113 }
2114 else
2115 {
2116 if (rootpart.PhysActor != null)
2117 { // APID must be implemented in your physics system for this to function.
2118 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2119 rootpart.PhysActor.APIDStrength = strength;
2120 rootpart.PhysActor.APIDDamping = damping;
2121 rootpart.PhysActor.APIDActive = true;
2122 }
2123 }
2124 }
2125 }
2126
2127 public void stopLookAt()
2128 {
2129 SceneObjectPart rootpart = m_rootPart;
2130 if (rootpart != null)
2131 {
2132 if (rootpart.PhysActor != null)
2133 { // APID must be implemented in your physics system for this to function.
2134 rootpart.PhysActor.APIDActive = false;
2135 }
2136 }
2137
2138 }
2139
1629 /// <summary> 2140 /// <summary>
1630 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2141 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1631 /// </summary> 2142 /// </summary>
@@ -1681,6 +2192,8 @@ namespace OpenSim.Region.Framework.Scenes
1681 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2192 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1682 { 2193 {
1683 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2194 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2195 newPart.SetParent(this);
2196
1684 AddPart(newPart); 2197 AddPart(newPart);
1685 2198
1686 SetPartAsNonRoot(newPart); 2199 SetPartAsNonRoot(newPart);
@@ -1809,11 +2322,11 @@ namespace OpenSim.Region.Framework.Scenes
1809 /// Immediately send a full update for this scene object. 2322 /// Immediately send a full update for this scene object.
1810 /// </summary> 2323 /// </summary>
1811 public void SendGroupFullUpdate() 2324 public void SendGroupFullUpdate()
1812 { 2325 {
1813 if (IsDeleted) 2326 if (IsDeleted)
1814 return; 2327 return;
1815 2328
1816// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2329// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1817 2330
1818 RootPart.SendFullUpdateToAllClients(); 2331 RootPart.SendFullUpdateToAllClients();
1819 2332
@@ -1957,6 +2470,11 @@ namespace OpenSim.Region.Framework.Scenes
1957 /// <param name="objectGroup">The group of prims which should be linked to this group</param> 2470 /// <param name="objectGroup">The group of prims which should be linked to this group</param>
1958 public void LinkToGroup(SceneObjectGroup objectGroup) 2471 public void LinkToGroup(SceneObjectGroup objectGroup)
1959 { 2472 {
2473 LinkToGroup(objectGroup, false);
2474 }
2475
2476 public void LinkToGroup(SceneObjectGroup objectGroup, bool insert)
2477 {
1960// m_log.DebugFormat( 2478// m_log.DebugFormat(
1961// "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}", 2479// "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}",
1962// objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID); 2480// objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID);
@@ -1990,7 +2508,20 @@ namespace OpenSim.Region.Framework.Scenes
1990 2508
1991 lock (m_parts.SyncRoot) 2509 lock (m_parts.SyncRoot)
1992 { 2510 {
1993 int linkNum = PrimCount + 1; 2511 int linkNum;
2512 if (insert)
2513 {
2514 linkNum = 2;
2515 foreach (SceneObjectPart part in Parts)
2516 {
2517 if (part.LinkNum > 1)
2518 part.LinkNum++;
2519 }
2520 }
2521 else
2522 {
2523 linkNum = PrimCount + 1;
2524 }
1994 2525
1995 m_parts.Add(linkPart.UUID, linkPart); 2526 m_parts.Add(linkPart.UUID, linkPart);
1996 2527
@@ -2018,7 +2549,7 @@ namespace OpenSim.Region.Framework.Scenes
2018 objectGroup.IsDeleted = true; 2549 objectGroup.IsDeleted = true;
2019 2550
2020 objectGroup.m_parts.Clear(); 2551 objectGroup.m_parts.Clear();
2021 2552
2022 // Can't do this yet since backup still makes use of the root part without any synchronization 2553 // Can't do this yet since backup still makes use of the root part without any synchronization
2023// objectGroup.m_rootPart = null; 2554// objectGroup.m_rootPart = null;
2024 2555
@@ -2152,6 +2683,7 @@ namespace OpenSim.Region.Framework.Scenes
2152 /// <param name="objectGroup"></param> 2683 /// <param name="objectGroup"></param>
2153 public virtual void DetachFromBackup() 2684 public virtual void DetachFromBackup()
2154 { 2685 {
2686 m_scene.SceneGraph.FireDetachFromBackup(this);
2155 if (m_isBackedUp && Scene != null) 2687 if (m_isBackedUp && Scene != null)
2156 m_scene.EventManager.OnBackup -= ProcessBackup; 2688 m_scene.EventManager.OnBackup -= ProcessBackup;
2157 2689
@@ -2170,7 +2702,8 @@ namespace OpenSim.Region.Framework.Scenes
2170 2702
2171 axPos *= parentRot; 2703 axPos *= parentRot;
2172 part.OffsetPosition = axPos; 2704 part.OffsetPosition = axPos;
2173 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2705 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2706 part.GroupPosition = newPos;
2174 part.OffsetPosition = Vector3.Zero; 2707 part.OffsetPosition = Vector3.Zero;
2175 part.RotationOffset = worldRot; 2708 part.RotationOffset = worldRot;
2176 2709
@@ -2181,7 +2714,7 @@ namespace OpenSim.Region.Framework.Scenes
2181 2714
2182 part.LinkNum = linkNum; 2715 part.LinkNum = linkNum;
2183 2716
2184 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2717 part.OffsetPosition = newPos - AbsolutePosition;
2185 2718
2186 Quaternion rootRotation = m_rootPart.RotationOffset; 2719 Quaternion rootRotation = m_rootPart.RotationOffset;
2187 2720
@@ -2191,7 +2724,7 @@ namespace OpenSim.Region.Framework.Scenes
2191 2724
2192 parentRot = m_rootPart.RotationOffset; 2725 parentRot = m_rootPart.RotationOffset;
2193 oldRot = part.RotationOffset; 2726 oldRot = part.RotationOffset;
2194 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2727 Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot;
2195 part.RotationOffset = newRot; 2728 part.RotationOffset = newRot;
2196 } 2729 }
2197 2730
@@ -2438,8 +2971,31 @@ namespace OpenSim.Region.Framework.Scenes
2438 } 2971 }
2439 } 2972 }
2440 2973
2974/*
2975 RootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
2441 for (int i = 0; i < parts.Length; i++) 2976 for (int i = 0; i < parts.Length; i++)
2442 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 2977 {
2978 if (parts[i] != RootPart)
2979 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
2980 }
2981*/
2982 if (parts.Length > 1)
2983 {
2984 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
2985
2986 for (int i = 0; i < parts.Length; i++)
2987 {
2988
2989 if (parts[i].UUID != m_rootPart.UUID)
2990 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
2991 }
2992
2993 if (m_rootPart.PhysActor != null)
2994 m_rootPart.PhysActor.Building = false;
2995 }
2996 else
2997 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
2998
2443 } 2999 }
2444 } 3000 }
2445 3001
@@ -2452,6 +3008,17 @@ namespace OpenSim.Region.Framework.Scenes
2452 } 3008 }
2453 } 3009 }
2454 3010
3011
3012
3013 /// <summary>
3014 /// Gets the number of parts
3015 /// </summary>
3016 /// <returns></returns>
3017 public int GetPartCount()
3018 {
3019 return Parts.Count();
3020 }
3021
2455 /// <summary> 3022 /// <summary>
2456 /// Update the texture entry for this part 3023 /// Update the texture entry for this part
2457 /// </summary> 3024 /// </summary>
@@ -2513,7 +3080,6 @@ namespace OpenSim.Region.Framework.Scenes
2513 { 3080 {
2514// m_log.DebugFormat( 3081// m_log.DebugFormat(
2515// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); 3082// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2516
2517 RootPart.StoreUndoState(true); 3083 RootPart.StoreUndoState(true);
2518 3084
2519 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 3085 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
@@ -2614,7 +3180,6 @@ namespace OpenSim.Region.Framework.Scenes
2614 prevScale.X *= x; 3180 prevScale.X *= x;
2615 prevScale.Y *= y; 3181 prevScale.Y *= y;
2616 prevScale.Z *= z; 3182 prevScale.Z *= z;
2617
2618// RootPart.IgnoreUndoUpdate = true; 3183// RootPart.IgnoreUndoUpdate = true;
2619 RootPart.Resize(prevScale); 3184 RootPart.Resize(prevScale);
2620// RootPart.IgnoreUndoUpdate = false; 3185// RootPart.IgnoreUndoUpdate = false;
@@ -2645,7 +3210,9 @@ namespace OpenSim.Region.Framework.Scenes
2645 } 3210 }
2646 3211
2647// obPart.IgnoreUndoUpdate = false; 3212// obPart.IgnoreUndoUpdate = false;
2648// obPart.StoreUndoState(); 3213 HasGroupChanged = true;
3214 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3215 ScheduleGroupForTerseUpdate();
2649 } 3216 }
2650 3217
2651// m_log.DebugFormat( 3218// m_log.DebugFormat(
@@ -2705,9 +3272,9 @@ namespace OpenSim.Region.Framework.Scenes
2705 { 3272 {
2706 SceneObjectPart part = GetChildPart(localID); 3273 SceneObjectPart part = GetChildPart(localID);
2707 3274
2708// SceneObjectPart[] parts = m_parts.GetArray(); 3275 SceneObjectPart[] parts = m_parts.GetArray();
2709// for (int i = 0; i < parts.Length; i++) 3276 for (int i = 0; i < parts.Length; i++)
2710// parts[i].StoreUndoState(); 3277 parts[i].StoreUndoState();
2711 3278
2712 if (part != null) 3279 if (part != null)
2713 { 3280 {
@@ -2763,10 +3330,27 @@ namespace OpenSim.Region.Framework.Scenes
2763 obPart.OffsetPosition = obPart.OffsetPosition + diff; 3330 obPart.OffsetPosition = obPart.OffsetPosition + diff;
2764 } 3331 }
2765 3332
2766 AbsolutePosition = newPos; 3333 //We have to set undoing here because otherwise an undo state will be saved
3334 if (!m_rootPart.Undoing)
3335 {
3336 m_rootPart.Undoing = true;
3337 AbsolutePosition = newPos;
3338 m_rootPart.Undoing = false;
3339 }
3340 else
3341 {
3342 AbsolutePosition = newPos;
3343 }
2767 3344
2768 HasGroupChanged = true; 3345 HasGroupChanged = true;
2769 ScheduleGroupForTerseUpdate(); 3346 if (m_rootPart.Undoing)
3347 {
3348 ScheduleGroupForFullUpdate();
3349 }
3350 else
3351 {
3352 ScheduleGroupForTerseUpdate();
3353 }
2770 } 3354 }
2771 3355
2772 #endregion 3356 #endregion
@@ -2843,10 +3427,7 @@ namespace OpenSim.Region.Framework.Scenes
2843 public void UpdateSingleRotation(Quaternion rot, uint localID) 3427 public void UpdateSingleRotation(Quaternion rot, uint localID)
2844 { 3428 {
2845 SceneObjectPart part = GetChildPart(localID); 3429 SceneObjectPart part = GetChildPart(localID);
2846
2847 SceneObjectPart[] parts = m_parts.GetArray(); 3430 SceneObjectPart[] parts = m_parts.GetArray();
2848 for (int i = 0; i < parts.Length; i++)
2849 parts[i].StoreUndoState();
2850 3431
2851 if (part != null) 3432 if (part != null)
2852 { 3433 {
@@ -2884,7 +3465,16 @@ namespace OpenSim.Region.Framework.Scenes
2884 if (part.UUID == m_rootPart.UUID) 3465 if (part.UUID == m_rootPart.UUID)
2885 { 3466 {
2886 UpdateRootRotation(rot); 3467 UpdateRootRotation(rot);
2887 AbsolutePosition = pos; 3468 if (!m_rootPart.Undoing)
3469 {
3470 m_rootPart.Undoing = true;
3471 AbsolutePosition = pos;
3472 m_rootPart.Undoing = false;
3473 }
3474 else
3475 {
3476 AbsolutePosition = pos;
3477 }
2888 } 3478 }
2889 else 3479 else
2890 { 3480 {
@@ -2908,9 +3498,10 @@ namespace OpenSim.Region.Framework.Scenes
2908 3498
2909 Quaternion axRot = rot; 3499 Quaternion axRot = rot;
2910 Quaternion oldParentRot = m_rootPart.RotationOffset; 3500 Quaternion oldParentRot = m_rootPart.RotationOffset;
2911
2912 m_rootPart.StoreUndoState(); 3501 m_rootPart.StoreUndoState();
2913 m_rootPart.UpdateRotation(rot); 3502
3503 //Don't use UpdateRotation because it schedules an update prematurely
3504 m_rootPart.RotationOffset = rot;
2914 if (m_rootPart.PhysActor != null) 3505 if (m_rootPart.PhysActor != null)
2915 { 3506 {
2916 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; 3507 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
@@ -2924,15 +3515,17 @@ namespace OpenSim.Region.Framework.Scenes
2924 if (prim.UUID != m_rootPart.UUID) 3515 if (prim.UUID != m_rootPart.UUID)
2925 { 3516 {
2926 prim.IgnoreUndoUpdate = true; 3517 prim.IgnoreUndoUpdate = true;
3518
3519 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3520 NewRot = Quaternion.Inverse(axRot) * NewRot;
3521 prim.RotationOffset = NewRot;
3522
2927 Vector3 axPos = prim.OffsetPosition; 3523 Vector3 axPos = prim.OffsetPosition;
3524
2928 axPos *= oldParentRot; 3525 axPos *= oldParentRot;
2929 axPos *= Quaternion.Inverse(axRot); 3526 axPos *= Quaternion.Inverse(axRot);
2930 prim.OffsetPosition = axPos; 3527 prim.OffsetPosition = axPos;
2931 Quaternion primsRot = prim.RotationOffset; 3528
2932 Quaternion newRot = oldParentRot * primsRot;
2933 newRot = Quaternion.Inverse(axRot) * newRot;
2934 prim.RotationOffset = newRot;
2935 prim.ScheduleTerseUpdate();
2936 prim.IgnoreUndoUpdate = false; 3529 prim.IgnoreUndoUpdate = false;
2937 } 3530 }
2938 } 3531 }
@@ -2946,8 +3539,8 @@ namespace OpenSim.Region.Framework.Scenes
2946//// childpart.StoreUndoState(); 3539//// childpart.StoreUndoState();
2947// } 3540// }
2948// } 3541// }
2949 3542 HasGroupChanged = true;
2950 m_rootPart.ScheduleTerseUpdate(); 3543 ScheduleGroupForFullUpdate();
2951 3544
2952// m_log.DebugFormat( 3545// m_log.DebugFormat(
2953// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3546// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}",
@@ -3175,7 +3768,6 @@ namespace OpenSim.Region.Framework.Scenes
3175 public float GetMass() 3768 public float GetMass()
3176 { 3769 {
3177 float retmass = 0f; 3770 float retmass = 0f;
3178
3179 SceneObjectPart[] parts = m_parts.GetArray(); 3771 SceneObjectPart[] parts = m_parts.GetArray();
3180 for (int i = 0; i < parts.Length; i++) 3772 for (int i = 0; i < parts.Length; i++)
3181 retmass += parts[i].GetMass(); 3773 retmass += parts[i].GetMass();
@@ -3271,6 +3863,14 @@ namespace OpenSim.Region.Framework.Scenes
3271 SetFromItemID(uuid); 3863 SetFromItemID(uuid);
3272 } 3864 }
3273 3865
3866 public void ResetOwnerChangeFlag()
3867 {
3868 ForEachPart(delegate(SceneObjectPart part)
3869 {
3870 part.ResetOwnerChangeFlag();
3871 });
3872 }
3873
3274 #endregion 3874 #endregion
3275 } 3875 }
3276} 3876}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 65905a0..1c72b10 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -62,7 +62,8 @@ namespace OpenSim.Region.Framework.Scenes
62 TELEPORT = 512, 62 TELEPORT = 512,
63 REGION_RESTART = 1024, 63 REGION_RESTART = 1024,
64 MEDIA = 2048, 64 MEDIA = 2048,
65 ANIMATION = 16384 65 ANIMATION = 16384,
66 POSITION = 32768
66 } 67 }
67 68
68 // I don't really know where to put this except here. 69 // I don't really know where to put this except here.
@@ -184,6 +185,15 @@ namespace OpenSim.Region.Framework.Scenes
184 185
185 public UUID FromFolderID; 186 public UUID FromFolderID;
186 187
188 // The following two are to hold the attachment data
189 // while an object is inworld
190 [XmlIgnore]
191 public byte AttachPoint = 0;
192
193 [XmlIgnore]
194 public Vector3 AttachOffset = Vector3.Zero;
195
196 [XmlIgnore]
187 public int STATUS_ROTATE_X; 197 public int STATUS_ROTATE_X;
188 198
189 public int STATUS_ROTATE_Y; 199 public int STATUS_ROTATE_Y;
@@ -210,8 +220,7 @@ namespace OpenSim.Region.Framework.Scenes
210 220
211 public Vector3 RotationAxis = Vector3.One; 221 public Vector3 RotationAxis = Vector3.One;
212 222
213 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 223 public bool VolumeDetectActive;
214 // Certainly this must be a persistant setting finally
215 224
216 public bool IsWaitingForFirstSpinUpdatePacket; 225 public bool IsWaitingForFirstSpinUpdatePacket;
217 226
@@ -251,6 +260,7 @@ namespace OpenSim.Region.Framework.Scenes
251 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 260 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
252 private Vector3 m_sitTargetPosition; 261 private Vector3 m_sitTargetPosition;
253 private string m_sitAnimation = "SIT"; 262 private string m_sitAnimation = "SIT";
263 private bool m_occupied; // KF if any av is sitting on this prim
254 private string m_text = String.Empty; 264 private string m_text = String.Empty;
255 private string m_touchName = String.Empty; 265 private string m_touchName = String.Empty;
256 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); 266 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5);
@@ -283,6 +293,9 @@ namespace OpenSim.Region.Framework.Scenes
283 protected Vector3 m_lastAcceleration; 293 protected Vector3 m_lastAcceleration;
284 protected Vector3 m_lastAngularVelocity; 294 protected Vector3 m_lastAngularVelocity;
285 protected int m_lastTerseSent; 295 protected int m_lastTerseSent;
296 protected float m_buoyancy = 0.0f;
297 protected Vector3 m_force;
298 protected Vector3 m_torque;
286 299
287 /// <summary> 300 /// <summary>
288 /// Stores media texture data 301 /// Stores media texture data
@@ -299,6 +312,17 @@ namespace OpenSim.Region.Framework.Scenes
299 private UUID m_collisionSound; 312 private UUID m_collisionSound;
300 private float m_collisionSoundVolume; 313 private float m_collisionSoundVolume;
301 314
315
316 private SOPVehicle m_vehicle = null;
317
318 private KeyframeMotion m_keyframeMotion = null;
319
320 public KeyframeMotion KeyframeMotion
321 {
322 get; set;
323 }
324
325
302 #endregion Fields 326 #endregion Fields
303 327
304// ~SceneObjectPart() 328// ~SceneObjectPart()
@@ -341,7 +365,7 @@ namespace OpenSim.Region.Framework.Scenes
341 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 365 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
342 Quaternion rotationOffset, Vector3 offsetPosition) : this() 366 Quaternion rotationOffset, Vector3 offsetPosition) : this()
343 { 367 {
344 m_name = "Primitive"; 368 m_name = "Object";
345 369
346 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 370 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
347 LastOwnerID = CreatorID = OwnerID = ownerID; 371 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -381,7 +405,7 @@ namespace OpenSim.Region.Framework.Scenes
381 private uint _ownerMask = (uint)PermissionMask.All; 405 private uint _ownerMask = (uint)PermissionMask.All;
382 private uint _groupMask = (uint)PermissionMask.None; 406 private uint _groupMask = (uint)PermissionMask.None;
383 private uint _everyoneMask = (uint)PermissionMask.None; 407 private uint _everyoneMask = (uint)PermissionMask.None;
384 private uint _nextOwnerMask = (uint)PermissionMask.All; 408 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
385 private PrimFlags _flags = PrimFlags.None; 409 private PrimFlags _flags = PrimFlags.None;
386 private DateTime m_expires; 410 private DateTime m_expires;
387 private DateTime m_rezzed; 411 private DateTime m_rezzed;
@@ -475,12 +499,16 @@ namespace OpenSim.Region.Framework.Scenes
475 } 499 }
476 500
477 /// <value> 501 /// <value>
478 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 502 /// Get the inventory list
479 /// </value> 503 /// </value>
480 public TaskInventoryDictionary TaskInventory 504 public TaskInventoryDictionary TaskInventory
481 { 505 {
482 get { return m_inventory.Items; } 506 get {
483 set { m_inventory.Items = value; } 507 return m_inventory.Items;
508 }
509 set {
510 m_inventory.Items = value;
511 }
484 } 512 }
485 513
486 /// <summary> 514 /// <summary>
@@ -624,14 +652,12 @@ namespace OpenSim.Region.Framework.Scenes
624 set { m_LoopSoundSlavePrims = value; } 652 set { m_LoopSoundSlavePrims = value; }
625 } 653 }
626 654
627
628 public Byte[] TextureAnimation 655 public Byte[] TextureAnimation
629 { 656 {
630 get { return m_TextureAnimation; } 657 get { return m_TextureAnimation; }
631 set { m_TextureAnimation = value; } 658 set { m_TextureAnimation = value; }
632 } 659 }
633 660
634
635 public Byte[] ParticleSystem 661 public Byte[] ParticleSystem
636 { 662 {
637 get { return m_particleSystem; } 663 get { return m_particleSystem; }
@@ -668,9 +694,11 @@ namespace OpenSim.Region.Framework.Scenes
668 { 694 {
669 // If this is a linkset, we don't want the physics engine mucking up our group position here. 695 // If this is a linkset, we don't want the physics engine mucking up our group position here.
670 PhysicsActor actor = PhysActor; 696 PhysicsActor actor = PhysActor;
671 if (actor != null && ParentID == 0) 697 if (ParentID == 0)
672 { 698 {
673 m_groupPosition = actor.Position; 699 if (actor != null)
700 m_groupPosition = actor.Position;
701 return m_groupPosition;
674 } 702 }
675 703
676 if (ParentGroup.IsAttachment) 704 if (ParentGroup.IsAttachment)
@@ -680,12 +708,14 @@ namespace OpenSim.Region.Framework.Scenes
680 return sp.AbsolutePosition; 708 return sp.AbsolutePosition;
681 } 709 }
682 710
711 // use root prim's group position. Physics may have updated it
712 if (ParentGroup.RootPart != this)
713 m_groupPosition = ParentGroup.RootPart.GroupPosition;
683 return m_groupPosition; 714 return m_groupPosition;
684 } 715 }
685 set 716 set
686 { 717 {
687 m_groupPosition = value; 718 m_groupPosition = value;
688
689 PhysicsActor actor = PhysActor; 719 PhysicsActor actor = PhysActor;
690 if (actor != null) 720 if (actor != null)
691 { 721 {
@@ -711,16 +741,6 @@ namespace OpenSim.Region.Framework.Scenes
711 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 741 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
712 } 742 }
713 } 743 }
714
715 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
716 if (SitTargetAvatar != UUID.Zero)
717 {
718 ScenePresence avatar;
719 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
720 {
721 avatar.ParentPosition = GetWorldPosition();
722 }
723 }
724 } 744 }
725 } 745 }
726 746
@@ -729,7 +749,7 @@ namespace OpenSim.Region.Framework.Scenes
729 get { return m_offsetPosition; } 749 get { return m_offsetPosition; }
730 set 750 set
731 { 751 {
732// StoreUndoState(); 752 Vector3 oldpos = m_offsetPosition;
733 m_offsetPosition = value; 753 m_offsetPosition = value;
734 754
735 if (ParentGroup != null && !ParentGroup.IsDeleted) 755 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -744,7 +764,22 @@ namespace OpenSim.Region.Framework.Scenes
744 if (ParentGroup.Scene != null) 764 if (ParentGroup.Scene != null)
745 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 765 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
746 } 766 }
767
768 if (!m_parentGroup.m_dupeInProgress)
769 {
770 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
771 foreach (ScenePresence av in avs)
772 {
773 if (av.ParentID == m_localId)
774 {
775 Vector3 offset = (m_offsetPosition - oldpos);
776 av.AbsolutePosition += offset;
777 av.SendAvatarDataToAllAgents();
778 }
779 }
780 }
747 } 781 }
782 TriggerScriptChangedEvent(Changed.POSITION);
748 } 783 }
749 } 784 }
750 785
@@ -881,7 +916,7 @@ namespace OpenSim.Region.Framework.Scenes
881 get 916 get
882 { 917 {
883 PhysicsActor actor = PhysActor; 918 PhysicsActor actor = PhysActor;
884 if ((actor != null) && actor.IsPhysical) 919 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this)
885 { 920 {
886 m_angularVelocity = actor.RotationalVelocity; 921 m_angularVelocity = actor.RotationalVelocity;
887 } 922 }
@@ -893,7 +928,16 @@ namespace OpenSim.Region.Framework.Scenes
893 /// <summary></summary> 928 /// <summary></summary>
894 public Vector3 Acceleration 929 public Vector3 Acceleration
895 { 930 {
896 get { return m_acceleration; } 931 get
932 {
933 PhysicsActor actor = PhysActor;
934 if (actor != null)
935 {
936 m_acceleration = actor.Acceleration;
937 }
938 return m_acceleration;
939 }
940
897 set { m_acceleration = value; } 941 set { m_acceleration = value; }
898 } 942 }
899 943
@@ -1030,10 +1074,7 @@ namespace OpenSim.Region.Framework.Scenes
1030 { 1074 {
1031 get 1075 get
1032 { 1076 {
1033 if (ParentGroup.IsAttachment) 1077 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1034 return GroupPosition;
1035
1036 return m_offsetPosition + m_groupPosition;
1037 } 1078 }
1038 } 1079 }
1039 1080
@@ -1203,6 +1244,13 @@ namespace OpenSim.Region.Framework.Scenes
1203 _flags = value; 1244 _flags = value;
1204 } 1245 }
1205 } 1246 }
1247
1248 [XmlIgnore]
1249 public bool IsOccupied // KF If an av is sittingon this prim
1250 {
1251 get { return m_occupied; }
1252 set { m_occupied = value; }
1253 }
1206 1254
1207 /// <summary> 1255 /// <summary>
1208 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero 1256 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero
@@ -1262,6 +1310,74 @@ namespace OpenSim.Region.Framework.Scenes
1262 set { m_collisionSoundVolume = value; } 1310 set { m_collisionSoundVolume = value; }
1263 } 1311 }
1264 1312
1313 public float Buoyancy
1314 {
1315 get
1316 {
1317 if (ParentGroup.RootPart == this)
1318 return m_buoyancy;
1319
1320 return ParentGroup.RootPart.Buoyancy;
1321 }
1322 set
1323 {
1324 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1325 {
1326 ParentGroup.RootPart.Buoyancy = value;
1327 return;
1328 }
1329 m_buoyancy = value;
1330 if (PhysActor != null)
1331 PhysActor.Buoyancy = value;
1332 }
1333 }
1334
1335 public Vector3 Force
1336 {
1337 get
1338 {
1339 if (ParentGroup.RootPart == this)
1340 return m_force;
1341
1342 return ParentGroup.RootPart.Force;
1343 }
1344
1345 set
1346 {
1347 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1348 {
1349 ParentGroup.RootPart.Force = value;
1350 return;
1351 }
1352 m_force = value;
1353 if (PhysActor != null)
1354 PhysActor.Force = value;
1355 }
1356 }
1357
1358 public Vector3 Torque
1359 {
1360 get
1361 {
1362 if (ParentGroup.RootPart == this)
1363 return m_torque;
1364
1365 return ParentGroup.RootPart.Torque;
1366 }
1367
1368 set
1369 {
1370 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1371 {
1372 ParentGroup.RootPart.Torque = value;
1373 return;
1374 }
1375 m_torque = value;
1376 if (PhysActor != null)
1377 PhysActor.Torque = value;
1378 }
1379 }
1380
1265 #endregion Public Properties with only Get 1381 #endregion Public Properties with only Get
1266 1382
1267 private uint ApplyMask(uint val, bool set, uint mask) 1383 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1437,20 +1553,24 @@ namespace OpenSim.Region.Framework.Scenes
1437 /// </summary> 1553 /// </summary>
1438 /// <param name="impulsei">Vector force</param> 1554 /// <param name="impulsei">Vector force</param>
1439 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> 1555 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1440 public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) 1556
1557 // this is actualy Set Torque.. keeping naming so not to edit lslapi also
1558 public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
1441 { 1559 {
1442 Vector3 impulse = impulsei; 1560 Vector3 torque = torquei;
1443 1561
1444 if (localGlobalTF) 1562 if (localGlobalTF)
1445 { 1563 {
1564/*
1446 Quaternion grot = GetWorldRotation(); 1565 Quaternion grot = GetWorldRotation();
1447 Quaternion AXgrot = grot; 1566 Quaternion AXgrot = grot;
1448 Vector3 AXimpulsei = impulsei; 1567 Vector3 AXimpulsei = impulsei;
1449 Vector3 newimpulse = AXimpulsei * AXgrot; 1568 Vector3 newimpulse = AXimpulsei * AXgrot;
1450 impulse = newimpulse; 1569 */
1570 torque *= GetWorldRotation();
1451 } 1571 }
1452 1572
1453 ParentGroup.setAngularImpulse(impulse); 1573 Torque = torque;
1454 } 1574 }
1455 1575
1456 /// <summary> 1576 /// <summary>
@@ -1458,7 +1578,8 @@ namespace OpenSim.Region.Framework.Scenes
1458 /// </summary> 1578 /// </summary>
1459 /// <param name="rootObjectFlags"></param> 1579 /// <param name="rootObjectFlags"></param>
1460 /// <param name="VolumeDetectActive"></param> 1580 /// <param name="VolumeDetectActive"></param>
1461 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) 1581// public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive)
1582 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive, bool building)
1462 { 1583 {
1463 if (!ParentGroup.Scene.CollidablePrims) 1584 if (!ParentGroup.Scene.CollidablePrims)
1464 return; 1585 return;
@@ -1487,6 +1608,8 @@ namespace OpenSim.Region.Framework.Scenes
1487 // or flexible 1608 // or flexible
1488 if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible)) 1609 if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1489 { 1610 {
1611 Vector3 velocity = Velocity;
1612 Vector3 rotationalVelocity = AngularVelocity;
1490 try 1613 try
1491 { 1614 {
1492 PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape( 1615 PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(
@@ -1494,7 +1617,8 @@ namespace OpenSim.Region.Framework.Scenes
1494 Shape, 1617 Shape,
1495 AbsolutePosition, 1618 AbsolutePosition,
1496 Scale, 1619 Scale,
1497 RotationOffset, 1620// RotationOffset,
1621 GetWorldRotation(), // physics wants world rotation
1498 RigidBody, 1622 RigidBody,
1499 m_localId); 1623 m_localId);
1500 } 1624 }
@@ -1509,8 +1633,29 @@ namespace OpenSim.Region.Framework.Scenes
1509 { 1633 {
1510 PhysActor.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 1634 PhysActor.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
1511 PhysActor.SetMaterial(Material); 1635 PhysActor.SetMaterial(Material);
1636
1637 // if root part apply vehicle
1638 if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
1639 m_vehicle.SetVehicle(PhysActor);
1640
1512 DoPhysicsPropertyUpdate(RigidBody, true); 1641 DoPhysicsPropertyUpdate(RigidBody, true);
1513 PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0); 1642 PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
1643
1644 if (!building)
1645 PhysActor.Building = false;
1646
1647 Velocity = velocity;
1648 AngularVelocity = rotationalVelocity;
1649 PhysActor.Velocity = velocity;
1650 PhysActor.RotationalVelocity = rotationalVelocity;
1651
1652 // if not vehicle and root part apply force and torque
1653 if ((m_vehicle == null || m_vehicle.Type == Vehicle.TYPE_NONE)
1654 && LocalId == ParentGroup.RootPart.LocalId)
1655 {
1656 PhysActor.Force = Force;
1657 PhysActor.Torque = Torque;
1658 }
1514 } 1659 }
1515 } 1660 }
1516 } 1661 }
@@ -1582,6 +1727,9 @@ namespace OpenSim.Region.Framework.Scenes
1582 1727
1583 // Move afterwards ResetIDs as it clears the localID 1728 // Move afterwards ResetIDs as it clears the localID
1584 dupe.LocalId = localID; 1729 dupe.LocalId = localID;
1730 if(dupe.PhysActor != null)
1731 dupe.PhysActor.LocalID = localID;
1732
1585 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1733 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1586 dupe.LastOwnerID = OwnerID; 1734 dupe.LastOwnerID = OwnerID;
1587 1735
@@ -1743,6 +1891,11 @@ namespace OpenSim.Region.Framework.Scenes
1743 if (!isNew) 1891 if (!isNew)
1744 ParentGroup.Scene.RemovePhysicalPrim(1); 1892 ParentGroup.Scene.RemovePhysicalPrim(1);
1745 1893
1894 Velocity = new Vector3(0, 0, 0);
1895 Acceleration = new Vector3(0, 0, 0);
1896 if (ParentGroup.RootPart == this)
1897 AngularVelocity = new Vector3(0, 0, 0);
1898
1746 PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 1899 PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
1747 PhysActor.OnOutOfBounds -= PhysicsOutOfBounds; 1900 PhysActor.OnOutOfBounds -= PhysicsOutOfBounds;
1748 PhysActor.delink(); 1901 PhysActor.delink();
@@ -1765,7 +1918,8 @@ namespace OpenSim.Region.Framework.Scenes
1765 // velocity-vector. 1918 // velocity-vector.
1766 Velocity = new Vector3(0, 0, 0); 1919 Velocity = new Vector3(0, 0, 0);
1767 Acceleration = new Vector3(0, 0, 0); 1920 Acceleration = new Vector3(0, 0, 0);
1768 AngularVelocity = new Vector3(0, 0, 0); 1921 if (ParentGroup.RootPart == this)
1922 AngularVelocity = new Vector3(0, 0, 0);
1769 //RotationalVelocity = new Vector3(0, 0, 0); 1923 //RotationalVelocity = new Vector3(0, 0, 0);
1770 } 1924 }
1771 1925
@@ -1780,6 +1934,9 @@ namespace OpenSim.Region.Framework.Scenes
1780 { 1934 {
1781 if (UsePhysics) 1935 if (UsePhysics)
1782 { 1936 {
1937 if (ParentGroup.RootPart.KeyframeMotion != null)
1938 ParentGroup.RootPart.KeyframeMotion.Stop();
1939 ParentGroup.RootPart.KeyframeMotion = null;
1783 ParentGroup.Scene.AddPhysicalPrim(1); 1940 ParentGroup.Scene.AddPhysicalPrim(1);
1784 1941
1785 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; 1942 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
@@ -1927,10 +2084,7 @@ namespace OpenSim.Region.Framework.Scenes
1927 2084
1928 public Vector3 GetForce() 2085 public Vector3 GetForce()
1929 { 2086 {
1930 if (PhysActor != null) 2087 return Force;
1931 return PhysActor.Force;
1932 else
1933 return Vector3.Zero;
1934 } 2088 }
1935 2089
1936 /// <summary> 2090 /// <summary>
@@ -2564,9 +2718,9 @@ namespace OpenSim.Region.Framework.Scenes
2564 Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0); 2718 Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0);
2565 2719
2566 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) 2720 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2567 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) 2721 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2568 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) 2722 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2569 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 2723 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2570 { 2724 {
2571 ParentGroup.AbsolutePosition = newpos; 2725 ParentGroup.AbsolutePosition = newpos;
2572 return; 2726 return;
@@ -2587,17 +2741,18 @@ namespace OpenSim.Region.Framework.Scenes
2587 //Trys to fetch sound id from prim's inventory. 2741 //Trys to fetch sound id from prim's inventory.
2588 //Prim's inventory doesn't support non script items yet 2742 //Prim's inventory doesn't support non script items yet
2589 2743
2590 lock (TaskInventory) 2744 TaskInventory.LockItemsForRead(true);
2745
2746 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2591 { 2747 {
2592 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2748 if (item.Value.Name == sound)
2593 { 2749 {
2594 if (item.Value.Name == sound) 2750 soundID = item.Value.ItemID;
2595 { 2751 break;
2596 soundID = item.Value.ItemID;
2597 break;
2598 }
2599 } 2752 }
2600 } 2753 }
2754
2755 TaskInventory.LockItemsForRead(false);
2601 } 2756 }
2602 2757
2603 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) 2758 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
@@ -2917,8 +3072,8 @@ namespace OpenSim.Region.Framework.Scenes
2917 { 3072 {
2918 const float ROTATION_TOLERANCE = 0.01f; 3073 const float ROTATION_TOLERANCE = 0.01f;
2919 const float VELOCITY_TOLERANCE = 0.001f; 3074 const float VELOCITY_TOLERANCE = 0.001f;
2920 const float POSITION_TOLERANCE = 0.05f; 3075 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2921 const int TIME_MS_TOLERANCE = 3000; 3076 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2922 3077
2923 switch (UpdateFlag) 3078 switch (UpdateFlag)
2924 { 3079 {
@@ -2980,17 +3135,16 @@ namespace OpenSim.Region.Framework.Scenes
2980 if (!UUID.TryParse(sound, out soundID)) 3135 if (!UUID.TryParse(sound, out soundID))
2981 { 3136 {
2982 // search sound file from inventory 3137 // search sound file from inventory
2983 lock (TaskInventory) 3138 TaskInventory.LockItemsForRead(true);
3139 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2984 { 3140 {
2985 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3141 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
2986 { 3142 {
2987 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3143 soundID = item.Value.ItemID;
2988 { 3144 break;
2989 soundID = item.Value.ItemID;
2990 break;
2991 }
2992 } 3145 }
2993 } 3146 }
3147 TaskInventory.LockItemsForRead(false);
2994 } 3148 }
2995 3149
2996 if (soundID == UUID.Zero) 3150 if (soundID == UUID.Zero)
@@ -3075,10 +3229,13 @@ namespace OpenSim.Region.Framework.Scenes
3075 3229
3076 public void SetBuoyancy(float fvalue) 3230 public void SetBuoyancy(float fvalue)
3077 { 3231 {
3232 Buoyancy = fvalue;
3233/*
3078 if (PhysActor != null) 3234 if (PhysActor != null)
3079 { 3235 {
3080 PhysActor.Buoyancy = fvalue; 3236 PhysActor.Buoyancy = fvalue;
3081 } 3237 }
3238 */
3082 } 3239 }
3083 3240
3084 public void SetDieAtEdge(bool p) 3241 public void SetDieAtEdge(bool p)
@@ -3106,23 +3263,83 @@ namespace OpenSim.Region.Framework.Scenes
3106 3263
3107 public void SetForce(Vector3 force) 3264 public void SetForce(Vector3 force)
3108 { 3265 {
3266 Force = force;
3267/*
3109 if (PhysActor != null) 3268 if (PhysActor != null)
3110 { 3269 {
3111 PhysActor.Force = force; 3270 PhysActor.Force = force;
3112 } 3271 }
3272 */
3273 }
3274
3275 public SOPVehicle sopVehicle
3276 {
3277 get
3278 {
3279 return m_vehicle;
3280 }
3281 set
3282 {
3283 m_vehicle = value;
3284 }
3285 }
3286
3287
3288 public int VehicleType
3289 {
3290 get
3291 {
3292 if (m_vehicle == null)
3293 return (int)Vehicle.TYPE_NONE;
3294 else
3295 return (int)m_vehicle.Type;
3296 }
3297 set
3298 {
3299 SetVehicleType(value);
3300 }
3113 } 3301 }
3114 3302
3115 public void SetVehicleType(int type) 3303 public void SetVehicleType(int type)
3116 { 3304 {
3117 if (PhysActor != null) 3305 m_vehicle = null;
3306
3307 if (type == (int)Vehicle.TYPE_NONE)
3308 {
3309 if (_parentID ==0 && PhysActor != null)
3310 PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
3311 return;
3312 }
3313 m_vehicle = new SOPVehicle();
3314 m_vehicle.ProcessTypeChange((Vehicle)type);
3315 {
3316 if (_parentID ==0 && PhysActor != null)
3317 PhysActor.VehicleType = type;
3318 return;
3319 }
3320 }
3321
3322 public void SetVehicleFlags(int param, bool remove)
3323 {
3324 if (m_vehicle == null)
3325 return;
3326
3327 m_vehicle.ProcessVehicleFlags(param, remove);
3328
3329 if (_parentID ==0 && PhysActor != null)
3118 { 3330 {
3119 PhysActor.VehicleType = type; 3331 PhysActor.VehicleFlags(param, remove);
3120 } 3332 }
3121 } 3333 }
3122 3334
3123 public void SetVehicleFloatParam(int param, float value) 3335 public void SetVehicleFloatParam(int param, float value)
3124 { 3336 {
3125 if (PhysActor != null) 3337 if (m_vehicle == null)
3338 return;
3339
3340 m_vehicle.ProcessFloatVehicleParam((Vehicle)param, value);
3341
3342 if (_parentID == 0 && PhysActor != null)
3126 { 3343 {
3127 PhysActor.VehicleFloatParam(param, value); 3344 PhysActor.VehicleFloatParam(param, value);
3128 } 3345 }
@@ -3130,7 +3347,12 @@ namespace OpenSim.Region.Framework.Scenes
3130 3347
3131 public void SetVehicleVectorParam(int param, Vector3 value) 3348 public void SetVehicleVectorParam(int param, Vector3 value)
3132 { 3349 {
3133 if (PhysActor != null) 3350 if (m_vehicle == null)
3351 return;
3352
3353 m_vehicle.ProcessVectorVehicleParam((Vehicle)param, value);
3354
3355 if (_parentID == 0 && PhysActor != null)
3134 { 3356 {
3135 PhysActor.VehicleVectorParam(param, value); 3357 PhysActor.VehicleVectorParam(param, value);
3136 } 3358 }
@@ -3138,7 +3360,12 @@ namespace OpenSim.Region.Framework.Scenes
3138 3360
3139 public void SetVehicleRotationParam(int param, Quaternion rotation) 3361 public void SetVehicleRotationParam(int param, Quaternion rotation)
3140 { 3362 {
3141 if (PhysActor != null) 3363 if (m_vehicle == null)
3364 return;
3365
3366 m_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
3367
3368 if (_parentID == 0 && PhysActor != null)
3142 { 3369 {
3143 PhysActor.VehicleRotationParam(param, rotation); 3370 PhysActor.VehicleRotationParam(param, rotation);
3144 } 3371 }
@@ -3325,13 +3552,6 @@ namespace OpenSim.Region.Framework.Scenes
3325 hasProfileCut = hasDimple; // is it the same thing? 3552 hasProfileCut = hasDimple; // is it the same thing?
3326 } 3553 }
3327 3554
3328 public void SetVehicleFlags(int param, bool remove)
3329 {
3330 if (PhysActor != null)
3331 {
3332 PhysActor.VehicleFlags(param, remove);
3333 }
3334 }
3335 3555
3336 public void SetGroup(UUID groupID, IClientAPI client) 3556 public void SetGroup(UUID groupID, IClientAPI client)
3337 { 3557 {
@@ -3457,10 +3677,10 @@ namespace OpenSim.Region.Framework.Scenes
3457 // TODO: May need to fix for group comparison 3677 // TODO: May need to fix for group comparison
3458 if (last.Compare(this)) 3678 if (last.Compare(this))
3459 { 3679 {
3460 // m_log.DebugFormat( 3680 // m_log.DebugFormat(
3461 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", 3681 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3462 // Name, LocalId, m_undo.Count); 3682 // Name, LocalId, m_undo.Count);
3463 3683
3464 return; 3684 return;
3465 } 3685 }
3466 } 3686 }
@@ -3473,29 +3693,29 @@ namespace OpenSim.Region.Framework.Scenes
3473 if (ParentGroup.GetSceneMaxUndo() > 0) 3693 if (ParentGroup.GetSceneMaxUndo() > 0)
3474 { 3694 {
3475 UndoState nUndo = new UndoState(this, forGroup); 3695 UndoState nUndo = new UndoState(this, forGroup);
3476 3696
3477 m_undo.Push(nUndo); 3697 m_undo.Push(nUndo);
3478 3698
3479 if (m_redo.Count > 0) 3699 if (m_redo.Count > 0)
3480 m_redo.Clear(); 3700 m_redo.Clear();
3481 3701
3482 // m_log.DebugFormat( 3702 // m_log.DebugFormat(
3483 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", 3703 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3484 // Name, LocalId, forGroup, m_undo.Count); 3704 // Name, LocalId, forGroup, m_undo.Count);
3485 } 3705 }
3486 } 3706 }
3487 } 3707 }
3488 } 3708 }
3489// else 3709 // else
3490// { 3710 // {
3491// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); 3711 // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3492// } 3712 // }
3493 } 3713 }
3494// else 3714 // else
3495// { 3715 // {
3496// m_log.DebugFormat( 3716 // m_log.DebugFormat(
3497// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); 3717 // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3498// } 3718 // }
3499 } 3719 }
3500 3720
3501 /// <summary> 3721 /// <summary>
@@ -4219,13 +4439,17 @@ namespace OpenSim.Region.Framework.Scenes
4219 /// <param name="SetTemporary"></param> 4439 /// <param name="SetTemporary"></param>
4220 /// <param name="SetPhantom"></param> 4440 /// <param name="SetPhantom"></param>
4221 /// <param name="SetVD"></param> 4441 /// <param name="SetVD"></param>
4222 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) 4442// public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD)
4443 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
4223 { 4444 {
4224 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4445 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
4225 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4446 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
4226 bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0); 4447 bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0);
4227 bool wasVD = VolumeDetectActive; 4448 bool wasVD = VolumeDetectActive;
4228 4449
4450// m_log.DebugFormat("[SOP]: Old states: phys: {0} temp: {1} phan: {2} vd: {3}", wasUsingPhysics, wasTemporary, wasPhantom, wasVD);
4451// m_log.DebugFormat("[SOP]: New states: phys: {0} temp: {1} phan: {2} vd: {3}", UsePhysics, SetTemporary, SetPhantom, SetVD);
4452
4229 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4453 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
4230 return; 4454 return;
4231 4455
@@ -4234,6 +4458,9 @@ namespace OpenSim.Region.Framework.Scenes
4234 // that... 4458 // that...
4235 // ... if VD is changed, all others are not. 4459 // ... if VD is changed, all others are not.
4236 // ... if one of the others is changed, VD is not. 4460 // ... if one of the others is changed, VD is not.
4461 // do this first
4462 if (building && PhysActor != null && PhysActor.Building != building)
4463 PhysActor.Building = building;
4237 if (SetVD) // VD is active, special logic applies 4464 if (SetVD) // VD is active, special logic applies
4238 { 4465 {
4239 // State machine logic for VolumeDetect 4466 // State machine logic for VolumeDetect
@@ -4255,6 +4482,11 @@ namespace OpenSim.Region.Framework.Scenes
4255 SetPhantom = false; 4482 SetPhantom = false;
4256 } 4483 }
4257 } 4484 }
4485 else if (wasVD)
4486 {
4487 // Correspondingly, if VD is turned off, also turn off phantom
4488 SetPhantom = false;
4489 }
4258 4490
4259 if (UsePhysics && IsJoint()) 4491 if (UsePhysics && IsJoint())
4260 { 4492 {
@@ -4310,11 +4542,17 @@ namespace OpenSim.Region.Framework.Scenes
4310 Shape, 4542 Shape,
4311 AbsolutePosition, 4543 AbsolutePosition,
4312 Scale, 4544 Scale,
4313 RotationOffset, 4545// RotationOffset,
4546 GetWorldRotation(), //physics wants world rotation like all other functions send
4314 UsePhysics, 4547 UsePhysics,
4315 m_localId); 4548 m_localId);
4316 4549
4317 PhysActor.SetMaterial(Material); 4550 PhysActor.SetMaterial(Material);
4551
4552 // if root part apply vehicle
4553 if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
4554 m_vehicle.SetVehicle(PhysActor);
4555
4318 DoPhysicsPropertyUpdate(UsePhysics, true); 4556 DoPhysicsPropertyUpdate(UsePhysics, true);
4319 4557
4320 if (!ParentGroup.IsDeleted) 4558 if (!ParentGroup.IsDeleted)
@@ -4390,6 +4628,9 @@ namespace OpenSim.Region.Framework.Scenes
4390 } 4628 }
4391 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); 4629 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4392 4630
4631 // and last in case we have a new actor and not building
4632 if (PhysActor != null && PhysActor.Building != building)
4633 PhysActor.Building = building;
4393 if (ParentGroup != null) 4634 if (ParentGroup != null)
4394 { 4635 {
4395 ParentGroup.HasGroupChanged = true; 4636 ParentGroup.HasGroupChanged = true;
@@ -4753,5 +4994,17 @@ namespace OpenSim.Region.Framework.Scenes
4753 Color color = Color; 4994 Color color = Color;
4754 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4995 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4755 } 4996 }
4997
4998 public void ResetOwnerChangeFlag()
4999 {
5000 List<UUID> inv = Inventory.GetInventoryList();
5001
5002 foreach (UUID itemID in inv)
5003 {
5004 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
5005 item.OwnerChanged = false;
5006 Inventory.UpdateInventoryItem(item, false, false);
5007 }
5008 }
4756 } 5009 }
4757} 5010}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index f2d1915..ca85d10 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Region.Framework.Scenes
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private byte[] m_inventoryFileData = new byte[0]; 49 private byte[] m_inventoryFileData = new byte[0];
50 private uint m_inventoryFileNameSerial = 0; 50 private uint m_inventoryFileNameSerial = 0;
51 private bool m_inventoryPrivileged = false;
52
53 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
51 54
52 /// <value> 55 /// <value>
53 /// The part to which the inventory belongs. 56 /// The part to which the inventory belongs.
@@ -84,11 +87,14 @@ namespace OpenSim.Region.Framework.Scenes
84 /// </value> 87 /// </value>
85 protected internal TaskInventoryDictionary Items 88 protected internal TaskInventoryDictionary Items
86 { 89 {
87 get { return m_items; } 90 get {
91 return m_items;
92 }
88 set 93 set
89 { 94 {
90 m_items = value; 95 m_items = value;
91 m_inventorySerial++; 96 m_inventorySerial++;
97 QueryScriptStates();
92 } 98 }
93 } 99 }
94 100
@@ -123,38 +129,45 @@ namespace OpenSim.Region.Framework.Scenes
123 public void ResetInventoryIDs() 129 public void ResetInventoryIDs()
124 { 130 {
125 if (null == m_part) 131 if (null == m_part)
126 return; 132 m_items.LockItemsForWrite(true);
127 133
128 lock (m_items) 134 if (Items.Count == 0)
129 { 135 {
130 if (0 == m_items.Count) 136 m_items.LockItemsForWrite(false);
131 return; 137 return;
138 }
132 139
133 IList<TaskInventoryItem> items = GetInventoryItems(); 140 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
134 m_items.Clear(); 141 Items.Clear();
135 142
136 foreach (TaskInventoryItem item in items) 143 foreach (TaskInventoryItem item in items)
137 { 144 {
138 item.ResetIDs(m_part.UUID); 145 item.ResetIDs(m_part.UUID);
139 m_items.Add(item.ItemID, item); 146 Items.Add(item.ItemID, item);
140 }
141 } 147 }
148 m_items.LockItemsForWrite(false);
142 } 149 }
143 150
144 public void ResetObjectID() 151 public void ResetObjectID()
145 { 152 {
146 lock (Items) 153 m_items.LockItemsForWrite(true);
154
155 if (Items.Count == 0)
147 { 156 {
148 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 157 m_items.LockItemsForWrite(false);
149 Items.Clear(); 158 return;
150
151 foreach (TaskInventoryItem item in items)
152 {
153 item.ParentPartID = m_part.UUID;
154 item.ParentID = m_part.UUID;
155 Items.Add(item.ItemID, item);
156 }
157 } 159 }
160
161 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
162 Items.Clear();
163
164 foreach (TaskInventoryItem item in items)
165 {
166 item.ParentPartID = m_part.UUID;
167 item.ParentID = m_part.UUID;
168 Items.Add(item.ItemID, item);
169 }
170 m_items.LockItemsForWrite(false);
158 } 171 }
159 172
160 /// <summary> 173 /// <summary>
@@ -163,12 +176,11 @@ namespace OpenSim.Region.Framework.Scenes
163 /// <param name="ownerId"></param> 176 /// <param name="ownerId"></param>
164 public void ChangeInventoryOwner(UUID ownerId) 177 public void ChangeInventoryOwner(UUID ownerId)
165 { 178 {
166 lock (Items) 179 m_items.LockItemsForWrite(true);
180 if (0 == Items.Count)
167 { 181 {
168 if (0 == Items.Count) 182 m_items.LockItemsForWrite(false);
169 { 183 return;
170 return;
171 }
172 } 184 }
173 185
174 HasInventoryChanged = true; 186 HasInventoryChanged = true;
@@ -184,6 +196,7 @@ namespace OpenSim.Region.Framework.Scenes
184 item.PermsGranter = UUID.Zero; 196 item.PermsGranter = UUID.Zero;
185 item.OwnerChanged = true; 197 item.OwnerChanged = true;
186 } 198 }
199 m_items.LockItemsForWrite(false);
187 } 200 }
188 201
189 /// <summary> 202 /// <summary>
@@ -192,12 +205,11 @@ namespace OpenSim.Region.Framework.Scenes
192 /// <param name="groupID"></param> 205 /// <param name="groupID"></param>
193 public void ChangeInventoryGroup(UUID groupID) 206 public void ChangeInventoryGroup(UUID groupID)
194 { 207 {
195 lock (Items) 208 m_items.LockItemsForWrite(true);
209 if (0 == Items.Count)
196 { 210 {
197 if (0 == Items.Count) 211 m_items.LockItemsForWrite(false);
198 { 212 return;
199 return;
200 }
201 } 213 }
202 214
203 // Don't let this set the HasGroupChanged flag for attachments 215 // Don't let this set the HasGroupChanged flag for attachments
@@ -209,12 +221,45 @@ namespace OpenSim.Region.Framework.Scenes
209 m_part.ParentGroup.HasGroupChanged = true; 221 m_part.ParentGroup.HasGroupChanged = true;
210 } 222 }
211 223
212 List<TaskInventoryItem> items = GetInventoryItems(); 224 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
213 foreach (TaskInventoryItem item in items) 225 foreach (TaskInventoryItem item in items)
214 { 226 {
215 if (groupID != item.GroupID) 227 if (groupID != item.GroupID)
228 {
216 item.GroupID = groupID; 229 item.GroupID = groupID;
230 }
217 } 231 }
232 m_items.LockItemsForWrite(false);
233 }
234
235 private void QueryScriptStates()
236 {
237 if (m_part == null || m_part.ParentGroup == null)
238 return;
239
240 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
241 if (engines == null) // No engine at all
242 return;
243
244 Items.LockItemsForRead(true);
245 foreach (TaskInventoryItem item in Items.Values)
246 {
247 if (item.InvType == (int)InventoryType.LSL)
248 {
249 foreach (IScriptModule e in engines)
250 {
251 bool running;
252
253 if (e.HasScript(item.ItemID, out running))
254 {
255 item.ScriptRunning = running;
256 break;
257 }
258 }
259 }
260 }
261
262 Items.LockItemsForRead(false);
218 } 263 }
219 264
220 /// <summary> 265 /// <summary>
@@ -222,9 +267,14 @@ namespace OpenSim.Region.Framework.Scenes
222 /// </summary> 267 /// </summary>
223 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 268 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
224 { 269 {
225 List<TaskInventoryItem> scripts = GetInventoryScripts(); 270 Items.LockItemsForRead(true);
226 foreach (TaskInventoryItem item in scripts) 271 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
227 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 272 Items.LockItemsForRead(false);
273 foreach (TaskInventoryItem item in items)
274 {
275 if ((int)InventoryType.LSL == item.InvType)
276 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
277 }
228 } 278 }
229 279
230 public ArrayList GetScriptErrors(UUID itemID) 280 public ArrayList GetScriptErrors(UUID itemID)
@@ -255,9 +305,18 @@ namespace OpenSim.Region.Framework.Scenes
255 /// </param> 305 /// </param>
256 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 306 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
257 { 307 {
258 List<TaskInventoryItem> scripts = GetInventoryScripts(); 308 Items.LockItemsForRead(true);
259 foreach (TaskInventoryItem item in scripts) 309 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
260 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 310 Items.LockItemsForRead(false);
311
312 foreach (TaskInventoryItem item in items)
313 {
314 if ((int)InventoryType.LSL == item.InvType)
315 {
316 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
317 m_part.RemoveScriptEvents(item.ItemID);
318 }
319 }
261 } 320 }
262 321
263 /// <summary> 322 /// <summary>
@@ -271,7 +330,10 @@ namespace OpenSim.Region.Framework.Scenes
271// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName); 330// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName);
272 331
273 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 332 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
333 {
334 StoreScriptError(item.ItemID, "no permission");
274 return; 335 return;
336 }
275 337
276 m_part.AddFlag(PrimFlags.Scripted); 338 m_part.AddFlag(PrimFlags.Scripted);
277 339
@@ -280,14 +342,13 @@ namespace OpenSim.Region.Framework.Scenes
280 if (stateSource == 2 && // Prim crossing 342 if (stateSource == 2 && // Prim crossing
281 m_part.ParentGroup.Scene.m_trustBinaries) 343 m_part.ParentGroup.Scene.m_trustBinaries)
282 { 344 {
283 lock (m_items) 345 m_items.LockItemsForWrite(true);
284 { 346 m_items[item.ItemID].PermsMask = 0;
285 m_items[item.ItemID].PermsMask = 0; 347 m_items[item.ItemID].PermsGranter = UUID.Zero;
286 m_items[item.ItemID].PermsGranter = UUID.Zero; 348 m_items.LockItemsForWrite(false);
287 }
288
289 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 349 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
290 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 350 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
351 StoreScriptErrors(item.ItemID, null);
291 m_part.ParentGroup.AddActiveScriptCount(1); 352 m_part.ParentGroup.AddActiveScriptCount(1);
292 m_part.ScheduleFullUpdate(); 353 m_part.ScheduleFullUpdate();
293 return; 354 return;
@@ -296,6 +357,8 @@ namespace OpenSim.Region.Framework.Scenes
296 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 357 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
297 if (null == asset) 358 if (null == asset)
298 { 359 {
360 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
361 StoreScriptError(item.ItemID, msg);
299 m_log.ErrorFormat( 362 m_log.ErrorFormat(
300 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 363 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
301 item.Name, item.ItemID, m_part.AbsolutePosition, 364 item.Name, item.ItemID, m_part.AbsolutePosition,
@@ -306,16 +369,21 @@ namespace OpenSim.Region.Framework.Scenes
306 if (m_part.ParentGroup.m_savedScriptState != null) 369 if (m_part.ParentGroup.m_savedScriptState != null)
307 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID); 370 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID);
308 371
309 lock (m_items) 372 m_items.LockItemsForWrite(true);
310 {
311 m_items[item.ItemID].OldItemID = item.OldItemID;
312 m_items[item.ItemID].PermsMask = 0;
313 m_items[item.ItemID].PermsGranter = UUID.Zero;
314 }
315 373
374 m_items[item.ItemID].OldItemID = item.OldItemID;
375 m_items[item.ItemID].PermsMask = 0;
376 m_items[item.ItemID].PermsGranter = UUID.Zero;
377
378 m_items.LockItemsForWrite(false);
379
316 string script = Utils.BytesToString(asset.Data); 380 string script = Utils.BytesToString(asset.Data);
317 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 381 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
318 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 382 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
383 StoreScriptErrors(item.ItemID, null);
384 if (!item.ScriptRunning)
385 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
386 m_part.LocalId, item.ItemID);
319 m_part.ParentGroup.AddActiveScriptCount(1); 387 m_part.ParentGroup.AddActiveScriptCount(1);
320 m_part.ScheduleFullUpdate(); 388 m_part.ScheduleFullUpdate();
321 } 389 }
@@ -386,20 +454,146 @@ namespace OpenSim.Region.Framework.Scenes
386 454
387 /// <summary> 455 /// <summary>
388 /// Start a script which is in this prim's inventory. 456 /// Start a script which is in this prim's inventory.
457 /// Some processing may occur in the background, but this routine returns asap.
389 /// </summary> 458 /// </summary>
390 /// <param name="itemId"> 459 /// <param name="itemId">
391 /// A <see cref="UUID"/> 460 /// A <see cref="UUID"/>
392 /// </param> 461 /// </param>
393 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 462 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
394 { 463 {
395 TaskInventoryItem item = GetInventoryItem(itemId); 464 lock (m_scriptErrors)
396 if (item != null) 465 {
397 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 466 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
467 m_scriptErrors.Remove(itemId);
468 }
469 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
470 }
471
472 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
473 {
474 m_items.LockItemsForRead(true);
475 if (m_items.ContainsKey(itemId))
476 {
477 if (m_items.ContainsKey(itemId))
478 {
479 m_items.LockItemsForRead(false);
480 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
481 }
482 else
483 {
484 m_items.LockItemsForRead(false);
485 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
486 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
487 StoreScriptError(itemId, msg);
488 m_log.ErrorFormat(
489 "[PRIM INVENTORY]: " +
490 "Couldn't start script with ID {0} since it {1}", itemId, msg);
491 }
492 }
398 else 493 else
494 {
495 m_items.LockItemsForRead(false);
496 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
497 StoreScriptError(itemId, msg);
399 m_log.ErrorFormat( 498 m_log.ErrorFormat(
400 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 499 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
401 itemId, m_part.Name, m_part.UUID, 500 itemId, m_part.Name, m_part.UUID,
402 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 501 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
502 }
503
504 }
505
506 /// <summary>
507 /// Start a script which is in this prim's inventory and return any compilation error messages.
508 /// </summary>
509 /// <param name="itemId">
510 /// A <see cref="UUID"/>
511 /// </param>
512 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
513 {
514 ArrayList errors;
515
516 // Indicate to CreateScriptInstanceInternal() we want it to
517 // post any compilation/loading error messages
518 lock (m_scriptErrors)
519 {
520 m_scriptErrors[itemId] = null;
521 }
522
523 // Perform compilation/loading
524 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
525
526 // Wait for and retrieve any errors
527 lock (m_scriptErrors)
528 {
529 while ((errors = m_scriptErrors[itemId]) == null)
530 {
531 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
532 {
533 m_log.ErrorFormat(
534 "[PRIM INVENTORY]: " +
535 "timedout waiting for script {0} errors", itemId);
536 errors = m_scriptErrors[itemId];
537 if (errors == null)
538 {
539 errors = new ArrayList(1);
540 errors.Add("timedout waiting for errors");
541 }
542 break;
543 }
544 }
545 m_scriptErrors.Remove(itemId);
546 }
547 return errors;
548 }
549
550 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
551 private void StoreScriptErrors(UUID itemId, ArrayList errors)
552 {
553 lock (m_scriptErrors)
554 {
555 // If compilation/loading initiated via CreateScriptInstance(),
556 // it does not want the errors, so just get out
557 if (!m_scriptErrors.ContainsKey(itemId))
558 {
559 return;
560 }
561
562 // Initiated via CreateScriptInstanceEr(), if we know what the
563 // errors are, save them and wake CreateScriptInstanceEr().
564 if (errors != null)
565 {
566 m_scriptErrors[itemId] = errors;
567 System.Threading.Monitor.PulseAll(m_scriptErrors);
568 return;
569 }
570 }
571
572 // Initiated via CreateScriptInstanceEr() but we don't know what
573 // the errors are yet, so retrieve them from the script engine.
574 // This may involve some waiting internal to GetScriptErrors().
575 errors = GetScriptErrors(itemId);
576
577 // Get a default non-null value to indicate success.
578 if (errors == null)
579 {
580 errors = new ArrayList();
581 }
582
583 // Post to CreateScriptInstanceEr() and wake it up
584 lock (m_scriptErrors)
585 {
586 m_scriptErrors[itemId] = errors;
587 System.Threading.Monitor.PulseAll(m_scriptErrors);
588 }
589 }
590
591 // Like StoreScriptErrors(), but just posts a single string message
592 private void StoreScriptError(UUID itemId, string message)
593 {
594 ArrayList errors = new ArrayList(1);
595 errors.Add(message);
596 StoreScriptErrors(itemId, errors);
403 } 597 }
404 598
405 /// <summary> 599 /// <summary>
@@ -412,15 +606,7 @@ namespace OpenSim.Region.Framework.Scenes
412 /// </param> 606 /// </param>
413 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 607 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
414 { 608 {
415 bool scriptPresent = false; 609 if (m_items.ContainsKey(itemId))
416
417 lock (m_items)
418 {
419 if (m_items.ContainsKey(itemId))
420 scriptPresent = true;
421 }
422
423 if (scriptPresent)
424 { 610 {
425 if (!sceneObjectBeingDeleted) 611 if (!sceneObjectBeingDeleted)
426 m_part.RemoveScriptEvents(itemId); 612 m_part.RemoveScriptEvents(itemId);
@@ -445,14 +631,16 @@ namespace OpenSim.Region.Framework.Scenes
445 /// <returns></returns> 631 /// <returns></returns>
446 private bool InventoryContainsName(string name) 632 private bool InventoryContainsName(string name)
447 { 633 {
448 lock (m_items) 634 m_items.LockItemsForRead(true);
635 foreach (TaskInventoryItem item in m_items.Values)
449 { 636 {
450 foreach (TaskInventoryItem item in m_items.Values) 637 if (item.Name == name)
451 { 638 {
452 if (item.Name == name) 639 m_items.LockItemsForRead(false);
453 return true; 640 return true;
454 } 641 }
455 } 642 }
643 m_items.LockItemsForRead(false);
456 return false; 644 return false;
457 } 645 }
458 646
@@ -494,8 +682,9 @@ namespace OpenSim.Region.Framework.Scenes
494 /// <param name="item"></param> 682 /// <param name="item"></param>
495 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 683 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
496 { 684 {
497 List<TaskInventoryItem> il = GetInventoryItems(); 685 m_items.LockItemsForRead(true);
498 686 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
687 m_items.LockItemsForRead(false);
499 foreach (TaskInventoryItem i in il) 688 foreach (TaskInventoryItem i in il)
500 { 689 {
501 if (i.Name == item.Name) 690 if (i.Name == item.Name)
@@ -533,14 +722,14 @@ namespace OpenSim.Region.Framework.Scenes
533 item.Name = name; 722 item.Name = name;
534 item.GroupID = m_part.GroupID; 723 item.GroupID = m_part.GroupID;
535 724
536 lock (m_items) 725 m_items.LockItemsForWrite(true);
537 m_items.Add(item.ItemID, item); 726 m_items.Add(item.ItemID, item);
538 727 m_items.LockItemsForWrite(false);
539 if (allowedDrop) 728 if (allowedDrop)
540 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 729 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
541 else 730 else
542 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 731 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
543 732
544 m_inventorySerial++; 733 m_inventorySerial++;
545 //m_inventorySerial += 2; 734 //m_inventorySerial += 2;
546 HasInventoryChanged = true; 735 HasInventoryChanged = true;
@@ -556,15 +745,15 @@ namespace OpenSim.Region.Framework.Scenes
556 /// <param name="items"></param> 745 /// <param name="items"></param>
557 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 746 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
558 { 747 {
559 lock (m_items) 748 m_items.LockItemsForWrite(true);
749 foreach (TaskInventoryItem item in items)
560 { 750 {
561 foreach (TaskInventoryItem item in items) 751 m_items.Add(item.ItemID, item);
562 { 752// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
563 m_items.Add(item.ItemID, item);
564// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
565 }
566 m_inventorySerial++;
567 } 753 }
754 m_items.LockItemsForWrite(false);
755
756 m_inventorySerial++;
568 } 757 }
569 758
570 /// <summary> 759 /// <summary>
@@ -575,10 +764,9 @@ namespace OpenSim.Region.Framework.Scenes
575 public TaskInventoryItem GetInventoryItem(UUID itemId) 764 public TaskInventoryItem GetInventoryItem(UUID itemId)
576 { 765 {
577 TaskInventoryItem item; 766 TaskInventoryItem item;
578 767 m_items.LockItemsForRead(true);
579 lock (m_items) 768 m_items.TryGetValue(itemId, out item);
580 m_items.TryGetValue(itemId, out item); 769 m_items.LockItemsForRead(false);
581
582 return item; 770 return item;
583 } 771 }
584 772
@@ -594,15 +782,16 @@ namespace OpenSim.Region.Framework.Scenes
594 { 782 {
595 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 783 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
596 784
597 lock (m_items) 785 m_items.LockItemsForRead(true);
786
787 foreach (TaskInventoryItem item in m_items.Values)
598 { 788 {
599 foreach (TaskInventoryItem item in m_items.Values) 789 if (item.Name == name)
600 { 790 items.Add(item);
601 if (item.Name == name)
602 items.Add(item);
603 }
604 } 791 }
605 792
793 m_items.LockItemsForRead(false);
794
606 return items; 795 return items;
607 } 796 }
608 797
@@ -621,6 +810,9 @@ namespace OpenSim.Region.Framework.Scenes
621 string xmlData = Utils.BytesToString(rezAsset.Data); 810 string xmlData = Utils.BytesToString(rezAsset.Data);
622 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 811 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
623 812
813 group.RootPart.AttachPoint = group.RootPart.Shape.State;
814 group.RootPart.AttachOffset = group.AbsolutePosition;
815
624 group.ResetIDs(); 816 group.ResetIDs();
625 817
626 SceneObjectPart rootPart = group.GetChildPart(group.UUID); 818 SceneObjectPart rootPart = group.GetChildPart(group.UUID);
@@ -695,8 +887,9 @@ namespace OpenSim.Region.Framework.Scenes
695 887
696 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 888 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
697 { 889 {
698 TaskInventoryItem it = GetInventoryItem(item.ItemID); 890 m_items.LockItemsForWrite(true);
699 if (it != null) 891
892 if (m_items.ContainsKey(item.ItemID))
700 { 893 {
701// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 894// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
702 895
@@ -709,14 +902,10 @@ namespace OpenSim.Region.Framework.Scenes
709 item.GroupID = m_part.GroupID; 902 item.GroupID = m_part.GroupID;
710 903
711 if (item.AssetID == UUID.Zero) 904 if (item.AssetID == UUID.Zero)
712 item.AssetID = it.AssetID; 905 item.AssetID = m_items[item.ItemID].AssetID;
713 906
714 lock (m_items) 907 m_items[item.ItemID] = item;
715 { 908 m_inventorySerial++;
716 m_items[item.ItemID] = item;
717 m_inventorySerial++;
718 }
719
720 if (fireScriptEvents) 909 if (fireScriptEvents)
721 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 910 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
722 911
@@ -725,7 +914,7 @@ namespace OpenSim.Region.Framework.Scenes
725 HasInventoryChanged = true; 914 HasInventoryChanged = true;
726 m_part.ParentGroup.HasGroupChanged = true; 915 m_part.ParentGroup.HasGroupChanged = true;
727 } 916 }
728 917 m_items.LockItemsForWrite(false);
729 return true; 918 return true;
730 } 919 }
731 else 920 else
@@ -736,8 +925,9 @@ namespace OpenSim.Region.Framework.Scenes
736 item.ItemID, m_part.Name, m_part.UUID, 925 item.ItemID, m_part.Name, m_part.UUID,
737 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 926 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
738 } 927 }
739 return false; 928 m_items.LockItemsForWrite(false);
740 929
930 return false;
741 } 931 }
742 932
743 /// <summary> 933 /// <summary>
@@ -748,43 +938,59 @@ namespace OpenSim.Region.Framework.Scenes
748 /// in this prim's inventory.</returns> 938 /// in this prim's inventory.</returns>
749 public int RemoveInventoryItem(UUID itemID) 939 public int RemoveInventoryItem(UUID itemID)
750 { 940 {
751 TaskInventoryItem item = GetInventoryItem(itemID); 941 m_items.LockItemsForRead(true);
752 if (item != null) 942
943 if (m_items.ContainsKey(itemID))
753 { 944 {
754 int type = m_items[itemID].InvType; 945 int type = m_items[itemID].InvType;
946 m_items.LockItemsForRead(false);
755 if (type == 10) // Script 947 if (type == 10) // Script
756 { 948 {
757 m_part.RemoveScriptEvents(itemID);
758 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 949 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
759 } 950 }
951 m_items.LockItemsForWrite(true);
760 m_items.Remove(itemID); 952 m_items.Remove(itemID);
953 m_items.LockItemsForWrite(false);
761 m_inventorySerial++; 954 m_inventorySerial++;
762 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 955 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
763 956
764 HasInventoryChanged = true; 957 HasInventoryChanged = true;
765 m_part.ParentGroup.HasGroupChanged = true; 958 m_part.ParentGroup.HasGroupChanged = true;
766 959
767 if (!ContainsScripts()) 960 int scriptcount = 0;
961 m_items.LockItemsForRead(true);
962 foreach (TaskInventoryItem item in m_items.Values)
963 {
964 if (item.Type == 10)
965 {
966 scriptcount++;
967 }
968 }
969 m_items.LockItemsForRead(false);
970
971
972 if (scriptcount <= 0)
973 {
768 m_part.RemFlag(PrimFlags.Scripted); 974 m_part.RemFlag(PrimFlags.Scripted);
975 }
769 976
770 m_part.ScheduleFullUpdate(); 977 m_part.ScheduleFullUpdate();
771 978
772 return type; 979 return type;
773
774 } 980 }
775 else 981 else
776 { 982 {
983 m_items.LockItemsForRead(false);
777 m_log.ErrorFormat( 984 m_log.ErrorFormat(
778 "[PRIM INVENTORY]: " + 985 "[PRIM INVENTORY]: " +
779 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 986 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
780 itemID, m_part.Name, m_part.UUID, 987 itemID, m_part.Name, m_part.UUID);
781 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
782 } 988 }
783 989
784 return -1; 990 return -1;
785 } 991 }
786 992
787 private bool CreateInventoryFile() 993 private bool CreateInventoryFileName()
788 { 994 {
789// m_log.DebugFormat( 995// m_log.DebugFormat(
790// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 996// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -793,116 +999,125 @@ namespace OpenSim.Region.Framework.Scenes
793 if (m_inventoryFileName == String.Empty || 999 if (m_inventoryFileName == String.Empty ||
794 m_inventoryFileNameSerial < m_inventorySerial) 1000 m_inventoryFileNameSerial < m_inventorySerial)
795 { 1001 {
796 // Something changed, we need to create a new file
797 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 1002 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
798 m_inventoryFileNameSerial = m_inventorySerial; 1003 m_inventoryFileNameSerial = m_inventorySerial;
799 1004
800 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 1005 return true;
1006 }
1007
1008 return false;
1009 }
1010
1011 /// <summary>
1012 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
1013 /// </summary>
1014 /// <param name="xferManager"></param>
1015 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
1016 {
1017 bool changed = CreateInventoryFileName();
1018
1019 bool includeAssets = false;
1020 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1021 includeAssets = true;
1022
1023 if (m_inventoryPrivileged != includeAssets)
1024 changed = true;
1025
1026 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1027
1028 Items.LockItemsForRead(true);
1029
1030 if (m_inventorySerial == 0) // No inventory
1031 {
1032 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1033 Items.LockItemsForRead(false);
1034 return;
1035 }
801 1036
802 lock (m_items) 1037 if (m_items.Count == 0) // No inventory
1038 {
1039 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1040 Items.LockItemsForRead(false);
1041 return;
1042 }
1043
1044 if (!changed)
1045 {
1046 if (m_inventoryFileData.Length > 2)
803 { 1047 {
804 foreach (TaskInventoryItem item in m_items.Values) 1048 xferManager.AddNewFile(m_inventoryFileName,
805 { 1049 m_inventoryFileData);
806// m_log.DebugFormat( 1050 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
807// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}", 1051 Util.StringToBytes256(m_inventoryFileName));
808// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
809 1052
810 UUID ownerID = item.OwnerID; 1053 Items.LockItemsForRead(false);
811 uint everyoneMask = 0; 1054 return;
812 uint baseMask = item.BasePermissions; 1055 }
813 uint ownerMask = item.CurrentPermissions; 1056 }
814 uint groupMask = item.GroupPermissions;
815 1057
816 invString.AddItemStart(); 1058 m_inventoryPrivileged = includeAssets;
817 invString.AddNameValueLine("item_id", item.ItemID.ToString());
818 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
819 1059
820 invString.AddPermissionsStart(); 1060 foreach (TaskInventoryItem item in m_items.Values)
1061 {
1062 UUID ownerID = item.OwnerID;
1063 uint everyoneMask = 0;
1064 uint baseMask = item.BasePermissions;
1065 uint ownerMask = item.CurrentPermissions;
1066 uint groupMask = item.GroupPermissions;
821 1067
822 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 1068 invString.AddItemStart();
823 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 1069 invString.AddNameValueLine("item_id", item.ItemID.ToString());
824 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask)); 1070 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
825 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
826 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
827 1071
828 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 1072 invString.AddPermissionsStart();
829 invString.AddNameValueLine("owner_id", ownerID.ToString());
830 1073
831 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); 1074 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1075 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1076 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1077 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1078 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
832 1079
833 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 1080 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
834 invString.AddSectionEnd(); 1081 invString.AddNameValueLine("owner_id", ownerID.ToString());
835 1082
836 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 1083 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
837 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
838 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
839 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
840 1084
841 invString.AddSaleStart(); 1085 invString.AddNameValueLine("group_id", item.GroupID.ToString());
842 invString.AddNameValueLine("sale_type", "not"); 1086 invString.AddSectionEnd();
843 invString.AddNameValueLine("sale_price", "0");
844 invString.AddSectionEnd();
845 1087
846 invString.AddNameValueLine("name", item.Name + "|"); 1088 if (includeAssets)
847 invString.AddNameValueLine("desc", item.Description + "|"); 1089 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1090 else
1091 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1092 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1093 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1094 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
848 1095
849 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 1096 invString.AddSaleStart();
850 invString.AddSectionEnd(); 1097 invString.AddNameValueLine("sale_type", "not");
851 } 1098 invString.AddNameValueLine("sale_price", "0");
852 } 1099 invString.AddSectionEnd();
853 1100
854 m_inventoryFileData = Utils.StringToBytes(invString.BuildString); 1101 invString.AddNameValueLine("name", item.Name + "|");
1102 invString.AddNameValueLine("desc", item.Description + "|");
855 1103
856 return true; 1104 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1105 invString.AddSectionEnd();
857 } 1106 }
858 1107
859 // No need to recreate, the existing file is fine 1108 Items.LockItemsForRead(false);
860 return false;
861 }
862
863 /// <summary>
864 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
865 /// </summary>
866 /// <param name="xferManager"></param>
867 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
868 {
869 lock (m_items)
870 {
871 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
872 // a new script if any previous deletion has left the prim inventory empty.
873 if (m_items.Count == 0) // No inventory
874 {
875// m_log.DebugFormat(
876// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
877// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
878 1109
879 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1110 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
880 return;
881 }
882 1111
883 CreateInventoryFile(); 1112 if (m_inventoryFileData.Length > 2)
884 1113 {
885 // In principle, we should only do the rest if the inventory changed; 1114 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
886 // by sending m_inventorySerial to the client, it ought to know 1115 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
887 // that nothing changed and that it doesn't need to request the file. 1116 Util.StringToBytes256(m_inventoryFileName));
888 // Unfortunately, it doesn't look like the client optimizes this; 1117 return;
889 // the client seems to always come back and request the Xfer,
890 // no matter what value m_inventorySerial has.
891 // FIXME: Could probably be > 0 here rather than > 2
892 if (m_inventoryFileData.Length > 2)
893 {
894 // Add the file for Xfer
895 // m_log.DebugFormat(
896 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}",
897 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId);
898
899 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
900 }
901
902 // Tell the client we're ready to Xfer the file
903 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
904 Util.StringToBytes256(m_inventoryFileName));
905 } 1118 }
1119
1120 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
906 } 1121 }
907 1122
908 /// <summary> 1123 /// <summary>
@@ -911,13 +1126,19 @@ namespace OpenSim.Region.Framework.Scenes
911 /// <param name="datastore"></param> 1126 /// <param name="datastore"></param>
912 public void ProcessInventoryBackup(ISimulationDataService datastore) 1127 public void ProcessInventoryBackup(ISimulationDataService datastore)
913 { 1128 {
914 if (HasInventoryChanged) 1129// Removed this because linking will cause an immediate delete of the new
915 { 1130// child prim from the database and the subsequent storing of the prim sees
916 HasInventoryChanged = false; 1131// the inventory of it as unchanged and doesn't store it at all. The overhead
917 List<TaskInventoryItem> items = GetInventoryItems(); 1132// of storing prim inventory needlessly is much less than the aggravation
918 datastore.StorePrimInventory(m_part.UUID, items); 1133// of prim inventory loss.
1134// if (HasInventoryChanged)
1135// {
1136 Items.LockItemsForRead(true);
1137 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1138 Items.LockItemsForRead(false);
919 1139
920 } 1140 HasInventoryChanged = false;
1141// }
921 } 1142 }
922 1143
923 public class InventoryStringBuilder 1144 public class InventoryStringBuilder
@@ -983,82 +1204,63 @@ namespace OpenSim.Region.Framework.Scenes
983 { 1204 {
984 uint mask=0x7fffffff; 1205 uint mask=0x7fffffff;
985 1206
986 lock (m_items) 1207 foreach (TaskInventoryItem item in m_items.Values)
987 { 1208 {
988 foreach (TaskInventoryItem item in m_items.Values) 1209 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1210 mask &= ~((uint)PermissionMask.Copy >> 13);
1211 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1212 mask &= ~((uint)PermissionMask.Transfer >> 13);
1213 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1214 mask &= ~((uint)PermissionMask.Modify >> 13);
1215
1216 if (item.InvType == (int)InventoryType.Object)
989 { 1217 {
990 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1218 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
991 mask &= ~((uint)PermissionMask.Copy >> 13); 1219 mask &= ~((uint)PermissionMask.Copy >> 13);
992 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1220 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
993 mask &= ~((uint)PermissionMask.Transfer >> 13); 1221 mask &= ~((uint)PermissionMask.Transfer >> 13);
994 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1222 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
995 mask &= ~((uint)PermissionMask.Modify >> 13); 1223 mask &= ~((uint)PermissionMask.Modify >> 13);
996
997 if (item.InvType != (int)InventoryType.Object)
998 {
999 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1000 mask &= ~((uint)PermissionMask.Copy >> 13);
1001 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1002 mask &= ~((uint)PermissionMask.Transfer >> 13);
1003 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1004 mask &= ~((uint)PermissionMask.Modify >> 13);
1005 }
1006 else
1007 {
1008 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1009 mask &= ~((uint)PermissionMask.Copy >> 13);
1010 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1011 mask &= ~((uint)PermissionMask.Transfer >> 13);
1012 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1013 mask &= ~((uint)PermissionMask.Modify >> 13);
1014 }
1015
1016 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1017 mask &= ~(uint)PermissionMask.Copy;
1018 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1019 mask &= ~(uint)PermissionMask.Transfer;
1020 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1021 mask &= ~(uint)PermissionMask.Modify;
1022 } 1224 }
1225
1226 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1227 mask &= ~(uint)PermissionMask.Copy;
1228 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1229 mask &= ~(uint)PermissionMask.Transfer;
1230 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1231 mask &= ~(uint)PermissionMask.Modify;
1023 } 1232 }
1024
1025 return mask; 1233 return mask;
1026 } 1234 }
1027 1235
1028 public void ApplyNextOwnerPermissions() 1236 public void ApplyNextOwnerPermissions()
1029 { 1237 {
1030 lock (m_items) 1238 foreach (TaskInventoryItem item in m_items.Values)
1031 { 1239 {
1032 foreach (TaskInventoryItem item in m_items.Values) 1240 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1033 { 1241 {
1034 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1242 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1035 { 1243 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1036 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1244 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1037 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1245 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1038 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1246 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1039 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1247 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1040 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1041 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1042 }
1043 item.CurrentPermissions &= item.NextPermissions;
1044 item.BasePermissions &= item.NextPermissions;
1045 item.EveryonePermissions &= item.NextPermissions;
1046 item.OwnerChanged = true;
1047 item.PermsMask = 0;
1048 item.PermsGranter = UUID.Zero;
1049 } 1248 }
1249 item.OwnerChanged = true;
1250 item.CurrentPermissions &= item.NextPermissions;
1251 item.BasePermissions &= item.NextPermissions;
1252 item.EveryonePermissions &= item.NextPermissions;
1253 item.PermsMask = 0;
1254 item.PermsGranter = UUID.Zero;
1050 } 1255 }
1051 } 1256 }
1052 1257
1053 public void ApplyGodPermissions(uint perms) 1258 public void ApplyGodPermissions(uint perms)
1054 { 1259 {
1055 lock (m_items) 1260 foreach (TaskInventoryItem item in m_items.Values)
1056 { 1261 {
1057 foreach (TaskInventoryItem item in m_items.Values) 1262 item.CurrentPermissions = perms;
1058 { 1263 item.BasePermissions = perms;
1059 item.CurrentPermissions = perms;
1060 item.BasePermissions = perms;
1061 }
1062 } 1264 }
1063 1265
1064 m_inventorySerial++; 1266 m_inventorySerial++;
@@ -1071,17 +1273,13 @@ namespace OpenSim.Region.Framework.Scenes
1071 /// <returns></returns> 1273 /// <returns></returns>
1072 public bool ContainsScripts() 1274 public bool ContainsScripts()
1073 { 1275 {
1074 lock (m_items) 1276 foreach (TaskInventoryItem item in m_items.Values)
1075 { 1277 {
1076 foreach (TaskInventoryItem item in m_items.Values) 1278 if (item.InvType == (int)InventoryType.LSL)
1077 { 1279 {
1078 if (item.InvType == (int)InventoryType.LSL) 1280 return true;
1079 {
1080 return true;
1081 }
1082 } 1281 }
1083 } 1282 }
1084
1085 return false; 1283 return false;
1086 } 1284 }
1087 1285
@@ -1089,11 +1287,8 @@ namespace OpenSim.Region.Framework.Scenes
1089 { 1287 {
1090 List<UUID> ret = new List<UUID>(); 1288 List<UUID> ret = new List<UUID>();
1091 1289
1092 lock (m_items) 1290 foreach (TaskInventoryItem item in m_items.Values)
1093 { 1291 ret.Add(item.ItemID);
1094 foreach (TaskInventoryItem item in m_items.Values)
1095 ret.Add(item.ItemID);
1096 }
1097 1292
1098 return ret; 1293 return ret;
1099 } 1294 }
@@ -1124,6 +1319,11 @@ namespace OpenSim.Region.Framework.Scenes
1124 1319
1125 public Dictionary<UUID, string> GetScriptStates() 1320 public Dictionary<UUID, string> GetScriptStates()
1126 { 1321 {
1322 return GetScriptStates(false);
1323 }
1324
1325 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1326 {
1127 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1327 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1128 1328
1129 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1329 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1134,25 +1334,35 @@ namespace OpenSim.Region.Framework.Scenes
1134 if (engines.Length == 0) // No engine at all 1334 if (engines.Length == 0) // No engine at all
1135 return ret; 1335 return ret;
1136 1336
1137 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1337 Items.LockItemsForRead(true);
1138 1338 foreach (TaskInventoryItem item in m_items.Values)
1139 foreach (TaskInventoryItem item in scripts)
1140 { 1339 {
1141 foreach (IScriptModule e in engines) 1340 if (item.InvType == (int)InventoryType.LSL)
1142 { 1341 {
1143 if (e != null) 1342 foreach (IScriptModule e in engines)
1144 { 1343 {
1145 string n = e.GetXMLState(item.ItemID); 1344 if (e != null)
1146 if (n != String.Empty)
1147 { 1345 {
1148 if (!ret.ContainsKey(item.ItemID)) 1346 string n = e.GetXMLState(item.ItemID);
1149 ret[item.ItemID] = n; 1347 if (n != String.Empty)
1150 break; 1348 {
1349 if (oldIDs)
1350 {
1351 if (!ret.ContainsKey(item.OldItemID))
1352 ret[item.OldItemID] = n;
1353 }
1354 else
1355 {
1356 if (!ret.ContainsKey(item.ItemID))
1357 ret[item.ItemID] = n;
1358 }
1359 break;
1360 }
1151 } 1361 }
1152 } 1362 }
1153 } 1363 }
1154 } 1364 }
1155 1365 Items.LockItemsForRead(false);
1156 return ret; 1366 return ret;
1157 } 1367 }
1158 1368
@@ -1162,21 +1372,27 @@ namespace OpenSim.Region.Framework.Scenes
1162 if (engines.Length == 0) 1372 if (engines.Length == 0)
1163 return; 1373 return;
1164 1374
1165 List<TaskInventoryItem> scripts = GetInventoryScripts();
1166 1375
1167 foreach (TaskInventoryItem item in scripts) 1376 Items.LockItemsForRead(true);
1377
1378 foreach (TaskInventoryItem item in m_items.Values)
1168 { 1379 {
1169 foreach (IScriptModule engine in engines) 1380 if (item.InvType == (int)InventoryType.LSL)
1170 { 1381 {
1171 if (engine != null) 1382 foreach (IScriptModule engine in engines)
1172 { 1383 {
1173 if (item.OwnerChanged) 1384 if (engine != null)
1174 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1385 {
1175 item.OwnerChanged = false; 1386 if (item.OwnerChanged)
1176 engine.ResumeScript(item.ItemID); 1387 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1388 item.OwnerChanged = false;
1389 engine.ResumeScript(item.ItemID);
1390 }
1177 } 1391 }
1178 } 1392 }
1179 } 1393 }
1394
1395 Items.LockItemsForRead(false);
1180 } 1396 }
1181 } 1397 }
1182} 1398}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index ec6bb89..2efb0d2 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -91,7 +91,7 @@ namespace OpenSim.Region.Framework.Scenes
91 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 91 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
92 /// issue #1716 92 /// issue #1716
93 /// </summary> 93 /// </summary>
94 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 94 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
95 95
96 /// <summary> 96 /// <summary>
97 /// Movement updates for agents in neighboring regions are sent directly to clients. 97 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -168,6 +168,7 @@ namespace OpenSim.Region.Framework.Scenes
168// private int m_lastColCount = -1; //KF: Look for Collision chnages 168// private int m_lastColCount = -1; //KF: Look for Collision chnages
169// private int m_updateCount = 0; //KF: Update Anims for a while 169// private int m_updateCount = 0; //KF: Update Anims for a while
170// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 170// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
171 private List<uint> m_lastColliders = new List<uint>();
171 172
172 private TeleportFlags m_teleportFlags; 173 private TeleportFlags m_teleportFlags;
173 public TeleportFlags TeleportFlags 174 public TeleportFlags TeleportFlags
@@ -229,6 +230,11 @@ namespace OpenSim.Region.Framework.Scenes
229 //private int m_moveToPositionStateStatus; 230 //private int m_moveToPositionStateStatus;
230 //***************************************************** 231 //*****************************************************
231 232
233 private bool m_collisionEventFlag = false;
234 private object m_collisionEventLock = new Object();
235
236 private Vector3 m_prevSitOffset;
237
232 protected AvatarAppearance m_appearance; 238 protected AvatarAppearance m_appearance;
233 239
234 public AvatarAppearance Appearance 240 public AvatarAppearance Appearance
@@ -576,6 +582,13 @@ namespace OpenSim.Region.Framework.Scenes
576 } 582 }
577 private uint m_parentID; 583 private uint m_parentID;
578 584
585 public UUID ParentUUID
586 {
587 get { return m_parentUUID; }
588 set { m_parentUUID = value; }
589 }
590 private UUID m_parentUUID = UUID.Zero;
591
579 public float Health 592 public float Health
580 { 593 {
581 get { return m_health; } 594 get { return m_health; }
@@ -797,10 +810,37 @@ namespace OpenSim.Region.Framework.Scenes
797 "[SCENE]: Upgrading child to root agent for {0} in {1}", 810 "[SCENE]: Upgrading child to root agent for {0} in {1}",
798 Name, m_scene.RegionInfo.RegionName); 811 Name, m_scene.RegionInfo.RegionName);
799 812
800 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
801
802 bool wasChild = IsChildAgent; 813 bool wasChild = IsChildAgent;
803 IsChildAgent = false; 814
815 if (ParentUUID != UUID.Zero)
816 {
817 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
818 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
819 if (part == null)
820 {
821 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
822 }
823 else
824 {
825 part.ParentGroup.AddAvatar(UUID);
826 if (part.SitTargetPosition != Vector3.Zero)
827 part.SitTargetAvatar = UUID;
828 ParentPosition = part.GetWorldPosition();
829 ParentID = part.LocalId;
830 m_pos = m_prevSitOffset;
831 pos = ParentPosition;
832 }
833 ParentUUID = UUID.Zero;
834
835 IsChildAgent = false;
836
837 Animator.TrySetMovementAnimation("SIT");
838 }
839 else
840 {
841 IsChildAgent = false;
842 }
843
804 844
805 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 845 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
806 if (gm != null) 846 if (gm != null)
@@ -810,62 +850,64 @@ namespace OpenSim.Region.Framework.Scenes
810 850
811 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 851 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
812 852
813 // Moved this from SendInitialData to ensure that Appearance is initialized 853 if (ParentID == 0)
814 // before the inventory is processed in MakeRootAgent. This fixes a race condition
815 // related to the handling of attachments
816 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
817 if (m_scene.TestBorderCross(pos, Cardinals.E))
818 { 854 {
819 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 855 // Moved this from SendInitialData to ensure that Appearance is initialized
820 pos.X = crossedBorder.BorderLine.Z - 1; 856 // before the inventory is processed in MakeRootAgent. This fixes a race condition
821 } 857 // related to the handling of attachments
858 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
859 if (m_scene.TestBorderCross(pos, Cardinals.E))
860 {
861 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
862 pos.X = crossedBorder.BorderLine.Z - 1;
863 }
822 864
823 if (m_scene.TestBorderCross(pos, Cardinals.N)) 865 if (m_scene.TestBorderCross(pos, Cardinals.N))
824 { 866 {
825 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 867 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
826 pos.Y = crossedBorder.BorderLine.Z - 1; 868 pos.Y = crossedBorder.BorderLine.Z - 1;
827 } 869 }
828 870
829 CheckAndAdjustLandingPoint(ref pos); 871 CheckAndAdjustLandingPoint(ref pos);
830 872
831 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 873 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
832 { 874 {
833 m_log.WarnFormat( 875 m_log.WarnFormat(
834 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 876 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
835 pos, Name, UUID); 877 pos, Name, UUID);
836 878
837 if (pos.X < 0f) pos.X = 0f; 879 if (pos.X < 0f) pos.X = 0f;
838 if (pos.Y < 0f) pos.Y = 0f; 880 if (pos.Y < 0f) pos.Y = 0f;
839 if (pos.Z < 0f) pos.Z = 0f; 881 if (pos.Z < 0f) pos.Z = 0f;
840 } 882 }
841 883
842 float localAVHeight = 1.56f; 884 float localAVHeight = 1.56f;
843 if (Appearance.AvatarHeight > 0) 885 if (Appearance.AvatarHeight > 0)
844 localAVHeight = Appearance.AvatarHeight; 886 localAVHeight = Appearance.AvatarHeight;
845 887
846 float posZLimit = 0; 888 float posZLimit = 0;
847 889
848 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 890 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
849 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 891 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
850 892
851 float newPosZ = posZLimit + localAVHeight / 2; 893 float newPosZ = posZLimit + localAVHeight / 2;
852 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) 894 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
853 { 895 {
854 pos.Z = newPosZ; 896 pos.Z = newPosZ;
855 } 897 }
856 AbsolutePosition = pos; 898 AbsolutePosition = pos;
857 899
858 AddToPhysicalScene(isFlying); 900 AddToPhysicalScene(isFlying);
859 901
860 if (ForceFly) 902 if (ForceFly)
861 { 903 {
862 Flying = true; 904 Flying = true;
863 } 905 }
864 else if (FlyDisabled) 906 else if (FlyDisabled)
865 { 907 {
866 Flying = false; 908 Flying = false;
909 }
867 } 910 }
868
869 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 911 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
870 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 912 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
871 // elsewhere anyway 913 // elsewhere anyway
@@ -883,14 +925,19 @@ namespace OpenSim.Region.Framework.Scenes
883 { 925 {
884 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments..."); 926 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments...");
885 // Resume scripts 927 // Resume scripts
886 foreach (SceneObjectGroup sog in m_attachments) 928 Util.FireAndForget(delegate(object x) {
887 { 929 foreach (SceneObjectGroup sog in m_attachments)
888 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 930 {
889 sog.ResumeScripts(); 931 sog.ScheduleGroupForFullUpdate();
890 } 932 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
933 sog.ResumeScripts();
934 }
935 });
891 } 936 }
892 } 937 }
893 938
939 SendAvatarDataToAllAgents();
940
894 // send the animations of the other presences to me 941 // send the animations of the other presences to me
895 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 942 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
896 { 943 {
@@ -1687,9 +1734,9 @@ namespace OpenSim.Region.Framework.Scenes
1687 if (pos.Z - terrainHeight < 0.2) 1734 if (pos.Z - terrainHeight < 0.2)
1688 pos.Z = terrainHeight; 1735 pos.Z = terrainHeight;
1689 1736
1690 m_log.DebugFormat( 1737// m_log.DebugFormat(
1691 "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", 1738// "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}",
1692 Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); 1739// Name, pos, terrainHeight, m_scene.RegionInfo.RegionName);
1693 1740
1694 if (noFly) 1741 if (noFly)
1695 Flying = false; 1742 Flying = false;
@@ -1746,8 +1793,11 @@ namespace OpenSim.Region.Framework.Scenes
1746// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 1793// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
1747 1794
1748 SitGround = false; 1795 SitGround = false;
1796
1797/* move this down so avatar gets physical in the new position and not where it is siting
1749 if (PhysicsActor == null) 1798 if (PhysicsActor == null)
1750 AddToPhysicalScene(false); 1799 AddToPhysicalScene(false);
1800 */
1751 1801
1752 if (ParentID != 0) 1802 if (ParentID != 0)
1753 { 1803 {
@@ -1773,6 +1823,7 @@ namespace OpenSim.Region.Framework.Scenes
1773 if (part.SitTargetAvatar == UUID) 1823 if (part.SitTargetAvatar == UUID)
1774 part.SitTargetAvatar = UUID.Zero; 1824 part.SitTargetAvatar = UUID.Zero;
1775 1825
1826 part.ParentGroup.DeleteAvatar(UUID);
1776 ParentPosition = part.GetWorldPosition(); 1827 ParentPosition = part.GetWorldPosition();
1777 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1828 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1778 } 1829 }
@@ -1781,6 +1832,10 @@ namespace OpenSim.Region.Framework.Scenes
1781 ParentPosition = Vector3.Zero; 1832 ParentPosition = Vector3.Zero;
1782 1833
1783 ParentID = 0; 1834 ParentID = 0;
1835
1836 if (PhysicsActor == null)
1837 AddToPhysicalScene(false);
1838
1784 SendAvatarDataToAllAgents(); 1839 SendAvatarDataToAllAgents();
1785 m_requestedSitTargetID = 0; 1840 m_requestedSitTargetID = 0;
1786 1841
@@ -1788,6 +1843,9 @@ namespace OpenSim.Region.Framework.Scenes
1788 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 1843 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1789 } 1844 }
1790 1845
1846 else if (PhysicsActor == null)
1847 AddToPhysicalScene(false);
1848
1791 Animator.TrySetMovementAnimation("STAND"); 1849 Animator.TrySetMovementAnimation("STAND");
1792 } 1850 }
1793 1851
@@ -1911,7 +1969,7 @@ namespace OpenSim.Region.Framework.Scenes
1911 forceMouselook = part.GetForceMouselook(); 1969 forceMouselook = part.GetForceMouselook();
1912 1970
1913 ControllingClient.SendSitResponse( 1971 ControllingClient.SendSitResponse(
1914 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 1972 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
1915 1973
1916 m_requestedSitTargetUUID = targetID; 1974 m_requestedSitTargetUUID = targetID;
1917 1975
@@ -2193,14 +2251,36 @@ namespace OpenSim.Region.Framework.Scenes
2193 2251
2194 //Quaternion result = (sitTargetOrient * vq) * nq; 2252 //Quaternion result = (sitTargetOrient * vq) * nq;
2195 2253
2196 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2254 double x, y, z, m;
2255
2256 Quaternion r = sitTargetOrient;
2257 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2258
2259 if (Math.Abs(1.0 - m) > 0.000001)
2260 {
2261 m = 1.0 / Math.Sqrt(m);
2262 r.X *= (float)m;
2263 r.Y *= (float)m;
2264 r.Z *= (float)m;
2265 r.W *= (float)m;
2266 }
2267
2268 x = 2 * (r.X * r.Z + r.Y * r.W);
2269 y = 2 * (-r.X * r.W + r.Y * r.Z);
2270 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2271
2272 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2273 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2274 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2197 Rotation = sitTargetOrient; 2275 Rotation = sitTargetOrient;
2198 ParentPosition = part.AbsolutePosition; 2276 ParentPosition = part.AbsolutePosition;
2277 part.ParentGroup.AddAvatar(UUID);
2199 } 2278 }
2200 else 2279 else
2201 { 2280 {
2202 m_pos -= part.AbsolutePosition; 2281 m_pos -= part.AbsolutePosition;
2203 ParentPosition = part.AbsolutePosition; 2282 ParentPosition = part.AbsolutePosition;
2283 part.ParentGroup.AddAvatar(UUID);
2204 2284
2205// m_log.DebugFormat( 2285// m_log.DebugFormat(
2206// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2286// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -3042,6 +3122,9 @@ namespace OpenSim.Region.Framework.Scenes
3042 cAgent.AlwaysRun = SetAlwaysRun; 3122 cAgent.AlwaysRun = SetAlwaysRun;
3043 3123
3044 cAgent.Appearance = new AvatarAppearance(Appearance); 3124 cAgent.Appearance = new AvatarAppearance(Appearance);
3125
3126 cAgent.ParentPart = ParentUUID;
3127 cAgent.SitOffset = m_pos;
3045 3128
3046 lock (scriptedcontrols) 3129 lock (scriptedcontrols)
3047 { 3130 {
@@ -3101,6 +3184,8 @@ namespace OpenSim.Region.Framework.Scenes
3101 CameraAtAxis = cAgent.AtAxis; 3184 CameraAtAxis = cAgent.AtAxis;
3102 CameraLeftAxis = cAgent.LeftAxis; 3185 CameraLeftAxis = cAgent.LeftAxis;
3103 CameraUpAxis = cAgent.UpAxis; 3186 CameraUpAxis = cAgent.UpAxis;
3187 ParentUUID = cAgent.ParentPart;
3188 m_prevSitOffset = cAgent.SitOffset;
3104 3189
3105 // When we get to the point of re-computing neighbors everytime this 3190 // When we get to the point of re-computing neighbors everytime this
3106 // changes, then start using the agent's drawdistance rather than the 3191 // changes, then start using the agent's drawdistance rather than the
@@ -3307,6 +3392,8 @@ namespace OpenSim.Region.Framework.Scenes
3307 } 3392 }
3308 } 3393 }
3309 3394
3395 RaiseCollisionScriptEvents(coldata);
3396
3310 if (Invulnerable) 3397 if (Invulnerable)
3311 return; 3398 return;
3312 3399
@@ -3818,6 +3905,12 @@ namespace OpenSim.Region.Framework.Scenes
3818 3905
3819 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 3906 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
3820 { 3907 {
3908 string reason;
3909
3910 // Honor bans
3911 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
3912 return;
3913
3821 SceneObjectGroup telehub = null; 3914 SceneObjectGroup telehub = null;
3822 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 3915 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
3823 { 3916 {
@@ -3857,11 +3950,173 @@ namespace OpenSim.Region.Framework.Scenes
3857 pos = land.LandData.UserLocation; 3950 pos = land.LandData.UserLocation;
3858 } 3951 }
3859 } 3952 }
3860 3953
3861 land.SendLandUpdateToClient(ControllingClient); 3954 land.SendLandUpdateToClient(ControllingClient);
3862 } 3955 }
3863 } 3956 }
3864 3957
3958 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
3959 {
3960 lock(m_collisionEventLock)
3961 {
3962 if (m_collisionEventFlag)
3963 return;
3964 m_collisionEventFlag = true;
3965 }
3966
3967 Util.FireAndForget(delegate(object x)
3968 {
3969 try
3970 {
3971 List<uint> thisHitColliders = new List<uint>();
3972 List<uint> endedColliders = new List<uint>();
3973 List<uint> startedColliders = new List<uint>();
3974
3975 foreach (uint localid in coldata.Keys)
3976 {
3977 thisHitColliders.Add(localid);
3978 if (!m_lastColliders.Contains(localid))
3979 {
3980 startedColliders.Add(localid);
3981 }
3982 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3983 }
3984
3985 // calculate things that ended colliding
3986 foreach (uint localID in m_lastColliders)
3987 {
3988 if (!thisHitColliders.Contains(localID))
3989 {
3990 endedColliders.Add(localID);
3991 }
3992 }
3993 //add the items that started colliding this time to the last colliders list.
3994 foreach (uint localID in startedColliders)
3995 {
3996 m_lastColliders.Add(localID);
3997 }
3998 // remove things that ended colliding from the last colliders list
3999 foreach (uint localID in endedColliders)
4000 {
4001 m_lastColliders.Remove(localID);
4002 }
4003
4004 // do event notification
4005 if (startedColliders.Count > 0)
4006 {
4007 ColliderArgs StartCollidingMessage = new ColliderArgs();
4008 List<DetectedObject> colliding = new List<DetectedObject>();
4009 foreach (uint localId in startedColliders)
4010 {
4011 if (localId == 0)
4012 continue;
4013
4014 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4015 string data = "";
4016 if (obj != null)
4017 {
4018 DetectedObject detobj = new DetectedObject();
4019 detobj.keyUUID = obj.UUID;
4020 detobj.nameStr = obj.Name;
4021 detobj.ownerUUID = obj.OwnerID;
4022 detobj.posVector = obj.AbsolutePosition;
4023 detobj.rotQuat = obj.GetWorldRotation();
4024 detobj.velVector = obj.Velocity;
4025 detobj.colliderType = 0;
4026 detobj.groupUUID = obj.GroupID;
4027 colliding.Add(detobj);
4028 }
4029 }
4030
4031 if (colliding.Count > 0)
4032 {
4033 StartCollidingMessage.Colliders = colliding;
4034
4035 foreach (SceneObjectGroup att in GetAttachments())
4036 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
4037 }
4038 }
4039
4040 if (endedColliders.Count > 0)
4041 {
4042 ColliderArgs EndCollidingMessage = new ColliderArgs();
4043 List<DetectedObject> colliding = new List<DetectedObject>();
4044 foreach (uint localId in endedColliders)
4045 {
4046 if (localId == 0)
4047 continue;
4048
4049 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4050 string data = "";
4051 if (obj != null)
4052 {
4053 DetectedObject detobj = new DetectedObject();
4054 detobj.keyUUID = obj.UUID;
4055 detobj.nameStr = obj.Name;
4056 detobj.ownerUUID = obj.OwnerID;
4057 detobj.posVector = obj.AbsolutePosition;
4058 detobj.rotQuat = obj.GetWorldRotation();
4059 detobj.velVector = obj.Velocity;
4060 detobj.colliderType = 0;
4061 detobj.groupUUID = obj.GroupID;
4062 colliding.Add(detobj);
4063 }
4064 }
4065
4066 if (colliding.Count > 0)
4067 {
4068 EndCollidingMessage.Colliders = colliding;
4069
4070 foreach (SceneObjectGroup att in GetAttachments())
4071 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
4072 }
4073 }
4074
4075 if (thisHitColliders.Count > 0)
4076 {
4077 ColliderArgs CollidingMessage = new ColliderArgs();
4078 List<DetectedObject> colliding = new List<DetectedObject>();
4079 foreach (uint localId in thisHitColliders)
4080 {
4081 if (localId == 0)
4082 continue;
4083
4084 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4085 string data = "";
4086 if (obj != null)
4087 {
4088 DetectedObject detobj = new DetectedObject();
4089 detobj.keyUUID = obj.UUID;
4090 detobj.nameStr = obj.Name;
4091 detobj.ownerUUID = obj.OwnerID;
4092 detobj.posVector = obj.AbsolutePosition;
4093 detobj.rotQuat = obj.GetWorldRotation();
4094 detobj.velVector = obj.Velocity;
4095 detobj.colliderType = 0;
4096 detobj.groupUUID = obj.GroupID;
4097 colliding.Add(detobj);
4098 }
4099 }
4100
4101 if (colliding.Count > 0)
4102 {
4103 CollidingMessage.Colliders = colliding;
4104
4105 lock (m_attachments)
4106 {
4107 foreach (SceneObjectGroup att in m_attachments)
4108 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
4109 }
4110 }
4111 }
4112 }
4113 finally
4114 {
4115 m_collisionEventFlag = false;
4116 }
4117 });
4118 }
4119
3865 private void TeleportFlagsDebug() { 4120 private void TeleportFlagsDebug() {
3866 4121
3867 // Some temporary debugging help to show all the TeleportFlags we have... 4122 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -3886,6 +4141,5 @@ namespace OpenSim.Region.Framework.Scenes
3886 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4141 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
3887 4142
3888 } 4143 }
3889
3890 } 4144 }
3891} 4145}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index e6b88a3..51a3320 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -244,6 +244,12 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
244 sr.Close(); 244 sr.Close();
245 } 245 }
246 246
247 XmlNodeList keymotion = doc.GetElementsByTagName("KeyframeMotion");
248 if (keymotion.Count > 0)
249 sceneObject.RootPart.KeyframeMotion = KeyframeMotion.FromData(sceneObject, Convert.FromBase64String(keymotion[0].InnerText));
250 else
251 sceneObject.RootPart.KeyframeMotion = null;
252
247 // Script state may, or may not, exist. Not having any, is NOT 253 // Script state may, or may not, exist. Not having any, is NOT
248 // ever a problem. 254 // ever a problem.
249 sceneObject.LoadScriptState(doc); 255 sceneObject.LoadScriptState(doc);
@@ -347,6 +353,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
347 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2); 353 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2);
348 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 354 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
349 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 355 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
356
357 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
358 m_SOPXmlProcessors.Add("Force", ProcessForce);
359 m_SOPXmlProcessors.Add("Torque", ProcessTorque);
360 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
361
362 //Ubit comented until proper testing
363 m_SOPXmlProcessors.Add("Vehicle", ProcessVehicle);
364
365
350 #endregion 366 #endregion
351 367
352 #region TaskInventoryXmlProcessors initialization 368 #region TaskInventoryXmlProcessors initialization
@@ -569,6 +585,24 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
569 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty); 585 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty);
570 } 586 }
571 587
588 private static void ProcessVehicle(SceneObjectPart obj, XmlTextReader reader)
589 {
590 bool errors = false;
591 SOPVehicle _vehicle = new SOPVehicle();
592
593 _vehicle.FromXml2(reader, out errors);
594
595 if (errors)
596 {
597 obj.sopVehicle = null;
598 m_log.DebugFormat(
599 "[SceneObjectSerializer]: Parsing Vehicle for object part {0} {1} encountered errors. Please see earlier log entries.",
600 obj.Name, obj.UUID);
601 }
602 else
603 obj.sopVehicle = _vehicle;
604 }
605
572 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader) 606 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader)
573 { 607 {
574 List<string> errorNodeNames; 608 List<string> errorNodeNames;
@@ -733,6 +767,25 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
733 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 767 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
734 } 768 }
735 769
770 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
771 {
772 obj.Buoyancy = (float)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
773 }
774
775 private static void ProcessForce(SceneObjectPart obj, XmlTextReader reader)
776 {
777 obj.Force = Util.ReadVector(reader, "Force");
778 }
779 private static void ProcessTorque(SceneObjectPart obj, XmlTextReader reader)
780 {
781 obj.Torque = Util.ReadVector(reader, "Torque");
782 }
783
784 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
785 {
786 obj.VolumeDetectActive = Util.ReadBoolean(reader);
787 }
788
736 #endregion 789 #endregion
737 790
738 #region TaskInventoryXmlProcessors 791 #region TaskInventoryXmlProcessors
@@ -1120,6 +1173,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1120 }); 1173 });
1121 1174
1122 writer.WriteEndElement(); 1175 writer.WriteEndElement();
1176
1177 if (sog.RootPart.KeyframeMotion != null)
1178 {
1179 Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
1180
1181 writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
1182 writer.WriteBase64(data, 0, data.Length);
1183 writer.WriteEndElement();
1184 }
1185
1123 writer.WriteEndElement(); 1186 writer.WriteEndElement();
1124 } 1187 }
1125 1188
@@ -1218,6 +1281,17 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1218 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1281 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1219 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1282 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1220 1283
1284 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1285
1286 WriteVector(writer, "Force", sop.Force);
1287 WriteVector(writer, "Torque", sop.Torque);
1288
1289 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1290
1291 //Ubit comented until proper testing
1292 if (sop.sopVehicle != null)
1293 sop.sopVehicle.ToXml2(writer);
1294
1221 writer.WriteEndElement(); 1295 writer.WriteEndElement();
1222 } 1296 }
1223 1297
@@ -1487,12 +1561,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1487 { 1561 {
1488 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1562 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1489 1563
1490 if (reader.IsEmptyElement)
1491 {
1492 reader.Read();
1493 return tinv;
1494 }
1495
1496 reader.ReadStartElement(name, String.Empty); 1564 reader.ReadStartElement(name, String.Empty);
1497 1565
1498 while (reader.Name == "TaskInventoryItem") 1566 while (reader.Name == "TaskInventoryItem")
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 860172c..5ed3c79 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -30,12 +30,27 @@ using System.Reflection;
30using log4net; 30using log4net;
31using OpenMetaverse; 31using OpenMetaverse;
32using OpenSim.Region.Framework.Interfaces; 32using OpenSim.Region.Framework.Interfaces;
33using System;
33 34
34namespace OpenSim.Region.Framework.Scenes 35namespace OpenSim.Region.Framework.Scenes
35{ 36{
37 [Flags]
38 public enum UndoType
39 {
40 STATE_PRIM_POSITION = 1,
41 STATE_PRIM_ROTATION = 2,
42 STATE_PRIM_SCALE = 4,
43 STATE_PRIM_ALL = 7,
44 STATE_GROUP_POSITION = 8,
45 STATE_GROUP_ROTATION = 16,
46 STATE_GROUP_SCALE = 32,
47 STATE_GROUP_ALL = 56,
48 STATE_ALL = 63
49 }
50
36 public class UndoState 51 public class UndoState
37 { 52 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 53 // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
39 54
40 public Vector3 Position = Vector3.Zero; 55 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero; 56 public Vector3 Scale = Vector3.Zero;
@@ -57,37 +72,37 @@ namespace OpenSim.Region.Framework.Scenes
57 { 72 {
58 ForGroup = forGroup; 73 ForGroup = forGroup;
59 74
60// if (ForGroup) 75 // if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition; 76 Position = part.ParentGroup.AbsolutePosition;
62// else 77 // else
63// Position = part.OffsetPosition; 78 // Position = part.OffsetPosition;
64 79
65// m_log.DebugFormat( 80 // m_log.DebugFormat(
66// "[UNDO STATE]: Storing undo position {0} for root part", Position); 81 // "[UNDO STATE]: Storing undo position {0} for root part", Position);
67 82
68 Rotation = part.RotationOffset; 83 Rotation = part.RotationOffset;
69 84
70// m_log.DebugFormat( 85 // m_log.DebugFormat(
71// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 86 // "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation);
72 87
73 Scale = part.Shape.Scale; 88 Scale = part.Shape.Scale;
74 89
75// m_log.DebugFormat( 90 // m_log.DebugFormat(
76// "[UNDO STATE]: Storing undo scale {0} for root part", Scale); 91 // "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 92 }
78 else 93 else
79 { 94 {
80 Position = part.OffsetPosition; 95 Position = part.OffsetPosition;
81// m_log.DebugFormat( 96 // m_log.DebugFormat(
82// "[UNDO STATE]: Storing undo position {0} for child part", Position); 97 // "[UNDO STATE]: Storing undo position {0} for child part", Position);
83 98
84 Rotation = part.RotationOffset; 99 Rotation = part.RotationOffset;
85// m_log.DebugFormat( 100 // m_log.DebugFormat(
86// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 101 // "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation);
87 102
88 Scale = part.Shape.Scale; 103 Scale = part.Shape.Scale;
89// m_log.DebugFormat( 104 // m_log.DebugFormat(
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 105 // "[UNDO STATE]: Storing undo scale {0} for child part", Scale);
91 } 106 }
92 } 107 }
93 108
@@ -121,9 +136,9 @@ namespace OpenSim.Region.Framework.Scenes
121 136
122 if (part.ParentID == 0) 137 if (part.ParentID == 0)
123 { 138 {
124// m_log.DebugFormat( 139 // m_log.DebugFormat(
125// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}", 140 // "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
126// Position, part.Name, part.LocalId); 141 // Position, part.Name, part.LocalId);
127 142
128 if (Position != Vector3.Zero) 143 if (Position != Vector3.Zero)
129 { 144 {
@@ -133,9 +148,9 @@ namespace OpenSim.Region.Framework.Scenes
133 part.ParentGroup.UpdateRootPosition(Position); 148 part.ParentGroup.UpdateRootPosition(Position);
134 } 149 }
135 150
136// m_log.DebugFormat( 151 // m_log.DebugFormat(
137// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 152 // "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}",
138// part.RotationOffset, Rotation, part.Name, part.LocalId); 153 // part.RotationOffset, Rotation, part.Name, part.LocalId);
139 154
140 if (ForGroup) 155 if (ForGroup)
141 part.UpdateRotation(Rotation); 156 part.UpdateRotation(Rotation);
@@ -144,9 +159,9 @@ namespace OpenSim.Region.Framework.Scenes
144 159
145 if (Scale != Vector3.Zero) 160 if (Scale != Vector3.Zero)
146 { 161 {
147// m_log.DebugFormat( 162 // m_log.DebugFormat(
148// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 163 // "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}",
149// part.Shape.Scale, Scale, part.Name, part.LocalId); 164 // part.Shape.Scale, Scale, part.Name, part.LocalId);
150 165
151 if (ForGroup) 166 if (ForGroup)
152 part.ParentGroup.GroupResize(Scale); 167 part.ParentGroup.GroupResize(Scale);
@@ -161,24 +176,24 @@ namespace OpenSim.Region.Framework.Scenes
161 // Note: Updating these properties on sop automatically schedules an update if needed 176 // Note: Updating these properties on sop automatically schedules an update if needed
162 if (Position != Vector3.Zero) 177 if (Position != Vector3.Zero)
163 { 178 {
164// m_log.DebugFormat( 179 // m_log.DebugFormat(
165// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}", 180 // "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
166// part.OffsetPosition, Position, part.Name, part.LocalId); 181 // part.OffsetPosition, Position, part.Name, part.LocalId);
167 182
168 part.OffsetPosition = Position; 183 part.OffsetPosition = Position;
169 } 184 }
170 185
171// m_log.DebugFormat( 186 // m_log.DebugFormat(
172// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 187 // "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}",
173// part.RotationOffset, Rotation, part.Name, part.LocalId); 188 // part.RotationOffset, Rotation, part.Name, part.LocalId);
174 189
175 part.UpdateRotation(Rotation); 190 part.UpdateRotation(Rotation);
176 191
177 if (Scale != Vector3.Zero) 192 if (Scale != Vector3.Zero)
178 { 193 {
179// m_log.DebugFormat( 194 // m_log.DebugFormat(
180// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 195 // "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}",
181// part.Shape.Scale, Scale, part.Name, part.LocalId); 196 // part.Shape.Scale, Scale, part.Name, part.LocalId);
182 197
183 part.Resize(Scale); 198 part.Resize(Scale);
184 } 199 }
@@ -247,4 +262,4 @@ namespace OpenSim.Region.Framework.Scenes
247 m_terrainModule.UndoTerrain(m_terrainChannel); 262 m_terrainModule.UndoTerrain(m_terrainChannel);
248 } 263 }
249 } 264 }
250} \ No newline at end of file 265}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index efb68a2..411e421 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -87,10 +87,6 @@ namespace OpenSim.Region.Framework.Scenes
87 /// <param name="assetUuids">The assets gathered</param> 87 /// <param name="assetUuids">The assets gathered</param>
88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
89 { 89 {
90 // avoid infinite loops
91 if (assetUuids.ContainsKey(assetUuid))
92 return;
93
94 try 90 try
95 { 91 {
96 assetUuids[assetUuid] = assetType; 92 assetUuids[assetUuid] = assetType;
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
index d3c96e2..0f62b2a 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -818,6 +818,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
818 public event ObjectOwner OnObjectOwner; 818 public event ObjectOwner OnObjectOwner;
819 public event DirPlacesQuery OnDirPlacesQuery; 819 public event DirPlacesQuery OnDirPlacesQuery;
820 public event DirFindQuery OnDirFindQuery; 820 public event DirFindQuery OnDirFindQuery;
821 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
821 public event DirLandQuery OnDirLandQuery; 822 public event DirLandQuery OnDirLandQuery;
822 public event DirPopularQuery OnDirPopularQuery; 823 public event DirPopularQuery OnDirPopularQuery;
823 public event DirClassifiedQuery OnDirClassifiedQuery; 824 public event DirClassifiedQuery OnDirClassifiedQuery;
@@ -834,7 +835,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
834 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 835 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
835 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 836 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
836 public event ClassifiedDelete OnClassifiedDelete; 837 public event ClassifiedDelete OnClassifiedDelete;
837 public event ClassifiedDelete OnClassifiedGodDelete; 838 public event ClassifiedGodDelete OnClassifiedGodDelete;
838 public event EventNotificationAddRequest OnEventNotificationAddRequest; 839 public event EventNotificationAddRequest OnEventNotificationAddRequest;
839 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 840 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
840 public event EventGodDelete OnEventGodDelete; 841 public event EventGodDelete OnEventGodDelete;
@@ -864,6 +865,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
864 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 865 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
865 public event SimWideDeletesDelegate OnSimWideDeletes; 866 public event SimWideDeletesDelegate OnSimWideDeletes;
866 public event SendPostcard OnSendPostcard; 867 public event SendPostcard OnSendPostcard;
868 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
867 public event MuteListEntryUpdate OnUpdateMuteListEntry; 869 public event MuteListEntryUpdate OnUpdateMuteListEntry;
868 public event MuteListEntryRemove OnRemoveMuteListEntry; 870 public event MuteListEntryRemove OnRemoveMuteListEntry;
869 public event GodlikeMessage onGodlikeMessage; 871 public event GodlikeMessage onGodlikeMessage;
@@ -885,6 +887,11 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
885 887
886 public void Close() 888 public void Close()
887 { 889 {
890 Close(true);
891 }
892
893 public void Close(bool sendStop)
894 {
888 Disconnect(); 895 Disconnect();
889 } 896 }
890 897
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
index 05678c0..8af3652 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
@@ -563,7 +563,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
563 563
564 public Hashtable FreeSwitchSLVoiceGetPreloginHTTPHandler(Hashtable request) 564 public Hashtable FreeSwitchSLVoiceGetPreloginHTTPHandler(Hashtable request)
565 { 565 {
566 m_log.Debug("[FreeSwitchVoice]: FreeSwitchSLVoiceGetPreloginHTTPHandler called"); 566// m_log.Debug("[FreeSwitchVoice] FreeSwitchSLVoiceGetPreloginHTTPHandler called");
567 567
568 Hashtable response = new Hashtable(); 568 Hashtable response = new Hashtable();
569 response["content_type"] = "text/xml"; 569 response["content_type"] = "text/xml";
@@ -714,7 +714,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
714 714
715 public Hashtable FreeSwitchSLVoiceSigninHTTPHandler(Hashtable request) 715 public Hashtable FreeSwitchSLVoiceSigninHTTPHandler(Hashtable request)
716 { 716 {
717 m_log.Debug("[FreeSwitchVoice]: FreeSwitchSLVoiceSigninHTTPHandler called"); 717 //m_log.Debug("[FreeSwitchVoice] FreeSwitchSLVoiceSigninHTTPHandler called");
718// string requestbody = (string)request["body"]; 718// string requestbody = (string)request["body"];
719// string uri = (string)request["uri"]; 719// string uri = (string)request["uri"];
720// string contenttype = (string)request["content-type"]; 720// string contenttype = (string)request["content-type"];
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
index 70e2f7e..0be0a19 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
@@ -190,7 +190,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
190 break; 190 break;
191 } 191 }
192 192
193 m_vivoxVoiceAccountApi = String.Format("http://{0}/api2", m_vivoxServer); 193 m_vivoxVoiceAccountApi = String.Format("https://{0}/api2", m_vivoxServer);
194 194
195 // Admin interface required values 195 // Admin interface required values
196 if (String.IsNullOrEmpty(m_vivoxServer) || 196 if (String.IsNullOrEmpty(m_vivoxServer) ||
@@ -749,7 +749,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
749 } 749 }
750 750
751 751
752 private static readonly string m_vivoxLoginPath = "http://{0}/api2/viv_signin.php?userid={1}&pwd={2}"; 752 private static readonly string m_vivoxLoginPath = "https://{0}/api2/viv_signin.php?userid={1}&pwd={2}";
753 753
754 /// <summary> 754 /// <summary>
755 /// Perform administrative login for Vivox. 755 /// Perform administrative login for Vivox.
@@ -762,7 +762,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
762 } 762 }
763 763
764 764
765 private static readonly string m_vivoxLogoutPath = "http://{0}/api2/viv_signout.php?auth_token={1}"; 765 private static readonly string m_vivoxLogoutPath = "https://{0}/api2/viv_signout.php?auth_token={1}";
766 766
767 /// <summary> 767 /// <summary>
768 /// Perform administrative logout for Vivox. 768 /// Perform administrative logout for Vivox.
@@ -774,7 +774,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
774 } 774 }
775 775
776 776
777 private static readonly string m_vivoxGetAccountPath = "http://{0}/api2/viv_get_acct.php?auth_token={1}&user_name={2}"; 777 private static readonly string m_vivoxGetAccountPath = "https://{0}/api2/viv_get_acct.php?auth_token={1}&user_name={2}";
778 778
779 /// <summary> 779 /// <summary>
780 /// Retrieve account information for the specified user. 780 /// Retrieve account information for the specified user.
@@ -787,7 +787,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
787 } 787 }
788 788
789 789
790 private static readonly string m_vivoxNewAccountPath = "http://{0}/api2/viv_adm_acct_new.php?username={1}&pwd={2}&auth_token={3}"; 790 private static readonly string m_vivoxNewAccountPath = "https://{0}/api2/viv_adm_acct_new.php?username={1}&pwd={2}&auth_token={3}";
791 791
792 /// <summary> 792 /// <summary>
793 /// Creates a new account. 793 /// Creates a new account.
@@ -802,7 +802,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
802 } 802 }
803 803
804 804
805 private static readonly string m_vivoxPasswordPath = "http://{0}/api2/viv_adm_password.php?user_name={1}&new_pwd={2}&auth_token={3}"; 805 private static readonly string m_vivoxPasswordPath = "https://{0}/api2/viv_adm_password.php?user_name={1}&new_pwd={2}&auth_token={3}";
806 806
807 /// <summary> 807 /// <summary>
808 /// Change the user's password. 808 /// Change the user's password.
@@ -814,7 +814,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
814 } 814 }
815 815
816 816
817 private static readonly string m_vivoxChannelPath = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_name={2}&auth_token={3}"; 817 private static readonly string m_vivoxChannelPath = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_name={2}&auth_token={3}";
818 818
819 /// <summary> 819 /// <summary>
820 /// Create a channel. 820 /// Create a channel.
@@ -888,7 +888,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
888 return false; 888 return false;
889 } 889 }
890 890
891 private static readonly string m_vivoxChannelSearchPath = "http://{0}/api2/viv_chan_search.php?cond_channame={1}&auth_token={2}"; 891 private static readonly string m_vivoxChannelSearchPath = "https://{0}/api2/viv_chan_search.php?cond_channame={1}&auth_token={2}";
892 892
893 /// <summary> 893 /// <summary>
894 /// Retrieve a channel. 894 /// Retrieve a channel.
@@ -1032,7 +1032,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1032 return false; 1032 return false;
1033 } 1033 }
1034 1034
1035 // private static readonly string m_vivoxChannelById = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}"; 1035 // private static readonly string m_vivoxChannelById = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}";
1036 1036
1037 // private XmlElement VivoxGetChannelById(string parent, string channelid) 1037 // private XmlElement VivoxGetChannelById(string parent, string channelid)
1038 // { 1038 // {
@@ -1056,7 +1056,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1056 /// In this case the call handles parent and description as optional values. 1056 /// In this case the call handles parent and description as optional values.
1057 /// </summary> 1057 /// </summary>
1058 1058
1059 private static readonly string m_vivoxChannelDel = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}"; 1059 private static readonly string m_vivoxChannelDel = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}";
1060 1060
1061 private XmlElement VivoxDeleteChannel(string parent, string channelid) 1061 private XmlElement VivoxDeleteChannel(string parent, string channelid)
1062 { 1062 {
@@ -1072,7 +1072,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1072 /// Return information on channels in the given directory 1072 /// Return information on channels in the given directory
1073 /// </summary> 1073 /// </summary>
1074 1074
1075 private static readonly string m_vivoxChannelSearch = "http://{0}/api2/viv_chan_search.php?&cond_chanparent={1}&auth_token={2}"; 1075 private static readonly string m_vivoxChannelSearch = "https://{0}/api2/viv_chan_search.php?&cond_chanparent={1}&auth_token={2}";
1076 1076
1077 private XmlElement VivoxListChildren(string channelid) 1077 private XmlElement VivoxListChildren(string channelid)
1078 { 1078 {
diff --git a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
index b60cd42..d39b847 100644
--- a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
@@ -874,7 +874,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
874 msg.dialog = dialog; 874 msg.dialog = dialog;
875 // msg.dialog = (byte)OpenMetaverse.InstantMessageDialog.GroupNotice; 875 // msg.dialog = (byte)OpenMetaverse.InstantMessageDialog.GroupNotice;
876 msg.fromGroup = true; 876 msg.fromGroup = true;
877 msg.offline = (byte)0; 877 msg.offline = (byte)1; // Allow this message to be stored for offline use
878 msg.ParentEstateID = 0; 878 msg.ParentEstateID = 0;
879 msg.Position = Vector3.Zero; 879 msg.Position = Vector3.Zero;
880 msg.RegionID = UUID.Zero.Guid; 880 msg.RegionID = UUID.Zero.Guid;
diff --git a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
index 32659c8..11c87f8 100644
--- a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
@@ -42,17 +42,22 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule
42 public class XmlRpcRouter : IRegionModule, IXmlRpcRouter 42 public class XmlRpcRouter : IRegionModule, IXmlRpcRouter
43 { 43 {
44 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 44 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
45 45 private bool m_enabled = false;
46 public void Initialise(Scene scene, IConfigSource config) 46 public void Initialise(Scene scene, IConfigSource config)
47 { 47 {
48 IConfig startupConfig = config.Configs["Startup"]; 48 IConfig startupConfig = config.Configs["XMLRPC"];
49 if (startupConfig == null) 49 if (startupConfig == null)
50 return; 50 return;
51 51
52 if (startupConfig.GetString("XmlRpcRouterModule", 52 if (startupConfig.GetString("XmlRpcRouterModule",
53 "XmlRpcRouterModule") == "XmlRpcRouterModule") 53 "") == "XmlRpcRouterModule")
54 { 54 {
55 scene.RegisterModuleInterface<IXmlRpcRouter>(this); 55 scene.RegisterModuleInterface<IXmlRpcRouter>(this);
56 m_enabled = true;
57 }
58 else
59 {
60 m_enabled = false;
56 } 61 }
57 } 62 }
58 63
@@ -76,7 +81,10 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule
76 81
77 public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri) 82 public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri)
78 { 83 {
79 scriptEngine.PostScriptEvent(itemID, "xmlrpc_uri", new Object[] {uri}); 84 if (m_enabled)
85 {
86 scriptEngine.PostScriptEvent(itemID, "xmlrpc_uri", new Object[] { uri });
87 }
80 } 88 }
81 89
82 public void ScriptRemoved(UUID itemID) 90 public void ScriptRemoved(UUID itemID)
diff --git a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
index 9c838d0..d206f69 100644
--- a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
+++ b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
@@ -838,6 +838,10 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule
838 if (module != null) 838 if (module != null)
839 module.BuyObject(remoteClient, categoryID, localID, saleType, salePrice); 839 module.BuyObject(remoteClient, categoryID, localID, saleType, salePrice);
840 } 840 }
841
842 public void MoveMoney(UUID fromAgentID, UUID toAgentID, int amount, string text)
843 {
844 }
841 } 845 }
842 846
843 public enum TransactionType : int 847 public enum TransactionType : int
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index be0d56e..d0b822c 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -44,7 +44,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
44 private readonly string m_firstname; 44 private readonly string m_firstname;
45 private readonly string m_lastname; 45 private readonly string m_lastname;
46 private readonly Vector3 m_startPos; 46 private readonly Vector3 m_startPos;
47 private readonly UUID m_uuid = UUID.Random(); 47 private UUID m_uuid = UUID.Random();
48 private readonly Scene m_scene; 48 private readonly Scene m_scene;
49 private readonly UUID m_ownerID; 49 private readonly UUID m_ownerID;
50 50
@@ -171,7 +171,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
171#pragma warning disable 67 171#pragma warning disable 67
172 public event Action<IClientAPI> OnLogout; 172 public event Action<IClientAPI> OnLogout;
173 public event ObjectPermissions OnObjectPermissions; 173 public event ObjectPermissions OnObjectPermissions;
174 174 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
175 public event MoneyTransferRequest OnMoneyTransferRequest; 175 public event MoneyTransferRequest OnMoneyTransferRequest;
176 public event ParcelBuy OnParcelBuy; 176 public event ParcelBuy OnParcelBuy;
177 public event Action<IClientAPI> OnConnectionClosed; 177 public event Action<IClientAPI> OnConnectionClosed;
@@ -377,7 +377,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
377 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 377 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
378 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 378 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
379 public event ClassifiedDelete OnClassifiedDelete; 379 public event ClassifiedDelete OnClassifiedDelete;
380 public event ClassifiedDelete OnClassifiedGodDelete; 380 public event ClassifiedGodDelete OnClassifiedGodDelete;
381 381
382 public event EventNotificationAddRequest OnEventNotificationAddRequest; 382 public event EventNotificationAddRequest OnEventNotificationAddRequest;
383 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 383 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
@@ -416,6 +416,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
416 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 416 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
417 public event SimWideDeletesDelegate OnSimWideDeletes; 417 public event SimWideDeletesDelegate OnSimWideDeletes;
418 public event SendPostcard OnSendPostcard; 418 public event SendPostcard OnSendPostcard;
419 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
419 public event MuteListEntryUpdate OnUpdateMuteListEntry; 420 public event MuteListEntryUpdate OnUpdateMuteListEntry;
420 public event MuteListEntryRemove OnRemoveMuteListEntry; 421 public event MuteListEntryRemove OnRemoveMuteListEntry;
421 public event GodlikeMessage onGodlikeMessage; 422 public event GodlikeMessage onGodlikeMessage;
@@ -443,6 +444,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
443 public virtual UUID AgentId 444 public virtual UUID AgentId
444 { 445 {
445 get { return m_uuid; } 446 get { return m_uuid; }
447 set { m_uuid = value; }
446 } 448 }
447 449
448 public UUID SessionId 450 public UUID SessionId
@@ -851,8 +853,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC
851 853
852 public void Close() 854 public void Close()
853 { 855 {
854 // Remove ourselves from the scene 856 Close(true);
855 m_scene.RemoveClient(AgentId, false); 857 }
858
859 public void Close(bool sendStop)
860 {
856 } 861 }
857 862
858 public void Start() 863 public void Start()
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
index 2b8379d..68f21c8 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
@@ -144,29 +144,38 @@ namespace OpenSim.Region.OptionalModules.World.NPC
144// acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]); 144// acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]);
145// } 145// }
146 146
147 lock (m_avatars) 147 ManualResetEvent ev = new ManualResetEvent(false);
148 {
149 scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd);
150 scene.AddNewClient(npcAvatar, PresenceType.Npc);
151 148
152 ScenePresence sp; 149 Util.FireAndForget(delegate(object x) {
153 if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp)) 150 lock (m_avatars)
154 { 151 {
155// m_log.DebugFormat( 152 scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd);
156// "[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", sp.Name, sp.UUID); 153 scene.AddNewClient(npcAvatar, PresenceType.Npc);
157 154
158 sp.CompleteMovement(npcAvatar, false); 155 ScenePresence sp;
159 m_avatars.Add(npcAvatar.AgentId, npcAvatar); 156 if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp))
160 m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId); 157 {
158 m_log.DebugFormat(
159 "[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", sp.Name, sp.UUID);
160
161 sp.CompleteMovement(npcAvatar, false);
162 m_avatars.Add(npcAvatar.AgentId, npcAvatar);
163 }
164 else
165 {
166 m_log.WarnFormat("[NPC MODULE]: Could not find scene presence for NPC {0} {1}", sp.Name, sp.UUID);
167 npcAvatar.AgentId = UUID.Zero;
168 }
161 169
162 return npcAvatar.AgentId;
163 }
164 else
165 {
166 m_log.WarnFormat("[NPC MODULE]: Could not find scene presence for NPC {0} {1}", sp.Name, sp.UUID);
167 return UUID.Zero;
168 } 170 }
169 } 171 ev.Set();
172 });
173
174 ev.WaitOne();
175
176// m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId);
177
178 return npcAvatar.AgentId;
170 } 179 }
171 180
172 public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget) 181 public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget)
diff --git a/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
new file mode 100644
index 0000000..d65929a
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
@@ -0,0 +1,58 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Reflection;
29using System.Runtime.InteropServices;
30
31// Information about this assembly is defined by the following
32// attributes.
33//
34// change them to the information which is associated with the assembly
35// you compile.
36
37[assembly : AssemblyTitle("OdePlugin")]
38[assembly : AssemblyDescription("")]
39[assembly : AssemblyConfiguration("")]
40[assembly : AssemblyCompany("http://opensimulator.org")]
41[assembly : AssemblyProduct("OdePlugin")]
42[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
43[assembly : AssemblyTrademark("")]
44[assembly : AssemblyCulture("")]
45
46// This sets the default COM visibility of types in the assembly to invisible.
47// If you need to expose a type to COM, use [ComVisible(true)] on that type.
48
49[assembly : ComVisible(false)]
50
51// The assembly version has following format :
52//
53// Major.Minor.Build.Revision
54//
55// You can specify all values by your own or you can build default build and revision
56// numbers with the '*' character (the default):
57
58[assembly : AssemblyVersion("0.6.5.*")]
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
new file mode 100644
index 0000000..2945199
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -0,0 +1,1438 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using OpenMetaverse;
32using Ode.NET;
33using OpenSim.Framework;
34using OpenSim.Region.Physics.Manager;
35using log4net;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 /// <summary>
40 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
41 /// </summary>
42
43 public enum dParam : int
44 {
45 LowStop = 0,
46 HiStop = 1,
47 Vel = 2,
48 FMax = 3,
49 FudgeFactor = 4,
50 Bounce = 5,
51 CFM = 6,
52 StopERP = 7,
53 StopCFM = 8,
54 LoStop2 = 256,
55 HiStop2 = 257,
56 Vel2 = 258,
57 FMax2 = 259,
58 StopERP2 = 7 + 256,
59 StopCFM2 = 8 + 256,
60 LoStop3 = 512,
61 HiStop3 = 513,
62 Vel3 = 514,
63 FMax3 = 515,
64 StopERP3 = 7 + 512,
65 StopCFM3 = 8 + 512
66 }
67 public class OdeCharacter : PhysicsActor
68 {
69 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
70
71 private Vector3 _position;
72 private d.Vector3 _zeroPosition;
73 // private d.Matrix3 m_StandUpRotation;
74 private bool _zeroFlag = false;
75 private bool m_lastUpdateSent = false;
76 private Vector3 _velocity;
77 private Vector3 _target_velocity;
78 private Vector3 _acceleration;
79 private Vector3 m_rotationalVelocity;
80 private float m_mass = 80f;
81 public float m_density = 60f;
82 private bool m_pidControllerActive = true;
83 public float PID_D = 800.0f;
84 public float PID_P = 900.0f;
85 //private static float POSTURE_SERVO = 10000.0f;
86 public float CAPSULE_RADIUS = 0.37f;
87 public float CAPSULE_LENGTH = 2.140599f;
88 public float m_tensor = 3800000f;
89 public float heightFudgeFactor = 0.52f;
90 public float walkDivisor = 1.3f;
91 public float runDivisor = 0.8f;
92 private bool flying = false;
93 private bool jumping = false; // add for jumping
94 private bool m_iscolliding = false;
95 private bool m_iscollidingGround = false;
96 private bool m_wascolliding = false;
97 private bool m_wascollidingGround = false;
98 private bool m_iscollidingObj = false;
99 private bool m_alwaysRun = false;
100 private bool m_hackSentFall = false;
101 private bool m_hackSentFly = false;
102 private int m_requestedUpdateFrequency = 0;
103 private Vector3 m_taintPosition = Vector3.Zero;
104 public uint m_localID = 0;
105 public bool m_returnCollisions = false;
106 // taints and their non-tainted counterparts
107 public bool m_isPhysical = false; // the current physical status
108 public bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing)
109 public float MinimumGroundFlightOffset = 3f;
110
111 private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
112 private float m_tiltMagnitudeWhenProjectedOnXYPlane = 0.1131371f; // used to introduce a fixed tilt because a straight-up capsule falls through terrain, probably a bug in terrain collider
113
114
115 private float m_buoyancy = 0f;
116
117 // private CollisionLocker ode;
118
119 private string m_name = String.Empty;
120
121 private bool[] m_colliderarr = new bool[11];
122 private bool[] m_colliderGroundarr = new bool[11];
123
124 // Default we're a Character
125 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
126
127 // Default, Collide with Other Geometries, spaces, bodies and characters.
128 private CollisionCategories m_collisionFlags = (CollisionCategories.Geom
129 | CollisionCategories.Space
130 | CollisionCategories.Body
131 | CollisionCategories.Character
132 | CollisionCategories.Land);
133 public IntPtr Body = IntPtr.Zero;
134 private OdeScene _parent_scene;
135 public IntPtr Shell = IntPtr.Zero;
136 public IntPtr Amotor = IntPtr.Zero;
137 public d.Mass ShellMass;
138 public bool collidelock = false;
139
140 public int m_eventsubscription = 0;
141 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
142
143 // unique UUID of this character object
144 public UUID m_uuid;
145 public bool bad = false;
146 private Object m_syncRoot = new Object();
147
148 public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, CollisionLocker dode, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
149 {
150 m_uuid = UUID.Random();
151
152 if (pos.IsFinite())
153 {
154 if (pos.Z > 9999999f)
155 {
156 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
157 }
158 if (pos.Z < -90000f)
159 {
160 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
161 }
162 _position = pos;
163 m_taintPosition.X = pos.X;
164 m_taintPosition.Y = pos.Y;
165 m_taintPosition.Z = pos.Z;
166 }
167 else
168 {
169 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
170 m_taintPosition.X = _position.X;
171 m_taintPosition.Y = _position.Y;
172 m_taintPosition.Z = _position.Z;
173 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
174 }
175
176 _parent_scene = parent_scene;
177
178 PID_D = pid_d;
179 PID_P = pid_p;
180 CAPSULE_RADIUS = capsule_radius;
181 m_tensor = tensor;
182 m_density = density;
183 heightFudgeFactor = height_fudge_factor;
184 walkDivisor = walk_divisor;
185 runDivisor = rundivisor;
186
187 // m_StandUpRotation =
188 // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
189 // 0.5f);
190
191 for (int i = 0; i < 11; i++)
192 {
193 m_colliderarr[i] = false;
194 }
195 CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
196 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
197 m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH;
198
199 m_isPhysical = false; // current status: no ODE information exists
200 m_tainted_isPhysical = true; // new tainted status: need to create ODE information
201
202 _parent_scene.AddPhysicsActorTaint(this);
203
204 m_name = avName;
205 }
206
207 public override int PhysicsActorType
208 {
209 get { return (int) ActorTypes.Agent; }
210 set { return; }
211 }
212
213 /// <summary>
214 /// If this is set, the avatar will move faster
215 /// </summary>
216 public override bool SetAlwaysRun
217 {
218 get { return m_alwaysRun; }
219 set { m_alwaysRun = value; }
220 }
221
222 public override uint LocalID
223 {
224 set { m_localID = value; }
225 }
226
227 public override bool Grabbed
228 {
229 set { return; }
230 }
231
232 public override bool Selected
233 {
234// set { return; }
235 set { jumping = value; } // add for jumping flag
236 }
237
238 public override float Buoyancy
239 {
240 get { return m_buoyancy; }
241 set { m_buoyancy = value; }
242 }
243
244 public override bool FloatOnWater
245 {
246 set { return; }
247 }
248
249 public override bool IsPhysical
250 {
251 get { return false; }
252 set { return; }
253 }
254
255 public override bool ThrottleUpdates
256 {
257 get { return false; }
258 set { return; }
259 }
260
261 public override bool Flying
262 {
263 get { return flying; }
264 set { flying = value; }
265 }
266
267 /// <summary>
268 /// Returns if the avatar is colliding in general.
269 /// This includes the ground and objects and avatar.
270 /// </summary>
271 public override bool IsColliding
272 {
273//#@ get { return m_iscolliding; }
274 get { //##
275//Console.WriteLine(">>>>>>>>>>>> IC get = {0}", m_iscolliding); //##
276 return m_iscolliding; } //##
277 set
278 {
279 int i;
280 int truecount = 0;
281 int falsecount = 0;
282
283 if (m_colliderarr.Length >= 10)
284 {
285 for (i = 0; i < 10; i++)
286 {
287 m_colliderarr[i] = m_colliderarr[i + 1];
288 }
289 }
290 m_colliderarr[10] = value;
291
292 for (i = 0; i < 11; i++)
293 {
294 if (m_colliderarr[i])
295 {
296 truecount++;
297 }
298 else
299 {
300 falsecount++;
301 }
302 }
303
304 // Equal truecounts and false counts means we're colliding with something.
305
306 if (falsecount > 1.2*truecount)
307 {
308 m_iscolliding = false;
309 }
310 else
311 {
312 m_iscolliding = true;
313 }
314// ## Console.WriteLine("IC SET = {0} t{1} f{2} i {3}", value, truecount, falsecount, m_iscolliding);
315 if (m_wascolliding != m_iscolliding)
316 {
317 //base.SendCollisionUpdate(new CollisionEventUpdate());
318 }
319 m_wascolliding = m_iscolliding;
320 }
321 }
322
323 /// <summary>
324 /// Returns if an avatar is colliding with the ground
325 /// </summary>
326 public override bool CollidingGround
327 {
328 get { return m_iscollidingGround; }
329 set
330 {
331 // Collisions against the ground are not really reliable
332 // So, to get a consistant value we have to average the current result over time
333 // Currently we use 1 second = 10 calls to this.
334 int i;
335 int truecount = 0;
336 int falsecount = 0;
337
338 if (m_colliderGroundarr.Length >= 10)
339 {
340 for (i = 0; i < 10; i++)
341 {
342 m_colliderGroundarr[i] = m_colliderGroundarr[i + 1];
343 }
344 }
345 m_colliderGroundarr[10] = value;
346
347 for (i = 0; i < 11; i++)
348 {
349 if (m_colliderGroundarr[i])
350 {
351 truecount++;
352 }
353 else
354 {
355 falsecount++;
356 }
357 }
358
359 // Equal truecounts and false counts means we're colliding with something.
360
361 if (falsecount > 1.2*truecount)
362 {
363 m_iscollidingGround = false;
364 }
365 else
366 {
367 m_iscollidingGround = true;
368 }
369 if (m_wascollidingGround != m_iscollidingGround)
370 {
371 //base.SendCollisionUpdate(new CollisionEventUpdate());
372 }
373 m_wascollidingGround = m_iscollidingGround;
374 }
375 }
376
377 /// <summary>
378 /// Returns if the avatar is colliding with an object
379 /// </summary>
380 public override bool CollidingObj
381 {
382 get { return m_iscollidingObj; }
383 set
384 {
385 m_iscollidingObj = value;
386 if (value)
387 m_pidControllerActive = false;
388 else
389 m_pidControllerActive = true;
390 }
391 }
392
393 /// <summary>
394 /// turn the PID controller on or off.
395 /// The PID Controller will turn on all by itself in many situations
396 /// </summary>
397 /// <param name="status"></param>
398 public void SetPidStatus(bool status)
399 {
400 m_pidControllerActive = status;
401 }
402
403 public override bool Stopped
404 {
405 get { return _zeroFlag; }
406 }
407
408 /// <summary>
409 /// This 'puts' an avatar somewhere in the physics space.
410 /// Not really a good choice unless you 'know' it's a good
411 /// spot otherwise you're likely to orbit the avatar.
412 /// </summary>
413 public override Vector3 Position
414 {
415 get { return _position; }
416 set
417 {
418 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
419 {
420 if (value.IsFinite())
421 {
422 if (value.Z > 9999999f)
423 {
424 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
425 }
426 if (value.Z < -90000f)
427 {
428 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
429 }
430
431 _position.X = value.X;
432 _position.Y = value.Y;
433 _position.Z = value.Z;
434
435 m_taintPosition.X = value.X;
436 m_taintPosition.Y = value.Y;
437 m_taintPosition.Z = value.Z;
438 _parent_scene.AddPhysicsActorTaint(this);
439 }
440 else
441 {
442 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
443 }
444 }
445 }
446 }
447
448 public override Vector3 RotationalVelocity
449 {
450 get { return m_rotationalVelocity; }
451 set { m_rotationalVelocity = value; }
452 }
453
454 /// <summary>
455 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
456 /// and use it to offset landings properly
457 /// </summary>
458 public override Vector3 Size
459 {
460 get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
461 set
462 {
463 if (value.IsFinite())
464 {
465 m_pidControllerActive = true;
466
467 Vector3 SetSize = value;
468 m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f;
469 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
470
471 Velocity = Vector3.Zero;
472 m_taintPosition = _position; // update the stale taint position
473 _parent_scene.AddPhysicsActorTaint(this);
474 }
475 else
476 {
477 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
478 }
479 }
480 }
481
482 private void AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3 movementVector)
483 {
484 movementVector.Z = 0f;
485 float magnitude = (float)Math.Sqrt((double)(movementVector.X * movementVector.X + movementVector.Y * movementVector.Y));
486 if (magnitude < 0.1f) return;
487
488 // normalize the velocity vector
489 float invMagnitude = 1.0f / magnitude;
490 movementVector.X *= invMagnitude;
491 movementVector.Y *= invMagnitude;
492
493 // if we change the capsule heading too often, the capsule can fall down
494 // therefore we snap movement vector to just 1 of 4 predefined directions (ne, nw, se, sw),
495 // meaning only 4 possible capsule tilt orientations
496 if (movementVector.X > 0)
497 {
498 // east
499 if (movementVector.Y > 0)
500 {
501 // northeast
502 movementVector.X = (float)Math.Sqrt(2.0);
503 movementVector.Y = (float)Math.Sqrt(2.0);
504 }
505 else
506 {
507 // southeast
508 movementVector.X = (float)Math.Sqrt(2.0);
509 movementVector.Y = -(float)Math.Sqrt(2.0);
510 }
511 }
512 else
513 {
514 // west
515 if (movementVector.Y > 0)
516 {
517 // northwest
518 movementVector.X = -(float)Math.Sqrt(2.0);
519 movementVector.Y = (float)Math.Sqrt(2.0);
520 }
521 else
522 {
523 // southwest
524 movementVector.X = -(float)Math.Sqrt(2.0);
525 movementVector.Y = -(float)Math.Sqrt(2.0);
526 }
527 }
528
529
530 // movementVector.Z is zero
531
532 // calculate tilt components based on desired amount of tilt and current (snapped) heading.
533 // the "-" sign is to force the tilt to be OPPOSITE the direction of movement.
534 float xTiltComponent = -movementVector.X * m_tiltMagnitudeWhenProjectedOnXYPlane;
535 float yTiltComponent = -movementVector.Y * m_tiltMagnitudeWhenProjectedOnXYPlane;
536
537 //m_log.Debug("[PHYSICS] changing avatar tilt");
538 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, xTiltComponent);
539 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, xTiltComponent); // must be same as lowstop, else a different, spurious tilt is introduced
540 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, yTiltComponent);
541 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, yTiltComponent); // same as lowstop
542 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
543 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
544 }
545
546 /// <summary>
547 /// This creates the Avatar's physical Surrogate at the position supplied
548 /// </summary>
549 /// <param name="npositionX"></param>
550 /// <param name="npositionY"></param>
551 /// <param name="npositionZ"></param>
552
553 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
554 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
555 // place that is safe to call this routine AvatarGeomAndBodyCreation.
556 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
557 {
558 //CAPSULE_LENGTH = -5;
559 //CAPSULE_RADIUS = -5;
560 int dAMotorEuler = 1;
561 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
562 if (CAPSULE_LENGTH <= 0)
563 {
564 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
565 CAPSULE_LENGTH = 0.01f;
566
567 }
568
569 if (CAPSULE_RADIUS <= 0)
570 {
571 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
572 CAPSULE_RADIUS = 0.01f;
573
574 }
575
576 if(Shell != IntPtr.Zero)
577 {
578 try
579 {
580 d.GeomDestroy(Shell);
581 }
582 catch (System.AccessViolationException)
583 {
584 m_log.Error("[PHYSICS]: PrimGeom dead");
585 }
586 // Remove any old entries
587//string tShell;
588//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
589//Console.WriteLine("**** Remove {0}", tShell);
590 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
591 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
592 }
593
594 Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
595 _parent_scene.geom_name_map[Shell] = m_name;
596 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
597//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1} height={3} rad={4}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, m_name, CAPSULE_LENGTH, CAPSULE_RADIUS);
598
599 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
600 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
601
602 d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
603 Body = d.BodyCreate(_parent_scene.world);
604 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
605
606 _position.X = npositionX;
607 _position.Y = npositionY;
608 _position.Z = npositionZ;
609
610
611 m_taintPosition.X = npositionX;
612 m_taintPosition.Y = npositionY;
613 m_taintPosition.Z = npositionZ;
614
615 d.BodySetMass(Body, ref ShellMass);
616 d.Matrix3 m_caprot;
617 // 90 Stand up on the cap of the capped cyllinder
618 if (_parent_scene.IsAvCapsuleTilted)
619 {
620 d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2));
621 }
622 else
623 {
624 d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2));
625 }
626
627
628 d.GeomSetRotation(Shell, ref m_caprot);
629 d.BodySetRotation(Body, ref m_caprot);
630
631 d.GeomSetBody(Shell, Body);
632
633
634 // The purpose of the AMotor here is to keep the avatar's physical
635 // surrogate from rotating while moving
636 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
637 d.JointAttach(Amotor, Body, IntPtr.Zero);
638 d.JointSetAMotorMode(Amotor, dAMotorEuler);
639 d.JointSetAMotorNumAxes(Amotor, 3);
640 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
641 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
642 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
643 d.JointSetAMotorAngle(Amotor, 0, 0);
644 d.JointSetAMotorAngle(Amotor, 1, 0);
645 d.JointSetAMotorAngle(Amotor, 2, 0);
646
647 // These lowstops and high stops are effectively (no wiggle room)
648 if (_parent_scene.IsAvCapsuleTilted)
649 {
650 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
651 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
652 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
653 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
654 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
655 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
656 }
657 else
658 {
659 #region Documentation of capsule motor LowStop and HighStop parameters
660 // Intentionally introduce some tilt into the capsule by setting
661 // the motor stops to small epsilon values. This small tilt prevents
662 // the capsule from falling into the terrain; a straight-up capsule
663 // (with -0..0 motor stops) falls into the terrain for reasons yet
664 // to be comprehended in their entirety.
665 #endregion
666 AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero);
667 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f);
668 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
669 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f);
670 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced
671 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
672 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop
673 }
674
675 // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the
676 // capped cyllinder will fall over
677 d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
678 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor);
679
680 //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
681 //d.QfromR(
682 //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068,
683 //
684 //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
685 //standupStraight();
686 }
687
688 //
689 /// <summary>
690 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
691 /// This may be used in calculations in the scene/scenepresence
692 /// </summary>
693 public override float Mass
694 {
695 get
696 {
697 float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
698 return m_density*AVvolume;
699 }
700 }
701 public override void link(PhysicsActor obj)
702 {
703
704 }
705
706 public override void delink()
707 {
708
709 }
710
711 public override void LockAngularMotion(Vector3 axis)
712 {
713
714 }
715
716// This code is very useful. Written by DanX0r. We're just not using it right now.
717// Commented out to prevent a warning.
718//
719// private void standupStraight()
720// {
721// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
722// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
723// // change appearance and when you enter the simulator
724// // After this routine is done, the amotor stabilizes much quicker
725// d.Vector3 feet;
726// d.Vector3 head;
727// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
728// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
729// float posture = head.Z - feet.Z;
730
731// // restoring force proportional to lack of posture:
732// float servo = (2.5f - posture) * POSTURE_SERVO;
733// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
734// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
735// //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
736// //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
737// }
738
739 public override Vector3 Force
740 {
741 get { return _target_velocity; }
742 set { return; }
743 }
744
745 public override int VehicleType
746 {
747 get { return 0; }
748 set { return; }
749 }
750
751 public override void VehicleFloatParam(int param, float value)
752 {
753
754 }
755
756 public override void VehicleVectorParam(int param, Vector3 value)
757 {
758
759 }
760
761 public override void VehicleRotationParam(int param, Quaternion rotation)
762 {
763
764 }
765
766 public override void VehicleFlags(int flags, bool remove)
767 {
768 }
769
770 public override void SetVolumeDetect(int param)
771 {
772
773 }
774
775 public override Vector3 CenterOfMass
776 {
777 get { return Vector3.Zero; }
778 }
779
780 public override Vector3 GeometricCenter
781 {
782 get { return Vector3.Zero; }
783 }
784
785 public override PrimitiveBaseShape Shape
786 {
787 set { return; }
788 }
789
790 public override Vector3 Velocity
791 {
792 get {
793 // There's a problem with Vector3.Zero! Don't Use it Here!
794 if (_zeroFlag)
795 return Vector3.Zero;
796 m_lastUpdateSent = false;
797 return _velocity;
798 }
799 set
800 {
801 if (value.IsFinite())
802 {
803 m_pidControllerActive = true;
804 _target_velocity = value;
805 }
806 else
807 {
808 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
809 }
810 }
811 }
812
813 public override Vector3 Torque
814 {
815 get { return Vector3.Zero; }
816 set { return; }
817 }
818
819 public override float CollisionScore
820 {
821 get { return 0f; }
822 set { }
823 }
824
825 public override bool Kinematic
826 {
827 get { return false; }
828 set { }
829 }
830
831 public override Quaternion Orientation
832 {
833 get { return Quaternion.Identity; }
834 set {
835 //Matrix3 or = Orientation.ToRotationMatrix();
836 //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22);
837 //d.BodySetRotation(Body, ref ord);
838 }
839 }
840
841 public override Vector3 Acceleration
842 {
843 get { return _acceleration; }
844 set { _acceleration = value; }
845 }
846
847 public void SetAcceleration(Vector3 accel)
848 {
849 m_pidControllerActive = true;
850 _acceleration = accel;
851 }
852
853 /// <summary>
854 /// Adds the force supplied to the Target Velocity
855 /// The PID controller takes this target velocity and tries to make it a reality
856 /// </summary>
857 /// <param name="force"></param>
858 public override void AddForce(Vector3 force, bool pushforce)
859 {
860 if (force.IsFinite())
861 {
862 if (pushforce)
863 {
864 m_pidControllerActive = false;
865 force *= 100f;
866//Console.WriteLine("DF 1"); // ##
867 if (!force.ApproxEquals(Vector3.Zero, 0.01f))
868 doForce(force);
869 // If uncommented, things get pushed off world
870 //
871 // m_log.Debug("Push!");
872 // _target_velocity.X += force.X;
873 // _target_velocity.Y += force.Y;
874 // _target_velocity.Z += force.Z;
875 }
876 else
877 {
878 m_pidControllerActive = true;
879 _target_velocity.X += force.X;
880 _target_velocity.Y += force.Y;
881 _target_velocity.Z += force.Z;
882 }
883 }
884 else
885 {
886 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
887 }
888 //m_lastUpdateSent = false;
889 }
890
891 public override void AddAngularForce(Vector3 force, bool pushforce)
892 {
893
894 }
895
896 /// <summary>
897 /// After all of the forces add up with 'add force' we apply them with doForce
898 /// </summary>
899 /// <param name="force"></param>
900 public void doForce(Vector3 force)
901 {
902 if (!collidelock)
903 {
904 d.BodyAddForce(Body, force.X, force.Y, force.Z);
905 //d.BodySetRotation(Body, ref m_StandUpRotation);
906 //standupStraight();
907 d.Vector3 vel = d.BodyGetLinearVel(Body); //##
908//Console.WriteLine("AvVel <{0},{1},{2}>", vel.X, vel.Y, vel.Z); //##
909 }
910 }
911
912 public override void SetMomentum(Vector3 momentum)
913 {
914 }
915
916
917 /// <summary>
918 /// Called from Simulate
919 /// This is the avatar's movement control + PID Controller
920 /// </summary>
921 /// <param name="timeStep"></param>
922 public void Move(float timeStep, List<OdeCharacter> defects)
923 {
924 // no lock; for now it's only called from within Simulate()
925
926 // If the PID Controller isn't active then we set our force
927 // calculating base velocity to the current position
928
929 if (Body == IntPtr.Zero)
930 return;
931
932 if (m_pidControllerActive == false)
933 {
934 _zeroPosition = d.BodyGetPosition(Body);
935 }
936 //PidStatus = true;
937
938 d.Vector3 localpos = d.BodyGetPosition(Body);
939 Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
940
941 if (!localPos.IsFinite())
942 {
943
944 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
945 defects.Add(this);
946 // _parent_scene.RemoveCharacter(this);
947
948 // destroy avatar capsule and related ODE data
949 if (Amotor != IntPtr.Zero)
950 {
951 // Kill the Amotor
952 d.JointDestroy(Amotor);
953 Amotor = IntPtr.Zero;
954 }
955
956 //kill the Geometry
957 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
958
959 if (Body != IntPtr.Zero)
960 {
961 //kill the body
962 d.BodyDestroy(Body);
963
964 Body = IntPtr.Zero;
965 }
966
967 if(Shell != IntPtr.Zero)
968 {
969 try
970 {
971 d.GeomDestroy(Shell);
972 }
973 catch (System.AccessViolationException)
974 {
975 m_log.Error("[PHYSICS]: PrimGeom dead");
976 }
977 // Remove any old entries
978//string tShell;
979//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
980//Console.WriteLine("**** Remove {0}", tShell);
981
982 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
983 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
984 Shell = IntPtr.Zero;
985 }
986
987 return;
988 }
989
990 Vector3 vec = Vector3.Zero;
991 d.Vector3 vel = d.BodyGetLinearVel(Body);
992
993 float movementdivisor = 1f;
994
995 if (!m_alwaysRun)
996 {
997 movementdivisor = walkDivisor;
998 }
999 else
1000 {
1001 movementdivisor = runDivisor;
1002 }
1003
1004 // if velocity is zero, use position control; otherwise, velocity control
1005 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
1006 {
1007 // keep track of where we stopped. No more slippin' & slidin'
1008 if (!_zeroFlag)
1009 {
1010 _zeroFlag = true;
1011 _zeroPosition = d.BodyGetPosition(Body);
1012 }
1013 if (m_pidControllerActive)
1014 {
1015 // We only want to deactivate the PID Controller if we think we want to have our surrogate
1016 // react to the physics scene by moving it's position.
1017 // Avatar to Avatar collisions
1018 // Prim to avatar collisions
1019
1020 d.Vector3 pos = d.BodyGetPosition(Body);
1021 float errX = _zeroPosition.X - pos.X;
1022 float errY = _zeroPosition.Y - pos.Y;
1023 if( (Math.Abs(errX) > 0.1f) || (Math.Abs(errY) > 0.1f) )
1024 {
1025 vec.X = (_target_velocity.X - vel.X) * (PID_D) + (errX) * (PID_P * 2);
1026 vec.Y = (_target_velocity.Y - vel.Y) * (PID_D) + (errY) * (PID_P * 2);
1027 }
1028 else
1029 { // close, jump to lateral destination
1030 d.BodySetPosition(Body, _zeroPosition.X, _zeroPosition.Y, pos.Z);
1031 }
1032// if (flying)
1033 if (flying || jumping) // add for jumping
1034 {
1035 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
1036 }
1037 }
1038 //PidStatus = true;
1039 }
1040 else
1041 {
1042 m_pidControllerActive = true;
1043 _zeroFlag = false;
1044 if (m_iscolliding && !flying)
1045 {
1046 // We're standing on something
1047 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
1048 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
1049 }
1050 else if (m_iscolliding && flying)
1051 {
1052 // We're flying and colliding with something
1053 vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
1054 vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
1055 }
1056 else if (!m_iscolliding && flying)
1057 {
1058 // we're in mid air suspended
1059 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
1060 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
1061 }
1062
1063 if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
1064 {
1065 // We're colliding with something and we're not flying but we're moving
1066 // This means we're walking or running.
1067 d.Vector3 pos = d.BodyGetPosition(Body);
1068 vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
1069 if (_target_velocity.X > 0)
1070 {
1071 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1072 }
1073 if (_target_velocity.Y > 0)
1074 {
1075 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1076 }
1077 }
1078 else if (!m_iscolliding && !flying)
1079 {
1080 // we're not colliding and we're not flying so that means we're falling!
1081 // m_iscolliding includes collisions with the ground.
1082
1083 // d.Vector3 pos = d.BodyGetPosition(Body);
1084 if (Math.Abs(_target_velocity.X) > 0)
1085 {
1086 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1087 }
1088 if (Math.Abs(_target_velocity.Y) > 0)
1089 {
1090 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1091 }
1092 }
1093
1094 if (flying)
1095 {
1096 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
1097 }
1098 }
1099 if (flying)
1100 {
1101 vec.Z += ((-1 * _parent_scene.gravityz)*m_mass);
1102
1103 //Added for auto fly height. Kitto Flora
1104 //d.Vector3 pos = d.BodyGetPosition(Body);
1105 float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
1106
1107 if (_position.Z < target_altitude)
1108 {
1109 vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
1110 }
1111 // end add Kitto Flora
1112 }
1113 if (vec.IsFinite())
1114 {
1115 if (!vec.ApproxEquals(Vector3.Zero, 0.02f)) // 0.01 allows 0.002 !!
1116 {
1117//Console.WriteLine("DF 2"); // ##
1118
1119 doForce(vec);
1120 if (!_zeroFlag)
1121 {
1122// AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
1123 }
1124 }
1125 }
1126 else
1127 {
1128 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1129 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1130 defects.Add(this);
1131 // _parent_scene.RemoveCharacter(this);
1132 // destroy avatar capsule and related ODE data
1133 if (Amotor != IntPtr.Zero)
1134 {
1135 // Kill the Amotor
1136 d.JointDestroy(Amotor);
1137 Amotor = IntPtr.Zero;
1138 }
1139 //kill the Geometry
1140 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1141
1142 if (Body != IntPtr.Zero)
1143 {
1144 //kill the body
1145 d.BodyDestroy(Body);
1146
1147 Body = IntPtr.Zero;
1148 }
1149
1150 if(Shell != IntPtr.Zero)
1151 {
1152 try
1153 {
1154 d.GeomDestroy(Shell);
1155 }
1156 catch (System.AccessViolationException)
1157 {
1158 m_log.Error("[PHYSICS]: PrimGeom dead");
1159 }
1160 // Remove any old entries
1161//string tShell;
1162//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1163//Console.WriteLine("**** Remove {0}", tShell);
1164
1165 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1166 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1167 Shell = IntPtr.Zero;
1168 }
1169 }
1170 }
1171
1172 /// <summary>
1173 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1174 /// </summary>
1175 public void UpdatePositionAndVelocity()
1176 {
1177 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1178 d.Vector3 vec;
1179 try
1180 {
1181 vec = d.BodyGetPosition(Body);
1182 }
1183 catch (NullReferenceException)
1184 {
1185 bad = true;
1186 _parent_scene.BadCharacter(this);
1187 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1188 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1189 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1190 }
1191
1192
1193 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
1194 if (vec.X < 0.0f) vec.X = 0.0f;
1195 if (vec.Y < 0.0f) vec.Y = 0.0f;
1196 if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
1197 if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
1198
1199 _position.X = vec.X;
1200 _position.Y = vec.Y;
1201 _position.Z = vec.Z;
1202
1203 // Did we move last? = zeroflag
1204 // This helps keep us from sliding all over
1205
1206 if (_zeroFlag)
1207 {
1208 _velocity.X = 0.0f;
1209 _velocity.Y = 0.0f;
1210 _velocity.Z = 0.0f;
1211
1212 // Did we send out the 'stopped' message?
1213 if (!m_lastUpdateSent)
1214 {
1215 m_lastUpdateSent = true;
1216 //base.RequestPhysicsterseUpdate();
1217
1218 }
1219 }
1220 else
1221 {
1222 m_lastUpdateSent = false;
1223 try
1224 {
1225 vec = d.BodyGetLinearVel(Body);
1226 }
1227 catch (NullReferenceException)
1228 {
1229 vec.X = _velocity.X;
1230 vec.Y = _velocity.Y;
1231 vec.Z = _velocity.Z;
1232 }
1233 _velocity.X = (vec.X);
1234 _velocity.Y = (vec.Y);
1235
1236 _velocity.Z = (vec.Z);
1237
1238 if (_velocity.Z < -6 && !m_hackSentFall)
1239 {
1240 m_hackSentFall = true;
1241 m_pidControllerActive = false;
1242 }
1243 else if (flying && !m_hackSentFly)
1244 {
1245 //m_hackSentFly = true;
1246 //base.SendCollisionUpdate(new CollisionEventUpdate());
1247 }
1248 else
1249 {
1250 m_hackSentFly = false;
1251 m_hackSentFall = false;
1252 }
1253 }
1254 }
1255
1256 /// <summary>
1257 /// Cleanup the things we use in the scene.
1258 /// </summary>
1259 public void Destroy()
1260 {
1261 m_tainted_isPhysical = false;
1262 _parent_scene.AddPhysicsActorTaint(this);
1263 }
1264
1265 public override void CrossingFailure()
1266 {
1267 }
1268
1269 public override Vector3 PIDTarget { set { return; } }
1270 public override bool PIDActive { set { return; } }
1271 public override float PIDTau { set { return; } }
1272
1273 public override float PIDHoverHeight { set { return; } }
1274 public override bool PIDHoverActive { set { return; } }
1275 public override PIDHoverType PIDHoverType { set { return; } }
1276 public override float PIDHoverTau { set { return; } }
1277
1278 public override Quaternion APIDTarget{ set { return; } }
1279
1280 public override bool APIDActive{ set { return; } }
1281
1282 public override float APIDStrength{ set { return; } }
1283
1284 public override float APIDDamping{ set { return; } }
1285
1286
1287 public override void SubscribeEvents(int ms)
1288 {
1289 m_requestedUpdateFrequency = ms;
1290 m_eventsubscription = ms;
1291 _parent_scene.addCollisionEventReporting(this);
1292 }
1293 public override void UnSubscribeEvents()
1294 {
1295 _parent_scene.remCollisionEventReporting(this);
1296 m_requestedUpdateFrequency = 0;
1297 m_eventsubscription = 0;
1298 }
1299 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1300 {
1301 if (m_eventsubscription > 0)
1302 {
1303 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1304 }
1305 }
1306
1307 public void SendCollisions()
1308 {
1309 if (m_eventsubscription > m_requestedUpdateFrequency)
1310 {
1311 if (CollisionEventsThisFrame != null)
1312 {
1313 base.SendCollisionUpdate(CollisionEventsThisFrame);
1314 }
1315 CollisionEventsThisFrame = new CollisionEventUpdate();
1316 m_eventsubscription = 0;
1317 }
1318 }
1319 public override bool SubscribedEvents()
1320 {
1321 if (m_eventsubscription > 0)
1322 return true;
1323 return false;
1324 }
1325
1326 public void ProcessTaints(float timestep)
1327 {
1328 lock (m_syncRoot)
1329 {
1330
1331 if (m_tainted_isPhysical != m_isPhysical)
1332 {
1333 if (m_tainted_isPhysical)
1334 {
1335 // Create avatar capsule and related ODE data
1336 if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
1337 {
1338 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1339 + (Shell!=IntPtr.Zero ? "Shell ":"")
1340 + (Body!=IntPtr.Zero ? "Body ":"")
1341 + (Amotor!=IntPtr.Zero ? "Amotor ":""));
1342 }
1343 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
1344 _parent_scene.AddCharacter(this);
1345 }
1346 else
1347 {
1348 _parent_scene.RemoveCharacter(this);
1349 // destroy avatar capsule and related ODE data
1350 if (Amotor != IntPtr.Zero)
1351 {
1352 // Kill the Amotor
1353 d.JointDestroy(Amotor);
1354 Amotor = IntPtr.Zero;
1355 }
1356 //kill the Geometry
1357 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1358
1359 if (Body != IntPtr.Zero)
1360 {
1361 //kill the body
1362 d.BodyDestroy(Body);
1363 Body = IntPtr.Zero;
1364 }
1365
1366 if(Shell != IntPtr.Zero)
1367 {
1368 try
1369 {
1370 d.GeomDestroy(Shell);
1371 }
1372 catch (System.AccessViolationException)
1373 {
1374 m_log.Error("[PHYSICS]: PrimGeom dead");
1375 }
1376 // Remove any old entries
1377 //string tShell;
1378 //_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1379 //Console.WriteLine("**** Remove {0}", tShell);
1380
1381 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1382 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1383 Shell = IntPtr.Zero;
1384 }
1385 }
1386
1387 m_isPhysical = m_tainted_isPhysical;
1388 }
1389
1390 if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
1391 {
1392 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1393 {
1394
1395 m_pidControllerActive = true;
1396 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
1397 d.JointDestroy(Amotor);
1398 float prevCapsule = CAPSULE_LENGTH;
1399 CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
1400 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
1401 d.BodyDestroy(Body);
1402 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1403 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
1404 Velocity = Vector3.Zero;
1405 }
1406 else
1407 {
1408 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1409 + (Shell==IntPtr.Zero ? "Shell ":"")
1410 + (Body==IntPtr.Zero ? "Body ":"")
1411 + (Amotor==IntPtr.Zero ? "Amotor ":""));
1412 }
1413 }
1414
1415 if (!m_taintPosition.ApproxEquals(_position, 0.05f))
1416 {
1417 if (Body != IntPtr.Zero)
1418 {
1419 d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
1420
1421 _position.X = m_taintPosition.X;
1422 _position.Y = m_taintPosition.Y;
1423 _position.Z = m_taintPosition.Z;
1424 }
1425 }
1426
1427 }
1428 }
1429
1430 internal void AddCollisionFrameTime(int p)
1431 {
1432 // protect it from overflow crashing
1433 if (m_eventsubscription + p >= int.MaxValue)
1434 m_eventsubscription = 0;
1435 m_eventsubscription += p;
1436 }
1437 }
1438}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..0a4ebe4
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,4333 @@
1/* Copyright (c) Contributors, http://opensimulator.org/
2 * See CONTRIBUTORS.TXT for a full list of copyright holders.
3 * Redistribution and use in source and binary forms, with or without
4 * modification, are permitted provided that the following conditions are met:
5 * * Redistributions of source code must retain the above copyright
6 * notice, this list of conditions and the following disclaimer.
7 * * Redistributions in binary form must reproduce the above copyright
8 * notice, this list of conditions and the following disclaimer in the
9 * documentation and/or other materials provided with the distribution.
10 * * Neither the name of the OpenSimulator Project nor the
11 * names of its contributors may be used to endorse or promote products
12 * derived from this software without specific prior written permission.
13 *
14 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
15 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
16 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
17 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
18 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
19 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
20 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
21 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
23 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24 *
25 * Revised March 5th 2010 by Kitto Flora. ODEDynamics.cs
26 * Ubit 2012
27 * rolled into ODEPrim.cs
28 */
29
30using System;
31using System.IO;
32using System.Collections.Generic;
33using System.Reflection;
34using System.Runtime.InteropServices;
35using System.Threading;
36using log4net;
37using OpenMetaverse;
38using Ode.NET;
39using OpenSim.Framework;
40using OpenSim.Region.Physics.Manager;
41
42namespace OpenSim.Region.Physics.OdePlugin
43{
44 /// <summary>
45 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
46 /// </summary>
47
48 public class OdePrim : PhysicsActor
49 {
50 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
51
52 public class SerialControl
53 {
54 public object alock = new object();
55 public byte[] data = new byte[0];
56 }
57 private Vector3 _position;
58 private Vector3 _velocity;
59 private Vector3 _torque;
60 private Vector3 m_lastVelocity;
61 private Vector3 m_lastposition;
62 private Quaternion m_lastorientation = new Quaternion();
63 private Vector3 m_rotationalVelocity;
64 private Vector3 _size;
65 private Vector3 _acceleration;
66 // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
67 private Quaternion _orientation;
68 private Vector3 m_taintposition;
69 private Vector3 m_taintsize;
70 private Vector3 m_taintVelocity;
71 private Vector3 m_taintTorque;
72 private Quaternion m_taintrot;
73 private Vector3 m_rotateEnable = Vector3.One; // Current setting
74 private Vector3 m_rotateEnableRequest = Vector3.One; // Request from LSL
75 private bool m_rotateEnableUpdate = false;
76 private Vector3 m_lockX;
77 private Vector3 m_lockY;
78 private Vector3 m_lockZ;
79 private IntPtr Amotor = IntPtr.Zero;
80 private IntPtr AmotorX = IntPtr.Zero;
81 private IntPtr AmotorY = IntPtr.Zero;
82 private IntPtr AmotorZ = IntPtr.Zero;
83
84 private Vector3 m_PIDTarget;
85 private float m_PIDTau;
86 private float PID_D = 35f;
87 private float PID_G = 25f;
88 private bool m_usePID = false;
89
90 private Quaternion m_APIDTarget = new Quaternion();
91 private float m_APIDStrength = 0.5f;
92 private float m_APIDDamping = 0.5f;
93 private bool m_useAPID = false;
94 private float m_APIDdamper = 1.0f;
95
96 // These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
97 // do not confuse with VEHICLE HOVER
98
99 private float m_PIDHoverHeight;
100 private float m_PIDHoverTau;
101 private bool m_useHoverPID;
102 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
103 private float m_targetHoverHeight;
104 private float m_groundHeight;
105 private float m_waterHeight;
106 private float m_buoyancy; //m_buoyancy set by llSetBuoyancy()
107
108 // private float m_tensor = 5f;
109 private int body_autodisable_frames = 20;
110
111
112 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
113 | CollisionCategories.Space
114 | CollisionCategories.Body
115 | CollisionCategories.Character
116 );
117 private bool m_taintshape;
118 private bool m_taintPhysics;
119 private bool m_collidesLand = true;
120 private bool m_collidesWater;
121 // public bool m_returnCollisions;
122
123 // Default we're a Geometry
124 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
125
126 // Default, Collide with Other Geometries, spaces and Bodies
127 private CollisionCategories m_collisionFlags = m_default_collisionFlags;
128
129 public bool m_taintremove;
130 public bool m_taintdisable;
131 public bool m_disabled;
132 public bool m_taintadd;
133 public bool m_taintselected;
134 public bool m_taintCollidesWater;
135
136 public uint m_localID;
137
138 //public GCHandle gc;
139 private CollisionLocker ode;
140
141 private bool m_meshfailed = false;
142 private bool m_taintforce = false;
143 private bool m_taintaddangularforce = false;
144 private Vector3 m_force;
145 private List<Vector3> m_forcelist = new List<Vector3>();
146 private List<Vector3> m_angularforcelist = new List<Vector3>();
147
148 private IMesh _mesh;
149 private PrimitiveBaseShape _pbs;
150 private OdeScene _parent_scene;
151 public IntPtr m_targetSpace = IntPtr.Zero;
152 public IntPtr prim_geom;
153 // public IntPtr prev_geom;
154 public IntPtr _triMeshData;
155
156 private IntPtr _linkJointGroup = IntPtr.Zero;
157 private PhysicsActor _parent;
158 private PhysicsActor m_taintparent;
159
160 private List<OdePrim> childrenPrim = new List<OdePrim>();
161
162 private bool iscolliding;
163 private bool m_isphysical;
164 private bool m_isSelected;
165
166 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
167
168 private bool m_throttleUpdates;
169 private int throttleCounter;
170 public int m_interpenetrationcount;
171 public float m_collisionscore;
172 // public int m_roundsUnderMotionThreshold;
173 // private int m_crossingfailures;
174
175 public bool m_outofBounds;
176 private float m_density = 10.000006836f; // Aluminum g/cm3;
177
178 public bool _zeroFlag; // if body has been stopped
179 private bool m_lastUpdateSent;
180
181 public IntPtr Body = IntPtr.Zero;
182 public String m_primName;
183 private Vector3 _target_velocity;
184 public d.Mass pMass;
185
186 public int m_eventsubscription;
187 private CollisionEventUpdate CollisionEventsThisFrame;
188
189 private IntPtr m_linkJoint = IntPtr.Zero;
190
191 public volatile bool childPrim;
192
193 internal int m_material = (int)Material.Wood;
194
195 private IntPtr m_body = IntPtr.Zero;
196
197 // Vehicle properties ============================================================================================
198 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
199 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
200 private VehicleFlag m_flags = (VehicleFlag)0; // Bit settings:
201 // HOVER_TERRAIN_ONLY
202 // HOVER_GLOBAL_HEIGHT
203 // NO_DEFLECTION_UP
204 // HOVER_WATER_ONLY
205 // HOVER_UP_ONLY
206 // LIMIT_MOTOR_UP
207 // LIMIT_ROLL_ONLY
208
209 // Linear properties
210 private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
211 //requested by LSL
212 private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
213 private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
214 private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
215
216 private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
217 private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
218 private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
219
220 //Angular properties
221 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
222
223 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
224 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
225 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
226
227 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
228 // private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity
229 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
230
231 //Deflection properties
232 // private float m_angularDeflectionEfficiency = 0;
233 // private float m_angularDeflectionTimescale = 0;
234 // private float m_linearDeflectionEfficiency = 0;
235 // private float m_linearDeflectionTimescale = 0;
236
237 //Banking properties
238 // private float m_bankingEfficiency = 0;
239 // private float m_bankingMix = 0;
240 // private float m_bankingTimescale = 0;
241
242 //Hover and Buoyancy properties
243 private float m_VhoverHeight = 0f;
244 // private float m_VhoverEfficiency = 0f;
245 private float m_VhoverTimescale = 0f;
246 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
247 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
248 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
249 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
250 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
251
252 //Attractor properties
253 private float m_verticalAttractionEfficiency = 1.0f; // damped
254 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
255
256 SerialControl m_taintserial = null;
257 object m_taintvehicledata = null;
258
259 public void DoSetVehicle()
260 {
261 VehicleData vd = (VehicleData)m_taintvehicledata;
262
263 m_type = vd.m_type;
264 m_flags = vd.m_flags;
265
266 // Linear properties
267 m_linearMotorDirection = vd.m_linearMotorDirection;
268 m_linearFrictionTimescale = vd.m_linearFrictionTimescale;
269 m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
270 m_linearMotorTimescale = vd.m_linearMotorTimescale;
271// m_linearMotorOffset = vd.m_linearMotorOffset;
272
273 //Angular properties
274 m_angularMotorDirection = vd.m_angularMotorDirection;
275 m_angularMotorTimescale = vd.m_angularMotorTimescale;
276 m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale;
277 m_angularFrictionTimescale = vd.m_angularFrictionTimescale;
278
279 //Deflection properties
280// m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency;
281// m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale;
282// m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency;
283// m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale;
284
285 //Banking properties
286// m_bankingEfficiency = vd.m_bankingEfficiency;
287// m_bankingMix = vd.m_bankingMix;
288// m_bankingTimescale = vd.m_bankingTimescale;
289
290 //Hover and Buoyancy properties
291 m_VhoverHeight = vd.m_VhoverHeight;
292// m_VhoverEfficiency = vd.m_VhoverEfficiency;
293 m_VhoverTimescale = vd.m_VhoverTimescale;
294 m_VehicleBuoyancy = vd.m_VehicleBuoyancy;
295
296 //Attractor properties
297 m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency;
298 m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale;
299
300 // Axis
301// m_referenceFrame = vd.m_referenceFrame;
302
303
304 m_taintvehicledata = null;
305 }
306
307 public override void SetVehicle(object vdata)
308 {
309 m_taintvehicledata = vdata;
310 _parent_scene.AddPhysicsActorTaint(this);
311 }
312
313 public override byte[] Serialize(bool PhysIsRunning)
314 {
315 SerialControl sc = new SerialControl();
316
317 lock (sc.alock)
318 {
319 if (PhysIsRunning)
320 {
321 m_taintserial = sc;
322
323 if (!Monitor.Wait(sc.alock, 1000))
324 {
325 m_log.Error("[chOde] prim data serialization timed out");
326 m_taintserial = null;
327 return new byte[0];
328 }
329 }
330 else
331 DoSerialize(sc);
332 }
333
334 return sc.data;
335 }
336
337 public void DoSerialize(SerialControl sc)
338 {
339 wstreamer st = new wstreamer();
340 Vector3 vtmp;
341
342 ushort version = 2;
343 if (!BitConverter.IsLittleEndian)
344 version |= 1;
345 st.Wushort(version); //version lower bit codes endian type for future use
346
347 // compact booleans in a ushort
348 ushort flags = 0;
349
350 if (m_isphysical) // this should be true for now
351 flags |= 1;
352 if (m_isSelected)
353 flags |= 2;
354 if (m_isVolumeDetect)
355 flags |= 4;
356 if (m_disabled)
357 flags |= 8;
358 if (m_collidesWater)
359 flags |= 16;
360 if (m_collidesLand)
361 flags |= 32;
362 if (m_usePID)
363 flags |= 64;
364 if (m_useAPID)
365 flags |= 128;
366 if (m_useHoverPID)
367 flags |= 256;
368 if (m_throttleUpdates)
369 flags |= 512;
370
371 st.Wushort(flags);
372
373 st.Wvector3(_size);
374 st.Wint(m_material);
375 st.Wfloat(m_density);
376 st.Wfloat(0); // future gravity mod V3
377 st.Wfloat(0); // future friction V3
378 st.Wfloat(0); // future bounce V3
379
380// st.Wuint((uint)m_collisionCategories);
381// st.Wuint((uint)m_collisionFlags);
382
383 if (_parent == null)
384 {
385 st.Wvector3(_position); // ??
386 st.Wquat(_orientation);
387 }
388 else // for childs save offsets
389 {
390 Quaternion to;
391 Quaternion ipo = Quaternion.Inverse(_parent.Orientation);
392
393 if (m_isphysical && prim_geom != IntPtr.Zero)
394 {
395 d.Vector3 dvt;
396 d.GeomCopyPosition(prim_geom, out dvt);
397
398 vtmp.X = dvt.X;
399 vtmp.Y = dvt.Y;
400 vtmp.Z = dvt.Z;
401
402 d.Quaternion dqt;
403 d.GeomCopyQuaternion(prim_geom, out dqt);
404
405 to.X = dqt.X;
406 to.Y = dqt.Y;
407 to.Z = dqt.Z;
408 to.W = dqt.W; // rotation in world
409 }
410 else
411 {
412 vtmp = _position;
413 to = _orientation;
414 }
415
416 vtmp -= _parent.Position; // offset in world
417 vtmp *= ipo; // offset in local
418 st.Wvector3(vtmp);
419
420 ipo *= to; // own rotation
421 st.Wquat(ipo);
422 }
423
424 st.Wvector3(_velocity);
425 st.Wvector3(m_rotationalVelocity);
426 st.Wvector3(_acceleration);
427 st.Wvector3(m_rotateEnable);
428
429 vtmp = Vector3.Zero;
430 for (int i = 0; i < m_forcelist.Count; i++)
431 {
432
433 vtmp += (m_forcelist[i] * 100);
434 }
435
436 st.Wvector3(vtmp); // force acc
437
438 vtmp = Vector3.Zero;
439 for (int i = 0; i < m_angularforcelist.Count; i++)
440 {
441 vtmp += (m_angularforcelist[i] * 100);
442 }
443
444 st.Wvector3(vtmp); // angular force acc
445
446 st.Wvector3(m_PIDTarget);
447 st.Wfloat(m_PIDTau);
448 st.Wfloat(PID_D);
449 st.Wfloat(PID_G);
450 st.Wquat(m_APIDTarget);
451 st.Wfloat(m_APIDStrength);
452 st.Wfloat(m_APIDDamping);
453 st.Wfloat(m_APIDdamper);
454
455 st.Wint((int)m_PIDHoverType);
456 st.Wfloat(m_PIDHoverHeight);
457 st.Wfloat(m_PIDHoverTau);
458 st.Wfloat(m_targetHoverHeight);
459
460 st.Wfloat(m_groundHeight);
461 st.Wfloat(m_waterHeight);
462
463 st.Wfloat(m_buoyancy);
464
465 // this must be last since type none ends stream
466 if (m_type == Vehicle.TYPE_NONE)
467 st.Wint((int)Vehicle.TYPE_NONE);
468 else
469 {
470 st.Wint((int)m_type);
471
472 st.Wquat(Quaternion.Identity); //m_referenceFrame
473
474 st.Wint((int)m_flags);
475
476 st.Wvector3(m_linearMotorDirection);
477 st.Wfloat(
478 (float)Math.Sqrt(m_lLinMotorDVel.LengthSquared() / m_linearMotorDirection.LengthSquared()));
479
480 st.Wvector3(m_linearFrictionTimescale);
481 st.Wfloat(m_linearMotorDecayTimescale);
482 st.Wfloat(m_linearMotorTimescale);
483 st.Wvector3(new Vector3(0, 0, 0)); //m_linearMotorOffset);
484
485 st.Wvector3(m_angularMotorDirection);
486 st.Wfloat((float)Math.Sqrt(m_angularMotorDVel.LengthSquared() / m_angularMotorDirection.LengthSquared()));
487
488 st.Wvector3(m_angularFrictionTimescale);
489 st.Wfloat(m_angularMotorDecayTimescale);
490 st.Wfloat(m_angularMotorTimescale);
491
492 st.Wfloat(0); //m_linearDeflectionEfficiency);
493 st.Wfloat(1000); //m_linearDeflectionTimescale);
494
495 st.Wfloat(0); //m_angularDeflectionEfficiency);
496 st.Wfloat(120); //m_angularDeflectionTimescale);
497
498 st.Wfloat(0); // m_bankingEfficiency);
499 st.Wfloat(0); //m_bankingMix);
500 st.Wfloat(1000); //m_bankingTimescale);
501
502 st.Wfloat(m_VhoverHeight);
503 st.Wfloat(0.5f); //m_VhoverEfficiency);
504 st.Wfloat(m_VhoverTimescale);
505
506 st.Wfloat(m_VehicleBuoyancy);
507
508 st.Wfloat(m_verticalAttractionEfficiency);
509 st.Wfloat(m_verticalAttractionTimescale);
510 }
511 sc.data = st.close();
512 m_taintserial = null;
513 Monitor.PulseAll(sc.alock);
514 }
515
516 public bool DeSerialize(byte[] data)
517 {
518 rstreamer st = new rstreamer(data);
519
520 int version =st.Rushort(); //version
521
522 // merge booleans in a ushort
523 ushort flags = st.Rushort();
524 if ((flags & 1) != 0)
525 m_isphysical = true;
526 if ((flags & 2) != 0)
527 m_taintselected = true;
528 if ((flags & 4) != 0)
529 m_isVolumeDetect = true;
530 if ((flags & 8) != 0)
531 m_taintdisable = true;
532 if ((flags & 16) != 0)
533 m_taintCollidesWater = true;
534 if ((flags & 32) != 0)
535 m_collidesLand = true;
536 if ((flags & 64) != 0)
537 m_usePID = true;
538 if ((flags & 128) != 0)
539 m_useAPID = true;
540 if ((flags & 256) != 0)
541 m_useHoverPID = true;
542 if ((flags & 512) != 0)
543 m_throttleUpdates = true;
544
545 _size = st.Rvector3();
546 m_taintsize = _size;
547
548 m_material= st.Rint();
549 m_density = st.Rfloat();
550 st.Rfloat(); // future gravity mod V3
551 st.Rfloat(); // future friction V3
552 st.Rfloat(); // future bounce V3
553
554// m_collisionCategories = (CollisionCategories)st.Ruint();
555// m_collisionFlags = (CollisionCategories) st.Ruint();
556
557 if (m_taintparent == null)
558 {
559 st.Rvector3(); // ignore old position sop/sog as to tell the new one
560 m_taintrot = st.Rquat(); //
561 _orientation = m_taintrot;
562 }
563 else
564 {
565 m_taintrot = _parent.Orientation;
566 m_taintposition = st.Rvector3(); // ??
567 _position = m_taintposition;
568
569 m_taintposition *= m_taintrot;
570 m_taintposition += _parent.Position;
571
572 m_taintrot *= st.Rquat(); //
573 _orientation = m_taintrot;
574 }
575
576 m_taintVelocity = st.Rvector3();
577 m_rotationalVelocity = st.Rvector3();
578
579 _acceleration = st.Rvector3();
580 m_rotateEnableRequest = st.Rvector3();
581 m_rotateEnableUpdate = true;
582
583 Vector3 vtmp;
584
585 vtmp = st.Rvector3(); // forces acc
586 m_forcelist.Add(vtmp);
587 m_taintforce = true;
588
589 vtmp = st.Rvector3(); // angular forces acc
590 m_angularforcelist.Add(vtmp);
591 m_taintaddangularforce = true;
592
593 m_PIDTarget = st.Rvector3();
594 m_PIDTau = st.Rfloat();
595 PID_D = st.Rfloat();
596 PID_G = st.Rfloat();
597
598 m_APIDTarget = st.Rquat();
599 m_APIDStrength = st.Rfloat();
600 m_APIDDamping = st.Rfloat();
601 m_APIDdamper = st.Rfloat();
602
603 m_PIDHoverType = (PIDHoverType) st.Rint();
604 m_PIDHoverHeight = st.Rfloat();
605 m_PIDHoverTau = st.Rfloat();
606 m_targetHoverHeight = st.Rfloat();
607
608 m_groundHeight = st.Rfloat();
609 m_waterHeight = st.Rfloat();
610
611 m_buoyancy = st.Rfloat();
612
613
614 // this must be last since type none ends stream
615
616 m_type = (Vehicle) st.Rint();
617
618 if (m_type != Vehicle.TYPE_NONE)
619 {
620 float ftmp;
621
622 st.Rquat(); //m_referenceFrame
623
624 m_flags = (VehicleFlag) st.Rint();
625
626 m_linearMotorDirection = st.Rvector3();
627
628 ftmp = st.Rfloat();
629 m_lLinMotorDVel = m_linearMotorDirection * ftmp;
630
631 m_linearFrictionTimescale = st.Rvector3();
632 m_linearMotorDecayTimescale = st.Rfloat();
633 m_linearMotorTimescale = st.Rfloat();
634 st.Rvector3(); //m_linearMotorOffset);
635
636 m_angularMotorDirection = st.Rvector3();
637 ftmp = st.Rfloat();
638 m_angularMotorDVel = m_angularMotorDirection * ftmp;
639
640 m_angularFrictionTimescale = st.Rvector3();
641 m_angularMotorDecayTimescale = st.Rfloat();
642 m_angularMotorTimescale = st.Rfloat();
643
644 st.Rfloat(); //m_linearDeflectionEfficiency);
645 st.Rfloat(); //m_linearDeflectionTimescale);
646
647 st.Rfloat(); //m_angularDeflectionEfficiency);
648 st.Rfloat(); //m_angularDeflectionTimescale);
649
650 st.Rfloat(); // m_bankingEfficiency);
651 st.Rfloat(); //m_bankingMix);
652 st.Rfloat(); //m_bankingTimescale);
653
654 m_VhoverHeight = st.Rfloat();
655 st.Rfloat(); //m_VhoverEfficiency);
656 m_VhoverTimescale = st.Rfloat();
657
658 m_VehicleBuoyancy = st.Rfloat();
659
660 m_verticalAttractionEfficiency = st.Rfloat();
661 m_verticalAttractionTimescale = st.Rfloat();
662 }
663 st.close();
664 return true;
665 }
666
667 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, PhysicsActor parent,
668 PrimitiveBaseShape pbs, CollisionLocker dode, uint localid, byte[] sdata)
669 {
670 m_localID = localid;
671 ode = dode;
672
673 if (parent == null)
674 {
675 m_taintparent = null;
676
677 if (!pos.IsFinite())
678 {
679 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
680 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
681 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
682 }
683
684 _position = pos;
685 m_taintposition = pos;
686 }
687 else
688 m_taintparent = parent;
689
690 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
691
692 prim_geom = IntPtr.Zero;
693
694 _mesh = null;
695 m_meshfailed = false;
696 _pbs = pbs;
697
698 _parent_scene = parent_scene;
699 m_targetSpace = (IntPtr)0;
700
701 if(sdata != null && sdata.Length > 1)
702 DeSerialize(sdata);
703
704 if (m_isphysical)
705 m_targetSpace = _parent_scene.space;
706
707 _triMeshData = IntPtr.Zero;
708
709 m_primName = primName;
710 m_taintserial = null;
711 m_taintadd = true;
712 _parent_scene.AddPhysicsActorTaint(this);
713 // don't do .add() here; old geoms get recycled with the same hash
714 }
715
716 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
717 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode, uint localid)
718 {
719 m_localID = localid;
720 ode = dode;
721 if (!pos.IsFinite())
722 {
723 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
724 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
725 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
726 }
727
728 _position = pos;
729 m_taintposition = pos;
730 PID_D = parent_scene.bodyPIDD;
731 PID_G = parent_scene.bodyPIDG;
732 m_density = parent_scene.geomDefaultDensity;
733 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
734 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
735
736 prim_geom = IntPtr.Zero;
737 // prev_geom = IntPtr.Zero;
738
739 if (!pos.IsFinite())
740 {
741 size = new Vector3(0.5f, 0.5f, 0.5f);
742 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
743 }
744
745 if (size.X <= 0) size.X = 0.01f;
746 if (size.Y <= 0) size.Y = 0.01f;
747 if (size.Z <= 0) size.Z = 0.01f;
748
749 _size = size;
750 m_taintsize = _size;
751
752 if (!QuaternionIsFinite(rotation))
753 {
754 rotation = Quaternion.Identity;
755 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
756 }
757
758 _orientation = rotation;
759 m_taintrot = _orientation;
760 _mesh = mesh;
761 _pbs = pbs;
762
763 _parent_scene = parent_scene;
764 m_targetSpace = (IntPtr)0;
765
766 // if (pos.Z < 0)
767 if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
768 m_isphysical = false;
769 else
770 {
771 m_isphysical = pisPhysical;
772 // If we're physical, we need to be in the master space for now.
773 // linksets *should* be in a space together.. but are not currently
774 if (m_isphysical)
775 m_targetSpace = _parent_scene.space;
776 }
777
778 _triMeshData = IntPtr.Zero;
779
780 m_taintserial = null;
781 m_primName = primName;
782 m_taintadd = true;
783 _parent_scene.AddPhysicsActorTaint(this);
784 // don't do .add() here; old geoms get recycled with the same hash
785 }
786
787 public override int PhysicsActorType
788 {
789 get { return (int)ActorTypes.Prim; }
790 set { return; }
791 }
792
793 public override bool SetAlwaysRun
794 {
795 get { return false; }
796 set { return; }
797 }
798
799 public override uint LocalID
800 {
801 set
802 {
803 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
804 m_localID = value;
805 }
806 }
807
808 public override bool Grabbed
809 {
810 set { return; }
811 }
812
813 public override bool Selected
814 {
815 set
816 {
817
818 //Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
819 // This only makes the object not collidable if the object
820 // is physical or the object is modified somehow *IN THE FUTURE*
821 // without this, if an avatar selects prim, they can walk right
822 // through it while it's selected
823 m_collisionscore = 0;
824 if ((m_isphysical && !_zeroFlag) || !value)
825 {
826 m_taintselected = value;
827 _parent_scene.AddPhysicsActorTaint(this);
828 }
829 else
830 {
831 m_taintselected = value;
832 m_isSelected = value;
833 }
834 if (m_isSelected) disableBodySoft();
835 }
836 }
837
838 public override bool IsPhysical
839 {
840 get { return m_isphysical; }
841 set
842 {
843 m_isphysical = value;
844 if (!m_isphysical)
845 { // Zero the remembered last velocity
846 m_lastVelocity = Vector3.Zero;
847 if (m_type != Vehicle.TYPE_NONE) Halt();
848 }
849 }
850 }
851
852 public void setPrimForRemoval()
853 {
854 m_taintremove = true;
855 }
856
857 public override bool Flying
858 {
859 // no flying prims for you
860 get { return false; }
861 set { }
862 }
863
864 public override bool IsColliding
865 {
866 get { return iscolliding; }
867 set { iscolliding = value; }
868 }
869
870 public override bool CollidingGround
871 {
872 get { return false; }
873 set { return; }
874 }
875
876 public override bool CollidingObj
877 {
878 get { return false; }
879 set { return; }
880 }
881
882 public override bool ThrottleUpdates
883 {
884 get { return m_throttleUpdates; }
885 set { m_throttleUpdates = value; }
886 }
887
888 public override bool Stopped
889 {
890 get { return _zeroFlag; }
891 }
892
893 public override Vector3 Position
894 {
895 get { return _position; }
896
897 set
898 {
899 _position = value;
900 //m_log.Info("[PHYSICS]: " + _position.ToString());
901 }
902 }
903
904 public override Vector3 Size
905 {
906 get { return _size; }
907 set
908 {
909 if (value.IsFinite())
910 {
911 _size = value;
912 }
913 else
914 {
915 m_log.Warn("[PHYSICS]: Got NaN Size on object");
916 }
917 }
918 }
919
920 public override float Mass
921 {
922 get { return CalculateMass(); }
923 }
924
925 public override Vector3 Force
926 {
927 //get { return Vector3.Zero; }
928 get { return m_force; }
929 set
930 {
931 if (value.IsFinite())
932 {
933 m_force = value;
934 }
935 else
936 {
937 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
938 }
939 }
940 }
941
942 public override int VehicleType
943 {
944 get { return (int)m_type; }
945 set { ProcessTypeChange((Vehicle)value); }
946 }
947
948 public override void VehicleFloatParam(int param, float value)
949 {
950 ProcessFloatVehicleParam((Vehicle)param, value);
951 }
952
953 public override void VehicleVectorParam(int param, Vector3 value)
954 {
955 ProcessVectorVehicleParam((Vehicle)param, value);
956 }
957
958 public override void VehicleRotationParam(int param, Quaternion rotation)
959 {
960 ProcessRotationVehicleParam((Vehicle)param, rotation);
961 }
962
963 public override void VehicleFlags(int param, bool remove)
964 {
965 ProcessVehicleFlags(param, remove);
966 }
967
968 public override void SetVolumeDetect(int param)
969 {
970 lock (_parent_scene.OdeLock)
971 {
972 m_isVolumeDetect = (param != 0);
973 }
974 }
975
976 public override Vector3 CenterOfMass
977 {
978 get { return Vector3.Zero; }
979 }
980
981 public override Vector3 GeometricCenter
982 {
983 get { return Vector3.Zero; }
984 }
985
986 public override PrimitiveBaseShape Shape
987 {
988 set
989 {
990 _pbs = value;
991 m_taintshape = true;
992 }
993 }
994
995 public override Vector3 Velocity
996 {
997 get
998 {
999 // Averate previous velocity with the new one so
1000 // client object interpolation works a 'little' better
1001 if (_zeroFlag)
1002 return Vector3.Zero;
1003
1004 Vector3 returnVelocity = Vector3.Zero;
1005 returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2;
1006 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2;
1007 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2;
1008 return returnVelocity;
1009 }
1010 set
1011 {
1012 if (value.IsFinite())
1013 {
1014 _velocity = value;
1015 if (_velocity.ApproxEquals(Vector3.Zero, 0.001f))
1016 _acceleration = Vector3.Zero;
1017
1018 m_taintVelocity = value;
1019 _parent_scene.AddPhysicsActorTaint(this);
1020 }
1021 else
1022 {
1023 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
1024 }
1025
1026 }
1027 }
1028
1029 public override Vector3 Torque
1030 {
1031 get
1032 {
1033 if (!m_isphysical || Body == IntPtr.Zero)
1034 return Vector3.Zero;
1035
1036 return _torque;
1037 }
1038
1039 set
1040 {
1041 if (value.IsFinite())
1042 {
1043 m_taintTorque = value;
1044 _parent_scene.AddPhysicsActorTaint(this);
1045 }
1046 else
1047 {
1048 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
1049 }
1050 }
1051 }
1052
1053 public override float CollisionScore
1054 {
1055 get { return m_collisionscore; }
1056 set { m_collisionscore = value; }
1057 }
1058
1059 public override bool Kinematic
1060 {
1061 get { return false; }
1062 set { }
1063 }
1064
1065 public override Quaternion Orientation
1066 {
1067 get { return _orientation; }
1068 set
1069 {
1070 if (QuaternionIsFinite(value))
1071 {
1072 _orientation = value;
1073 }
1074 else
1075 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
1076
1077 }
1078 }
1079
1080
1081 public override bool FloatOnWater
1082 {
1083 set
1084 {
1085 m_taintCollidesWater = value;
1086 _parent_scene.AddPhysicsActorTaint(this);
1087 }
1088 }
1089
1090 public override void SetMomentum(Vector3 momentum)
1091 {
1092 }
1093
1094 public override Vector3 PIDTarget
1095 {
1096 set
1097 {
1098 if (value.IsFinite())
1099 {
1100 m_PIDTarget = value;
1101 }
1102 else
1103 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
1104 }
1105 }
1106 public override bool PIDActive { set { m_usePID = value; } }
1107 public override float PIDTau { set { m_PIDTau = value; } }
1108
1109 // For RotLookAt
1110 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
1111 public override bool APIDActive { set { m_useAPID = value; } }
1112 public override float APIDStrength { set { m_APIDStrength = value; } }
1113 public override float APIDDamping { set { m_APIDDamping = value; } }
1114
1115 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
1116 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
1117 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
1118 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
1119
1120 internal static bool QuaternionIsFinite(Quaternion q)
1121 {
1122 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
1123 return false;
1124 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
1125 return false;
1126 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
1127 return false;
1128 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
1129 return false;
1130 return true;
1131 }
1132
1133 public override Vector3 Acceleration // client updates read data via here
1134 {
1135 get
1136 {
1137 if (_zeroFlag)
1138 {
1139 return Vector3.Zero;
1140 }
1141 return _acceleration;
1142 }
1143 set { _acceleration = value; }
1144 }
1145
1146
1147 public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything.
1148 {
1149 _acceleration = accel;
1150 }
1151
1152 public override void AddForce(Vector3 force, bool pushforce)
1153 {
1154 if (force.IsFinite())
1155 {
1156 lock (m_forcelist)
1157 m_forcelist.Add(force);
1158
1159 m_taintforce = true;
1160 }
1161 else
1162 {
1163 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
1164 }
1165 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
1166 }
1167
1168 public override void AddAngularForce(Vector3 force, bool pushforce)
1169 {
1170 if (force.IsFinite())
1171 {
1172 m_angularforcelist.Add(force);
1173 m_taintaddangularforce = true;
1174 }
1175 else
1176 {
1177 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
1178 }
1179 }
1180
1181 public override Vector3 RotationalVelocity
1182 {
1183 get
1184 {
1185 return m_rotationalVelocity;
1186 }
1187 set
1188 {
1189 if (value.IsFinite())
1190 {
1191 m_rotationalVelocity = value;
1192 }
1193 else
1194 {
1195 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
1196 }
1197 }
1198 }
1199
1200 public override void CrossingFailure()
1201 {
1202 if (m_outofBounds)
1203 {
1204 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
1205 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
1206 _position.Z = Util.Clip(_position.Z, -100f, 50000f);
1207 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1208
1209 m_lastposition = _position;
1210
1211 _velocity = Vector3.Zero;
1212 m_lastVelocity = _velocity;
1213
1214
1215 if (m_type != Vehicle.TYPE_NONE)
1216 Halt();
1217
1218 d.BodySetLinearVel(Body, 0, 0, 0);
1219 base.RequestPhysicsterseUpdate();
1220 m_outofBounds = false;
1221 }
1222 /*
1223 int tmp = Interlocked.Increment(ref m_crossingfailures);
1224 if (tmp > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
1225 {
1226 base.RaiseOutOfBounds(_position);
1227 return;
1228 }
1229 else if (tmp == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
1230 {
1231 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
1232 }
1233 */
1234 }
1235
1236 public override float Buoyancy
1237 {
1238 get { return m_buoyancy; }
1239 set { m_buoyancy = value; }
1240 }
1241
1242 public override void link(PhysicsActor obj)
1243 {
1244 m_taintparent = obj;
1245 }
1246
1247 public override void delink()
1248 {
1249 m_taintparent = null;
1250 }
1251
1252 public override void LockAngularMotion(Vector3 axis)
1253 {
1254 // This is actually ROTATION ENABLE, not a lock.
1255 // default is <1,1,1> which is all enabled.
1256 // The lock value is updated inside Move(), no point in using the taint system.
1257 // OS 'm_taintAngularLock' etc change to m_rotateEnable.
1258 if (axis.IsFinite())
1259 {
1260 axis.X = (axis.X > 0) ? 1f : 0f;
1261 axis.Y = (axis.Y > 0) ? 1f : 0f;
1262 axis.Z = (axis.Z > 0) ? 1f : 0f;
1263 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
1264 m_rotateEnableRequest = axis;
1265 m_rotateEnableUpdate = true;
1266 }
1267 else
1268 {
1269 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
1270 }
1271 }
1272
1273
1274 public void SetGeom(IntPtr geom)
1275 {
1276 if (prim_geom != IntPtr.Zero)
1277 {
1278 // Remove any old entries
1279 //string tPA;
1280 //_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA);
1281 //Console.WriteLine("**** Remove {0}", tPA);
1282 if (_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom);
1283 if (_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom);
1284 d.GeomDestroy(prim_geom);
1285 }
1286
1287 prim_geom = geom;
1288 //Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
1289 if (prim_geom != IntPtr.Zero)
1290 {
1291 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
1292 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
1293 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1294 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1295 //Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName);
1296 }
1297
1298 if (childPrim)
1299 {
1300 if (_parent != null && _parent is OdePrim)
1301 {
1302 OdePrim parent = (OdePrim)_parent;
1303 //Console.WriteLine("SetGeom calls ChildSetGeom");
1304 parent.ChildSetGeom(this);
1305 }
1306 }
1307 //m_log.Warn("Setting Geom to: " + prim_geom);
1308 }
1309
1310 public void enableBodySoft()
1311 {
1312 if (!childPrim)
1313 {
1314 if (m_isphysical && Body != IntPtr.Zero)
1315 {
1316 d.BodyEnable(Body);
1317 if (m_type != Vehicle.TYPE_NONE)
1318 Enable(Body, _parent_scene);
1319 }
1320
1321 m_disabled = false;
1322 }
1323 }
1324
1325 public void disableBodySoft()
1326 {
1327 m_disabled = true;
1328
1329 if (m_isphysical && Body != IntPtr.Zero)
1330 {
1331 d.BodyDisable(Body);
1332 Halt();
1333 }
1334 }
1335
1336 public void enableBody()
1337 {
1338 // Don't enable this body if we're a child prim
1339 // this should be taken care of in the parent function not here
1340 if (!childPrim)
1341 {
1342 // Sets the geom to a body
1343 Body = d.BodyCreate(_parent_scene.world);
1344
1345 setMass();
1346 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1347 d.Quaternion myrot = new d.Quaternion();
1348 myrot.X = _orientation.X;
1349 myrot.Y = _orientation.Y;
1350 myrot.Z = _orientation.Z;
1351 myrot.W = _orientation.W;
1352 d.BodySetQuaternion(Body, ref myrot);
1353 d.GeomSetBody(prim_geom, Body);
1354 m_collisionCategories |= CollisionCategories.Body;
1355 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1356
1357 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1358 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1359
1360 d.BodySetAutoDisableFlag(Body, true);
1361 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1362
1363 // disconnect from world gravity so we can apply buoyancy
1364 d.BodySetGravityMode(Body, false);
1365
1366 m_interpenetrationcount = 0;
1367 m_collisionscore = 0;
1368 m_disabled = false;
1369
1370 if (m_type != Vehicle.TYPE_NONE)
1371 {
1372 Enable(Body, _parent_scene);
1373 }
1374
1375 _parent_scene.addActivePrim(this);
1376 }
1377 }
1378
1379 #region Mass Calculation
1380
1381 private float CalculateMass()
1382 {
1383 float volume = _size.X * _size.Y * _size.Z; // default
1384 float tmp;
1385
1386 float returnMass = 0;
1387 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
1388 float hollowVolume = hollowAmount * hollowAmount;
1389
1390 switch (_pbs.ProfileShape)
1391 {
1392 case ProfileShape.Square:
1393 // default box
1394
1395 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1396 {
1397 if (hollowAmount > 0.0)
1398 {
1399 switch (_pbs.HollowShape)
1400 {
1401 case HollowShape.Square:
1402 case HollowShape.Same:
1403 break;
1404
1405 case HollowShape.Circle:
1406
1407 hollowVolume *= 0.78539816339f;
1408 break;
1409
1410 case HollowShape.Triangle:
1411
1412 hollowVolume *= (0.5f * .5f);
1413 break;
1414
1415 default:
1416 hollowVolume = 0;
1417 break;
1418 }
1419 volume *= (1.0f - hollowVolume);
1420 }
1421 }
1422
1423 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1424 {
1425 //a tube
1426
1427 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
1428 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
1429 volume -= volume * tmp * tmp;
1430
1431 if (hollowAmount > 0.0)
1432 {
1433 hollowVolume *= hollowAmount;
1434
1435 switch (_pbs.HollowShape)
1436 {
1437 case HollowShape.Square:
1438 case HollowShape.Same:
1439 break;
1440
1441 case HollowShape.Circle:
1442 hollowVolume *= 0.78539816339f; ;
1443 break;
1444
1445 case HollowShape.Triangle:
1446 hollowVolume *= 0.5f * 0.5f;
1447 break;
1448 default:
1449 hollowVolume = 0;
1450 break;
1451 }
1452 volume *= (1.0f - hollowVolume);
1453 }
1454 }
1455
1456 break;
1457
1458 case ProfileShape.Circle:
1459
1460 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1461 {
1462 volume *= 0.78539816339f; // elipse base
1463
1464 if (hollowAmount > 0.0)
1465 {
1466 switch (_pbs.HollowShape)
1467 {
1468 case HollowShape.Same:
1469 case HollowShape.Circle:
1470 break;
1471
1472 case HollowShape.Square:
1473 hollowVolume *= 0.5f * 2.5984480504799f;
1474 break;
1475
1476 case HollowShape.Triangle:
1477 hollowVolume *= .5f * 1.27323954473516f;
1478 break;
1479
1480 default:
1481 hollowVolume = 0;
1482 break;
1483 }
1484 volume *= (1.0f - hollowVolume);
1485 }
1486 }
1487
1488 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1489 {
1490 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
1491 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1492 volume *= (1.0f - tmp * tmp);
1493
1494 if (hollowAmount > 0.0)
1495 {
1496
1497 // calculate the hollow volume by it's shape compared to the prim shape
1498 hollowVolume *= hollowAmount;
1499
1500 switch (_pbs.HollowShape)
1501 {
1502 case HollowShape.Same:
1503 case HollowShape.Circle:
1504 break;
1505
1506 case HollowShape.Square:
1507 hollowVolume *= 0.5f * 2.5984480504799f;
1508 break;
1509
1510 case HollowShape.Triangle:
1511 hollowVolume *= .5f * 1.27323954473516f;
1512 break;
1513
1514 default:
1515 hollowVolume = 0;
1516 break;
1517 }
1518 volume *= (1.0f - hollowVolume);
1519 }
1520 }
1521 break;
1522
1523 case ProfileShape.HalfCircle:
1524 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1525 {
1526 volume *= 0.52359877559829887307710723054658f;
1527 }
1528 break;
1529
1530 case ProfileShape.EquilateralTriangle:
1531
1532 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1533 {
1534 volume *= 0.32475953f;
1535
1536 if (hollowAmount > 0.0)
1537 {
1538
1539 // calculate the hollow volume by it's shape compared to the prim shape
1540 switch (_pbs.HollowShape)
1541 {
1542 case HollowShape.Same:
1543 case HollowShape.Triangle:
1544 hollowVolume *= .25f;
1545 break;
1546
1547 case HollowShape.Square:
1548 hollowVolume *= 0.499849f * 3.07920140172638f;
1549 break;
1550
1551 case HollowShape.Circle:
1552 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1553 // Cyllinder hollow volume calculation
1554
1555 hollowVolume *= 0.1963495f * 3.07920140172638f;
1556 break;
1557
1558 default:
1559 hollowVolume = 0;
1560 break;
1561 }
1562 volume *= (1.0f - hollowVolume);
1563 }
1564 }
1565 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1566 {
1567 volume *= 0.32475953f;
1568 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
1569 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1570 volume *= (1.0f - tmp * tmp);
1571
1572 if (hollowAmount > 0.0)
1573 {
1574
1575 hollowVolume *= hollowAmount;
1576
1577 switch (_pbs.HollowShape)
1578 {
1579 case HollowShape.Same:
1580 case HollowShape.Triangle:
1581 hollowVolume *= .25f;
1582 break;
1583
1584 case HollowShape.Square:
1585 hollowVolume *= 0.499849f * 3.07920140172638f;
1586 break;
1587
1588 case HollowShape.Circle:
1589
1590 hollowVolume *= 0.1963495f * 3.07920140172638f;
1591 break;
1592
1593 default:
1594 hollowVolume = 0;
1595 break;
1596 }
1597 volume *= (1.0f - hollowVolume);
1598 }
1599 }
1600 break;
1601
1602 default:
1603 break;
1604 }
1605
1606
1607
1608 float taperX1;
1609 float taperY1;
1610 float taperX;
1611 float taperY;
1612 float pathBegin;
1613 float pathEnd;
1614 float profileBegin;
1615 float profileEnd;
1616
1617 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
1618 {
1619 taperX1 = _pbs.PathScaleX * 0.01f;
1620 if (taperX1 > 1.0f)
1621 taperX1 = 2.0f - taperX1;
1622 taperX = 1.0f - taperX1;
1623
1624 taperY1 = _pbs.PathScaleY * 0.01f;
1625 if (taperY1 > 1.0f)
1626 taperY1 = 2.0f - taperY1;
1627 taperY = 1.0f - taperY1;
1628 }
1629 else
1630 {
1631 taperX = _pbs.PathTaperX * 0.01f;
1632 if (taperX < 0.0f)
1633 taperX = -taperX;
1634 taperX1 = 1.0f - taperX;
1635
1636 taperY = _pbs.PathTaperY * 0.01f;
1637 if (taperY < 0.0f)
1638 taperY = -taperY;
1639 taperY1 = 1.0f - taperY;
1640
1641 }
1642
1643
1644 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
1645
1646 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
1647 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
1648 volume *= (pathEnd - pathBegin);
1649
1650 // this is crude aproximation
1651 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
1652 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
1653 volume *= (profileEnd - profileBegin);
1654
1655 returnMass = m_density * volume;
1656
1657 if (returnMass <= 0)
1658 returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1659 // else if (returnMass > _parent_scene.maximumMassObject)
1660 // returnMass = _parent_scene.maximumMassObject;
1661
1662
1663
1664
1665 // Recursively calculate mass
1666 bool HasChildPrim = false;
1667 lock (childrenPrim)
1668 {
1669 if (childrenPrim.Count > 0)
1670 {
1671 HasChildPrim = true;
1672 }
1673
1674 }
1675 if (HasChildPrim)
1676 {
1677 OdePrim[] childPrimArr = new OdePrim[0];
1678
1679 lock (childrenPrim)
1680 childPrimArr = childrenPrim.ToArray();
1681
1682 for (int i = 0; i < childPrimArr.Length; i++)
1683 {
1684 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
1685 returnMass += childPrimArr[i].CalculateMass();
1686 // failsafe, this shouldn't happen but with OpenSim, you never know :)
1687 if (i > 256)
1688 break;
1689 }
1690 }
1691 if (returnMass > _parent_scene.maximumMassObject)
1692 returnMass = _parent_scene.maximumMassObject;
1693 return returnMass;
1694 }// end CalculateMass
1695
1696 #endregion
1697
1698 public void setMass()
1699 {
1700 if (Body != (IntPtr)0)
1701 {
1702 float newmass = CalculateMass();
1703
1704 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
1705
1706 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
1707 d.BodySetMass(Body, ref pMass);
1708 }
1709 }
1710
1711 public void disableBody()
1712 {
1713 //this kills the body so things like 'mesh' can re-create it.
1714 lock (this)
1715 {
1716 if (!childPrim)
1717 {
1718 if (Body != IntPtr.Zero)
1719 {
1720 _parent_scene.remActivePrim(this);
1721 m_collisionCategories &= ~CollisionCategories.Body;
1722 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1723
1724 if (prim_geom != IntPtr.Zero)
1725 {
1726 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1727 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1728 }
1729
1730
1731 d.BodyDestroy(Body);
1732 lock (childrenPrim)
1733 {
1734 if (childrenPrim.Count > 0)
1735 {
1736 foreach (OdePrim prm in childrenPrim)
1737 {
1738 _parent_scene.remActivePrim(prm);
1739 prm.Body = IntPtr.Zero;
1740 }
1741 }
1742 }
1743 Body = IntPtr.Zero;
1744 }
1745 }
1746 else
1747 {
1748 _parent_scene.remActivePrim(this);
1749
1750 m_collisionCategories &= ~CollisionCategories.Body;
1751 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1752
1753 if (prim_geom != IntPtr.Zero)
1754 {
1755 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1756 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1757 }
1758
1759
1760 Body = IntPtr.Zero;
1761 }
1762 }
1763 m_disabled = true;
1764 m_collisionscore = 0;
1765 }
1766
1767 private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
1768
1769 public bool setMesh(OdeScene parent_scene, IMesh mesh)
1770 {
1771 // This sleeper is there to moderate how long it takes between
1772 // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
1773
1774 //Thread.Sleep(10);
1775
1776 //Kill Body so that mesh can re-make the geom
1777 if (IsPhysical && Body != IntPtr.Zero)
1778 {
1779 if (childPrim)
1780 {
1781 if (_parent != null)
1782 {
1783 OdePrim parent = (OdePrim)_parent;
1784 parent.ChildDelink(this);
1785 }
1786 }
1787 else
1788 {
1789 disableBody();
1790 }
1791 }
1792
1793// do it on caller instead
1794/*
1795 if (_triMeshData != IntPtr.Zero)
1796 {
1797 d.GeomTriMeshDataDestroy(_triMeshData);
1798 _triMeshData = IntPtr.Zero;
1799 }
1800*/
1801 IntPtr vertices, indices;
1802 int vertexCount, indexCount;
1803 int vertexStride, triStride;
1804 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1805 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1806
1807 // warning this destroys the mesh for eventual future use. Only pinned float arrays stay valid
1808 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
1809
1810 if (vertexCount == 0 || indexCount == 0)
1811 {
1812 m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. It can be a sculp with alpha channel in map. Replacing it by a small box.", Name, _position.X, _position.Y, _position.Z);
1813 _size.X = 0.05f;
1814 _size.Y = 0.05f;
1815 _size.Z = 0.05f;
1816 return false;
1817 }
1818
1819/*
1820 if (m_MeshToTriMeshMap.ContainsKey(mesh))
1821 {
1822 _triMeshData = m_MeshToTriMeshMap[mesh];
1823 }
1824 else
1825*/
1826
1827
1828 {
1829 _triMeshData = d.GeomTriMeshDataCreate();
1830
1831 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1832 d.GeomTriMeshDataPreprocess(_triMeshData);
1833// m_MeshToTriMeshMap[mesh] = _triMeshData;
1834 }
1835
1836 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1837 try
1838 {
1839 // if (prim_geom == IntPtr.Zero) // setGeom takes care of phys engine recreate and prim_geom pointer
1840 // {
1841 // SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
1842 SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null));
1843 // }
1844 }
1845 catch (Exception e)
1846 {
1847 m_log.ErrorFormat("[PHYSICS]: Create trimesh failed on prim {0} : {1}",Name,e.Message);
1848
1849 if (_triMeshData != IntPtr.Zero)
1850 {
1851 d.GeomTriMeshDataDestroy(_triMeshData);
1852 _triMeshData = IntPtr.Zero;
1853 }
1854 _size.X = 0.05f;
1855 _size.Y = 0.05f;
1856 _size.Z = 0.05f;
1857 return false;
1858 }
1859
1860
1861 // if (IsPhysical && Body == (IntPtr) 0)
1862 // {
1863 // Recreate the body
1864 // m_interpenetrationcount = 0;
1865 // m_collisionscore = 0;
1866
1867 // enableBody();
1868 // }
1869 return true;
1870 }
1871
1872 public void ProcessTaints(float timestep) //=============================================================================
1873 {
1874 if (m_taintadd)
1875 {
1876 changeadd(timestep);
1877 }
1878
1879 if (m_taintremove)
1880 return;
1881
1882 if (prim_geom != IntPtr.Zero)
1883 {
1884 if (!_position.ApproxEquals(m_taintposition, 0f))
1885 {
1886 changemove(timestep);
1887 }
1888 if (m_taintrot != _orientation)
1889 {
1890 if (childPrim && IsPhysical) // For physical child prim...
1891 {
1892 rotate(timestep);
1893 // KF: ODE will also rotate the parent prim!
1894 // so rotate the root back to where it was
1895 OdePrim parent = (OdePrim)_parent;
1896 parent.rotate(timestep);
1897 }
1898 else
1899 {
1900 //Just rotate the prim
1901 rotate(timestep);
1902 }
1903 }
1904 //
1905
1906 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
1907 {
1908 changePhysicsStatus(timestep);
1909 }//
1910
1911 if (!_size.ApproxEquals(m_taintsize, 0f))
1912 changesize(timestep);
1913 //
1914
1915 if (m_taintshape)
1916 changeshape(timestep);
1917 //
1918
1919 if (m_taintforce)
1920 changeAddForce(timestep);
1921
1922 if (m_taintaddangularforce)
1923 changeAddAngularForce(timestep);
1924
1925 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
1926 changeSetTorque(timestep);
1927
1928 if (m_taintdisable)
1929 changedisable(timestep);
1930
1931 if (m_taintselected != m_isSelected)
1932 changeSelectedStatus(timestep);
1933
1934 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
1935 changevelocity(timestep);
1936
1937 if (m_taintparent != _parent)
1938 changelink(timestep);
1939
1940 if (m_taintCollidesWater != m_collidesWater)
1941 changefloatonwater(timestep);
1942
1943 if (m_taintvehicledata != null)
1944 DoSetVehicle();
1945
1946 if (m_taintserial != null)
1947 DoSerialize(m_taintserial);
1948
1949 /* obsolete
1950 if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f))
1951 changeAngularLock(timestep);
1952 */
1953 }
1954 else
1955 {
1956 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.)");
1957 }
1958 }
1959
1960 /* obsolete
1961 private void changeAngularLock(float timestep)
1962 {
1963 if (_parent == null)
1964 {
1965 m_angularLock = m_taintAngularLock;
1966 m_angularLockSet = true;
1967 }
1968 }
1969 */
1970 private void changelink(float timestep)
1971 {
1972 // If the newly set parent is not null
1973 // create link
1974 if (_parent == null && m_taintparent != null)
1975 {
1976 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1977 {
1978 OdePrim obj = (OdePrim)m_taintparent;
1979 //obj.disableBody();
1980 obj.ParentPrim(this);
1981
1982 /*
1983 if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body)
1984 {
1985 _linkJointGroup = d.JointGroupCreate(0);
1986 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1987 d.JointAttach(m_linkJoint, obj.Body, Body);
1988 d.JointSetFixed(m_linkJoint);
1989 }
1990 */
1991 }
1992 }
1993 // If the newly set parent is null
1994 // destroy link
1995 else if (_parent != null && m_taintparent == null)
1996 {
1997 if (_parent is OdePrim)
1998 {
1999 OdePrim obj = (OdePrim)_parent;
2000 obj.ChildDelink(this);
2001 childPrim = false;
2002 //_parent = null;
2003 }
2004
2005 /*
2006 if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0)
2007 d.JointGroupDestroy(_linkJointGroup);
2008
2009 _linkJointGroup = (IntPtr)0;
2010 m_linkJoint = (IntPtr)0;
2011 */
2012 }
2013
2014 _parent = m_taintparent;
2015 m_taintPhysics = m_isphysical;
2016 }
2017
2018 // I'm the parent
2019 // prim is the child
2020 public void ParentPrim(OdePrim prim)
2021 {
2022 if (this.m_localID != prim.m_localID)
2023 {
2024 if (Body == IntPtr.Zero)
2025 {
2026 Body = d.BodyCreate(_parent_scene.world);
2027 // disconnect from world gravity so we can apply buoyancy
2028 d.BodySetGravityMode(Body, false);
2029
2030 setMass();
2031 }
2032 if (Body != IntPtr.Zero)
2033 {
2034 lock (childrenPrim)
2035 {
2036 if (!childrenPrim.Contains(prim))
2037 {
2038 childrenPrim.Add(prim);
2039
2040 foreach (OdePrim prm in childrenPrim)
2041 {
2042 d.Mass m2;
2043 d.MassSetZero(out m2);
2044 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
2045
2046
2047 d.Quaternion quat = new d.Quaternion();
2048 quat.W = prm._orientation.W;
2049 quat.X = prm._orientation.X;
2050 quat.Y = prm._orientation.Y;
2051 quat.Z = prm._orientation.Z;
2052
2053 d.Matrix3 mat = new d.Matrix3();
2054 d.RfromQ(out mat, ref quat);
2055 d.MassRotate(ref m2, ref mat);
2056 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
2057 d.MassAdd(ref pMass, ref m2);
2058 }
2059 foreach (OdePrim prm in childrenPrim)
2060 {
2061
2062 prm.m_collisionCategories |= CollisionCategories.Body;
2063 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
2064
2065 if (prm.prim_geom == IntPtr.Zero)
2066 {
2067 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
2068 continue;
2069 }
2070 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
2071 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
2072
2073
2074 d.Quaternion quat = new d.Quaternion();
2075 quat.W = prm._orientation.W;
2076 quat.X = prm._orientation.X;
2077 quat.Y = prm._orientation.Y;
2078 quat.Z = prm._orientation.Z;
2079
2080 d.Matrix3 mat = new d.Matrix3();
2081 d.RfromQ(out mat, ref quat);
2082 if (Body != IntPtr.Zero)
2083 {
2084 d.GeomSetBody(prm.prim_geom, Body);
2085 prm.childPrim = true;
2086 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X, prm.Position.Y, prm.Position.Z);
2087 //d.GeomSetOffsetPosition(prim.prim_geom,
2088 // (Position.X - prm.Position.X) - pMass.c.X,
2089 // (Position.Y - prm.Position.Y) - pMass.c.Y,
2090 // (Position.Z - prm.Position.Z) - pMass.c.Z);
2091 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
2092 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
2093 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
2094 d.BodySetMass(Body, ref pMass);
2095 }
2096 else
2097 {
2098 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
2099 }
2100
2101
2102 prm.m_interpenetrationcount = 0;
2103 prm.m_collisionscore = 0;
2104 prm.m_disabled = false;
2105
2106 prm.Body = Body;
2107 _parent_scene.addActivePrim(prm);
2108 }
2109 m_collisionCategories |= CollisionCategories.Body;
2110 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
2111
2112 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2113 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2114
2115
2116 d.Quaternion quat2 = new d.Quaternion();
2117 quat2.W = _orientation.W;
2118 quat2.X = _orientation.X;
2119 quat2.Y = _orientation.Y;
2120 quat2.Z = _orientation.Z;
2121
2122 d.Matrix3 mat2 = new d.Matrix3();
2123 d.RfromQ(out mat2, ref quat2);
2124 d.GeomSetBody(prim_geom, Body);
2125 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
2126 //d.GeomSetOffsetPosition(prim.prim_geom,
2127 // (Position.X - prm.Position.X) - pMass.c.X,
2128 // (Position.Y - prm.Position.Y) - pMass.c.Y,
2129 // (Position.Z - prm.Position.Z) - pMass.c.Z);
2130 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
2131 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
2132 d.BodySetMass(Body, ref pMass);
2133
2134 d.BodySetAutoDisableFlag(Body, true);
2135 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
2136
2137
2138 m_interpenetrationcount = 0;
2139 m_collisionscore = 0;
2140 m_disabled = false;
2141
2142 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
2143 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
2144 _parent_scene.addActivePrim(this);
2145 }
2146 }
2147 }
2148 }
2149
2150 }
2151
2152 private void ChildSetGeom(OdePrim odePrim)
2153 {
2154 //if (m_isphysical && Body != IntPtr.Zero)
2155 lock (childrenPrim)
2156 {
2157 foreach (OdePrim prm in childrenPrim)
2158 {
2159 //prm.childPrim = true;
2160 prm.disableBody();
2161 //prm.m_taintparent = null;
2162 //prm._parent = null;
2163 //prm.m_taintPhysics = false;
2164 //prm.m_disabled = true;
2165 //prm.childPrim = false;
2166 }
2167 }
2168 disableBody();
2169
2170
2171 if (Body != IntPtr.Zero)
2172 {
2173 _parent_scene.remActivePrim(this);
2174 }
2175
2176 lock (childrenPrim)
2177 {
2178 foreach (OdePrim prm in childrenPrim)
2179 {
2180 ParentPrim(prm);
2181 }
2182 }
2183
2184 }
2185
2186 private void ChildDelink(OdePrim odePrim)
2187 {
2188 // Okay, we have a delinked child.. need to rebuild the body.
2189 lock (childrenPrim)
2190 {
2191 foreach (OdePrim prm in childrenPrim)
2192 {
2193 prm.childPrim = true;
2194 prm.disableBody();
2195 //prm.m_taintparent = null;
2196 //prm._parent = null;
2197 //prm.m_taintPhysics = false;
2198 //prm.m_disabled = true;
2199 //prm.childPrim = false;
2200 }
2201 }
2202 disableBody();
2203
2204 lock (childrenPrim)
2205 {
2206 childrenPrim.Remove(odePrim);
2207 }
2208
2209 if (Body != IntPtr.Zero)
2210 {
2211 _parent_scene.remActivePrim(this);
2212 }
2213
2214 lock (childrenPrim)
2215 {
2216 foreach (OdePrim prm in childrenPrim)
2217 {
2218 ParentPrim(prm);
2219 }
2220 }
2221 }
2222
2223 private void changeSelectedStatus(float timestep)
2224 {
2225 if (m_taintselected)
2226 {
2227 m_collisionCategories = CollisionCategories.Selected;
2228 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
2229
2230 // We do the body disable soft twice because 'in theory' a collision could have happened
2231 // in between the disabling and the collision properties setting
2232 // which would wake the physical body up from a soft disabling and potentially cause it to fall
2233 // through the ground.
2234
2235 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
2236 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
2237 // so that causes the selected part to wake up and continue moving.
2238
2239 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
2240 // assembly will stop simulating during the selection, because of the lack of atomicity
2241 // of select operations (their processing could be interrupted by a thread switch, causing
2242 // simulation to continue before all of the selected object notifications trickle down to
2243 // the physics engine).
2244
2245 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
2246 // selected and disabled. then, due to a thread switch, the selection processing is
2247 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
2248 // selection was not yet processed, continues to simulate. this wakes up ALL of the
2249 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
2250 // up, start simulating again, which in turn wakes up the last 50.
2251
2252 if (m_isphysical)
2253 {
2254 disableBodySoft();
2255 }
2256
2257 if (prim_geom != IntPtr.Zero)
2258 {
2259 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2260 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2261 }
2262
2263 if (m_isphysical)
2264 {
2265 disableBodySoft();
2266 }
2267 if (Body != IntPtr.Zero)
2268 {
2269 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2270 d.BodySetForce(Body, 0f, 0f, 0f);
2271 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
2272 d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f);
2273 }
2274
2275 }
2276 else
2277 {
2278 m_collisionCategories = CollisionCategories.Geom;
2279
2280 if (m_isphysical)
2281 m_collisionCategories |= CollisionCategories.Body;
2282
2283 m_collisionFlags = m_default_collisionFlags;
2284
2285 if (m_collidesLand)
2286 m_collisionFlags |= CollisionCategories.Land;
2287 if (m_collidesWater)
2288 m_collisionFlags |= CollisionCategories.Water;
2289
2290 if (prim_geom != IntPtr.Zero)
2291 {
2292 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2293 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2294 }
2295 if (Body != IntPtr.Zero)
2296 {
2297 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2298 d.BodySetForce(Body, 0f, 0f, 0f);
2299 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
2300 d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f);
2301 }
2302
2303 if (m_isphysical)
2304 {
2305 if (Body != IntPtr.Zero)
2306 {
2307 enableBodySoft();
2308 }
2309 }
2310 }
2311
2312 resetCollisionAccounting();
2313 m_isSelected = m_taintselected;
2314 }//end changeSelectedStatus
2315
2316 public void ResetTaints()
2317 {
2318 m_taintposition = _position;
2319 m_taintrot = _orientation;
2320 m_taintPhysics = m_isphysical;
2321 m_taintselected = m_isSelected;
2322 m_taintsize = _size;
2323 m_taintshape = false;
2324 m_taintforce = false;
2325 m_taintdisable = false;
2326 m_taintVelocity = Vector3.Zero;
2327 }
2328
2329 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
2330 {
2331 bool gottrimesh = false;
2332
2333 if (_triMeshData != IntPtr.Zero)
2334 {
2335 d.GeomTriMeshDataDestroy(_triMeshData);
2336 _triMeshData = IntPtr.Zero;
2337 }
2338
2339 if (_mesh != null) // Special - make mesh
2340 {
2341 gottrimesh = setMesh(_parent_scene, _mesh);
2342 }
2343
2344 if (!gottrimesh) // not a mesh
2345 {
2346 IntPtr geo = IntPtr.Zero;
2347
2348 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
2349 && _size.X == _size.Y && _size.X == _size.Z)
2350 {
2351 // its a sphere
2352 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2353 try
2354 {
2355 geo = d.CreateSphere(m_targetSpace, _size.X * 0.5f);
2356 }
2357 catch (Exception e)
2358 {
2359 m_log.WarnFormat("[PHYSICS]: Unable to create basic sphere for object {0}", e.Message);
2360 geo = IntPtr.Zero;
2361 ode.dunlock(_parent_scene.world);
2362 }
2363 }
2364 else // make it a box
2365 {
2366 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2367 try
2368 {
2369 geo = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
2370 }
2371 catch (Exception e)
2372 {
2373 m_log.WarnFormat("[PHYSICS]: Unable to create basic sphere for object {0}", e.Message);
2374 geo = IntPtr.Zero;
2375 ode.dunlock(_parent_scene.world);
2376 }
2377 }
2378
2379 if (geo == IntPtr.Zero)
2380 {
2381 m_taintremove = true;
2382 _parent_scene.AddPhysicsActorTaint(this);
2383 return;
2384 }
2385
2386 SetGeom(geo);
2387 }
2388 }
2389
2390 public void changeadd(float timestep)
2391 {
2392 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2393 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
2394
2395 if (targetspace == IntPtr.Zero)
2396 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2397
2398 m_targetSpace = targetspace;
2399
2400 if (_mesh == null && m_meshfailed == false)
2401 {
2402 if (_parent_scene.needsMeshing(_pbs))
2403 {
2404 try
2405 {
2406 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, (int)LevelOfDetail.High, true);
2407 }
2408 catch
2409 {
2410 //Don't continuously try to mesh prims when meshing has failed
2411 m_meshfailed = true;
2412 _mesh = null;
2413 m_log.WarnFormat("[PHYSICS]: changeAdd CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2414 }
2415 }
2416 }
2417
2418
2419 lock (_parent_scene.OdeLock)
2420 {
2421 CreateGeom(m_targetSpace, _mesh);
2422
2423 if (prim_geom != IntPtr.Zero)
2424 {
2425 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2426 d.Quaternion myrot = new d.Quaternion();
2427 myrot.X = _orientation.X;
2428 myrot.Y = _orientation.Y;
2429 myrot.Z = _orientation.Z;
2430 myrot.W = _orientation.W;
2431 d.GeomSetQuaternion(prim_geom, ref myrot);
2432 }
2433
2434 if (m_isphysical && Body == IntPtr.Zero)
2435 {
2436 enableBody();
2437 }
2438 }
2439
2440 changeSelectedStatus(timestep);
2441
2442 m_taintadd = false;
2443 }
2444
2445 public void changemove(float timestep)
2446 {
2447 if (m_isphysical)
2448 {
2449 // if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
2450 if (!m_taintremove && !childPrim)
2451 {
2452 if (Body == IntPtr.Zero)
2453 enableBody();
2454 //Prim auto disable after 20 frames,
2455 //if you move it, re-enable the prim manually.
2456 if (_parent != null)
2457 {
2458 if (m_linkJoint != IntPtr.Zero)
2459 {
2460 d.JointDestroy(m_linkJoint);
2461 m_linkJoint = IntPtr.Zero;
2462 }
2463 }
2464 if (Body != IntPtr.Zero)
2465 {
2466 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
2467
2468 if (_parent != null)
2469 {
2470 OdePrim odParent = (OdePrim)_parent;
2471 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
2472 {
2473 // KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
2474 Console.WriteLine("ODEPrim JointCreateFixed !!!");
2475 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
2476 d.JointAttach(m_linkJoint, Body, odParent.Body);
2477 d.JointSetFixed(m_linkJoint);
2478 }
2479 }
2480 d.BodyEnable(Body);
2481 if (m_type != Vehicle.TYPE_NONE)
2482 {
2483 Enable(Body, _parent_scene);
2484 }
2485 }
2486 else
2487 {
2488 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
2489 }
2490 }
2491 //else
2492 // {
2493 //m_log.Debug("[BUG]: race!");
2494 //}
2495 }
2496 else
2497 {
2498 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
2499 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2500 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2501
2502 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
2503 m_targetSpace = tempspace;
2504
2505 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2506 if (prim_geom != IntPtr.Zero)
2507 {
2508 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2509
2510 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2511 d.SpaceAdd(m_targetSpace, prim_geom);
2512 }
2513 }
2514
2515 changeSelectedStatus(timestep);
2516
2517 resetCollisionAccounting();
2518 m_taintposition = _position;
2519 }
2520
2521
2522
2523 public void rotate(float timestep)
2524 {
2525 d.Quaternion myrot = new d.Quaternion();
2526 myrot.X = _orientation.X;
2527 myrot.Y = _orientation.Y;
2528 myrot.Z = _orientation.Z;
2529 myrot.W = _orientation.W;
2530 if (Body != IntPtr.Zero)
2531 {
2532 // KF: If this is a root prim do BodySet
2533 d.BodySetQuaternion(Body, ref myrot);
2534 }
2535 else
2536 {
2537 // daughter prim, do Geom set
2538 d.GeomSetQuaternion(prim_geom, ref myrot);
2539 }
2540
2541 resetCollisionAccounting();
2542 m_taintrot = _orientation;
2543 }
2544
2545 private void resetCollisionAccounting()
2546 {
2547 m_collisionscore = 0;
2548 m_interpenetrationcount = 0;
2549 m_disabled = false;
2550 }
2551
2552 public void changedisable(float timestep)
2553 {
2554 m_disabled = true;
2555 if (Body != IntPtr.Zero)
2556 {
2557 d.BodyDisable(Body);
2558 Body = IntPtr.Zero;
2559 }
2560
2561 m_taintdisable = false;
2562 }
2563
2564 public void changePhysicsStatus(float timestep)
2565 {
2566 if (m_isphysical == true)
2567 {
2568 if (Body == IntPtr.Zero)
2569 {
2570 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2571 {
2572 changeshape(2f);
2573 }
2574 else
2575 {
2576 enableBody();
2577 }
2578 }
2579 }
2580 else
2581 {
2582 if (Body != IntPtr.Zero)
2583 {
2584 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2585 {
2586 _mesh = null;
2587 changeadd(2f);
2588 }
2589 if (childPrim)
2590 {
2591 if (_parent != null)
2592 {
2593 OdePrim parent = (OdePrim)_parent;
2594 parent.ChildDelink(this);
2595 }
2596 }
2597 else
2598 {
2599 disableBody();
2600 }
2601 }
2602 }
2603
2604 changeSelectedStatus(timestep);
2605
2606 resetCollisionAccounting();
2607 m_taintPhysics = m_isphysical;
2608 }
2609
2610 public void changesize(float timestamp)
2611 {
2612
2613 string oldname = _parent_scene.geom_name_map[prim_geom];
2614
2615 if (_size.X <= 0) _size.X = 0.01f;
2616 if (_size.Y <= 0) _size.Y = 0.01f;
2617 if (_size.Z <= 0) _size.Z = 0.01f;
2618
2619 // Cleanup of old prim geometry
2620 if (_mesh != null)
2621 {
2622 // Cleanup meshing here
2623 }
2624 //kill body to rebuild
2625 if (IsPhysical && Body != IntPtr.Zero)
2626 {
2627 if (childPrim)
2628 {
2629 if (_parent != null)
2630 {
2631 OdePrim parent = (OdePrim)_parent;
2632 parent.ChildDelink(this);
2633 }
2634 }
2635 else
2636 {
2637 disableBody();
2638 }
2639 }
2640 if (d.SpaceQuery(m_targetSpace, prim_geom))
2641 {
2642 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2643 d.SpaceRemove(m_targetSpace, prim_geom);
2644 }
2645 // we don't need to do space calculation because the client sends a position update also.
2646
2647 // Construction of new prim
2648 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2649 {
2650 float meshlod = _parent_scene.meshSculptLOD;
2651
2652 if (IsPhysical)
2653 meshlod = _parent_scene.MeshSculptphysicalLOD;
2654 // Don't need to re-enable body.. it's done in SetMesh
2655
2656 IMesh mesh = null;
2657
2658 try
2659 {
2660 if (_parent_scene.needsMeshing(_pbs))
2661 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, (int)LevelOfDetail.High, true);
2662 }
2663 catch
2664 {
2665 m_meshfailed = true;
2666 mesh = null;
2667 m_log.WarnFormat("[PHYSICS]: changeSize CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2668 }
2669
2670 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2671 CreateGeom(m_targetSpace, mesh);
2672 }
2673 else
2674 {
2675 _mesh = null;
2676 CreateGeom(m_targetSpace, _mesh);
2677 }
2678
2679 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2680 d.Quaternion myrot = new d.Quaternion();
2681 myrot.X = _orientation.X;
2682 myrot.Y = _orientation.Y;
2683 myrot.Z = _orientation.Z;
2684 myrot.W = _orientation.W;
2685 d.GeomSetQuaternion(prim_geom, ref myrot);
2686
2687 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2688 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2689 {
2690 // Re creates body on size.
2691 // EnableBody also does setMass()
2692 enableBody();
2693 d.BodyEnable(Body);
2694 }
2695
2696 _parent_scene.geom_name_map[prim_geom] = oldname;
2697
2698 changeSelectedStatus(timestamp);
2699 if (childPrim)
2700 {
2701 if (_parent is OdePrim)
2702 {
2703 OdePrim parent = (OdePrim)_parent;
2704 parent.ChildSetGeom(this);
2705 }
2706 }
2707 resetCollisionAccounting();
2708 m_taintsize = _size;
2709 }
2710
2711
2712
2713 public void changefloatonwater(float timestep)
2714 {
2715 m_collidesWater = m_taintCollidesWater;
2716
2717 if (prim_geom != IntPtr.Zero)
2718 {
2719 if (m_collidesWater)
2720 {
2721 m_collisionFlags |= CollisionCategories.Water;
2722 }
2723 else
2724 {
2725 m_collisionFlags &= ~CollisionCategories.Water;
2726 }
2727 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2728 }
2729 }
2730
2731 public void changeshape(float timestamp)
2732 {
2733 string oldname = _parent_scene.geom_name_map[prim_geom];
2734
2735 // Cleanup of old prim geometry and Bodies
2736 if (IsPhysical && Body != IntPtr.Zero)
2737 {
2738 if (childPrim)
2739 {
2740 if (_parent != null)
2741 {
2742 OdePrim parent = (OdePrim)_parent;
2743 parent.ChildDelink(this);
2744 }
2745 }
2746 else
2747 {
2748 disableBody();
2749 }
2750 }
2751
2752
2753 // we don't need to do space calculation because the client sends a position update also.
2754 if (_size.X <= 0) _size.X = 0.01f;
2755 if (_size.Y <= 0) _size.Y = 0.01f;
2756 if (_size.Z <= 0) _size.Z = 0.01f;
2757 // Construction of new prim
2758
2759 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2760 {
2761 // Don't need to re-enable body.. it's done in SetMesh
2762 float meshlod = _parent_scene.meshSculptLOD;
2763 IMesh mesh;
2764
2765 if (IsPhysical)
2766 meshlod = _parent_scene.MeshSculptphysicalLOD;
2767 try
2768 {
2769 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, (int)LevelOfDetail.High, true);
2770 }
2771 catch
2772 {
2773 mesh = null;
2774 m_meshfailed = true;
2775 m_log.WarnFormat("[PHYSICS]: changeAdd CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2776 }
2777
2778 CreateGeom(m_targetSpace, mesh);
2779
2780 // createmesh returns null when it doesn't mesh.
2781 }
2782 else
2783 {
2784 _mesh = null;
2785 CreateGeom(m_targetSpace, null);
2786 }
2787
2788 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2789 d.Quaternion myrot = new d.Quaternion();
2790 //myrot.W = _orientation.w;
2791 myrot.W = _orientation.W;
2792 myrot.X = _orientation.X;
2793 myrot.Y = _orientation.Y;
2794 myrot.Z = _orientation.Z;
2795 d.GeomSetQuaternion(prim_geom, ref myrot);
2796
2797 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2798 if (IsPhysical && Body == IntPtr.Zero)
2799 {
2800 // Re creates body on size.
2801 // EnableBody also does setMass()
2802 enableBody();
2803 if (Body != IntPtr.Zero)
2804 {
2805 d.BodyEnable(Body);
2806 }
2807 }
2808 _parent_scene.geom_name_map[prim_geom] = oldname;
2809
2810 changeSelectedStatus(timestamp);
2811 if (childPrim)
2812 {
2813 if (_parent is OdePrim)
2814 {
2815 OdePrim parent = (OdePrim)_parent;
2816 parent.ChildSetGeom(this);
2817 }
2818 }
2819 resetCollisionAccounting();
2820 m_taintshape = false;
2821 }
2822
2823 public void changeAddForce(float timestamp)
2824 {
2825 if (!m_isSelected)
2826 {
2827 lock (m_forcelist)
2828 {
2829 //m_log.Info("[PHYSICS]: dequeing forcelist");
2830 if (IsPhysical)
2831 {
2832 Vector3 iforce = Vector3.Zero;
2833 int i = 0;
2834 try
2835 {
2836 for (i = 0; i < m_forcelist.Count; i++)
2837 {
2838
2839 iforce = iforce + (m_forcelist[i] * 100);
2840 }
2841 }
2842 catch (IndexOutOfRangeException)
2843 {
2844 m_forcelist = new List<Vector3>();
2845 m_collisionscore = 0;
2846 m_interpenetrationcount = 0;
2847 m_taintforce = false;
2848 return;
2849 }
2850 catch (ArgumentOutOfRangeException)
2851 {
2852 m_forcelist = new List<Vector3>();
2853 m_collisionscore = 0;
2854 m_interpenetrationcount = 0;
2855 m_taintforce = false;
2856 return;
2857 }
2858 d.BodyEnable(Body);
2859
2860 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2861 }
2862 m_forcelist.Clear();
2863 }
2864
2865 m_collisionscore = 0;
2866 m_interpenetrationcount = 0;
2867 }
2868
2869 m_taintforce = false;
2870
2871 }
2872
2873
2874
2875 public void changeSetTorque(float timestamp)
2876 {
2877 if (!m_isSelected)
2878 {
2879 if (IsPhysical && Body != IntPtr.Zero)
2880 {
2881 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2882 }
2883 }
2884
2885 m_taintTorque = Vector3.Zero;
2886 }
2887
2888 public void changeAddAngularForce(float timestamp)
2889 {
2890 if (!m_isSelected)
2891 {
2892 lock (m_angularforcelist)
2893 {
2894 //m_log.Info("[PHYSICS]: dequeing forcelist");
2895 if (IsPhysical)
2896 {
2897 Vector3 iforce = Vector3.Zero;
2898 for (int i = 0; i < m_angularforcelist.Count; i++)
2899 {
2900 iforce = iforce + (m_angularforcelist[i] * 100);
2901 }
2902 d.BodyEnable(Body);
2903 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2904
2905 }
2906 m_angularforcelist.Clear();
2907 }
2908
2909 m_collisionscore = 0;
2910 m_interpenetrationcount = 0;
2911 }
2912
2913 m_taintaddangularforce = false;
2914 }
2915
2916 private void changevelocity(float timestep)
2917 {
2918 if (!m_isSelected)
2919 {
2920 Thread.Sleep(20);
2921 if (IsPhysical)
2922 {
2923 if (Body != IntPtr.Zero)
2924 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2925 }
2926
2927 //resetCollisionAccounting();
2928 }
2929 m_taintVelocity = Vector3.Zero;
2930 }
2931
2932 public void UpdatePositionAndVelocity()
2933 {
2934 return; // moved to the Move () method
2935 }
2936
2937 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
2938 {
2939 obj.I.M00 = pMat[0, 0];
2940 obj.I.M01 = pMat[0, 1];
2941 obj.I.M02 = pMat[0, 2];
2942 obj.I.M10 = pMat[1, 0];
2943 obj.I.M11 = pMat[1, 1];
2944 obj.I.M12 = pMat[1, 2];
2945 obj.I.M20 = pMat[2, 0];
2946 obj.I.M21 = pMat[2, 1];
2947 obj.I.M22 = pMat[2, 2];
2948 return obj;
2949 }
2950
2951 public override void SubscribeEvents(int ms)
2952 {
2953 m_eventsubscription = ms;
2954 _parent_scene.addCollisionEventReporting(this);
2955 }
2956
2957 public override void UnSubscribeEvents()
2958 {
2959 _parent_scene.remCollisionEventReporting(this);
2960 m_eventsubscription = 0;
2961 }
2962
2963 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
2964 {
2965 if (CollisionEventsThisFrame == null)
2966 CollisionEventsThisFrame = new CollisionEventUpdate();
2967 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
2968 }
2969
2970 public void SendCollisions()
2971 {
2972 if (CollisionEventsThisFrame == null)
2973 return;
2974
2975 base.SendCollisionUpdate(CollisionEventsThisFrame);
2976
2977 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
2978 CollisionEventsThisFrame = null;
2979 else
2980 CollisionEventsThisFrame = new CollisionEventUpdate();
2981 }
2982
2983 public override bool SubscribedEvents()
2984 {
2985 if (m_eventsubscription > 0)
2986 return true;
2987 return false;
2988 }
2989
2990 public static Matrix4 Inverse(Matrix4 pMat)
2991 {
2992 if (determinant3x3(pMat) == 0)
2993 {
2994 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
2995 }
2996
2997
2998
2999 return (Adjoint(pMat) / determinant3x3(pMat));
3000 }
3001
3002 public static Matrix4 Adjoint(Matrix4 pMat)
3003 {
3004 Matrix4 adjointMatrix = new Matrix4();
3005 for (int i = 0; i < 4; i++)
3006 {
3007 for (int j = 0; j < 4; j++)
3008 {
3009 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
3010 }
3011 }
3012
3013 adjointMatrix = Transpose(adjointMatrix);
3014 return adjointMatrix;
3015 }
3016
3017 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
3018 {
3019 Matrix4 minor = new Matrix4();
3020 int m = 0, n = 0;
3021 for (int i = 0; i < 4; i++)
3022 {
3023 if (i == iRow)
3024 continue;
3025 n = 0;
3026 for (int j = 0; j < 4; j++)
3027 {
3028 if (j == iCol)
3029 continue;
3030 Matrix4SetValue(ref minor, m, n, matrix[i, j]);
3031 n++;
3032 }
3033 m++;
3034 }
3035 return minor;
3036 }
3037
3038 public static Matrix4 Transpose(Matrix4 pMat)
3039 {
3040 Matrix4 transposeMatrix = new Matrix4();
3041 for (int i = 0; i < 4; i++)
3042 for (int j = 0; j < 4; j++)
3043 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
3044 return transposeMatrix;
3045 }
3046
3047 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
3048 {
3049 switch (r)
3050 {
3051 case 0:
3052 switch (c)
3053 {
3054 case 0:
3055 pMat.M11 = val;
3056 break;
3057 case 1:
3058 pMat.M12 = val;
3059 break;
3060 case 2:
3061 pMat.M13 = val;
3062 break;
3063 case 3:
3064 pMat.M14 = val;
3065 break;
3066 }
3067
3068 break;
3069 case 1:
3070 switch (c)
3071 {
3072 case 0:
3073 pMat.M21 = val;
3074 break;
3075 case 1:
3076 pMat.M22 = val;
3077 break;
3078 case 2:
3079 pMat.M23 = val;
3080 break;
3081 case 3:
3082 pMat.M24 = val;
3083 break;
3084 }
3085
3086 break;
3087 case 2:
3088 switch (c)
3089 {
3090 case 0:
3091 pMat.M31 = val;
3092 break;
3093 case 1:
3094 pMat.M32 = val;
3095 break;
3096 case 2:
3097 pMat.M33 = val;
3098 break;
3099 case 3:
3100 pMat.M34 = val;
3101 break;
3102 }
3103
3104 break;
3105 case 3:
3106 switch (c)
3107 {
3108 case 0:
3109 pMat.M41 = val;
3110 break;
3111 case 1:
3112 pMat.M42 = val;
3113 break;
3114 case 2:
3115 pMat.M43 = val;
3116 break;
3117 case 3:
3118 pMat.M44 = val;
3119 break;
3120 }
3121
3122 break;
3123 }
3124 }
3125 private static float determinant3x3(Matrix4 pMat)
3126 {
3127 float det = 0;
3128 float diag1 = pMat[0, 0] * pMat[1, 1] * pMat[2, 2];
3129 float diag2 = pMat[0, 1] * pMat[2, 1] * pMat[2, 0];
3130 float diag3 = pMat[0, 2] * pMat[1, 0] * pMat[2, 1];
3131 float diag4 = pMat[2, 0] * pMat[1, 1] * pMat[0, 2];
3132 float diag5 = pMat[2, 1] * pMat[1, 2] * pMat[0, 0];
3133 float diag6 = pMat[2, 2] * pMat[1, 0] * pMat[0, 1];
3134
3135 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
3136 return det;
3137
3138 }
3139
3140 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
3141 {
3142 dst.c.W = src.c.W;
3143 dst.c.X = src.c.X;
3144 dst.c.Y = src.c.Y;
3145 dst.c.Z = src.c.Z;
3146 dst.mass = src.mass;
3147 dst.I.M00 = src.I.M00;
3148 dst.I.M01 = src.I.M01;
3149 dst.I.M02 = src.I.M02;
3150 dst.I.M10 = src.I.M10;
3151 dst.I.M11 = src.I.M11;
3152 dst.I.M12 = src.I.M12;
3153 dst.I.M20 = src.I.M20;
3154 dst.I.M21 = src.I.M21;
3155 dst.I.M22 = src.I.M22;
3156 }
3157
3158 public override void SetMaterial(int pMaterial)
3159 {
3160 m_material = pMaterial;
3161 }
3162
3163 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
3164 {
3165 switch (pParam)
3166 {
3167 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
3168 if (pValue < 0.01f) pValue = 0.01f;
3169 // m_angularDeflectionEfficiency = pValue;
3170 break;
3171 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
3172 if (pValue < 0.1f) pValue = 0.1f;
3173 // m_angularDeflectionTimescale = pValue;
3174 break;
3175 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
3176 if (pValue < 0.3f) pValue = 0.3f;
3177 m_angularMotorDecayTimescale = pValue;
3178 break;
3179 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
3180 if (pValue < 0.3f) pValue = 0.3f;
3181 m_angularMotorTimescale = pValue;
3182 break;
3183 case Vehicle.BANKING_EFFICIENCY:
3184 if (pValue < 0.01f) pValue = 0.01f;
3185 // m_bankingEfficiency = pValue;
3186 break;
3187 case Vehicle.BANKING_MIX:
3188 if (pValue < 0.01f) pValue = 0.01f;
3189 // m_bankingMix = pValue;
3190 break;
3191 case Vehicle.BANKING_TIMESCALE:
3192 if (pValue < 0.01f) pValue = 0.01f;
3193 // m_bankingTimescale = pValue;
3194 break;
3195 case Vehicle.BUOYANCY:
3196 if (pValue < -1f) pValue = -1f;
3197 if (pValue > 1f) pValue = 1f;
3198 m_VehicleBuoyancy = pValue;
3199 break;
3200 // case Vehicle.HOVER_EFFICIENCY:
3201 // if (pValue < 0f) pValue = 0f;
3202 // if (pValue > 1f) pValue = 1f;
3203 // m_VhoverEfficiency = pValue;
3204 // break;
3205 case Vehicle.HOVER_HEIGHT:
3206 m_VhoverHeight = pValue;
3207 break;
3208 case Vehicle.HOVER_TIMESCALE:
3209 if (pValue < 0.1f) pValue = 0.1f;
3210 m_VhoverTimescale = pValue;
3211 break;
3212 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
3213 if (pValue < 0.01f) pValue = 0.01f;
3214 // m_linearDeflectionEfficiency = pValue;
3215 break;
3216 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
3217 if (pValue < 0.01f) pValue = 0.01f;
3218 // m_linearDeflectionTimescale = pValue;
3219 break;
3220 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
3221 if (pValue < 0.3f) pValue = 0.3f;
3222 m_linearMotorDecayTimescale = pValue;
3223 break;
3224 case Vehicle.LINEAR_MOTOR_TIMESCALE:
3225 if (pValue < 0.1f) pValue = 0.1f;
3226 m_linearMotorTimescale = pValue;
3227 break;
3228 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
3229 if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
3230 if (pValue > 1.0f) pValue = 1.0f;
3231 m_verticalAttractionEfficiency = pValue;
3232 break;
3233 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
3234 if (pValue < 0.1f) pValue = 0.1f;
3235 m_verticalAttractionTimescale = pValue;
3236 break;
3237
3238 // These are vector properties but the engine lets you use a single float value to
3239 // set all of the components to the same value
3240 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
3241 if (pValue > 30f) pValue = 30f;
3242 if (pValue < 0.1f) pValue = 0.1f;
3243 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
3244 break;
3245 case Vehicle.ANGULAR_MOTOR_DIRECTION:
3246 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
3247 UpdateAngDecay();
3248 break;
3249 case Vehicle.LINEAR_FRICTION_TIMESCALE:
3250 if (pValue < 0.1f) pValue = 0.1f;
3251 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
3252 break;
3253 case Vehicle.LINEAR_MOTOR_DIRECTION:
3254 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
3255 UpdateLinDecay();
3256 break;
3257 case Vehicle.LINEAR_MOTOR_OFFSET:
3258 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
3259 break;
3260
3261 }
3262
3263 }//end ProcessFloatVehicleParam
3264
3265 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
3266 {
3267 switch (pParam)
3268 {
3269 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
3270 if (pValue.X > 30f) pValue.X = 30f;
3271 if (pValue.X < 0.1f) pValue.X = 0.1f;
3272 if (pValue.Y > 30f) pValue.Y = 30f;
3273 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
3274 if (pValue.Z > 30f) pValue.Z = 30f;
3275 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
3276 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
3277 break;
3278 case Vehicle.ANGULAR_MOTOR_DIRECTION:
3279 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
3280 // Limit requested angular speed to 2 rps= 4 pi rads/sec
3281 if (m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
3282 if (m_angularMotorDirection.X < -12.56f) m_angularMotorDirection.X = -12.56f;
3283 if (m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
3284 if (m_angularMotorDirection.Y < -12.56f) m_angularMotorDirection.Y = -12.56f;
3285 if (m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
3286 if (m_angularMotorDirection.Z < -12.56f) m_angularMotorDirection.Z = -12.56f;
3287 UpdateAngDecay();
3288 break;
3289 case Vehicle.LINEAR_FRICTION_TIMESCALE:
3290 if (pValue.X < 0.1f) pValue.X = 0.1f;
3291 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
3292 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
3293 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
3294 break;
3295 case Vehicle.LINEAR_MOTOR_DIRECTION:
3296 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
3297 UpdateLinDecay();
3298 break;
3299 case Vehicle.LINEAR_MOTOR_OFFSET:
3300 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
3301 break;
3302 }
3303
3304 }//end ProcessVectorVehicleParam
3305
3306 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
3307 {
3308 switch (pParam)
3309 {
3310 case Vehicle.REFERENCE_FRAME:
3311 // m_referenceFrame = pValue;
3312 break;
3313 }
3314
3315 }//end ProcessRotationVehicleParam
3316
3317 internal void ProcessVehicleFlags(int pParam, bool remove)
3318 {
3319 if (remove)
3320 {
3321 m_flags &= ~((VehicleFlag)pParam);
3322 }
3323 else
3324 {
3325 m_flags |= (VehicleFlag)pParam;
3326 }
3327 }
3328
3329 internal void ProcessTypeChange(Vehicle pType)
3330 {
3331 // Set Defaults For Type
3332 m_type = pType;
3333 switch (pType)
3334 {
3335 case Vehicle.TYPE_SLED:
3336 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
3337 m_angularFrictionTimescale = new Vector3(30, 30, 30);
3338 // m_lLinMotorVel = Vector3.Zero;
3339 m_linearMotorTimescale = 1000;
3340 m_linearMotorDecayTimescale = 120;
3341 m_angularMotorDirection = Vector3.Zero;
3342 m_angularMotorDVel = Vector3.Zero;
3343 m_angularMotorTimescale = 1000;
3344 m_angularMotorDecayTimescale = 120;
3345 m_VhoverHeight = 0;
3346 // m_VhoverEfficiency = 1;
3347 m_VhoverTimescale = 10;
3348 m_VehicleBuoyancy = 0;
3349 // m_linearDeflectionEfficiency = 1;
3350 // m_linearDeflectionTimescale = 1;
3351 // m_angularDeflectionEfficiency = 1;
3352 // m_angularDeflectionTimescale = 1000;
3353 // m_bankingEfficiency = 0;
3354 // m_bankingMix = 1;
3355 // m_bankingTimescale = 10;
3356 // m_referenceFrame = Quaternion.Identity;
3357 m_flags &=
3358 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3359 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
3360 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3361 break;
3362 case Vehicle.TYPE_CAR:
3363 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
3364 m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30.
3365 // m_lLinMotorVel = Vector3.Zero;
3366 m_linearMotorTimescale = 1;
3367 m_linearMotorDecayTimescale = 60;
3368 m_angularMotorDirection = Vector3.Zero;
3369 m_angularMotorDVel = Vector3.Zero;
3370 m_angularMotorTimescale = 1;
3371 m_angularMotorDecayTimescale = 0.8f;
3372 m_VhoverHeight = 0;
3373 // m_VhoverEfficiency = 0;
3374 m_VhoverTimescale = 1000;
3375 m_VehicleBuoyancy = 0;
3376 // // m_linearDeflectionEfficiency = 1;
3377 // // m_linearDeflectionTimescale = 2;
3378 // // m_angularDeflectionEfficiency = 0;
3379 // m_angularDeflectionTimescale = 10;
3380 m_verticalAttractionEfficiency = 1f;
3381 m_verticalAttractionTimescale = 10f;
3382 // m_bankingEfficiency = -0.2f;
3383 // m_bankingMix = 1;
3384 // m_bankingTimescale = 1;
3385 // m_referenceFrame = Quaternion.Identity;
3386 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
3387 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
3388 VehicleFlag.LIMIT_MOTOR_UP);
3389 break;
3390 case Vehicle.TYPE_BOAT:
3391 m_linearFrictionTimescale = new Vector3(10, 3, 2);
3392 m_angularFrictionTimescale = new Vector3(10, 10, 10);
3393 // m_lLinMotorVel = Vector3.Zero;
3394 m_linearMotorTimescale = 5;
3395 m_linearMotorDecayTimescale = 60;
3396 m_angularMotorDirection = Vector3.Zero;
3397 m_angularMotorDVel = Vector3.Zero;
3398 m_angularMotorTimescale = 4;
3399 m_angularMotorDecayTimescale = 4;
3400 m_VhoverHeight = 0;
3401 // m_VhoverEfficiency = 0.5f;
3402 m_VhoverTimescale = 2;
3403 m_VehicleBuoyancy = 1;
3404 // m_linearDeflectionEfficiency = 0.5f;
3405 // m_linearDeflectionTimescale = 3;
3406 // m_angularDeflectionEfficiency = 0.5f;
3407 // m_angularDeflectionTimescale = 5;
3408 m_verticalAttractionEfficiency = 0.5f;
3409 m_verticalAttractionTimescale = 5f;
3410 // m_bankingEfficiency = -0.3f;
3411 // m_bankingMix = 0.8f;
3412 // m_bankingTimescale = 1;
3413 // m_referenceFrame = Quaternion.Identity;
3414 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
3415 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
3416 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
3417 VehicleFlag.LIMIT_MOTOR_UP);
3418 break;
3419 case Vehicle.TYPE_AIRPLANE:
3420 m_linearFrictionTimescale = new Vector3(200, 10, 5);
3421 m_angularFrictionTimescale = new Vector3(20, 20, 20);
3422 // m_lLinMotorVel = Vector3.Zero;
3423 m_linearMotorTimescale = 2;
3424 m_linearMotorDecayTimescale = 60;
3425 m_angularMotorDirection = Vector3.Zero;
3426 m_angularMotorDVel = Vector3.Zero;
3427 m_angularMotorTimescale = 4;
3428 m_angularMotorDecayTimescale = 4;
3429 m_VhoverHeight = 0;
3430 // m_VhoverEfficiency = 0.5f;
3431 m_VhoverTimescale = 1000;
3432 m_VehicleBuoyancy = 0;
3433 // m_linearDeflectionEfficiency = 0.5f;
3434 // m_linearDeflectionTimescale = 3;
3435 // m_angularDeflectionEfficiency = 1;
3436 // m_angularDeflectionTimescale = 2;
3437 m_verticalAttractionEfficiency = 0.9f;
3438 m_verticalAttractionTimescale = 2f;
3439 // m_bankingEfficiency = 1;
3440 // m_bankingMix = 0.7f;
3441 // m_bankingTimescale = 2;
3442 // m_referenceFrame = Quaternion.Identity;
3443 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3444 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3445 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
3446 break;
3447 case Vehicle.TYPE_BALLOON:
3448 m_linearFrictionTimescale = new Vector3(5, 5, 5);
3449 m_angularFrictionTimescale = new Vector3(10, 10, 10);
3450 m_linearMotorTimescale = 5;
3451 m_linearMotorDecayTimescale = 60;
3452 m_angularMotorDirection = Vector3.Zero;
3453 m_angularMotorDVel = Vector3.Zero;
3454 m_angularMotorTimescale = 6;
3455 m_angularMotorDecayTimescale = 10;
3456 m_VhoverHeight = 5;
3457 // m_VhoverEfficiency = 0.8f;
3458 m_VhoverTimescale = 10;
3459 m_VehicleBuoyancy = 1;
3460 // m_linearDeflectionEfficiency = 0;
3461 // m_linearDeflectionTimescale = 5;
3462 // m_angularDeflectionEfficiency = 0;
3463 // m_angularDeflectionTimescale = 5;
3464 m_verticalAttractionEfficiency = 1f;
3465 m_verticalAttractionTimescale = 100f;
3466 // m_bankingEfficiency = 0;
3467 // m_bankingMix = 0.7f;
3468 // m_bankingTimescale = 5;
3469 // m_referenceFrame = Quaternion.Identity;
3470 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3471 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3472 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
3473 break;
3474
3475 }
3476 }//end SetDefaultsForType
3477
3478 internal void Enable(IntPtr pBody, OdeScene pParentScene)
3479 {
3480 if (m_type == Vehicle.TYPE_NONE)
3481 return;
3482
3483 m_body = pBody;
3484 }
3485
3486
3487 internal void Halt()
3488 { // Kill all motions, when non-physical
3489 // m_linearMotorDirection = Vector3.Zero;
3490 m_lLinMotorDVel = Vector3.Zero;
3491 m_lLinObjectVel = Vector3.Zero;
3492 m_wLinObjectVel = Vector3.Zero;
3493 m_angularMotorDirection = Vector3.Zero;
3494 m_lastAngularVelocity = Vector3.Zero;
3495 m_angularMotorDVel = Vector3.Zero;
3496 _acceleration = Vector3.Zero;
3497 }
3498
3499 private void UpdateLinDecay()
3500 {
3501 m_lLinMotorDVel.X = m_linearMotorDirection.X;
3502 m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
3503 m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
3504 } // else let the motor decay on its own
3505
3506 private void UpdateAngDecay()
3507 {
3508 m_angularMotorDVel.X = m_angularMotorDirection.X;
3509 m_angularMotorDVel.Y = m_angularMotorDirection.Y;
3510 m_angularMotorDVel.Z = m_angularMotorDirection.Z;
3511 } // else let the motor decay on its own
3512
3513 public void Move(float timestep)
3514 {
3515 float fx = 0;
3516 float fy = 0;
3517 float fz = 0;
3518 Vector3 linvel; // velocity applied, including any reversal
3519
3520 // If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders.
3521 // This is a temp patch until proper region crossing is developed.
3522
3523
3524 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim && !m_outofBounds) // Only move root prims.
3525 {
3526 // Old public void UpdatePositionAndVelocity(), more accuratley calculated here
3527 bool lastZeroFlag = _zeroFlag; // was it stopped
3528
3529 d.Vector3 vec = d.BodyGetPosition(Body);
3530 Vector3 l_position = Vector3.Zero;
3531 l_position.X = vec.X;
3532 l_position.Y = vec.Y;
3533 l_position.Z = vec.Z;
3534 m_lastposition = _position;
3535 _position = l_position;
3536
3537 d.Quaternion ori = d.BodyGetQuaternion(Body);
3538 // Quaternion l_orientation = Quaternion.Identity;
3539 _orientation.X = ori.X;
3540 _orientation.Y = ori.Y;
3541 _orientation.Z = ori.Z;
3542 _orientation.W = ori.W;
3543 m_lastorientation = _orientation;
3544
3545 d.Vector3 vel = d.BodyGetLinearVel(Body);
3546 m_lastVelocity = _velocity;
3547 _velocity.X = vel.X;
3548 _velocity.Y = vel.Y;
3549 _velocity.Z = vel.Z;
3550 _acceleration = ((_velocity - m_lastVelocity) / timestep);
3551
3552 d.Vector3 torque = d.BodyGetTorque(Body);
3553 _torque = new Vector3(torque.X, torque.Y, torque.Z);
3554
3555
3556 if (_position.X < 0f || _position.X > _parent_scene.WorldExtents.X
3557 || _position.Y < 0f || _position.Y > _parent_scene.WorldExtents.Y
3558 )
3559 {
3560 // we are outside current region
3561 // clip position to a stop just outside region and stop it only internally
3562 // do it only once using m_crossingfailures as control
3563 _position.X = Util.Clip(l_position.X, -0.2f, _parent_scene.WorldExtents.X + .2f);
3564 _position.Y = Util.Clip(l_position.Y, -0.2f, _parent_scene.WorldExtents.Y + .2f);
3565 _position.Z = Util.Clip(l_position.Z, -100f, 50000f);
3566 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
3567 d.BodySetLinearVel(Body, 0, 0, 0);
3568 m_outofBounds = true;
3569 base.RequestPhysicsterseUpdate();
3570 return;
3571 }
3572
3573 base.RequestPhysicsterseUpdate();
3574
3575 if (l_position.Z < 0)
3576 {
3577 // This is so prim that get lost underground don't fall forever and suck up
3578 //
3579 // Sim resources and memory.
3580 // Disables the prim's movement physics....
3581 // It's a hack and will generate a console message if it fails.
3582
3583 //IsPhysical = false;
3584 if (_parent == null) base.RaiseOutOfBounds(_position);
3585
3586
3587 _acceleration.X = 0; // This stuff may stop client display but it has no
3588 _acceleration.Y = 0; // effect on the object in phys engine!
3589 _acceleration.Z = 0;
3590
3591 _velocity.X = 0;
3592 _velocity.Y = 0;
3593 _velocity.Z = 0;
3594 m_lastVelocity = Vector3.Zero;
3595 m_rotationalVelocity.X = 0;
3596 m_rotationalVelocity.Y = 0;
3597 m_rotationalVelocity.Z = 0;
3598
3599 if (_parent == null) base.RequestPhysicsterseUpdate();
3600
3601 m_throttleUpdates = false;
3602 throttleCounter = 0;
3603 _zeroFlag = true;
3604 //outofBounds = true;
3605 } // end neg Z check
3606
3607 // Is it moving?
3608 /* if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
3609 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
3610 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) */
3611 if ((Vector3.Mag(_velocity) < 0.01) && // moving very slowly
3612 (Vector3.Mag(_velocity) < Vector3.Mag(m_lastVelocity)) && // decelerating
3613 (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001)) // spinning very slowly
3614 {
3615 _zeroFlag = true;
3616 m_throttleUpdates = false;
3617 }
3618 else
3619 {
3620 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3621 _zeroFlag = false;
3622 m_lastUpdateSent = false;
3623 //m_throttleUpdates = false;
3624 }
3625
3626 if (_zeroFlag)
3627 { // Its stopped
3628 _velocity.X = 0.0f;
3629 _velocity.Y = 0.0f;
3630 // _velocity.Z = 0.0f;
3631
3632 _acceleration.X = 0;
3633 _acceleration.Y = 0;
3634 // _acceleration.Z = 0;
3635
3636 m_rotationalVelocity.X = 0;
3637 m_rotationalVelocity.Y = 0;
3638 m_rotationalVelocity.Z = 0;
3639 // Stop it in the phys engine
3640 d.BodySetLinearVel(Body, 0.0f, 0.0f, _velocity.Z);
3641 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
3642 d.BodySetForce(Body, 0f, 0f, 0f);
3643
3644 if (!m_lastUpdateSent)
3645 {
3646 m_throttleUpdates = false;
3647 throttleCounter = 0;
3648 if (_parent == null)
3649 {
3650 base.RequestPhysicsterseUpdate();
3651 }
3652
3653 m_lastUpdateSent = true;
3654 }
3655 }
3656 else
3657 { // Its moving
3658 if (lastZeroFlag != _zeroFlag)
3659 {
3660 if (_parent == null)
3661 {
3662 base.RequestPhysicsterseUpdate();
3663 }
3664 }
3665 m_lastUpdateSent = false;
3666 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3667 {
3668 if (_parent == null)
3669 {
3670 base.RequestPhysicsterseUpdate();
3671 }
3672 }
3673 else
3674 {
3675 throttleCounter++;
3676 }
3677 }
3678 m_lastposition = l_position;
3679
3680 /// End UpdatePositionAndVelocity insert
3681
3682
3683 // Rotation lock =====================================
3684 if (m_rotateEnableUpdate)
3685 {
3686 // Snapshot current angles, set up Amotor(s)
3687 m_rotateEnableUpdate = false;
3688 m_rotateEnable = m_rotateEnableRequest;
3689 //Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable);
3690
3691 if (Amotor != IntPtr.Zero)
3692 {
3693 d.JointDestroy(Amotor);
3694 Amotor = IntPtr.Zero;
3695 //Console.WriteLine("Old Amotor Destroyed");
3696 }
3697
3698 if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f))
3699 { // not all are enabled
3700 d.Quaternion r = d.BodyGetQuaternion(Body);
3701 Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W);
3702 // extract the axes vectors
3703 Vector3 vX = new Vector3(1f, 0f, 0f);
3704 Vector3 vY = new Vector3(0f, 1f, 0f);
3705 Vector3 vZ = new Vector3(0f, 0f, 1f);
3706 vX = vX * locrot;
3707 vY = vY * locrot;
3708 vZ = vZ * locrot;
3709 // snapshot the current angle vectors
3710 m_lockX = vX;
3711 m_lockY = vY;
3712 m_lockZ = vZ;
3713 // m_lockRot = locrot;
3714 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
3715 d.JointAttach(Amotor, Body, IntPtr.Zero);
3716 d.JointSetAMotorMode(Amotor, 0); // User mode??
3717 //Console.WriteLine("New Amotor Created for {0}", m_primName);
3718
3719 float axisnum = 3; // how many to lock
3720 axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z));
3721 d.JointSetAMotorNumAxes(Amotor, (int)axisnum);
3722 //Console.WriteLine("AxisNum={0}",(int)axisnum);
3723
3724 int i = 0;
3725
3726 if (m_rotateEnable.X == 0)
3727 {
3728 d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z);
3729 //Console.WriteLine("AxisX {0} set to {1}", i, m_lockX);
3730 i++;
3731 }
3732
3733 if (m_rotateEnable.Y == 0)
3734 {
3735 d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z);
3736 //Console.WriteLine("AxisY {0} set to {1}", i, m_lockY);
3737 i++;
3738 }
3739
3740 if (m_rotateEnable.Z == 0)
3741 {
3742 d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z);
3743 //Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ);
3744 i++;
3745 }
3746
3747 // These lowstops and high stops are effectively (no wiggle room)
3748 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0f);
3749 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
3750 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0f);
3751 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3752 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3753 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3754 d.JointSetAMotorParam(Amotor, (int)dParam.Vel, 0f);
3755 d.JointSetAMotorParam(Amotor, (int)dParam.Vel3, 0f);
3756 d.JointSetAMotorParam(Amotor, (int)dParam.Vel2, 0f);
3757 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f);
3758 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
3759 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
3760 } // else none are locked
3761 } // end Rotation Update
3762
3763
3764 // VEHICLE processing ==========================================
3765 if (m_type != Vehicle.TYPE_NONE)
3766 {
3767 // get body attitude
3768 d.Quaternion rot = d.BodyGetQuaternion(Body);
3769 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
3770 Quaternion irotq = Quaternion.Inverse(rotq);
3771
3772 // VEHICLE Linear Motion
3773 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
3774 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
3775 m_lLinObjectVel = vel_now * irotq;
3776 if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
3777 {
3778 if (Vector3.Mag(m_lLinMotorDVel) < 1.0f)
3779 {
3780 float decayfactor = m_linearMotorDecayTimescale / timestep;
3781 Vector3 decayAmount = (m_lLinMotorDVel / decayfactor);
3782 m_lLinMotorDVel -= decayAmount;
3783 }
3784 else
3785 {
3786 float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
3787 Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep;
3788 m_lLinMotorDVel -= decel;
3789 }
3790 if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3791 {
3792 m_lLinMotorDVel = Vector3.Zero;
3793 }
3794
3795 /* else
3796 {
3797 if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
3798 if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
3799 if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
3800 } */
3801 } // end linear motor decay
3802
3803 if ((!m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)))
3804 {
3805 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body);
3806 if (m_linearMotorTimescale < 300.0f)
3807 {
3808 Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
3809 float linfactor = m_linearMotorTimescale / timestep;
3810 Vector3 attackAmount = (attack_error / linfactor) * 1.3f;
3811 m_lLinObjectVel += attackAmount;
3812 }
3813 if (m_linearFrictionTimescale.X < 300.0f)
3814 {
3815 float fricfactor = m_linearFrictionTimescale.X / timestep;
3816 float fricX = m_lLinObjectVel.X / fricfactor;
3817 m_lLinObjectVel.X -= fricX;
3818 }
3819 if (m_linearFrictionTimescale.Y < 300.0f)
3820 {
3821 float fricfactor = m_linearFrictionTimescale.Y / timestep;
3822 float fricY = m_lLinObjectVel.Y / fricfactor;
3823 m_lLinObjectVel.Y -= fricY;
3824 }
3825 if (m_linearFrictionTimescale.Z < 300.0f)
3826 {
3827 float fricfactor = m_linearFrictionTimescale.Z / timestep;
3828 float fricZ = m_lLinObjectVel.Z / fricfactor;
3829 m_lLinObjectVel.Z -= fricZ;
3830 }
3831 }
3832 m_wLinObjectVel = m_lLinObjectVel * rotq;
3833
3834 // Gravity and Buoyancy
3835 Vector3 grav = Vector3.Zero;
3836 if (m_VehicleBuoyancy < 1.0f)
3837 {
3838 // There is some gravity, make a gravity force vector
3839 // that is applied after object velocity.
3840 d.Mass objMass;
3841 d.BodyGetMass(Body, out objMass);
3842 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
3843 grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
3844 } // else its 1.0, no gravity.
3845
3846 // Hovering
3847 if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
3848 {
3849 // We should hover, get the target height
3850 d.Vector3 pos = d.BodyGetPosition(Body);
3851 if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
3852 {
3853 m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight;
3854 }
3855 else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
3856 {
3857 m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
3858 }
3859 else if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
3860 {
3861 m_VhoverTargetHeight = m_VhoverHeight;
3862 }
3863
3864 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
3865 {
3866 // If body is aready heigher, use its height as target height
3867 if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
3868 }
3869
3870 // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
3871 // m_VhoverTimescale = 0f; // time to acheive height
3872 // timestep is time since last frame,in secs
3873 float herr0 = pos.Z - m_VhoverTargetHeight;
3874 // Replace Vertical speed with correction figure if significant
3875 if (Math.Abs(herr0) > 0.01f)
3876 {
3877 //? d.Mass objMass;
3878 //? d.BodyGetMass(Body, out objMass);
3879 m_wLinObjectVel.Z = -((herr0 * timestep * 50.0f) / m_VhoverTimescale);
3880 //KF: m_VhoverEfficiency is not yet implemented
3881 }
3882 else
3883 {
3884 m_wLinObjectVel.Z = 0f;
3885 }
3886 }
3887 else
3888 { // not hovering
3889 if (m_wLinObjectVel.Z == 0f)
3890 { // Gravity rules
3891 m_wLinObjectVel.Z = vel_now.Z;
3892 } // else the motor has it
3893 }
3894 linvel = m_wLinObjectVel;
3895
3896 // Vehicle Linear Motion done =======================================
3897 // Apply velocity
3898 d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z);
3899 // apply gravity force
3900 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
3901 //if(frcount == 0) Console.WriteLine("Vel={0} Force={1}",linvel , grav);
3902 // end MoveLinear()
3903
3904
3905 // MoveAngular
3906 /*
3907 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
3908
3909 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
3910 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
3911 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
3912
3913 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
3914 private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body
3915 */
3916 //if(frcount == 0) Console.WriteLine("MoveAngular ");
3917
3918 d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body);
3919 Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z);
3920 angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation
3921
3922 //if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel);
3923
3924 // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack.
3925 float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep);
3926 m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor;
3927 // Decay Angular Motor 2.
3928 if (m_angularMotorDecayTimescale < 300.0f)
3929 {
3930 if (Vector3.Mag(m_angularMotorDVel) < 1.0f)
3931 {
3932 float decayfactor = (m_angularMotorDecayTimescale) / timestep;
3933 Vector3 decayAmount = (m_angularMotorDVel / decayfactor);
3934 m_angularMotorDVel -= decayAmount;
3935 }
3936 else
3937 {
3938 Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale;
3939 m_angularMotorDVel -= decel;
3940 }
3941
3942 if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3943 {
3944 m_angularMotorDVel = Vector3.Zero;
3945 }
3946 else
3947 {
3948 if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X;
3949 if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y;
3950 if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z;
3951 }
3952 } // end decay angular motor
3953 //if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3954
3955 //if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
3956
3957 if ((!m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)))
3958 { // if motor or object have motion
3959 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body);
3960
3961 if (m_angularMotorTimescale < 300.0f)
3962 {
3963 Vector3 attack_error = m_angularMotorDVel - angObjectVel;
3964 float angfactor = m_angularMotorTimescale / timestep;
3965 Vector3 attackAmount = (attack_error / angfactor);
3966 angObjectVel += attackAmount;
3967 //if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
3968 //if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
3969 }
3970
3971 angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
3972 angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
3973 angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
3974 } // else no signif. motion
3975
3976 //if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3977 // Bank section tba
3978 // Deflection section tba
3979 //if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
3980
3981
3982 /* // Rotation Axis Disables:
3983 if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
3984 {
3985 if (m_angularEnable.X == 0)
3986 angObjectVel.X = 0f;
3987 if (m_angularEnable.Y == 0)
3988 angObjectVel.Y = 0f;
3989 if (m_angularEnable.Z == 0)
3990 angObjectVel.Z = 0f;
3991 }
3992 */
3993 angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation
3994
3995 // Vertical attractor section
3996 Vector3 vertattr = Vector3.Zero;
3997
3998 if (m_verticalAttractionTimescale < 300)
3999 {
4000 float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep);
4001 // make a vector pointing up
4002 Vector3 verterr = Vector3.Zero;
4003 verterr.Z = 1.0f;
4004 // rotate it to Body Angle
4005 verterr = verterr * rotq;
4006 // 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.
4007 // 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
4008 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
4009
4010 if (verterr.Z < 0.0f)
4011 { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to
4012 // vertical, BUT for some reason a z-rotation is imparted to the object. TBI.
4013 //Console.WriteLine("InvertFlip");
4014 verterr.X = 2.0f - verterr.X;
4015 verterr.Y = 2.0f - verterr.Y;
4016 }
4017 verterr *= 0.5f;
4018 // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
4019 Vector3 xyav = angObjectVel;
4020 xyav.Z = 0.0f;
4021 if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
4022 {
4023 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
4024 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
4025 vertattr.X = verterr.Y;
4026 vertattr.Y = -verterr.X;
4027 vertattr.Z = 0f;
4028 //if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
4029
4030 // scaling appears better usingsquare-law
4031 float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
4032 float bounce = 1.0f - damped;
4033 // 0 = crit damp, 1 = bouncy
4034 float oavz = angObjectVel.Z; // retain z velocity
4035 // time-scaled correction, which sums, therefore is bouncy:
4036 angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce;
4037 // damped, good @ < 90:
4038 angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped);
4039 angObjectVel.Z = oavz;
4040 //if(frcount == 0) Console.WriteLine("VA+");
4041 //Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel);
4042 }
4043 else
4044 {
4045 // else error is very small
4046 angObjectVel.X = 0f;
4047 angObjectVel.Y = 0f;
4048 //if(frcount == 0) Console.WriteLine("VA0");
4049 }
4050 } // else vertical attractor is off
4051 //if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
4052
4053
4054 m_lastAngularVelocity = angObjectVel;
4055 // apply Angular Velocity to body
4056 d.BodySetAngularVel(Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
4057 //if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
4058
4059 } // end VEHICLES
4060 else
4061 {
4062 // Dyamics (NON-'VEHICLES') are dealt with here ================================================================
4063
4064 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009
4065
4066 /// Dynamics Buoyancy
4067 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
4068 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
4069 // NB Prims in ODE are no subject to global gravity
4070 // This should only affect gravity operations
4071
4072 float m_mass = CalculateMass();
4073 // calculate z-force due togravity on object.
4074 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
4075 if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget.
4076 {
4077 fz = 0; // llMoveToTarget ignores gravity.
4078 // it also ignores mass of object, and any physical resting on it.
4079 // Vector3 m_PIDTarget is where we are going
4080 // float m_PIDTau is time to get there
4081 fx = 0;
4082 fy = 0;
4083 d.Vector3 pos = d.BodyGetPosition(Body);
4084 Vector3 error = new Vector3(
4085 (m_PIDTarget.X - pos.X),
4086 (m_PIDTarget.Y - pos.Y),
4087 (m_PIDTarget.Z - pos.Z));
4088 if (error.ApproxEquals(Vector3.Zero, 0.01f))
4089 { // Very close, Jump there and quit move
4090
4091 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
4092 _target_velocity = Vector3.Zero;
4093 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
4094 d.BodySetForce(Body, 0f, 0f, 0f);
4095 }
4096 else
4097 {
4098 float scale = 50.0f * timestep / m_PIDTau;
4099 if ((error.ApproxEquals(Vector3.Zero, 0.5f)) && (_target_velocity != Vector3.Zero))
4100 {
4101 // Nearby, quit update of velocity
4102 }
4103 else
4104 { // Far, calc damped velocity
4105 _target_velocity = error * scale;
4106 }
4107 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
4108 }
4109 } // end PID MoveToTarget
4110
4111
4112 /// Dynamics Hover ===================================================================================
4113 // Hover PID Controller can only run if the PIDcontroller is not in use.
4114 if (m_useHoverPID && !m_usePID)
4115 {
4116 //Console.WriteLine("Hover " + m_primName);
4117
4118 // If we're using the PID controller, then we have no gravity
4119 fz = (-1 * _parent_scene.gravityz) * m_mass;
4120
4121 // no lock; for now it's only called from within Simulate()
4122
4123 // If the PID Controller isn't active then we set our force
4124 // calculating base velocity to the current position
4125
4126 if ((m_PIDTau < 1))
4127 {
4128 PID_G = PID_G / m_PIDTau;
4129 }
4130
4131 if ((PID_G - m_PIDTau) <= 0)
4132 {
4133 PID_G = m_PIDTau + 1;
4134 }
4135
4136
4137 // Where are we, and where are we headed?
4138 d.Vector3 pos = d.BodyGetPosition(Body);
4139 // d.Vector3 vel = d.BodyGetLinearVel(Body);
4140
4141
4142 // Non-Vehicles have a limited set of Hover options.
4143 // determine what our target height really is based on HoverType
4144 switch (m_PIDHoverType)
4145 {
4146 case PIDHoverType.Ground:
4147 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
4148 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
4149 break;
4150 case PIDHoverType.GroundAndWater:
4151 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
4152 m_waterHeight = _parent_scene.GetWaterLevel();
4153 if (m_groundHeight > m_waterHeight)
4154 {
4155 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
4156 }
4157 else
4158 {
4159 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
4160 }
4161 break;
4162
4163 } // end switch (m_PIDHoverType)
4164
4165
4166 _target_velocity =
4167 new Vector3(0.0f, 0.0f,
4168 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
4169 );
4170
4171 // if velocity is zero, use position control; otherwise, velocity control
4172
4173 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
4174 {
4175 // keep track of where we stopped. No more slippin' & slidin'
4176
4177 // We only want to deactivate the PID Controller if we think we want to have our surrogate
4178 // react to the physics scene by moving it's position.
4179 // Avatar to Avatar collisions
4180 // Prim to avatar collisions
4181 d.Vector3 dlinvel = vel;
4182 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
4183 d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
4184 d.BodyAddForce(Body, 0, 0, fz);
4185 //KF this prevents furthur motions return;
4186 }
4187 else
4188 {
4189 _zeroFlag = false;
4190
4191 // We're flying and colliding with something
4192 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
4193 }
4194 } // end m_useHoverPID && !m_usePID
4195
4196
4197 /// Dynamics Apply Forces ===================================================================================
4198 fx *= m_mass;
4199 fy *= m_mass;
4200 //fz *= m_mass;
4201 fx += m_force.X;
4202 fy += m_force.Y;
4203 fz += m_force.Z;
4204
4205 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
4206 if (fx != 0 || fy != 0 || fz != 0)
4207 {
4208 //m_taintdisable = true;
4209 //base.RaiseOutOfBounds(Position);
4210 //d.BodySetLinearVel(Body, fx, fy, 0f);
4211 if (!d.BodyIsEnabled(Body))
4212 {
4213 // A physical body at rest on a surface will auto-disable after a while,
4214 // this appears to re-enable it incase the surface it is upon vanishes,
4215 // and the body should fall again.
4216 d.BodySetLinearVel(Body, 0f, 0f, 0f);
4217 d.BodySetForce(Body, 0f, 0f, 0f);
4218 enableBodySoft();
4219 }
4220
4221 // 35x10 = 350n times the mass per second applied maximum.
4222 float nmax = 35f * m_mass;
4223 float nmin = -35f * m_mass;
4224
4225
4226 if (fx > nmax)
4227 fx = nmax;
4228 if (fx < nmin)
4229 fx = nmin;
4230 if (fy > nmax)
4231 fy = nmax;
4232 if (fy < nmin)
4233 fy = nmin;
4234 d.BodyAddForce(Body, fx, fy, fz);
4235 } // end apply forces
4236 } // end Vehicle/Dynamics
4237
4238 /// RotLookAt / LookAt =================================================================================
4239 if (m_useAPID)
4240 {
4241 // RotLookAt, apparently overrides all other rotation sources. Inputs:
4242 // Quaternion m_APIDTarget
4243 // float m_APIDStrength // From SL experiments, this is the time to get there
4244 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
4245 // Also in SL the mass of the object has no effect on time to get there.
4246 // Factors:
4247 // get present body rotation
4248 float limit = 1.0f;
4249 float rscaler = 50f; // adjusts rotation damping time
4250 float lscaler = 10f; // adjusts linear damping time in llLookAt
4251 float RLAservo = 0f;
4252 Vector3 diff_axis;
4253 float diff_angle;
4254 d.Quaternion rot = d.BodyGetQuaternion(Body); // prim present rotation
4255 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
4256 Quaternion rtarget = new Quaternion();
4257
4258 if (m_APIDTarget.W == -99.9f)
4259 {
4260 // this is really a llLookAt(), x,y,z is the target vector
4261 Vector3 target = new Vector3(m_APIDTarget.X, m_APIDTarget.Y, m_APIDTarget.Z);
4262 Vector3 ospin = new Vector3(1.0f, 0.0f, 0.0f) * rotq;
4263 Vector3 error = new Vector3(0.0f, 0.0f, 0.0f);
4264 float twopi = 2.0f * (float)Math.PI;
4265 Vector3 dir = target - _position;
4266 dir.Normalize();
4267 float tzrot = (float)Math.Atan2(dir.Y, dir.X);
4268 float txy = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y));
4269 float terot = (float)Math.Atan2(dir.Z, txy);
4270 float ozrot = (float)Math.Atan2(ospin.Y, ospin.X);
4271 float oxy = (float)Math.Sqrt((ospin.X * ospin.X) + (ospin.Y * ospin.Y));
4272 float oerot = (float)Math.Atan2(ospin.Z, oxy);
4273 float ra = 2.0f * ((rotq.W * rotq.X) + (rotq.Y * rotq.Z));
4274 float rb = 1.0f - 2.0f * ((rotq.Y * rotq.Y) + (rotq.X * rotq.X));
4275 float roll = (float)Math.Atan2(ra, rb);
4276 float errorz = tzrot - ozrot;
4277 if (errorz > (float)Math.PI) errorz -= twopi;
4278 else if (errorz < -(float)Math.PI) errorz += twopi;
4279 float errory = oerot - terot;
4280 if (errory > (float)Math.PI) errory -= twopi;
4281 else if (errory < -(float)Math.PI) errory += twopi;
4282 diff_angle = Math.Abs(errorz) + Math.Abs(errory) + Math.Abs(roll);
4283 if (diff_angle > 0.01f * m_APIDdamper)
4284 {
4285 m_APIDdamper = 1.0f;
4286 RLAservo = timestep / m_APIDStrength * rscaler;
4287 errorz *= RLAservo;
4288 errory *= RLAservo;
4289 error.X = -roll * 8.0f;
4290 error.Y = errory;
4291 error.Z = errorz;
4292 error *= rotq;
4293 d.BodySetAngularVel(Body, error.X, error.Y, error.Z);
4294 }
4295 else
4296 {
4297 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
4298 m_APIDdamper = 2.0f;
4299 }
4300 }
4301 else
4302 {
4303 // this is a llRotLookAt()
4304 rtarget = m_APIDTarget;
4305
4306 Quaternion rot_diff = Quaternion.Inverse(rotq) * rtarget; // difference to desired rot
4307 rot_diff.GetAxisAngle(out diff_axis, out diff_angle); // convert to axis to point at & error angle
4308 //if(frcount == 0) Console.WriteLine("axis {0} angle {1}",diff_axis * 57.3f, diff_angle);
4309
4310 // diff_axis.Normalize(); it already is!
4311 if (diff_angle > 0.01f * m_APIDdamper) // diff_angle is always +ve // if there is enough error
4312 {
4313 m_APIDdamper = 1.0f;
4314 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
4315 rotforce = rotforce * rotq;
4316 if (diff_angle > limit) diff_angle = limit; // cap the rotate rate
4317 RLAservo = timestep / m_APIDStrength * lscaler;
4318 rotforce = rotforce * RLAservo * diff_angle;
4319 d.BodySetAngularVel(Body, rotforce.X, rotforce.Y, rotforce.Z);
4320 //Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
4321 }
4322 else
4323 { // close enough
4324 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
4325 m_APIDdamper = 2.0f;
4326 }
4327 } // end llLookAt/llRotLookAt
4328 //if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
4329 } // end m_useAPID
4330 } // end root prims
4331 } // end Move()
4332 } // end class
4333}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..712029e
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,384 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Text;
33using OpenMetaverse;
34using OpenSim.Region.Physics.Manager;
35using Ode.NET;
36using log4net;
37
38namespace OpenSim.Region.Physics.OdePlugin
39{
40 /// <summary>
41 /// Processes raycast requests as ODE is in a state to be able to do them.
42 /// This ensures that it's thread safe and there will be no conflicts.
43 /// Requests get returned by a different thread then they were requested by.
44 /// </summary>
45 public class ODERayCastRequestManager
46 {
47 /// <summary>
48 /// Pending Raycast Requests
49 /// </summary>
50 protected List<ODERayCastRequest> m_PendingRequests = new List<ODERayCastRequest>();
51
52 /// <summary>
53 /// Scene that created this object.
54 /// </summary>
55 private OdeScene m_scene;
56
57 /// <summary>
58 /// ODE contact array to be filled by the collision testing
59 /// </summary>
60 d.ContactGeom[] contacts = new d.ContactGeom[5];
61
62 /// <summary>
63 /// ODE near callback delegate
64 /// </summary>
65 private d.NearCallback nearCallback;
66 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
67 private List<ContactResult> m_contactResults = new List<ContactResult>();
68
69
70 public ODERayCastRequestManager(OdeScene pScene)
71 {
72 m_scene = pScene;
73 nearCallback = near;
74
75 }
76
77 /// <summary>
78 /// Queues a raycast
79 /// </summary>
80 /// <param name="position">Origin of Ray</param>
81 /// <param name="direction">Ray normal</param>
82 /// <param name="length">Ray length</param>
83 /// <param name="retMethod">Return method to send the results</param>
84 public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
85 {
86 lock (m_PendingRequests)
87 {
88 ODERayCastRequest req = new ODERayCastRequest();
89 req.callbackMethod = retMethod;
90 req.length = length;
91 req.Normal = direction;
92 req.Origin = position;
93
94 m_PendingRequests.Add(req);
95 }
96 }
97
98 /// <summary>
99 /// Process all queued raycast requests
100 /// </summary>
101 /// <returns>Time in MS the raycasts took to process.</returns>
102 public int ProcessQueuedRequests()
103 {
104 int time = System.Environment.TickCount;
105 lock (m_PendingRequests)
106 {
107 if (m_PendingRequests.Count > 0)
108 {
109 ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
110 for (int i = 0; i < reqs.Length; i++)
111 {
112 try
113 {
114 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
115 RayCast(reqs[i]); // if there isn't anyone to send results
116 }
117 catch
118 {
119 //Fail silently
120 //This can genuinely happen because raycast requests are queued, and the actor may have
121 //been removed from the scene since it was queued
122 }
123 }
124 /*
125 foreach (ODERayCastRequest req in m_PendingRequests)
126 {
127 if (req.callbackMethod != null) // quick optimization here, don't raycast
128 RayCast(req); // if there isn't anyone to send results to
129
130 }
131 */
132 m_PendingRequests.Clear();
133 }
134 }
135
136 lock (m_contactResults)
137 m_contactResults.Clear();
138
139 return System.Environment.TickCount - time;
140 }
141
142 /// <summary>
143 /// Method that actually initiates the raycast
144 /// </summary>
145 /// <param name="req"></param>
146 private void RayCast(ODERayCastRequest req)
147 {
148 // Create the ray
149 IntPtr ray = d.CreateRay(m_scene.space, req.length);
150 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
151
152 // Collide test
153 d.SpaceCollide2(m_scene.space, ray, IntPtr.Zero, nearCallback);
154
155 // Remove Ray
156 d.GeomDestroy(ray);
157
158
159 // Define default results
160 bool hitYN = false;
161 uint hitConsumerID = 0;
162 float distance = 999999999999f;
163 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
164 Vector3 snormal = Vector3.Zero;
165
166 // Find closest contact and object.
167 lock (m_contactResults)
168 {
169 foreach (ContactResult cResult in m_contactResults)
170 {
171 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
172 {
173 closestcontact = cResult.Pos;
174 hitConsumerID = cResult.ConsumerID;
175 distance = cResult.Depth;
176 hitYN = true;
177 snormal = cResult.Normal;
178 }
179 }
180
181 m_contactResults.Clear();
182 }
183
184 // Return results
185 if (req.callbackMethod != null)
186 req.callbackMethod(hitYN, closestcontact, hitConsumerID, distance, snormal);
187 }
188
189 // This is the standard Near. Uses space AABBs to speed up detection.
190 private void near(IntPtr space, IntPtr g1, IntPtr g2)
191 {
192
193 //Don't test against heightfield Geom, or you'll be sorry!
194
195 /*
196 terminate called after throwing an instance of 'std::bad_alloc'
197 what(): std::bad_alloc
198 Stacktrace:
199
200 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0x00004>
201 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0xffffffff>
202 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0x00280>
203 at (wrapper native-to-managed) OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0xfff
204 fffff>
205 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0x00004>
206 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0xffffffff>
207 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.RayCast (OpenSim.Region.Physics.OdePlugin.ODERayCastRequest) <
208 0x00114>
209 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.ProcessQueuedRequests () <0x000eb>
210 at OpenSim.Region.Physics.OdePlugin.OdeScene.Simulate (single) <0x017e6>
211 at OpenSim.Region.Framework.Scenes.SceneGraph.UpdatePhysics (double) <0x00042>
212 at OpenSim.Region.Framework.Scenes.Scene.Update () <0x0039e>
213 at OpenSim.Region.Framework.Scenes.Scene.Heartbeat (object) <0x00019>
214 at (wrapper runtime-invoke) object.runtime_invoke_void__this___object (object,intptr,intptr,intptr) <0xffffffff>
215
216 Native stacktrace:
217
218 mono [0x80d2a42]
219 [0xb7f5840c]
220 /lib/i686/cmov/libc.so.6(abort+0x188) [0xb7d1a018]
221 /usr/lib/libstdc++.so.6(_ZN9__gnu_cxx27__verbose_terminate_handlerEv+0x158) [0xb45fc988]
222 /usr/lib/libstdc++.so.6 [0xb45fa865]
223 /usr/lib/libstdc++.so.6 [0xb45fa8a2]
224 /usr/lib/libstdc++.so.6 [0xb45fa9da]
225 /usr/lib/libstdc++.so.6(_Znwj+0x83) [0xb45fb033]
226 /usr/lib/libstdc++.so.6(_Znaj+0x1d) [0xb45fb11d]
227 libode.so(_ZN13dxHeightfield23dCollideHeightfieldZoneEiiiiP6dxGeomiiP12dContactGeomi+0xd04) [0xb46678e4]
228 libode.so(_Z19dCollideHeightfieldP6dxGeomS0_iP12dContactGeomi+0x54b) [0xb466832b]
229 libode.so(dCollide+0x102) [0xb46571b2]
230 [0x95cfdec9]
231 [0x8ea07fe1]
232 [0xab260146]
233 libode.so [0xb465a5c4]
234 libode.so(_ZN11dxHashSpace8collide2EPvP6dxGeomPFvS0_S2_S2_E+0x75) [0xb465bcf5]
235 libode.so(dSpaceCollide2+0x177) [0xb465ac67]
236 [0x95cf978e]
237 [0x8ea07945]
238 [0x95cf2bbc]
239 [0xab2787e7]
240 [0xab419fb3]
241 [0xab416657]
242 [0xab415bda]
243 [0xb609b08e]
244 mono(mono_runtime_delegate_invoke+0x34) [0x8192534]
245 mono [0x81a2f0f]
246 mono [0x81d28b6]
247 mono [0x81ea2c6]
248 /lib/i686/cmov/libpthread.so.0 [0xb7e744c0]
249 /lib/i686/cmov/libc.so.6(clone+0x5e) [0xb7dcd6de]
250 */
251
252 // Exclude heightfield geom
253
254 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
255 return;
256 if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass || d.GeomGetClass(g2) == d.GeomClassID.HeightfieldClass)
257 return;
258
259 // Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms.
260 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
261 {
262 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
263 return;
264
265 // Separating static prim geometry spaces.
266 // We'll be calling near recursivly if one
267 // of them is a space to find all of the
268 // contact points in the space
269 try
270 {
271 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
272 }
273 catch (AccessViolationException)
274 {
275 m_log.Warn("[PHYSICS]: Unable to collide test a space");
276 return;
277 }
278 //Colliding a space or a geom with a space or a geom. so drill down
279
280 //Collide all geoms in each space..
281 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
282 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
283 return;
284 }
285
286 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
287 return;
288
289 int count = 0;
290 try
291 {
292
293 if (g1 == g2)
294 return; // Can't collide with yourself
295
296 lock (contacts)
297 {
298 count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf);
299 }
300 }
301 catch (SEHException)
302 {
303 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
304 }
305 catch (Exception e)
306 {
307 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
308 return;
309 }
310
311 PhysicsActor p1 = null;
312 PhysicsActor p2 = null;
313
314 if (g1 != IntPtr.Zero)
315 m_scene.actor_name_map.TryGetValue(g1, out p1);
316
317 if (g2 != IntPtr.Zero)
318 m_scene.actor_name_map.TryGetValue(g1, out p2);
319
320 // Loop over contacts, build results.
321 for (int i = 0; i < count; i++)
322 {
323 if (p1 != null) {
324 if (p1 is OdePrim)
325 {
326 ContactResult collisionresult = new ContactResult();
327
328 collisionresult.ConsumerID = ((OdePrim)p1).m_localID;
329 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
330 collisionresult.Depth = contacts[i].depth;
331 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
332 contacts[i].normal.Z);
333 lock (m_contactResults)
334 m_contactResults.Add(collisionresult);
335 }
336 }
337
338 if (p2 != null)
339 {
340 if (p2 is OdePrim)
341 {
342 ContactResult collisionresult = new ContactResult();
343
344 collisionresult.ConsumerID = ((OdePrim)p2).m_localID;
345 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
346 collisionresult.Depth = contacts[i].depth;
347 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
348 contacts[i].normal.Z);
349
350 lock (m_contactResults)
351 m_contactResults.Add(collisionresult);
352 }
353 }
354
355
356 }
357
358 }
359
360 /// <summary>
361 /// Dereference the creator scene so that it can be garbage collected if needed.
362 /// </summary>
363 internal void Dispose()
364 {
365 m_scene = null;
366 }
367 }
368
369 public struct ODERayCastRequest
370 {
371 public Vector3 Origin;
372 public Vector3 Normal;
373 public float length;
374 public RaycastCallback callbackMethod;
375 }
376
377 public struct ContactResult
378 {
379 public Vector3 Pos;
380 public float Depth;
381 public uint ConsumerID;
382 public Vector3 Normal;
383 }
384}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
new file mode 100644
index 0000000..b4a3c48
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
@@ -0,0 +1,48 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using OpenMetaverse;
30using Ode.NET;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using OpenSim.Region.Physics.OdePlugin;
34
35namespace OpenSim.Region.Physics.OdePlugin
36{
37 class OdePhysicsJoint : PhysicsJoint
38 {
39 public override bool IsInPhysicsEngine
40 {
41 get
42 {
43 return (jointID != IntPtr.Zero);
44 }
45 }
46 public IntPtr jointID;
47 }
48}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
new file mode 100644
index 0000000..7a1e671
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -0,0 +1,3883 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28//#define USE_DRAWSTUFF
29
30using System;
31using System.Collections.Generic;
32using System.Reflection;
33using System.Runtime.InteropServices;
34using System.Threading;
35using System.IO;
36using System.Diagnostics;
37using log4net;
38using Nini.Config;
39using Ode.NET;
40#if USE_DRAWSTUFF
41using Drawstuff.NET;
42#endif
43using OpenSim.Framework;
44using OpenSim.Region.Physics.Manager;
45using OpenMetaverse;
46
47//using OpenSim.Region.Physics.OdePlugin.Meshing;
48
49namespace OpenSim.Region.Physics.OdePlugin
50{
51 /// <summary>
52 /// ODE plugin
53 /// </summary>
54 public class OdePlugin : IPhysicsPlugin
55 {
56 //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
57
58 private CollisionLocker ode;
59 private OdeScene _mScene;
60
61 public OdePlugin()
62 {
63 ode = new CollisionLocker();
64 }
65
66 public bool Init()
67 {
68 return true;
69 }
70
71 public PhysicsScene GetScene(String sceneIdentifier)
72 {
73 if (_mScene == null)
74 {
75 // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
76 // http://opensimulator.org/mantis/view.php?id=2750).
77 d.InitODE();
78
79 _mScene = new OdeScene(ode, sceneIdentifier);
80 }
81 return (_mScene);
82 }
83
84 public string GetName()
85 {
86 return ("ChODE");
87 }
88
89 public void Dispose()
90 {
91 }
92 }
93
94 public enum StatusIndicators : int
95 {
96 Generic = 0,
97 Start = 1,
98 End = 2
99 }
100
101 public struct sCollisionData
102 {
103 public uint ColliderLocalId;
104 public uint CollidedWithLocalId;
105 public int NumberOfCollisions;
106 public int CollisionType;
107 public int StatusIndicator;
108 public int lastframe;
109 }
110
111 [Flags]
112 public enum CollisionCategories : int
113 {
114 Disabled = 0,
115 Geom = 0x00000001,
116 Body = 0x00000002,
117 Space = 0x00000004,
118 Character = 0x00000008,
119 Land = 0x00000010,
120 Water = 0x00000020,
121 Wind = 0x00000040,
122 Sensor = 0x00000080,
123 Selected = 0x00000100
124 }
125
126 /// <summary>
127 /// Material type for a primitive
128 /// </summary>
129 public enum Material : int
130 {
131 /// <summary></summary>
132 Stone = 0,
133 /// <summary></summary>
134 Metal = 1,
135 /// <summary></summary>
136 Glass = 2,
137 /// <summary></summary>
138 Wood = 3,
139 /// <summary></summary>
140 Flesh = 4,
141 /// <summary></summary>
142 Plastic = 5,
143 /// <summary></summary>
144 Rubber = 6
145
146 }
147
148 public sealed class OdeScene : PhysicsScene
149 {
150 private readonly ILog m_log;
151 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
152
153 CollisionLocker ode;
154
155 private Random fluidRandomizer = new Random(Environment.TickCount);
156
157 private const uint m_regionWidth = Constants.RegionSize;
158 private const uint m_regionHeight = Constants.RegionSize;
159
160 private float ODE_STEPSIZE = 0.020f;
161 private float metersInSpace = 29.9f;
162 private float m_timeDilation = 1.0f;
163
164 public float gravityx = 0f;
165 public float gravityy = 0f;
166 public float gravityz = -9.8f;
167
168 private float contactsurfacelayer = 0.001f;
169
170 private int worldHashspaceLow = -4;
171 private int worldHashspaceHigh = 128;
172
173 private int smallHashspaceLow = -4;
174 private int smallHashspaceHigh = 66;
175
176 private float waterlevel = 0f;
177 private int framecount = 0;
178 //private int m_returncollisions = 10;
179
180 private readonly IntPtr contactgroup;
181
182 internal IntPtr LandGeom;
183 internal IntPtr WaterGeom;
184
185 private float nmTerrainContactFriction = 255.0f;
186 private float nmTerrainContactBounce = 0.1f;
187 private float nmTerrainContactERP = 0.1025f;
188
189 private float mTerrainContactFriction = 75f;
190 private float mTerrainContactBounce = 0.1f;
191 private float mTerrainContactERP = 0.05025f;
192
193 private float nmAvatarObjectContactFriction = 250f;
194 private float nmAvatarObjectContactBounce = 0.1f;
195
196 private float mAvatarObjectContactFriction = 75f;
197 private float mAvatarObjectContactBounce = 0.1f;
198
199 private float avPIDD = 3200f;
200 private float avPIDP = 1400f;
201 private float avCapRadius = 0.37f;
202 private float avStandupTensor = 2000000f;
203 private bool avCapsuleTilted = true; // true = old compatibility mode with leaning capsule; false = new corrected mode
204 public bool IsAvCapsuleTilted { get { return avCapsuleTilted; } set { avCapsuleTilted = value; } }
205 private float avDensity = 80f;
206 private float avHeightFudgeFactor = 0.52f;
207 private float avMovementDivisorWalk = 1.3f;
208 private float avMovementDivisorRun = 0.8f;
209 private float minimumGroundFlightOffset = 3f;
210 public float maximumMassObject = 10000.01f;
211
212 public bool meshSculptedPrim = true;
213 public bool forceSimplePrimMeshing = false;
214
215 public float meshSculptLOD = 32;
216 public float MeshSculptphysicalLOD = 16;
217
218 public float geomDefaultDensity = 10.000006836f;
219
220 public int geomContactPointsStartthrottle = 3;
221 public int geomUpdatesPerThrottledUpdate = 15;
222
223 public float bodyPIDD = 35f;
224 public float bodyPIDG = 25;
225
226 public int geomCrossingFailuresBeforeOutofbounds = 5;
227 public float geomRegionFence = 0.0f;
228
229 public float bodyMotorJointMaxforceTensor = 2;
230
231 public int bodyFramesAutoDisable = 20;
232
233 private DateTime m_lastframe = DateTime.UtcNow;
234
235 private float[] _watermap;
236 private bool m_filterCollisions = true;
237
238 private d.NearCallback nearCallback;
239 public d.TriCallback triCallback;
240 public d.TriArrayCallback triArrayCallback;
241 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
242 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
243 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
244 private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>();
245 private readonly Object _taintedPrimLock = new Object();
246 private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>();
247 private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>();
248 private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
249 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
250 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
251 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
252 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
253 private bool m_NINJA_physics_joints_enabled = false;
254 //private Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>();
255 private readonly Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>();
256 private d.ContactGeom[] contacts;
257 private readonly List<PhysicsJoint> requestedJointsToBeCreated = new List<PhysicsJoint>(); // lock only briefly. accessed by external code (to request new joints) and by OdeScene.Simulate() to move those joints into pending/active
258 private readonly List<PhysicsJoint> pendingJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
259 private readonly List<PhysicsJoint> activeJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
260 private readonly List<string> requestedJointsToBeDeleted = new List<string>(); // lock only briefly. accessed by external code (to request deletion of joints) and by OdeScene.Simulate() to move those joints out of pending/active
261 private Object externalJointRequestsLock = new Object();
262 private readonly Dictionary<String, PhysicsJoint> SOPName_to_activeJoint = new Dictionary<String, PhysicsJoint>();
263 private readonly Dictionary<String, PhysicsJoint> SOPName_to_pendingJoint = new Dictionary<String, PhysicsJoint>();
264 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
265 private readonly Dictionary<IntPtr,float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
266
267 private d.Contact ContactCopy; // local copy that can be modified
268 private d.Contact TerrainContact;
269 private d.Contact AvatarStaticprimContact; // was 'contact'
270 private d.Contact AvatarMovementprimContact;
271 private d.Contact AvatarMovementTerrainContact;
272 private d.Contact WaterContact;
273 private d.Contact[,] m_materialContacts;
274
275//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
276//Ckrinke private int m_randomizeWater = 200;
277 private int m_physicsiterations = 10;
278 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
279 private readonly PhysicsActor PANull = new NullPhysicsActor();
280 private float step_time = 0.0f;
281//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
282//Ckrinke private int ms = 0;
283 public IntPtr world;
284 //private bool returncollisions = false;
285 // private uint obj1LocalID = 0;
286 private uint obj2LocalID = 0;
287 //private int ctype = 0;
288 private OdeCharacter cc1;
289 private OdePrim cp1;
290 private OdeCharacter cc2;
291 private OdePrim cp2;
292 //private int cStartStop = 0;
293 //private string cDictKey = "";
294
295 public IntPtr space;
296
297 //private IntPtr tmpSpace;
298 // split static geometry collision handling into spaces of 30 meters
299 public IntPtr[,] staticPrimspace;
300
301 public Object OdeLock;
302
303 public IMesher mesher;
304
305 private IConfigSource m_config;
306
307 public bool physics_logging = false;
308 public int physics_logging_interval = 0;
309 public bool physics_logging_append_existing_logfile = false;
310
311 public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
312 public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
313
314 // TODO: unused: private uint heightmapWidth = m_regionWidth + 1;
315 // TODO: unused: private uint heightmapHeight = m_regionHeight + 1;
316 // TODO: unused: private uint heightmapWidthSamples;
317 // TODO: unused: private uint heightmapHeightSamples;
318
319 private volatile int m_global_contactcount = 0;
320
321 private Vector3 m_worldOffset = Vector3.Zero;
322 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
323 private PhysicsScene m_parentScene = null;
324
325 private ODERayCastRequestManager m_rayCastManager;
326
327 /// <summary>
328 /// Initiailizes the scene
329 /// Sets many properties that ODE requires to be stable
330 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
331 /// </summary>
332 public OdeScene(CollisionLocker dode, string sceneIdentifier)
333 {
334 m_log
335 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
336
337 OdeLock = new Object();
338 ode = dode;
339 nearCallback = near;
340 triCallback = TriCallback;
341 triArrayCallback = TriArrayCallback;
342 m_rayCastManager = new ODERayCastRequestManager(this);
343 lock (OdeLock)
344 {
345 // Create the world and the first space
346 world = d.WorldCreate();
347 space = d.HashSpaceCreate(IntPtr.Zero);
348
349
350 contactgroup = d.JointGroupCreate(0);
351 //contactgroup
352
353 d.WorldSetAutoDisableFlag(world, false);
354 #if USE_DRAWSTUFF
355
356 Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization));
357 viewthread.Start();
358 #endif
359 }
360
361
362 _watermap = new float[258 * 258];
363
364 // Zero out the prim spaces array (we split our space into smaller spaces so
365 // we can hit test less.
366 }
367
368#if USE_DRAWSTUFF
369 public void startvisualization(object o)
370 {
371 ds.Functions fn;
372 fn.version = ds.VERSION;
373 fn.start = new ds.CallbackFunction(start);
374 fn.step = new ds.CallbackFunction(step);
375 fn.command = new ds.CallbackFunction(command);
376 fn.stop = null;
377 fn.path_to_textures = "./textures";
378 string[] args = new string[0];
379 ds.SimulationLoop(args.Length, args, 352, 288, ref fn);
380 }
381#endif
382
383 // Initialize the mesh plugin
384 public override void Initialise(IMesher meshmerizer, IConfigSource config)
385 {
386 mesher = meshmerizer;
387 m_config = config;
388 // Defaults
389
390 if (Environment.OSVersion.Platform == PlatformID.Unix)
391 {
392 avPIDD = 3200.0f;
393 avPIDP = 1400.0f;
394 avStandupTensor = 2000000f;
395 }
396 else
397 {
398 avPIDD = 2200.0f;
399 avPIDP = 900.0f;
400 avStandupTensor = 550000f;
401 }
402
403 int contactsPerCollision = 80;
404
405 if (m_config != null)
406 {
407 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
408 if (physicsconfig != null)
409 {
410 gravityx = physicsconfig.GetFloat("world_gravityx", 0f);
411 gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
412 gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
413
414 worldHashspaceLow = physicsconfig.GetInt("world_hashspace_size_low", -4);
415 worldHashspaceHigh = physicsconfig.GetInt("world_hashspace_size_high", 128);
416
417 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f);
418 smallHashspaceLow = physicsconfig.GetInt("small_hashspace_size_low", -4);
419 smallHashspaceHigh = physicsconfig.GetInt("small_hashspace_size_high", 66);
420
421 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", 0.001f);
422
423 nmTerrainContactFriction = physicsconfig.GetFloat("nm_terraincontact_friction", 255.0f);
424 nmTerrainContactBounce = physicsconfig.GetFloat("nm_terraincontact_bounce", 0.1f);
425 nmTerrainContactERP = physicsconfig.GetFloat("nm_terraincontact_erp", 0.1025f);
426
427 mTerrainContactFriction = physicsconfig.GetFloat("m_terraincontact_friction", 75f);
428 mTerrainContactBounce = physicsconfig.GetFloat("m_terraincontact_bounce", 0.05f);
429 mTerrainContactERP = physicsconfig.GetFloat("m_terraincontact_erp", 0.05025f);
430
431 nmAvatarObjectContactFriction = physicsconfig.GetFloat("objectcontact_friction", 250f);
432 nmAvatarObjectContactBounce = physicsconfig.GetFloat("objectcontact_bounce", 0.2f);
433
434 mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f);
435 mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f);
436
437 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f);
438 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10);
439
440 avDensity = physicsconfig.GetFloat("av_density", 80f);
441 avHeightFudgeFactor = physicsconfig.GetFloat("av_height_fudge_factor", 0.52f);
442 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
443 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
444 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
445 avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
446
447 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
448
449 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
450 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
451 geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
452 geomRegionFence = physicsconfig.GetFloat("region_border_fence", 0.0f);
453
454 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
455 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
456
457 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
458 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
459
460 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
461 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
462 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
463 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
464 m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
465
466 if (Environment.OSVersion.Platform == PlatformID.Unix)
467 {
468 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f);
469 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f);
470 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_linux", 550000f);
471 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_linux", 5f);
472 }
473 else
474 {
475 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f);
476 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f);
477 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_win", 550000f);
478 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_win", 5f);
479 }
480
481 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
482 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
483 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
484
485 m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false);
486 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
487 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
488 }
489 }
490
491 contacts = new d.ContactGeom[contactsPerCollision];
492
493 staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
494
495 // Avatar static on a Prim parameters
496 AvatarStaticprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
497 AvatarStaticprimContact.surface.mu = 255.0f;
498 AvatarStaticprimContact.surface.bounce = 0.0f;
499 AvatarStaticprimContact.surface.soft_cfm = 0.0f;
500 AvatarStaticprimContact.surface.soft_erp = 0.30f; // If this is too small static Av will fall through a sloping prim. 1.0 prevents fall-thru
501
502 // Avatar moving on a Prim parameters
503 AvatarMovementprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
504 AvatarMovementprimContact.surface.mu = 255.0f;
505 AvatarMovementprimContact.surface.bounce = 0.0f;
506 AvatarMovementprimContact.surface.soft_cfm = 0.0f; // if this is 0.01 then prims become phantom to Avs!
507 AvatarMovementprimContact.surface.soft_erp = 0.3f;
508
509 // Static Avatar on Terrain parameters
510 // Keeps Avatar in place better
511 TerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
512 TerrainContact.surface.mu = 255.0f;
513 TerrainContact.surface.bounce = 0.0f;
514 TerrainContact.surface.soft_cfm = 0.0f;
515 TerrainContact.surface.soft_erp = 0.05f;
516
517 // Moving Avatar on Terrain parameters
518 AvatarMovementTerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
519 AvatarMovementTerrainContact.surface.mu = 75f;
520 AvatarMovementTerrainContact.surface.bounce = 0.0f;
521 AvatarMovementTerrainContact.surface.soft_cfm = 0.0f;
522 AvatarMovementTerrainContact.surface.soft_erp = 0.05f;
523
524 // Avatar or prim the the water, this may not be used, possibly water is same as air?
525 WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
526 WaterContact.surface.mu = 0.0f; // No friction
527 WaterContact.surface.bounce = 0.0f; // No bounce
528 WaterContact.surface.soft_cfm = 0.010f;
529 WaterContact.surface.soft_erp = 0.010f;
530
531
532 // Prim static or moving on a prim, depends on material type
533 m_materialContacts = new d.Contact[7,2];
534 // V 1 = Sliding; 0 = static or fell onto
535 m_materialContacts[(int)Material.Stone, 0] = new d.Contact();
536 m_materialContacts[(int)Material.Stone, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
537 m_materialContacts[(int)Material.Stone, 0].surface.mu = 60f; // friction, 1 = slippery, 255 = no slip
538 m_materialContacts[(int)Material.Stone, 0].surface.bounce = 0.0f;
539 m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.0f;
540 m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.50f; // erp also changes friction, more erp=less friction
541
542 m_materialContacts[(int)Material.Stone, 1] = new d.Contact();
543 m_materialContacts[(int)Material.Stone, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
544 m_materialContacts[(int)Material.Stone, 1].surface.mu = 40f;
545 m_materialContacts[(int)Material.Stone, 1].surface.bounce = 0.0f;
546 m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.0f;
547 m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.50f;
548
549 m_materialContacts[(int)Material.Metal, 0] = new d.Contact();
550 m_materialContacts[(int)Material.Metal, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
551 m_materialContacts[(int)Material.Metal, 0].surface.mu = 15f;
552 m_materialContacts[(int)Material.Metal, 0].surface.bounce = 0.2f;
553 m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.0f;
554 m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.50f;
555
556 m_materialContacts[(int)Material.Metal, 1] = new d.Contact();
557 m_materialContacts[(int)Material.Metal, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
558 m_materialContacts[(int)Material.Metal, 1].surface.mu = 10f;
559 m_materialContacts[(int)Material.Metal, 1].surface.bounce = 0.2f;
560 m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.0f;
561 m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.50f;
562
563 m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
564 m_materialContacts[(int)Material.Glass, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
565 m_materialContacts[(int)Material.Glass, 0].surface.mu = 7.5f;
566 m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.0f;
567 m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.0f;
568 m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.50f;
569
570 m_materialContacts[(int)Material.Glass, 1] = new d.Contact();
571 m_materialContacts[(int)Material.Glass, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
572 m_materialContacts[(int)Material.Glass, 1].surface.mu = 5f;
573 m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.0f;
574 m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.0f;
575 m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.50f;
576
577 m_materialContacts[(int)Material.Wood, 0] = new d.Contact();
578 m_materialContacts[(int)Material.Wood, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
579 m_materialContacts[(int)Material.Wood, 0].surface.mu = 45f;
580 m_materialContacts[(int)Material.Wood, 0].surface.bounce = 0.1f;
581 m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.0f;
582 m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.50f;
583
584 m_materialContacts[(int)Material.Wood, 1] = new d.Contact();
585 m_materialContacts[(int)Material.Wood, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
586 m_materialContacts[(int)Material.Wood, 1].surface.mu = 30f;
587 m_materialContacts[(int)Material.Wood, 1].surface.bounce = 0.1f;
588 m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.0f;
589 m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.50f;
590
591 m_materialContacts[(int)Material.Flesh, 0] = new d.Contact();
592 m_materialContacts[(int)Material.Flesh, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
593 m_materialContacts[(int)Material.Flesh, 0].surface.mu = 150f;
594 m_materialContacts[(int)Material.Flesh, 0].surface.bounce = 0.0f;
595 m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.0f;
596 m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.50f;
597
598 m_materialContacts[(int)Material.Flesh, 1] = new d.Contact();
599 m_materialContacts[(int)Material.Flesh, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
600 m_materialContacts[(int)Material.Flesh, 1].surface.mu = 100f;
601 m_materialContacts[(int)Material.Flesh, 1].surface.bounce = 0.0f;
602 m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.0f;
603 m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.50f;
604
605 m_materialContacts[(int)Material.Plastic, 0] = new d.Contact();
606 m_materialContacts[(int)Material.Plastic, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
607 m_materialContacts[(int)Material.Plastic, 0].surface.mu = 30f;
608 m_materialContacts[(int)Material.Plastic, 0].surface.bounce = 0.2f;
609 m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.0f;
610 m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.50f;
611
612 m_materialContacts[(int)Material.Plastic, 1] = new d.Contact();
613 m_materialContacts[(int)Material.Plastic, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
614 m_materialContacts[(int)Material.Plastic, 1].surface.mu = 20f;
615 m_materialContacts[(int)Material.Plastic, 1].surface.bounce = 0.2f;
616 m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.0f;
617 m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.50f;
618
619 m_materialContacts[(int)Material.Rubber, 0] = new d.Contact();
620 m_materialContacts[(int)Material.Rubber, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
621 m_materialContacts[(int)Material.Rubber, 0].surface.mu = 150f;
622 m_materialContacts[(int)Material.Rubber, 0].surface.bounce = 0.7f;
623 m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.0f;
624 m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.50f;
625
626 m_materialContacts[(int)Material.Rubber, 1] = new d.Contact();
627 m_materialContacts[(int)Material.Rubber, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
628 m_materialContacts[(int)Material.Rubber, 1].surface.mu = 100f;
629 m_materialContacts[(int)Material.Rubber, 1].surface.bounce = 0.7f;
630 m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.0f;
631 m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.50f;
632
633 d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh);
634
635 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
636
637 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
638 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
639
640
641 d.WorldSetLinearDampingThreshold(world, 256f);
642 d.WorldSetLinearDamping(world, 256f);
643// d.WorldSetLinearDampingThreshold(world, 0.01f);
644// d.WorldSetLinearDamping(world, 0.1f);
645 d.WorldSetAngularDampingThreshold(world, 256f);
646 d.WorldSetAngularDamping(world, 256f);
647 d.WorldSetMaxAngularSpeed(world, 256f);
648
649 // Set how many steps we go without running collision testing
650 // This is in addition to the step size.
651 // Essentially Steps * m_physicsiterations
652 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
653 //d.WorldSetContactMaxCorrectingVel(world, 1000.0f);
654
655
656
657 for (int i = 0; i < staticPrimspace.GetLength(0); i++)
658 {
659 for (int j = 0; j < staticPrimspace.GetLength(1); j++)
660 {
661 staticPrimspace[i, j] = IntPtr.Zero;
662 }
663 }
664 }
665
666 internal void waitForSpaceUnlock(IntPtr space)
667 {
668 //if (space != IntPtr.Zero)
669 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
670 }
671
672 /// <summary>
673 /// Debug space message for printing the space that a prim/avatar is in.
674 /// </summary>
675 /// <param name="pos"></param>
676 /// <returns>Returns which split up space the given position is in.</returns>
677 public string whichspaceamIin(Vector3 pos)
678 {
679 return calculateSpaceForGeom(pos).ToString();
680 }
681
682 #region Collision Detection
683
684 /// <summary>
685 /// This is our near callback. A geometry is near a body
686 /// </summary>
687 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
688 /// <param name="g1">a geometry or space</param>
689 /// <param name="g2">another geometry or space</param>
690 private void near(IntPtr space, IntPtr g1, IntPtr g2)
691 {
692 // no lock here! It's invoked from within Simulate(), which is thread-locked
693
694 // Test if we're colliding a geom with a space.
695 // If so we have to drill down into the space recursively
696//Console.WriteLine("near -----------"); //##
697 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
698 {
699 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
700 return;
701
702 // Separating static prim geometry spaces.
703 // We'll be calling near recursivly if one
704 // of them is a space to find all of the
705 // contact points in the space
706 try
707 {
708 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
709 }
710 catch (AccessViolationException)
711 {
712 m_log.Warn("[PHYSICS]: Unable to collide test a space");
713 return;
714 }
715 //Colliding a space or a geom with a space or a geom. so drill down
716
717 //Collide all geoms in each space..
718 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
719 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
720 return;
721 }
722
723 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
724 return;
725
726 IntPtr b1 = d.GeomGetBody(g1);
727 IntPtr b2 = d.GeomGetBody(g2);
728
729 // d.GeomClassID id = d.GeomGetClass(g1);
730
731 String name1 = null;
732 String name2 = null;
733
734 if (!geom_name_map.TryGetValue(g1, out name1))
735 {
736 name1 = "null";
737 }
738 if (!geom_name_map.TryGetValue(g2, out name2))
739 {
740 name2 = "null";
741 }
742
743 //if (id == d.GeomClassId.TriMeshClass)
744 //{
745 // m_log.InfoFormat("near: A collision was detected between {1} and {2}", 0, name1, name2);
746 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
747 //}
748
749 // Figure out how many contact points we have
750 int count = 0;
751 try
752 {
753 // Colliding Geom To Geom
754 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
755
756 if (g1 == g2)
757 return; // Can't collide with yourself
758
759 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
760 return;
761
762 lock (contacts)
763 {
764 count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf);
765 if (count > contacts.Length)
766 m_log.Error("[PHYSICS]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length);
767 }
768 }
769 catch (SEHException)
770 {
771 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
772 ode.drelease(world);
773 base.TriggerPhysicsBasedRestart();
774 }
775 catch (Exception e)
776 {
777 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
778 return;
779 }
780
781 PhysicsActor p1;
782 PhysicsActor p2;
783
784 if (!actor_name_map.TryGetValue(g1, out p1))
785 {
786 p1 = PANull;
787 }
788
789 if (!actor_name_map.TryGetValue(g2, out p2))
790 {
791 p2 = PANull;
792 }
793
794 ContactPoint maxDepthContact = new ContactPoint();
795 if (p1.CollisionScore + count >= float.MaxValue)
796 p1.CollisionScore = 0;
797 p1.CollisionScore += count;
798
799 if (p2.CollisionScore + count >= float.MaxValue)
800 p2.CollisionScore = 0;
801 p2.CollisionScore += count;
802 for (int i = 0; i < count; i++)
803 {
804 d.ContactGeom curContact = contacts[i];
805
806 if (curContact.depth > maxDepthContact.PenetrationDepth)
807 {
808 maxDepthContact = new ContactPoint(
809 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
810 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
811 curContact.depth
812 );
813 }
814
815 //m_log.Warn("[CCOUNT]: " + count);
816 IntPtr joint;
817 // If we're colliding with terrain, use 'TerrainContact' instead of AvatarStaticprimContact.
818 // allows us to have different settings
819
820 // We only need to test p2 for 'jump crouch purposes'
821 if (p2 is OdeCharacter && p1.PhysicsActorType == (int)ActorTypes.Prim)
822 {
823 // Testing if the collision is at the feet of the avatar
824
825 //m_log.DebugFormat("[PHYSICS]: {0} - {1} - {2} - {3}", curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f));
826//#@ if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
827//#@ p2.IsColliding = true;
828 if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f)){ //##
829 p2.IsColliding = true; //##
830 }else{
831
832 } //##
833 }
834 else
835 {
836 p2.IsColliding = true;
837 }
838
839 //if ((framecount % m_returncollisions) == 0)
840
841 switch (p1.PhysicsActorType)
842 {
843 case (int)ActorTypes.Agent:
844 p2.CollidingObj = true;
845 break;
846 case (int)ActorTypes.Prim:
847 if (p2.Velocity.LengthSquared() > 0.0f)
848 p2.CollidingObj = true;
849 break;
850 case (int)ActorTypes.Unknown:
851 p2.CollidingGround = true;
852 break;
853 default:
854 p2.CollidingGround = true;
855 break;
856 }
857
858 // we don't want prim or avatar to explode
859
860 #region InterPenetration Handling - Unintended physics explosions
861# region disabled code1
862
863 if (curContact.depth >= 0.08f)
864 {
865 //This is disabled at the moment only because it needs more tweaking
866 //It will eventually be uncommented
867 /*
868 if (AvatarStaticprimContact.depth >= 1.00f)
869 {
870 //m_log.Debug("[PHYSICS]: " + AvatarStaticprimContact.depth.ToString());
871 }
872
873 //If you interpenetrate a prim with an agent
874 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
875 p1.PhysicsActorType == (int) ActorTypes.Prim) ||
876 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
877 p2.PhysicsActorType == (int) ActorTypes.Prim))
878 {
879
880 //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth * 4.15f;
881 /*
882 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
883 {
884 p2.CollidingObj = true;
885 AvatarStaticprimContact.depth = 0.003f;
886 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
887 OdeCharacter character = (OdeCharacter) p2;
888 character.SetPidStatus(true);
889 AvatarStaticprimContact.pos = new d.Vector3(AvatarStaticprimContact.pos.X + (p1.Size.X / 2), AvatarStaticprimContact.pos.Y + (p1.Size.Y / 2), AvatarStaticprimContact.pos.Z + (p1.Size.Z / 2));
890
891 }
892 else
893 {
894
895 //AvatarStaticprimContact.depth = 0.0000000f;
896 }
897 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
898 {
899
900 p1.CollidingObj = true;
901 AvatarStaticprimContact.depth = 0.003f;
902 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
903 AvatarStaticprimContact.pos = new d.Vector3(AvatarStaticprimContact.pos.X + (p2.Size.X / 2), AvatarStaticprimContact.pos.Y + (p2.Size.Y / 2), AvatarStaticprimContact.pos.Z + (p2.Size.Z / 2));
904 OdeCharacter character = (OdeCharacter)p1;
905 character.SetPidStatus(true);
906 }
907 else
908 {
909
910 //AvatarStaticprimContact.depth = 0.0000000f;
911 }
912
913
914
915 }
916*/
917 // If you interpenetrate a prim with another prim
918 /*
919 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
920 {
921 #region disabledcode2
922 //OdePrim op1 = (OdePrim)p1;
923 //OdePrim op2 = (OdePrim)p2;
924 //op1.m_collisionscore++;
925 //op2.m_collisionscore++;
926
927 //if (op1.m_collisionscore > 8000 || op2.m_collisionscore > 8000)
928 //{
929 //op1.m_taintdisable = true;
930 //AddPhysicsActorTaint(p1);
931 //op2.m_taintdisable = true;
932 //AddPhysicsActorTaint(p2);
933 //}
934
935 //if (AvatarStaticprimContact.depth >= 0.25f)
936 //{
937 // Don't collide, one or both prim will expld.
938
939 //op1.m_interpenetrationcount++;
940 //op2.m_interpenetrationcount++;
941 //interpenetrations_before_disable = 200;
942 //if (op1.m_interpenetrationcount >= interpenetrations_before_disable)
943 //{
944 //op1.m_taintdisable = true;
945 //AddPhysicsActorTaint(p1);
946 //}
947 //if (op2.m_interpenetrationcount >= interpenetrations_before_disable)
948 //{
949 // op2.m_taintdisable = true;
950 //AddPhysicsActorTaint(p2);
951 //}
952
953 //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth / 8f;
954 //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1);
955 //}
956 //if (op1.m_disabled || op2.m_disabled)
957 //{
958 //Manually disabled objects stay disabled
959 //AvatarStaticprimContact.depth = 0f;
960 //}
961 #endregion
962 }
963 */
964#endregion
965 if (curContact.depth >= 1.00f)
966 {
967 //m_log.Info("[P]: " + AvatarStaticprimContact.depth.ToString());
968 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
969 p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
970 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
971 p2.PhysicsActorType == (int) ActorTypes.Unknown))
972 {
973 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
974 {
975 if (p2 is OdeCharacter)
976 {
977 OdeCharacter character = (OdeCharacter) p2;
978
979 //p2.CollidingObj = true;
980 curContact.depth = 0.00000003f;
981 p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f);
982 curContact.pos =
983 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
984 curContact.pos.Y + (p1.Size.Y/2),
985 curContact.pos.Z + (p1.Size.Z/2));
986 character.SetPidStatus(true);
987 }
988 }
989
990
991 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
992 {
993 if (p1 is OdeCharacter)
994 {
995 OdeCharacter character = (OdeCharacter) p1;
996
997 //p2.CollidingObj = true;
998 curContact.depth = 0.00000003f;
999 p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f);
1000 curContact.pos =
1001 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1002 curContact.pos.Y + (p1.Size.Y/2),
1003 curContact.pos.Z + (p1.Size.Z/2));
1004 character.SetPidStatus(true);
1005 }
1006 }
1007 }
1008 }
1009 }
1010
1011 #endregion
1012
1013 // Logic for collision handling
1014 // Note, that if *all* contacts are skipped (VolumeDetect)
1015 // The prim still detects (and forwards) collision events but
1016 // appears to be phantom for the world
1017 Boolean skipThisContact = false;
1018
1019 if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect))
1020 skipThisContact = true; // No collision on volume detect prims
1021
1022 if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
1023 skipThisContact = true; // No collision on volume detect prims
1024
1025 if (!skipThisContact && curContact.depth < 0f)
1026 skipThisContact = true;
1027
1028 if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType))
1029 skipThisContact = true;
1030
1031 const int maxContactsbeforedeath = 4000;
1032 joint = IntPtr.Zero;
1033
1034 if (!skipThisContact)
1035 {
1036 // Add contact joints with materials params----------------------------------
1037 // p1 is what is being hit, p2 is the physical object doing the hitting
1038 int material = (int) Material.Wood;
1039 int movintYN = 0; // 1 = Sliding; 0 = static or fell onto
1040 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f) movintYN = 1;
1041
1042 // If we're colliding against terrain
1043 if (name1 == "Terrain" || name2 == "Terrain")
1044 {
1045 // If we're moving
1046 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && (movintYN == 1))
1047 {
1048 //$ Av walk/run on terrain (not falling) Use the Avatar movement terrain contact
1049 AvatarMovementTerrainContact.geom = curContact;
1050 _perloopContact.Add(curContact);
1051 if (m_global_contactcount < maxContactsbeforedeath)
1052 {
1053 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
1054 m_global_contactcount++;
1055 }
1056 }
1057 else
1058 {
1059 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
1060 {
1061 //$ Av standing on terrain, Use the non moving Avata terrain contact
1062 TerrainContact.geom = curContact;
1063 _perloopContact.Add(curContact);
1064 if (m_global_contactcount < maxContactsbeforedeath)
1065 {
1066 joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
1067 m_global_contactcount++;
1068 }
1069 }
1070 else
1071 {
1072 if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim)
1073 {
1074 //& THIS NEVER HAPPENS? prim prim contact In terrain contact?
1075 // int pj294950 = 0;
1076 // prim terrain contact
1077
1078 if (p2 is OdePrim)
1079 material = ((OdePrim)p2).m_material;
1080 //m_log.DebugFormat("Material: {0}", material);
1081 m_materialContacts[material, movintYN].geom = curContact;
1082 _perloopContact.Add(curContact);
1083
1084 if (m_global_contactcount < maxContactsbeforedeath)
1085 {
1086 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1087 m_global_contactcount++;
1088
1089 }
1090
1091 }
1092 else
1093 {
1094 //$ prim on terrain contact
1095 if (p2 is OdePrim)
1096 material = ((OdePrim)p2).m_material;
1097 //m_log.DebugFormat("Material: {0}", material);
1098 m_materialContacts[material, movintYN].geom = curContact;
1099 _perloopContact.Add(curContact);
1100
1101 ContactCopy = m_materialContacts[material, movintYN];
1102 if(movintYN == 1)
1103 {
1104 // prevent excessive slide on terrain
1105 ContactCopy.surface.mu = m_materialContacts[material, movintYN].surface.mu * 30.0f;
1106 }
1107
1108 if (m_global_contactcount < maxContactsbeforedeath)
1109 {
1110 joint = d.JointCreateContact(world, contactgroup, ref ContactCopy);
1111 m_global_contactcount++;
1112 }
1113 }
1114 }
1115 }
1116 }
1117 else if (name1 == "Water" || name2 == "Water")
1118 {
1119 //$ This never happens! Perhaps water is treated like air?
1120 /*
1121 if ((p2.PhysicsActorType == (int) ActorTypes.Prim))
1122 {
1123 }
1124 else
1125 {
1126 }
1127 */
1128 //WaterContact.surface.soft_cfm = 0.0000f;
1129 //WaterContact.surface.soft_erp = 0.00000f;
1130 if (curContact.depth > 0.1f)
1131 {
1132 curContact.depth *= 52;
1133 //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1);
1134 //AvatarStaticprimContact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f);
1135 }
1136 WaterContact.geom = curContact;
1137 _perloopContact.Add(curContact);
1138 if (m_global_contactcount < maxContactsbeforedeath)
1139 {
1140 joint = d.JointCreateContact(world, contactgroup, ref WaterContact);
1141 m_global_contactcount++;
1142 }
1143 //m_log.Info("[PHYSICS]: Prim Water Contact" + AvatarStaticprimContact.depth);
1144 }
1145 else
1146 {
1147
1148 // no terrain and no water, we're colliding with prim or avatar
1149 // check if we're moving
1150 if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
1151 {
1152 //$ Avatar on Prim or other Avatar
1153 if (movintYN == 1)
1154 {
1155 // Use the AV Movement / prim contact
1156 AvatarMovementprimContact.geom = curContact;
1157 _perloopContact.Add(curContact);
1158 if (m_global_contactcount < maxContactsbeforedeath)
1159 {
1160 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
1161 m_global_contactcount++;
1162 }
1163 }
1164 else
1165 {
1166 // Use the Av non movement / prim contact
1167 AvatarStaticprimContact.geom = curContact;
1168 _perloopContact.Add(curContact);
1169 ContactCopy = AvatarStaticprimContact; // local copy so we can change locally
1170
1171 if (m_global_contactcount < maxContactsbeforedeath)
1172 {
1173 if (curContact.depth > 0.2)
1174 { // embedded, eject slowly
1175 ContactCopy.surface.soft_erp = 0.1f;
1176 ContactCopy.surface.soft_cfm = 0.1f;
1177 }
1178 else
1179 { // keep on the surface
1180 ContactCopy.surface.soft_erp = 0.3f;
1181 ContactCopy.surface.soft_cfm = 0.0f;
1182 }
1183 joint = d.JointCreateContact(world, contactgroup, ref ContactCopy);
1184 m_global_contactcount++;
1185 }
1186 }
1187 }
1188 else if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1189 {
1190 //$ Prim on Prim
1191 //p1.PhysicsActorType
1192
1193 if (p2 is OdePrim) material = ((OdePrim)p2).m_material;
1194 //m_log.DebugFormat("Material: {0}", material);
1195
1196 m_materialContacts[material, movintYN].geom = curContact;
1197 _perloopContact.Add(curContact);
1198
1199 if (m_global_contactcount < maxContactsbeforedeath)
1200 {
1201 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1202 m_global_contactcount++;
1203 }
1204 }
1205 }
1206
1207 if (m_global_contactcount < maxContactsbeforedeath && joint != IntPtr.Zero) // stack collide!
1208 {
1209 d.JointAttach(joint, b1, b2);
1210 m_global_contactcount++;
1211 }
1212
1213 }
1214 collision_accounting_events(p1, p2, maxDepthContact);
1215 if (count > geomContactPointsStartthrottle)
1216 {
1217 // If there are more then 3 contact points, it's likely
1218 // that we've got a pile of objects, so ...
1219 // We don't want to send out hundreds of terse updates over and over again
1220 // so lets throttle them and send them again after it's somewhat sorted out.
1221 p2.ThrottleUpdates = true;
1222 }
1223 //m_log.Debug(count.ToString());
1224 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
1225 } // end for i.. loop
1226 } // end near
1227
1228 private bool checkDupe(d.ContactGeom contactGeom, int atype)
1229 {
1230 bool result = false;
1231 //return result;
1232 if (!m_filterCollisions)
1233 return false;
1234
1235 ActorTypes at = (ActorTypes)atype;
1236 lock (_perloopContact)
1237 {
1238 foreach (d.ContactGeom contact in _perloopContact)
1239 {
1240 //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2))
1241 //{
1242 // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2)
1243 if (at == ActorTypes.Agent)
1244 {
1245 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1246 {
1247
1248 if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
1249 {
1250 //contactGeom.depth *= .00005f;
1251 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1252 // m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1253 result = true;
1254 break;
1255 }
1256 else
1257 {
1258 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1259 }
1260 }
1261 else
1262 {
1263 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1264 //int i = 0;
1265 }
1266 }
1267 else if (at == ActorTypes.Prim)
1268 {
1269 //d.AABB aabb1 = new d.AABB();
1270 //d.AABB aabb2 = new d.AABB();
1271
1272 //d.GeomGetAABB(contactGeom.g2, out aabb2);
1273 //d.GeomGetAABB(contactGeom.g1, out aabb1);
1274 //aabb1.
1275 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1276 {
1277 if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
1278 {
1279 if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
1280 {
1281 result = true;
1282 break;
1283 }
1284 }
1285 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1286 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1287 }
1288
1289 }
1290
1291 //}
1292
1293 }
1294 }
1295 return result;
1296 }
1297
1298 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1299 {
1300 // obj1LocalID = 0;
1301 //returncollisions = false;
1302 obj2LocalID = 0;
1303 //ctype = 0;
1304 //cStartStop = 0;
1305 if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
1306 return;
1307
1308 switch ((ActorTypes)p2.PhysicsActorType)
1309 {
1310 case ActorTypes.Agent:
1311 cc2 = (OdeCharacter)p2;
1312
1313 // obj1LocalID = cc2.m_localID;
1314 switch ((ActorTypes)p1.PhysicsActorType)
1315 {
1316 case ActorTypes.Agent:
1317 cc1 = (OdeCharacter)p1;
1318 obj2LocalID = cc1.m_localID;
1319 cc1.AddCollisionEvent(cc2.m_localID, contact);
1320 //ctype = (int)CollisionCategories.Character;
1321
1322 //if (cc1.CollidingObj)
1323 //cStartStop = (int)StatusIndicators.Generic;
1324 //else
1325 //cStartStop = (int)StatusIndicators.Start;
1326
1327 //returncollisions = true;
1328 break;
1329 case ActorTypes.Prim:
1330 if (p1 is OdePrim)
1331 {
1332 cp1 = (OdePrim) p1;
1333 obj2LocalID = cp1.m_localID;
1334 cp1.AddCollisionEvent(cc2.m_localID, contact);
1335 }
1336 //ctype = (int)CollisionCategories.Geom;
1337
1338 //if (cp1.CollidingObj)
1339 //cStartStop = (int)StatusIndicators.Generic;
1340 //else
1341 //cStartStop = (int)StatusIndicators.Start;
1342
1343 //returncollisions = true;
1344 break;
1345
1346 case ActorTypes.Ground:
1347 case ActorTypes.Unknown:
1348 obj2LocalID = 0;
1349 //ctype = (int)CollisionCategories.Land;
1350 //returncollisions = true;
1351 break;
1352 }
1353
1354 cc2.AddCollisionEvent(obj2LocalID, contact);
1355 break;
1356 case ActorTypes.Prim:
1357
1358 if (p2 is OdePrim)
1359 {
1360 cp2 = (OdePrim) p2;
1361
1362 // obj1LocalID = cp2.m_localID;
1363 switch ((ActorTypes) p1.PhysicsActorType)
1364 {
1365 case ActorTypes.Agent:
1366 if (p1 is OdeCharacter)
1367 {
1368 cc1 = (OdeCharacter) p1;
1369 obj2LocalID = cc1.m_localID;
1370 cc1.AddCollisionEvent(cp2.m_localID, contact);
1371 //ctype = (int)CollisionCategories.Character;
1372
1373 //if (cc1.CollidingObj)
1374 //cStartStop = (int)StatusIndicators.Generic;
1375 //else
1376 //cStartStop = (int)StatusIndicators.Start;
1377 //returncollisions = true;
1378 }
1379 break;
1380 case ActorTypes.Prim:
1381
1382 if (p1 is OdePrim)
1383 {
1384 cp1 = (OdePrim) p1;
1385 obj2LocalID = cp1.m_localID;
1386 cp1.AddCollisionEvent(cp2.m_localID, contact);
1387 //ctype = (int)CollisionCategories.Geom;
1388
1389 //if (cp1.CollidingObj)
1390 //cStartStop = (int)StatusIndicators.Generic;
1391 //else
1392 //cStartStop = (int)StatusIndicators.Start;
1393
1394 //returncollisions = true;
1395 }
1396 break;
1397
1398 case ActorTypes.Ground:
1399 case ActorTypes.Unknown:
1400 obj2LocalID = 0;
1401 //ctype = (int)CollisionCategories.Land;
1402
1403 //returncollisions = true;
1404 break;
1405 }
1406
1407 cp2.AddCollisionEvent(obj2LocalID, contact);
1408 }
1409 break;
1410 }
1411 //if (returncollisions)
1412 //{
1413
1414 //lock (m_storedCollisions)
1415 //{
1416 //cDictKey = obj1LocalID.ToString() + obj2LocalID.ToString() + cStartStop.ToString() + ctype.ToString();
1417 //if (m_storedCollisions.ContainsKey(cDictKey))
1418 //{
1419 //sCollisionData objd = m_storedCollisions[cDictKey];
1420 //objd.NumberOfCollisions += 1;
1421 //objd.lastframe = framecount;
1422 //m_storedCollisions[cDictKey] = objd;
1423 //}
1424 //else
1425 //{
1426 //sCollisionData objd = new sCollisionData();
1427 //objd.ColliderLocalId = obj1LocalID;
1428 //objd.CollidedWithLocalId = obj2LocalID;
1429 //objd.CollisionType = ctype;
1430 //objd.NumberOfCollisions = 1;
1431 //objd.lastframe = framecount;
1432 //objd.StatusIndicator = cStartStop;
1433 //m_storedCollisions.Add(cDictKey, objd);
1434 //}
1435 //}
1436 // }
1437 }
1438
1439 public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount)
1440 {
1441 /* String name1 = null;
1442 String name2 = null;
1443
1444 if (!geom_name_map.TryGetValue(trimesh, out name1))
1445 {
1446 name1 = "null";
1447 }
1448 if (!geom_name_map.TryGetValue(refObject, out name2))
1449 {
1450 name2 = "null";
1451 }
1452
1453 m_log.InfoFormat("TriArrayCallback: A collision was detected between {1} and {2}", 0, name1, name2);
1454 */
1455 return 1;
1456 }
1457
1458 public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex)
1459 {
1460 String name1 = null;
1461 String name2 = null;
1462
1463 if (!geom_name_map.TryGetValue(trimesh, out name1))
1464 {
1465 name1 = "null";
1466 }
1467
1468 if (!geom_name_map.TryGetValue(refObject, out name2))
1469 {
1470 name2 = "null";
1471 }
1472
1473 // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex);
1474
1475 d.Vector3 v0 = new d.Vector3();
1476 d.Vector3 v1 = new d.Vector3();
1477 d.Vector3 v2 = new d.Vector3();
1478
1479 d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2);
1480 // m_log.DebugFormat("Triangle {0} is <{1},{2},{3}>, <{4},{5},{6}>, <{7},{8},{9}>", triangleIndex, v0.X, v0.Y, v0.Z, v1.X, v1.Y, v1.Z, v2.X, v2.Y, v2.Z);
1481
1482 return 1;
1483 }
1484
1485 /// <summary>
1486 /// This is our collision testing routine in ODE
1487 /// </summary>
1488 /// <param name="timeStep"></param>
1489 private void collision_optimized(float timeStep)
1490 {
1491 _perloopContact.Clear();
1492
1493 lock (_characters)
1494 {
1495 foreach (OdeCharacter chr in _characters)
1496 {
1497 // Reset the collision values to false
1498 // since we don't know if we're colliding yet
1499
1500 // For some reason this can happen. Don't ask...
1501 //
1502 if (chr == null)
1503 continue;
1504
1505 if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1506 continue;
1507
1508 chr.IsColliding = false;
1509 chr.CollidingGround = false;
1510 chr.CollidingObj = false;
1511
1512 // test the avatar's geometry for collision with the space
1513 // This will return near and the space that they are the closest to
1514 // And we'll run this again against the avatar and the space segment
1515 // This will return with a bunch of possible objects in the space segment
1516 // and we'll run it again on all of them.
1517 try
1518 {
1519 d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback);
1520 }
1521 catch (AccessViolationException)
1522 {
1523 m_log.Warn("[PHYSICS]: Unable to space collide");
1524 }
1525 //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y);
1526 //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10)
1527 //{
1528 //chr.Position.Z = terrainheight + 10.0f;
1529 //forcedZ = true;
1530 //}
1531 }
1532 }
1533
1534 lock (_activeprims)
1535 {
1536 List<OdePrim> removeprims = null;
1537 foreach (OdePrim chr in _activeprims)
1538 {
1539 if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled) && !chr.m_outofBounds)
1540 {
1541 try
1542 {
1543 lock (chr)
1544 {
1545 if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false)
1546 {
1547 d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback);
1548 }
1549 else
1550 {
1551 if (removeprims == null)
1552 {
1553 removeprims = new List<OdePrim>();
1554 }
1555 removeprims.Add(chr);
1556 /// Commented this because it triggers on every bullet
1557 //m_log.Debug("[PHYSICS]: unable to collide test active prim against space. The space was zero, the geom was zero or it was in the process of being removed. Removed it from the active prim list. This needs to be fixed!");
1558 }
1559 }
1560 }
1561 catch (AccessViolationException)
1562 {
1563 m_log.Warn("[PHYSICS]: Unable to space collide");
1564 }
1565 }
1566 }
1567 if (removeprims != null)
1568 {
1569 foreach (OdePrim chr in removeprims)
1570 {
1571 _activeprims.Remove(chr);
1572 }
1573 }
1574 }
1575
1576 _perloopContact.Clear();
1577 }
1578
1579 #endregion
1580
1581 public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
1582 {
1583 m_worldOffset = offset;
1584 WorldExtents = new Vector2(extents.X, extents.Y);
1585 m_parentScene = pScene;
1586
1587 }
1588
1589 // Recovered for use by fly height. Kitto Flora
1590 public float GetTerrainHeightAtXY(float x, float y)
1591 {
1592
1593 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1594 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1595
1596 IntPtr heightFieldGeom = IntPtr.Zero;
1597
1598 if (RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom))
1599 {
1600 if (heightFieldGeom != IntPtr.Zero)
1601 {
1602 if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1603 {
1604
1605 int index;
1606
1607
1608 if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y ||
1609 (int)x < 0.001f || (int)y < 0.001f)
1610 return 0;
1611
1612 x = x - offsetX;
1613 y = y - offsetY;
1614
1615 index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y);
1616
1617 if (index < TerrainHeightFieldHeights[heightFieldGeom].Length)
1618 {
1619 //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]);
1620 return (float)TerrainHeightFieldHeights[heightFieldGeom][index];
1621 }
1622
1623 else
1624 return 0f;
1625 }
1626 else
1627 {
1628 return 0f;
1629 }
1630
1631 }
1632 else
1633 {
1634 return 0f;
1635 }
1636
1637 }
1638 else
1639 {
1640 return 0f;
1641 }
1642
1643
1644 }
1645// End recovered. Kitto Flora
1646
1647 public void addCollisionEventReporting(PhysicsActor obj)
1648 {
1649 lock (_collisionEventPrim)
1650 {
1651 if (!_collisionEventPrim.Contains(obj))
1652 _collisionEventPrim.Add(obj);
1653 }
1654 }
1655
1656 public void remCollisionEventReporting(PhysicsActor obj)
1657 {
1658 lock (_collisionEventPrim)
1659 {
1660 if (!_collisionEventPrim.Contains(obj))
1661 _collisionEventPrim.Remove(obj);
1662 }
1663 }
1664
1665 #region Add/Remove Entities
1666
1667 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1668 {
1669 Vector3 pos;
1670 pos.X = position.X;
1671 pos.Y = position.Y;
1672 pos.Z = position.Z;
1673 OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun);
1674 newAv.Flying = isFlying;
1675 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1676
1677 return newAv;
1678 }
1679
1680 public void AddCharacter(OdeCharacter chr)
1681 {
1682 lock (_characters)
1683 {
1684 if (!_characters.Contains(chr))
1685 {
1686 _characters.Add(chr);
1687 if (chr.bad)
1688 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1689 }
1690 }
1691 }
1692
1693 public void RemoveCharacter(OdeCharacter chr)
1694 {
1695 lock (_characters)
1696 {
1697 if (_characters.Contains(chr))
1698 {
1699 _characters.Remove(chr);
1700 }
1701 }
1702 }
1703 public void BadCharacter(OdeCharacter chr)
1704 {
1705 lock (_badCharacter)
1706 {
1707 if (!_badCharacter.Contains(chr))
1708 _badCharacter.Add(chr);
1709 }
1710 }
1711
1712 public override void RemoveAvatar(PhysicsActor actor)
1713 {
1714 //m_log.Debug("[PHYSICS]:ODELOCK");
1715 ((OdeCharacter) actor).Destroy();
1716
1717 }
1718
1719 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1720 IMesh mesh, PrimitiveBaseShape pbs, bool isphysical, uint localid)
1721 {
1722
1723 Vector3 pos = position;
1724 Vector3 siz = size;
1725 Quaternion rot = rotation;
1726
1727 OdePrim newPrim;
1728 lock (OdeLock)
1729 {
1730 newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, ode, localid);
1731
1732 lock (_prims)
1733 _prims.Add(newPrim);
1734 }
1735
1736 return newPrim;
1737 }
1738
1739 private PhysicsActor AddPrim(String name, Vector3 position, PhysicsActor parent,
1740 PrimitiveBaseShape pbs, uint localid, byte[] sdata)
1741 {
1742 Vector3 pos = position;
1743
1744 OdePrim newPrim;
1745 lock (OdeLock)
1746 {
1747 newPrim = new OdePrim(name, this, pos, parent, pbs, ode, localid, sdata);
1748 lock (_prims)
1749 _prims.Add(newPrim);
1750 }
1751
1752 return newPrim;
1753 }
1754
1755
1756 public void addActivePrim(OdePrim activatePrim)
1757 {
1758 // adds active prim.. (ones that should be iterated over in collisions_optimized
1759 lock (_activeprims)
1760 {
1761 if (!_activeprims.Contains(activatePrim))
1762 _activeprims.Add(activatePrim);
1763 //else
1764 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1765 }
1766 }
1767
1768 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1769 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1770 {
1771 PhysicsActor result;
1772 IMesh mesh = null;
1773
1774 if (needsMeshing(pbs))
1775 mesh = mesher.CreateMesh(primName, pbs, size, (int)LevelOfDetail.High, true);
1776
1777 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, localid);
1778
1779 return result;
1780 }
1781
1782 public override PhysicsActor AddPrimShape(string primName, PhysicsActor parent, PrimitiveBaseShape pbs, Vector3 position,
1783 uint localid, byte[] sdata)
1784 {
1785 PhysicsActor result;
1786
1787 result = AddPrim(primName, position, parent,
1788 pbs, localid, sdata);
1789
1790 return result;
1791 }
1792
1793 public override float TimeDilation
1794 {
1795 get { return m_timeDilation; }
1796 }
1797
1798 public override bool SupportsNINJAJoints
1799 {
1800 get { return m_NINJA_physics_joints_enabled; }
1801 }
1802
1803 // internal utility function: must be called within a lock (OdeLock)
1804 private void InternalAddActiveJoint(PhysicsJoint joint)
1805 {
1806 activeJoints.Add(joint);
1807 SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
1808 }
1809
1810 // internal utility function: must be called within a lock (OdeLock)
1811 private void InternalAddPendingJoint(OdePhysicsJoint joint)
1812 {
1813 pendingJoints.Add(joint);
1814 SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
1815 }
1816
1817 // internal utility function: must be called within a lock (OdeLock)
1818 private void InternalRemovePendingJoint(PhysicsJoint joint)
1819 {
1820 pendingJoints.Remove(joint);
1821 SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
1822 }
1823
1824 // internal utility function: must be called within a lock (OdeLock)
1825 private void InternalRemoveActiveJoint(PhysicsJoint joint)
1826 {
1827 activeJoints.Remove(joint);
1828 SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
1829 }
1830
1831 public override void DumpJointInfo()
1832 {
1833 string hdr = "[NINJA] JOINTINFO: ";
1834 foreach (PhysicsJoint j in pendingJoints)
1835 {
1836 m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1837 }
1838 m_log.Debug(hdr + pendingJoints.Count + " total pending joints");
1839 foreach (string jointName in SOPName_to_pendingJoint.Keys)
1840 {
1841 m_log.Debug(hdr + " pending joints dict contains Name: " + jointName);
1842 }
1843 m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries");
1844 foreach (PhysicsJoint j in activeJoints)
1845 {
1846 m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1847 }
1848 m_log.Debug(hdr + activeJoints.Count + " total active joints");
1849 foreach (string jointName in SOPName_to_activeJoint.Keys)
1850 {
1851 m_log.Debug(hdr + " active joints dict contains Name: " + jointName);
1852 }
1853 m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries");
1854
1855 m_log.Debug(hdr + " Per-body joint connectivity information follows.");
1856 m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints.");
1857 foreach (string actorName in joints_connecting_actor.Keys)
1858 {
1859 m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it");
1860 foreach (PhysicsJoint j in joints_connecting_actor[actorName])
1861 {
1862 m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1863 }
1864 m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor");
1865 }
1866 }
1867
1868 public override void RequestJointDeletion(string ObjectNameInScene)
1869 {
1870 lock (externalJointRequestsLock)
1871 {
1872 if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously
1873 {
1874 requestedJointsToBeDeleted.Add(ObjectNameInScene);
1875 }
1876 }
1877 }
1878
1879 private void DeleteRequestedJoints()
1880 {
1881 List<string> myRequestedJointsToBeDeleted;
1882 lock (externalJointRequestsLock)
1883 {
1884 // make a local copy of the shared list for processing (threading issues)
1885 myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted);
1886 }
1887
1888 foreach (string jointName in myRequestedJointsToBeDeleted)
1889 {
1890 lock (OdeLock)
1891 {
1892 //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName);
1893 if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName))
1894 {
1895 OdePhysicsJoint joint = null;
1896 if (SOPName_to_activeJoint.ContainsKey(jointName))
1897 {
1898 joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint;
1899 InternalRemoveActiveJoint(joint);
1900 }
1901 else if (SOPName_to_pendingJoint.ContainsKey(jointName))
1902 {
1903 joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint;
1904 InternalRemovePendingJoint(joint);
1905 }
1906
1907 if (joint != null)
1908 {
1909 //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames);
1910 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1911 {
1912 string bodyName = joint.BodyNames[iBodyName];
1913 if (bodyName != "NULL")
1914 {
1915 joints_connecting_actor[bodyName].Remove(joint);
1916 if (joints_connecting_actor[bodyName].Count == 0)
1917 {
1918 joints_connecting_actor.Remove(bodyName);
1919 }
1920 }
1921 }
1922
1923 DoJointDeactivated(joint);
1924 if (joint.jointID != IntPtr.Zero)
1925 {
1926 d.JointDestroy(joint.jointID);
1927 joint.jointID = IntPtr.Zero;
1928 //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName);
1929 }
1930 else
1931 {
1932 //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName);
1933 }
1934 }
1935 else
1936 {
1937 // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName);
1938 }
1939 }
1940 else
1941 {
1942 // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName);
1943 }
1944 }
1945 }
1946
1947 // remove processed joints from the shared list
1948 lock (externalJointRequestsLock)
1949 {
1950 foreach (string jointName in myRequestedJointsToBeDeleted)
1951 {
1952 requestedJointsToBeDeleted.Remove(jointName);
1953 }
1954 }
1955 }
1956
1957 // for pending joints we don't know if their associated bodies exist yet or not.
1958 // the joint is actually created during processing of the taints
1959 private void CreateRequestedJoints()
1960 {
1961 List<PhysicsJoint> myRequestedJointsToBeCreated;
1962 lock (externalJointRequestsLock)
1963 {
1964 // make a local copy of the shared list for processing (threading issues)
1965 myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated);
1966 }
1967
1968 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1969 {
1970 lock (OdeLock)
1971 {
1972 if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null)
1973 {
1974 DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already pending joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
1975 continue;
1976 }
1977 if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null)
1978 {
1979 DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already active joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
1980 continue;
1981 }
1982
1983 InternalAddPendingJoint(joint as OdePhysicsJoint);
1984
1985 if (joint.BodyNames.Count >= 2)
1986 {
1987 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1988 {
1989 string bodyName = joint.BodyNames[iBodyName];
1990 if (bodyName != "NULL")
1991 {
1992 if (!joints_connecting_actor.ContainsKey(bodyName))
1993 {
1994 joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>());
1995 }
1996 joints_connecting_actor[bodyName].Add(joint);
1997 }
1998 }
1999 }
2000 }
2001 }
2002
2003 // remove processed joints from shared list
2004 lock (externalJointRequestsLock)
2005 {
2006 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
2007 {
2008 requestedJointsToBeCreated.Remove(joint);
2009 }
2010 }
2011
2012 }
2013
2014 // public function to add an request for joint creation
2015 // this joint will just be added to a waiting list that is NOT processed during the main
2016 // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
2017
2018 public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
2019 Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
2020
2021 {
2022
2023 OdePhysicsJoint joint = new OdePhysicsJoint();
2024 joint.ObjectNameInScene = objectNameInScene;
2025 joint.Type = jointType;
2026 joint.Position = position;
2027 joint.Rotation = rotation;
2028 joint.RawParams = parms;
2029 joint.BodyNames = new List<string>(bodyNames);
2030 joint.TrackedBodyName = trackedBodyName;
2031 joint.LocalRotation = localRotation;
2032 joint.jointID = IntPtr.Zero;
2033 joint.ErrorMessageCount = 0;
2034
2035 lock (externalJointRequestsLock)
2036 {
2037 if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice
2038 {
2039 requestedJointsToBeCreated.Add(joint);
2040 }
2041 }
2042 return joint;
2043 }
2044
2045 private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
2046 {
2047 //m_log.Debug("RemoveAllJointsConnectedToActor: start");
2048 if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
2049 {
2050
2051 List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>();
2052 //TODO: merge these 2 loops (originally it was needed to avoid altering a list being iterated over, but it is no longer needed due to the joint request queue mechanism)
2053 foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
2054 {
2055 jointsToRemove.Add(j);
2056 }
2057 foreach (PhysicsJoint j in jointsToRemove)
2058 {
2059 //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene);
2060 RequestJointDeletion(j.ObjectNameInScene);
2061 //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene);
2062 j.TrackedBodyName = null; // *IMMEDIATELY* prevent any further movement of this joint (else a deleted actor might cause spurious tracking motion of the joint for a few frames, leading to the joint proxy object disappearing)
2063 }
2064 }
2065 }
2066
2067 public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
2068 {
2069 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start");
2070 lock (OdeLock)
2071 {
2072 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock");
2073 RemoveAllJointsConnectedToActor(actor);
2074 }
2075 }
2076
2077 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2078 public override Vector3 GetJointAnchor(PhysicsJoint joint)
2079 {
2080 Debug.Assert(joint.IsInPhysicsEngine);
2081 d.Vector3 pos = new d.Vector3();
2082
2083 if (!(joint is OdePhysicsJoint))
2084 {
2085 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2086 }
2087 else
2088 {
2089 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2090 switch (odeJoint.Type)
2091 {
2092 case PhysicsJointType.Ball:
2093 d.JointGetBallAnchor(odeJoint.jointID, out pos);
2094 break;
2095 case PhysicsJointType.Hinge:
2096 d.JointGetHingeAnchor(odeJoint.jointID, out pos);
2097 break;
2098 }
2099 }
2100 return new Vector3(pos.X, pos.Y, pos.Z);
2101 }
2102
2103 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2104 // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
2105 // appears to be unreliable. Fortunately we can compute the joint axis ourselves by
2106 // keeping track of the joint's original orientation relative to one of the involved bodies.
2107 public override Vector3 GetJointAxis(PhysicsJoint joint)
2108 {
2109 Debug.Assert(joint.IsInPhysicsEngine);
2110 d.Vector3 axis = new d.Vector3();
2111
2112 if (!(joint is OdePhysicsJoint))
2113 {
2114 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2115 }
2116 else
2117 {
2118 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2119 switch (odeJoint.Type)
2120 {
2121 case PhysicsJointType.Ball:
2122 DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
2123 break;
2124 case PhysicsJointType.Hinge:
2125 d.JointGetHingeAxis(odeJoint.jointID, out axis);
2126 break;
2127 }
2128 }
2129 return new Vector3(axis.X, axis.Y, axis.Z);
2130 }
2131
2132
2133 public void remActivePrim(OdePrim deactivatePrim)
2134 {
2135 lock (_activeprims)
2136 {
2137 _activeprims.Remove(deactivatePrim);
2138 }
2139 }
2140
2141 public override void RemovePrim(PhysicsActor prim)
2142 {
2143 if (prim is OdePrim)
2144 {
2145 lock (OdeLock)
2146 {
2147 OdePrim p = (OdePrim) prim;
2148
2149 p.setPrimForRemoval();
2150 AddPhysicsActorTaint(prim);
2151 //RemovePrimThreadLocked(p);
2152 }
2153 }
2154 }
2155
2156 /// <summary>
2157 /// This is called from within simulate but outside the locked portion
2158 /// We need to do our own locking here
2159 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
2160 ///
2161 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
2162 /// that the space was using.
2163 /// </summary>
2164 /// <param name="prim"></param>
2165 public void RemovePrimThreadLocked(OdePrim prim)
2166 {
2167//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
2168 lock (prim)
2169 {
2170 remCollisionEventReporting(prim);
2171 lock (ode)
2172 {
2173 if (prim.prim_geom != IntPtr.Zero)
2174 {
2175 prim.ResetTaints();
2176
2177 try
2178 {
2179 if (prim._triMeshData != IntPtr.Zero)
2180 {
2181 d.GeomTriMeshDataDestroy(prim._triMeshData);
2182 prim._triMeshData = IntPtr.Zero;
2183 }
2184 }
2185 catch { };
2186
2187 if (prim.IsPhysical)
2188 {
2189 prim.disableBody();
2190 if (prim.childPrim)
2191 {
2192 prim.childPrim = false;
2193 prim.Body = IntPtr.Zero;
2194 prim.m_disabled = true;
2195 prim.IsPhysical = false;
2196 }
2197
2198 }
2199 // we don't want to remove the main space
2200
2201 // If the geometry is in the targetspace, remove it from the target space
2202 //m_log.Warn(prim.m_targetSpace);
2203
2204 //if (prim.m_targetSpace != IntPtr.Zero)
2205 //{
2206 //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
2207 //{
2208
2209 //if (d.GeomIsSpace(prim.m_targetSpace))
2210 //{
2211 //waitForSpaceUnlock(prim.m_targetSpace);
2212 //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
2213 prim.m_targetSpace = IntPtr.Zero;
2214 //}
2215 //else
2216 //{
2217 // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2218 //((OdePrim)prim).m_targetSpace.ToString());
2219 //}
2220
2221 //}
2222 //}
2223 //m_log.Warn(prim.prim_geom);
2224 try
2225 {
2226 if (prim.prim_geom != IntPtr.Zero)
2227 {
2228
2229//string tPA;
2230//geom_name_map.TryGetValue(prim.prim_geom, out tPA);
2231//Console.WriteLine("**** Remove {0}", tPA);
2232 if(geom_name_map.ContainsKey(prim.prim_geom)) geom_name_map.Remove(prim.prim_geom);
2233 if(actor_name_map.ContainsKey(prim.prim_geom)) actor_name_map.Remove(prim.prim_geom);
2234 d.GeomDestroy(prim.prim_geom);
2235 prim.prim_geom = IntPtr.Zero;
2236 }
2237 else
2238 {
2239 m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
2240 }
2241 }
2242 catch (AccessViolationException)
2243 {
2244 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
2245 }
2246 lock (_prims)
2247 _prims.Remove(prim);
2248
2249 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2250 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
2251 //{
2252 //if (prim.m_targetSpace != null)
2253 //{
2254 //if (d.GeomIsSpace(prim.m_targetSpace))
2255 //{
2256 //waitForSpaceUnlock(prim.m_targetSpace);
2257 //d.SpaceRemove(space, prim.m_targetSpace);
2258 // free up memory used by the space.
2259 //d.SpaceDestroy(prim.m_targetSpace);
2260 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
2261 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
2262 //}
2263 //else
2264 //{
2265 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2266 //((OdePrim) prim).m_targetSpace.ToString());
2267 //}
2268 //}
2269 //}
2270
2271 if (SupportsNINJAJoints)
2272 {
2273 RemoveAllJointsConnectedToActorThreadLocked(prim);
2274 }
2275 }
2276 }
2277 }
2278 }
2279
2280 #endregion
2281
2282 #region Space Separation Calculation
2283
2284 /// <summary>
2285 /// Takes a space pointer and zeros out the array we're using to hold the spaces
2286 /// </summary>
2287 /// <param name="pSpace"></param>
2288 public void resetSpaceArrayItemToZero(IntPtr pSpace)
2289 {
2290 for (int x = 0; x < staticPrimspace.GetLength(0); x++)
2291 {
2292 for (int y = 0; y < staticPrimspace.GetLength(1); y++)
2293 {
2294 if (staticPrimspace[x, y] == pSpace)
2295 staticPrimspace[x, y] = IntPtr.Zero;
2296 }
2297 }
2298 }
2299
2300 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
2301 {
2302 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
2303 }
2304
2305 /// <summary>
2306 /// Called when a static prim moves. Allocates a space for the prim based on its position
2307 /// </summary>
2308 /// <param name="geom">the pointer to the geom that moved</param>
2309 /// <param name="pos">the position that the geom moved to</param>
2310 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
2311 /// <returns>a pointer to the new space it's in</returns>
2312 public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
2313 {
2314 // Called from setting the Position and Size of an ODEPrim so
2315 // it's already in locked space.
2316
2317 // we don't want to remove the main space
2318 // we don't need to test physical here because this function should
2319 // never be called if the prim is physical(active)
2320
2321 // All physical prim end up in the root space
2322 //Thread.Sleep(20);
2323 if (currentspace != space)
2324 {
2325 //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
2326 //if (currentspace == IntPtr.Zero)
2327 //{
2328 //int adfadf = 0;
2329 //}
2330 if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
2331 {
2332 if (d.GeomIsSpace(currentspace))
2333 {
2334 waitForSpaceUnlock(currentspace);
2335 d.SpaceRemove(currentspace, geom);
2336 }
2337 else
2338 {
2339 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace +
2340 " Geom:" + geom);
2341 }
2342 }
2343 else
2344 {
2345 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2346 if (sGeomIsIn != IntPtr.Zero)
2347 {
2348 if (d.GeomIsSpace(currentspace))
2349 {
2350 waitForSpaceUnlock(sGeomIsIn);
2351 d.SpaceRemove(sGeomIsIn, geom);
2352 }
2353 else
2354 {
2355 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2356 sGeomIsIn + " Geom:" + geom);
2357 }
2358 }
2359 }
2360
2361 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2362 if (d.SpaceGetNumGeoms(currentspace) == 0)
2363 {
2364 if (currentspace != IntPtr.Zero)
2365 {
2366 if (d.GeomIsSpace(currentspace))
2367 {
2368 waitForSpaceUnlock(currentspace);
2369 waitForSpaceUnlock(space);
2370 d.SpaceRemove(space, currentspace);
2371 // free up memory used by the space.
2372
2373 //d.SpaceDestroy(currentspace);
2374 resetSpaceArrayItemToZero(currentspace);
2375 }
2376 else
2377 {
2378 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2379 currentspace + " Geom:" + geom);
2380 }
2381 }
2382 }
2383 }
2384 else
2385 {
2386 // this is a physical object that got disabled. ;.;
2387 if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
2388 {
2389 if (d.SpaceQuery(currentspace, geom))
2390 {
2391 if (d.GeomIsSpace(currentspace))
2392 {
2393 waitForSpaceUnlock(currentspace);
2394 d.SpaceRemove(currentspace, geom);
2395 }
2396 else
2397 {
2398 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2399 currentspace + " Geom:" + geom);
2400 }
2401 }
2402 else
2403 {
2404 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2405 if (sGeomIsIn != IntPtr.Zero)
2406 {
2407 if (d.GeomIsSpace(sGeomIsIn))
2408 {
2409 waitForSpaceUnlock(sGeomIsIn);
2410 d.SpaceRemove(sGeomIsIn, geom);
2411 }
2412 else
2413 {
2414 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2415 sGeomIsIn + " Geom:" + geom);
2416 }
2417 }
2418 }
2419 }
2420 }
2421
2422 // The routines in the Position and Size sections do the 'inserting' into the space,
2423 // so all we have to do is make sure that the space that we're putting the prim into
2424 // is in the 'main' space.
2425 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
2426 IntPtr newspace = calculateSpaceForGeom(pos);
2427
2428 if (newspace == IntPtr.Zero)
2429 {
2430 newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2431 d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh);
2432 }
2433
2434 return newspace;
2435 }
2436
2437 /// <summary>
2438 /// Creates a new space at X Y
2439 /// </summary>
2440 /// <param name="iprimspaceArrItemX"></param>
2441 /// <param name="iprimspaceArrItemY"></param>
2442 /// <returns>A pointer to the created space</returns>
2443 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
2444 {
2445 // creating a new space for prim and inserting it into main space.
2446 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
2447 d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
2448 waitForSpaceUnlock(space);
2449 d.SpaceSetSublevel(space, 1);
2450 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
2451 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
2452 }
2453
2454 /// <summary>
2455 /// Calculates the space the prim should be in by its position
2456 /// </summary>
2457 /// <param name="pos"></param>
2458 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
2459 public IntPtr calculateSpaceForGeom(Vector3 pos)
2460 {
2461 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
2462 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
2463 return staticPrimspace[xyspace[0], xyspace[1]];
2464 }
2465
2466 /// <summary>
2467 /// Holds the space allocation logic
2468 /// </summary>
2469 /// <param name="pos"></param>
2470 /// <returns>an array item based on the position</returns>
2471 public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
2472 {
2473 int[] returnint = new int[2];
2474
2475 returnint[0] = (int) (pos.X/metersInSpace);
2476
2477 if (returnint[0] > ((int) (259f/metersInSpace)))
2478 returnint[0] = ((int) (259f/metersInSpace));
2479 if (returnint[0] < 0)
2480 returnint[0] = 0;
2481
2482 returnint[1] = (int) (pos.Y/metersInSpace);
2483 if (returnint[1] > ((int) (259f/metersInSpace)))
2484 returnint[1] = ((int) (259f/metersInSpace));
2485 if (returnint[1] < 0)
2486 returnint[1] = 0;
2487
2488 return returnint;
2489 }
2490
2491 #endregion
2492
2493 /// <summary>
2494 /// Routine to figure out if we need to mesh this prim with our mesher
2495 /// </summary>
2496 /// <param name="pbs"></param>
2497 /// <returns></returns>
2498 public bool needsMeshing(PrimitiveBaseShape pbs)
2499 {
2500 // most of this is redundant now as the mesher will return null if it cant mesh a prim
2501 // but we still need to check for sculptie meshing being enabled so this is the most
2502 // convenient place to do it for now...
2503
2504 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
2505 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
2506 int iPropertiesNotSupportedDefault = 0;
2507
2508 if (pbs.SculptEntry && !meshSculptedPrim)
2509 {
2510#if SPAM
2511 m_log.Warn("NonMesh");
2512#endif
2513 return false;
2514 }
2515
2516 // 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
2517 if (!forceSimplePrimMeshing && !pbs.SculptEntry)
2518 {
2519 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
2520 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
2521 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
2522 {
2523
2524 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
2525 && pbs.ProfileHollow == 0
2526 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
2527 && pbs.PathBegin == 0 && pbs.PathEnd == 0
2528 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
2529 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
2530 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
2531 {
2532#if SPAM
2533 m_log.Warn("NonMesh");
2534#endif
2535 return false;
2536 }
2537 }
2538 }
2539
2540 if (forceSimplePrimMeshing)
2541 return true;
2542
2543 if (pbs.ProfileHollow != 0)
2544 iPropertiesNotSupportedDefault++;
2545
2546 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
2547 iPropertiesNotSupportedDefault++;
2548
2549 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
2550 iPropertiesNotSupportedDefault++;
2551
2552 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
2553 iPropertiesNotSupportedDefault++;
2554
2555 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
2556 iPropertiesNotSupportedDefault++;
2557
2558 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
2559 iPropertiesNotSupportedDefault++;
2560
2561 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))
2562 iPropertiesNotSupportedDefault++;
2563
2564 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
2565 iPropertiesNotSupportedDefault++;
2566
2567 // test for torus
2568 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
2569 {
2570 if (pbs.PathCurve == (byte)Extrusion.Curve1)
2571 {
2572 iPropertiesNotSupportedDefault++;
2573 }
2574 }
2575 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
2576 {
2577 if (pbs.PathCurve == (byte)Extrusion.Straight)
2578 {
2579 iPropertiesNotSupportedDefault++;
2580 }
2581
2582 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
2583 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2584 {
2585 iPropertiesNotSupportedDefault++;
2586 }
2587 }
2588 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
2589 {
2590 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
2591 {
2592 iPropertiesNotSupportedDefault++;
2593 }
2594 }
2595 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
2596 {
2597 if (pbs.PathCurve == (byte)Extrusion.Straight)
2598 {
2599 iPropertiesNotSupportedDefault++;
2600 }
2601 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2602 {
2603 iPropertiesNotSupportedDefault++;
2604 }
2605 }
2606
2607 if (pbs.SculptEntry && meshSculptedPrim)
2608 iPropertiesNotSupportedDefault++;
2609
2610 if (iPropertiesNotSupportedDefault == 0)
2611 {
2612#if SPAM
2613 m_log.Warn("NonMesh");
2614#endif
2615 return false;
2616 }
2617#if SPAM
2618 m_log.Debug("Mesh");
2619#endif
2620 return true;
2621 }
2622
2623 /// <summary>
2624 /// Called after our prim properties are set Scale, position etc.
2625 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
2626 /// This assures us that we have no race conditions
2627 /// </summary>
2628 /// <param name="prim"></param>
2629 public override void AddPhysicsActorTaint(PhysicsActor prim)
2630 {
2631
2632 if (prim is OdePrim)
2633 {
2634 OdePrim taintedprim = ((OdePrim) prim);
2635 lock (_taintedPrimLock)
2636 {
2637 if (!(_taintedPrimH.Contains(taintedprim)))
2638 {
2639//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
2640 _taintedPrimH.Add(taintedprim); // HashSet for searching
2641 _taintedPrimL.Add(taintedprim); // List for ordered readout
2642 }
2643 }
2644 return;
2645 }
2646 else if (prim is OdeCharacter)
2647 {
2648 OdeCharacter taintedchar = ((OdeCharacter)prim);
2649 lock (_taintedActors)
2650 {
2651 if (!(_taintedActors.Contains(taintedchar)))
2652 {
2653 _taintedActors.Add(taintedchar);
2654 if (taintedchar.bad)
2655 m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
2656 }
2657 }
2658 }
2659 }
2660
2661 /// <summary>
2662 /// This is our main simulate loop
2663 /// It's thread locked by a Mutex in the scene.
2664 /// It holds Collisions, it instructs ODE to step through the physical reactions
2665 /// It moves the objects around in memory
2666 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
2667 /// </summary>
2668 /// <param name="timeStep"></param>
2669 /// <returns></returns>
2670 public override float Simulate(float timeStep)
2671 {
2672 if (framecount >= int.MaxValue)
2673 framecount = 0;
2674 //if (m_worldOffset != Vector3.Zero)
2675 // return 0;
2676
2677 framecount++;
2678
2679 DateTime now = DateTime.UtcNow;
2680 TimeSpan SinceLastFrame = now - m_lastframe;
2681 m_lastframe = now;
2682 float realtime = (float)SinceLastFrame.TotalSeconds;
2683// Console.WriteLine("ts={0} rt={1}", timeStep, realtime);
2684 timeStep = realtime;
2685
2686 // float fps = 1.0f / realtime;
2687 float fps = 0.0f; // number of ODE steps in this Simulate step
2688 //m_log.Info(timeStep.ToString());
2689 step_time += timeStep;
2690
2691 // If We're loaded down by something else,
2692 // or debugging with the Visual Studio project on pause
2693 // skip a few frames to catch up gracefully.
2694 // without shooting the physicsactors all over the place
2695
2696 if (step_time >= m_SkipFramesAtms)
2697 {
2698 // Instead of trying to catch up, it'll do 5 physics frames only
2699 step_time = ODE_STEPSIZE;
2700 m_physicsiterations = 5;
2701 }
2702 else
2703 {
2704 m_physicsiterations = 10;
2705 }
2706
2707 if (SupportsNINJAJoints)
2708 {
2709 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2710 CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2711 }
2712
2713 lock (OdeLock)
2714 {
2715 // Process 10 frames if the sim is running normal..
2716 // process 5 frames if the sim is running slow
2717 //try
2718 //{
2719 //d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
2720 //}
2721 //catch (StackOverflowException)
2722 //{
2723 // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
2724 // ode.drelease(world);
2725 //base.TriggerPhysicsBasedRestart();
2726 //}
2727
2728 int i = 0;
2729
2730 // Figure out the Frames Per Second we're going at.
2731 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2732
2733 // fps = (step_time / ODE_STEPSIZE) * 1000;
2734 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
2735 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
2736
2737 // step_time = 0.09375f;
2738
2739 while (step_time > 0.0f)
2740 {
2741 //lock (ode)
2742 //{
2743 //if (!ode.lockquery())
2744 //{
2745 // ode.dlock(world);
2746 try
2747 {
2748 // Insert, remove Characters
2749 bool processedtaints = false;
2750
2751 lock (_taintedActors)
2752 {
2753 if (_taintedActors.Count > 0)
2754 {
2755 foreach (OdeCharacter character in _taintedActors)
2756 {
2757
2758 character.ProcessTaints(ODE_STEPSIZE);
2759
2760 processedtaints = true;
2761 //character.m_collisionscore = 0;
2762 }
2763
2764 if (processedtaints)
2765 _taintedActors.Clear();
2766 }
2767 } // end lock _taintedActors
2768
2769 // Modify other objects in the scene.
2770 processedtaints = false;
2771
2772 lock (_taintedPrimLock)
2773 {
2774 foreach (OdePrim prim in _taintedPrimL)
2775 {
2776 if (prim.m_taintremove)
2777 {
2778 //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
2779 RemovePrimThreadLocked(prim);
2780 }
2781 else
2782 {
2783 //Console.WriteLine("Simulate calls ProcessTaints");
2784 prim.ProcessTaints(ODE_STEPSIZE);
2785 }
2786 processedtaints = true;
2787 prim.m_collisionscore = 0;
2788
2789 // This loop can block up the Heartbeat for a very long time on large regions.
2790 // We need to let the Watchdog know that the Heartbeat is not dead
2791 // NOTE: This is currently commented out, but if things like OAR loading are
2792 // timing the heartbeat out we will need to uncomment it
2793 //Watchdog.UpdateThread();
2794 }
2795
2796 if (SupportsNINJAJoints)
2797 {
2798 // Create pending joints, if possible
2799
2800 // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
2801 // a joint requires specifying the body id of both involved bodies
2802 if (pendingJoints.Count > 0)
2803 {
2804 List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
2805 //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
2806 foreach (PhysicsJoint joint in pendingJoints)
2807 {
2808 //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
2809 string[] jointParams = joint.RawParams.Split(" ".ToCharArray(),
2810 System.StringSplitOptions.RemoveEmptyEntries);
2811 List<IntPtr> jointBodies = new List<IntPtr>();
2812 bool allJointBodiesAreReady = true;
2813 foreach (string jointParam in jointParams)
2814 {
2815 if (jointParam == "NULL")
2816 {
2817 //DoJointErrorMessage(joint, "attaching NULL joint to world");
2818 jointBodies.Add(IntPtr.Zero);
2819 }
2820 else
2821 {
2822 //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
2823 bool foundPrim = false;
2824 lock (_prims)
2825 {
2826 foreach (OdePrim prim in _prims) // FIXME: inefficient
2827 {
2828 if (prim.SOPName == jointParam)
2829 {
2830 //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
2831 if (prim.IsPhysical && prim.Body != IntPtr.Zero)
2832 {
2833 jointBodies.Add(prim.Body);
2834 foundPrim = true;
2835 break;
2836 }
2837 else
2838 {
2839 DoJointErrorMessage(joint, "prim name " + jointParam +
2840 " exists but is not (yet) physical; deferring joint creation. " +
2841 "IsPhysical property is " + prim.IsPhysical +
2842 " and body is " + prim.Body);
2843 foundPrim = false;
2844 break;
2845 }
2846 }
2847 }
2848 }
2849 if (foundPrim)
2850 {
2851 // all is fine
2852 }
2853 else
2854 {
2855 allJointBodiesAreReady = false;
2856 break;
2857 }
2858 }
2859 }
2860 if (allJointBodiesAreReady)
2861 {
2862 //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
2863 if (jointBodies[0] == jointBodies[1])
2864 {
2865 DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
2866 }
2867 else
2868 {
2869 switch (joint.Type)
2870 {
2871 case PhysicsJointType.Ball:
2872 {
2873 IntPtr odeJoint;
2874 //DoJointErrorMessage(joint, "ODE creating ball joint ");
2875 odeJoint = d.JointCreateBall(world, IntPtr.Zero);
2876 //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2877 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2878 //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
2879 d.JointSetBallAnchor(odeJoint,
2880 joint.Position.X,
2881 joint.Position.Y,
2882 joint.Position.Z);
2883 //DoJointErrorMessage(joint, "ODE joint setting OK");
2884 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
2885 //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
2886 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
2887 //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
2888
2889 if (joint is OdePhysicsJoint)
2890 {
2891 ((OdePhysicsJoint)joint).jointID = odeJoint;
2892 }
2893 else
2894 {
2895 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2896 }
2897 }
2898 break;
2899 case PhysicsJointType.Hinge:
2900 {
2901 IntPtr odeJoint;
2902 //DoJointErrorMessage(joint, "ODE creating hinge joint ");
2903 odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
2904 //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2905 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2906 //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
2907 d.JointSetHingeAnchor(odeJoint,
2908 joint.Position.X,
2909 joint.Position.Y,
2910 joint.Position.Z);
2911 // We use the orientation of the x-axis of the joint's coordinate frame
2912 // as the axis for the hinge.
2913
2914 // Therefore, we must get the joint's coordinate frame based on the
2915 // joint.Rotation field, which originates from the orientation of the
2916 // joint's proxy object in the scene.
2917
2918 // The joint's coordinate frame is defined as the transformation matrix
2919 // that converts a vector from joint-local coordinates into world coordinates.
2920 // World coordinates are defined as the XYZ coordinate system of the sim,
2921 // as shown in the top status-bar of the viewer.
2922
2923 // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
2924 // and use that as the hinge axis.
2925
2926 //joint.Rotation.Normalize();
2927 Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
2928
2929 // Now extract the X axis of the joint's coordinate frame.
2930
2931 // Do not try to use proxyFrame.AtAxis or you will become mired in the
2932 // tar pit of transposed, inverted, and generally messed-up orientations.
2933 // (In other words, Matrix4.AtAxis() is borked.)
2934 // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
2935
2936 // Instead, compute the X axis of the coordinate frame by transforming
2937 // the (1,0,0) vector. At least that works.
2938
2939 //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
2940 Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
2941 //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
2942 //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
2943 d.JointSetHingeAxis(odeJoint,
2944 jointAxis.X,
2945 jointAxis.Y,
2946 jointAxis.Z);
2947 //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
2948 if (joint is OdePhysicsJoint)
2949 {
2950 ((OdePhysicsJoint)joint).jointID = odeJoint;
2951 }
2952 else
2953 {
2954 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2955 }
2956 }
2957 break;
2958 }
2959 successfullyProcessedPendingJoints.Add(joint);
2960 }
2961 }
2962 else
2963 {
2964 DoJointErrorMessage(joint, "joint could not yet be created; still pending");
2965 }
2966 }
2967 foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
2968 {
2969 //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
2970 //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
2971 InternalRemovePendingJoint(successfullyProcessedJoint);
2972 //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
2973 InternalAddActiveJoint(successfullyProcessedJoint);
2974 //DoJointErrorMessage(successfullyProcessedJoint, "done");
2975 }
2976 }
2977 } // end SupportsNINJAJoints
2978
2979 if (processedtaints)
2980//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
2981 _taintedPrimH.Clear(); // ??? if this only ???
2982 _taintedPrimL.Clear();
2983 } // end lock _taintedPrimLock
2984
2985 // Move characters
2986 lock (_characters)
2987 {
2988 List<OdeCharacter> defects = new List<OdeCharacter>();
2989 foreach (OdeCharacter actor in _characters)
2990 {
2991 if (actor != null)
2992 actor.Move(ODE_STEPSIZE, defects);
2993 }
2994 if (0 != defects.Count)
2995 {
2996 foreach (OdeCharacter defect in defects)
2997 {
2998 RemoveCharacter(defect);
2999 }
3000 }
3001 } // end lock _characters
3002
3003 // Move other active objects
3004 lock (_activeprims)
3005 {
3006 foreach (OdePrim prim in _activeprims)
3007 {
3008 prim.m_collisionscore = 0;
3009 prim.Move(ODE_STEPSIZE);
3010 }
3011 } // end lock _activeprims
3012
3013 //if ((framecount % m_randomizeWater) == 0)
3014 // randomizeWater(waterlevel);
3015
3016 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
3017 m_rayCastManager.ProcessQueuedRequests();
3018
3019 collision_optimized(ODE_STEPSIZE);
3020
3021 lock (_collisionEventPrim)
3022 {
3023 foreach (PhysicsActor obj in _collisionEventPrim)
3024 {
3025 if (obj == null)
3026 continue;
3027
3028 switch ((ActorTypes)obj.PhysicsActorType)
3029 {
3030 case ActorTypes.Agent:
3031 OdeCharacter cobj = (OdeCharacter)obj;
3032 cobj.AddCollisionFrameTime(100);
3033 cobj.SendCollisions();
3034 break;
3035 case ActorTypes.Prim:
3036 OdePrim pobj = (OdePrim)obj;
3037 pobj.SendCollisions();
3038 break;
3039 }
3040 }
3041 } // end lock _collisionEventPrim
3042
3043 //if (m_global_contactcount > 5)
3044 //{
3045 // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
3046 //}
3047
3048 m_global_contactcount = 0;
3049
3050 d.WorldQuickStep(world, ODE_STEPSIZE);
3051 d.JointGroupEmpty(contactgroup);
3052 fps++;
3053 //ode.dunlock(world);
3054 } // end try
3055 catch (Exception e)
3056 {
3057 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3058 ode.dunlock(world);
3059 }
3060
3061 step_time -= ODE_STEPSIZE;
3062 i++;
3063 //}
3064 //else
3065 //{
3066 //fps = 0;
3067 //}
3068 //}
3069 } // end while (step_time > 0.0f)
3070
3071 lock (_characters)
3072 {
3073 foreach (OdeCharacter actor in _characters)
3074 {
3075 if (actor != null)
3076 {
3077 if (actor.bad)
3078 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
3079 actor.UpdatePositionAndVelocity();
3080 }
3081 }
3082 }
3083
3084 lock (_badCharacter)
3085 {
3086 if (_badCharacter.Count > 0)
3087 {
3088 foreach (OdeCharacter chr in _badCharacter)
3089 {
3090 RemoveCharacter(chr);
3091 }
3092 _badCharacter.Clear();
3093 }
3094 }
3095
3096 lock (_activeprims)
3097 {
3098 //if (timeStep < 0.2f)
3099 {
3100 foreach (OdePrim actor in _activeprims)
3101 {
3102 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
3103 {
3104 actor.UpdatePositionAndVelocity();
3105
3106 if (SupportsNINJAJoints)
3107 {
3108 // If an actor moved, move its joint proxy objects as well.
3109 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
3110 // for this purpose but it is never called! So we just do the joint
3111 // movement code here.
3112
3113 if (actor.SOPName != null &&
3114 joints_connecting_actor.ContainsKey(actor.SOPName) &&
3115 joints_connecting_actor[actor.SOPName] != null &&
3116 joints_connecting_actor[actor.SOPName].Count > 0)
3117 {
3118 foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
3119 {
3120 if (affectedJoint.IsInPhysicsEngine)
3121 {
3122 DoJointMoved(affectedJoint);
3123 }
3124 else
3125 {
3126 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);
3127 }
3128 }
3129 }
3130 }
3131 }
3132 }
3133 }
3134 } // end lock _activeprims
3135
3136 //DumpJointInfo();
3137
3138 // Finished with all sim stepping. If requested, dump world state to file for debugging.
3139 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
3140 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
3141 if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0))
3142 {
3143 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
3144 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
3145
3146 if (physics_logging_append_existing_logfile)
3147 {
3148 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
3149 TextWriter fwriter = File.AppendText(fname);
3150 fwriter.WriteLine(header);
3151 fwriter.Close();
3152 }
3153 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3154 }
3155 } // end lock OdeLock
3156
3157 return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter!
3158 } // end Simulate
3159
3160 public override void GetResults()
3161 {
3162 }
3163
3164 public override bool IsThreaded
3165 {
3166 // for now we won't be multithreaded
3167 get { return (false); }
3168 }
3169
3170 #region ODE Specific Terrain Fixes
3171 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3172 {
3173 float[] returnarr = new float[262144];
3174 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3175
3176 // Filling out the array into its multi-dimensional components
3177 for (int y = 0; y < WorldExtents.Y; y++)
3178 {
3179 for (int x = 0; x < WorldExtents.X; x++)
3180 {
3181 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3182 }
3183 }
3184
3185 // Resize using Nearest Neighbour
3186
3187 // This particular way is quick but it only works on a multiple of the original
3188
3189 // The idea behind this method can be described with the following diagrams
3190 // second pass and third pass happen in the same loop really.. just separated
3191 // them to show what this does.
3192
3193 // First Pass
3194 // ResultArr:
3195 // 1,1,1,1,1,1
3196 // 1,1,1,1,1,1
3197 // 1,1,1,1,1,1
3198 // 1,1,1,1,1,1
3199 // 1,1,1,1,1,1
3200 // 1,1,1,1,1,1
3201
3202 // Second Pass
3203 // ResultArr2:
3204 // 1,,1,,1,,1,,1,,1,
3205 // ,,,,,,,,,,
3206 // 1,,1,,1,,1,,1,,1,
3207 // ,,,,,,,,,,
3208 // 1,,1,,1,,1,,1,,1,
3209 // ,,,,,,,,,,
3210 // 1,,1,,1,,1,,1,,1,
3211 // ,,,,,,,,,,
3212 // 1,,1,,1,,1,,1,,1,
3213 // ,,,,,,,,,,
3214 // 1,,1,,1,,1,,1,,1,
3215
3216 // Third pass fills in the blanks
3217 // ResultArr2:
3218 // 1,1,1,1,1,1,1,1,1,1,1,1
3219 // 1,1,1,1,1,1,1,1,1,1,1,1
3220 // 1,1,1,1,1,1,1,1,1,1,1,1
3221 // 1,1,1,1,1,1,1,1,1,1,1,1
3222 // 1,1,1,1,1,1,1,1,1,1,1,1
3223 // 1,1,1,1,1,1,1,1,1,1,1,1
3224 // 1,1,1,1,1,1,1,1,1,1,1,1
3225 // 1,1,1,1,1,1,1,1,1,1,1,1
3226 // 1,1,1,1,1,1,1,1,1,1,1,1
3227 // 1,1,1,1,1,1,1,1,1,1,1,1
3228 // 1,1,1,1,1,1,1,1,1,1,1,1
3229
3230 // X,Y = .
3231 // X+1,y = ^
3232 // X,Y+1 = *
3233 // X+1,Y+1 = #
3234
3235 // Filling in like this;
3236 // .*
3237 // ^#
3238 // 1st .
3239 // 2nd *
3240 // 3rd ^
3241 // 4th #
3242 // on single loop.
3243
3244 float[,] resultarr2 = new float[512, 512];
3245 for (int y = 0; y < WorldExtents.Y; y++)
3246 {
3247 for (int x = 0; x < WorldExtents.X; x++)
3248 {
3249 resultarr2[y * 2, x * 2] = resultarr[y, x];
3250
3251 if (y < WorldExtents.Y)
3252 {
3253 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3254 }
3255 if (x < WorldExtents.X)
3256 {
3257 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3258 }
3259 if (x < WorldExtents.X && y < WorldExtents.Y)
3260 {
3261 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3262 }
3263 }
3264 }
3265
3266 //Flatten out the array
3267 int i = 0;
3268 for (int y = 0; y < 512; y++)
3269 {
3270 for (int x = 0; x < 512; x++)
3271 {
3272 if (resultarr2[y, x] <= 0)
3273 returnarr[i] = 0.0000001f;
3274 else
3275 returnarr[i] = resultarr2[y, x];
3276
3277 i++;
3278 }
3279 }
3280
3281 return returnarr;
3282 }
3283
3284 public float[] ResizeTerrain512Interpolation(float[] heightMap)
3285 {
3286 float[] returnarr = new float[262144];
3287 float[,] resultarr = new float[512,512];
3288
3289 // Filling out the array into its multi-dimensional components
3290 for (int y = 0; y < 256; y++)
3291 {
3292 for (int x = 0; x < 256; x++)
3293 {
3294 resultarr[y, x] = heightMap[y * 256 + x];
3295 }
3296 }
3297
3298 // Resize using interpolation
3299
3300 // This particular way is quick but it only works on a multiple of the original
3301
3302 // The idea behind this method can be described with the following diagrams
3303 // second pass and third pass happen in the same loop really.. just separated
3304 // them to show what this does.
3305
3306 // First Pass
3307 // ResultArr:
3308 // 1,1,1,1,1,1
3309 // 1,1,1,1,1,1
3310 // 1,1,1,1,1,1
3311 // 1,1,1,1,1,1
3312 // 1,1,1,1,1,1
3313 // 1,1,1,1,1,1
3314
3315 // Second Pass
3316 // ResultArr2:
3317 // 1,,1,,1,,1,,1,,1,
3318 // ,,,,,,,,,,
3319 // 1,,1,,1,,1,,1,,1,
3320 // ,,,,,,,,,,
3321 // 1,,1,,1,,1,,1,,1,
3322 // ,,,,,,,,,,
3323 // 1,,1,,1,,1,,1,,1,
3324 // ,,,,,,,,,,
3325 // 1,,1,,1,,1,,1,,1,
3326 // ,,,,,,,,,,
3327 // 1,,1,,1,,1,,1,,1,
3328
3329 // Third pass fills in the blanks
3330 // ResultArr2:
3331 // 1,1,1,1,1,1,1,1,1,1,1,1
3332 // 1,1,1,1,1,1,1,1,1,1,1,1
3333 // 1,1,1,1,1,1,1,1,1,1,1,1
3334 // 1,1,1,1,1,1,1,1,1,1,1,1
3335 // 1,1,1,1,1,1,1,1,1,1,1,1
3336 // 1,1,1,1,1,1,1,1,1,1,1,1
3337 // 1,1,1,1,1,1,1,1,1,1,1,1
3338 // 1,1,1,1,1,1,1,1,1,1,1,1
3339 // 1,1,1,1,1,1,1,1,1,1,1,1
3340 // 1,1,1,1,1,1,1,1,1,1,1,1
3341 // 1,1,1,1,1,1,1,1,1,1,1,1
3342
3343 // X,Y = .
3344 // X+1,y = ^
3345 // X,Y+1 = *
3346 // X+1,Y+1 = #
3347
3348 // Filling in like this;
3349 // .*
3350 // ^#
3351 // 1st .
3352 // 2nd *
3353 // 3rd ^
3354 // 4th #
3355 // on single loop.
3356
3357 float[,] resultarr2 = new float[512,512];
3358 for (int y = 0; y < (int)Constants.RegionSize; y++)
3359 {
3360 for (int x = 0; x < (int)Constants.RegionSize; x++)
3361 {
3362 resultarr2[y*2, x*2] = resultarr[y, x];
3363
3364 if (y < (int)Constants.RegionSize)
3365 {
3366 if (y + 1 < (int)Constants.RegionSize)
3367 {
3368 if (x + 1 < (int)Constants.RegionSize)
3369 {
3370 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
3371 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3372 }
3373 else
3374 {
3375 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3376 }
3377 }
3378 else
3379 {
3380 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3381 }
3382 }
3383 if (x < (int)Constants.RegionSize)
3384 {
3385 if (x + 1 < (int)Constants.RegionSize)
3386 {
3387 if (y + 1 < (int)Constants.RegionSize)
3388 {
3389 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3390 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3391 }
3392 else
3393 {
3394 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3395 }
3396 }
3397 else
3398 {
3399 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3400 }
3401 }
3402 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3403 {
3404 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3405 {
3406 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3407 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3408 }
3409 else
3410 {
3411 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
3412 }
3413 }
3414 }
3415 }
3416 //Flatten out the array
3417 int i = 0;
3418 for (int y = 0; y < 512; y++)
3419 {
3420 for (int x = 0; x < 512; x++)
3421 {
3422 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3423 {
3424 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
3425 resultarr2[y, x] = 0;
3426 }
3427 returnarr[i] = resultarr2[y, x];
3428 i++;
3429 }
3430 }
3431
3432 return returnarr;
3433 }
3434
3435 #endregion
3436
3437 public override void SetTerrain(float[] heightMap)
3438 {
3439 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
3440 {
3441 if (m_parentScene is OdeScene)
3442 {
3443 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
3444 }
3445 }
3446 else
3447 {
3448 SetTerrain(heightMap, m_worldOffset);
3449 }
3450 }
3451
3452 public void SetTerrain(float[] heightMap, Vector3 pOffset)
3453 {
3454
3455 int regionsize = (int) Constants.RegionSize; // visible region size eg. 256(M)
3456
3457 int heightmapWidth = regionsize + 2; // ODE map size 257 x 257 (Meters) (1 extra
3458 int heightmapHeight = regionsize + 2;
3459
3460 int heightmapWidthSamples = (int)regionsize + 2; // Sample file size, 258 x 258 samples
3461 int heightmapHeightSamples = (int)regionsize + 2;
3462
3463 // Array of height samples for ODE
3464 float[] _heightmap;
3465 _heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 258 x 258
3466
3467 // Other ODE parameters
3468 const float scale = 1.0f;
3469 const float offset = 0.0f;
3470 const float thickness = 2.0f; // Was 0.2f, Larger appears to prevent Av fall-through
3471 const int wrap = 0;
3472
3473 float hfmin = 2000f;
3474 float hfmax = -2000f;
3475 float minele = 0.0f; // Dont allow -ve heights
3476
3477 int x = 0;
3478 int y = 0;
3479 int xx = 0;
3480 int yy = 0;
3481
3482 // load the height samples array from the heightMap
3483 for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257
3484 {
3485 for ( y = 0; y < heightmapHeightSamples; y++) // 0 to 257
3486 {
3487 xx = x - 1;
3488 if (xx < 0) xx = 0;
3489 if (xx > (regionsize - 1)) xx = regionsize - 1;
3490
3491 yy = y - 1;
3492 if (yy < 0) yy = 0;
3493 if (yy > (regionsize - 1)) yy = regionsize - 1;
3494 // Input xx = 0 0 1 2 ..... 254 255 255 256 total in
3495 // Output x = 0 1 2 3 ..... 255 256 257 258 total out
3496 float val= heightMap[(yy * regionsize) + xx]; // input from heightMap, <0-255 * 256> <0-255>
3497 if (val < minele) val = minele;
3498 _heightmap[x * (regionsize + 2) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257>
3499 hfmin = (val < hfmin) ? val : hfmin;
3500 hfmax = (val > hfmax) ? val : hfmax;
3501 }
3502 }
3503
3504 lock (OdeLock)
3505 {
3506 IntPtr GroundGeom = IntPtr.Zero;
3507 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
3508 {
3509 RegionTerrain.Remove(pOffset);
3510 if (GroundGeom != IntPtr.Zero)
3511 {
3512 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
3513 {
3514 TerrainHeightFieldHeights.Remove(GroundGeom);
3515 }
3516 d.SpaceRemove(space, GroundGeom);
3517 d.GeomDestroy(GroundGeom);
3518 }
3519 }
3520 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3521 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
3522 heightmapWidth, heightmapHeight, (int)heightmapWidthSamples,
3523 (int)heightmapHeightSamples, scale, offset, thickness, wrap);
3524 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
3525 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
3526 if (GroundGeom != IntPtr.Zero)
3527 {
3528 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
3529 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
3530 }
3531 geom_name_map[GroundGeom] = "Terrain";
3532
3533 d.Matrix3 R = new d.Matrix3();
3534
3535 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3536 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3537 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3538
3539 q1 = q1 * q2;
3540 //q1 = q1 * q3;
3541 Vector3 v3;
3542 float angle;
3543 q1.GetAxisAngle(out v3, out angle);
3544
3545 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3546 d.GeomSetRotation(GroundGeom, ref R);
3547 d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)) - 0.5f, (pOffset.Y + (regionsize * 0.5f)) - 0.5f, 0);
3548 IntPtr testGround = IntPtr.Zero;
3549 if (RegionTerrain.TryGetValue(pOffset, out testGround))
3550 {
3551 RegionTerrain.Remove(pOffset);
3552 }
3553 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
3554 TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
3555 }
3556 }
3557
3558 public override void DeleteTerrain()
3559 {
3560 }
3561
3562 public float GetWaterLevel()
3563 {
3564 return waterlevel;
3565 }
3566
3567 public override bool SupportsCombining()
3568 {
3569 return true;
3570 }
3571
3572 public override void UnCombine(PhysicsScene pScene)
3573 {
3574 IntPtr localGround = IntPtr.Zero;
3575// float[] localHeightfield;
3576 bool proceed = false;
3577 List<IntPtr> geomDestroyList = new List<IntPtr>();
3578
3579 lock (OdeLock)
3580 {
3581 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
3582 {
3583 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
3584 {
3585 if (geom == localGround)
3586 {
3587// localHeightfield = TerrainHeightFieldHeights[geom];
3588 proceed = true;
3589 }
3590 else
3591 {
3592 geomDestroyList.Add(geom);
3593 }
3594 }
3595
3596 if (proceed)
3597 {
3598 m_worldOffset = Vector3.Zero;
3599 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
3600 m_parentScene = null;
3601
3602 foreach (IntPtr g in geomDestroyList)
3603 {
3604 // removingHeightField needs to be done or the garbage collector will
3605 // collect the terrain data before we tell ODE to destroy it causing
3606 // memory corruption
3607 if (TerrainHeightFieldHeights.ContainsKey(g))
3608 {
3609// float[] removingHeightField = TerrainHeightFieldHeights[g];
3610 TerrainHeightFieldHeights.Remove(g);
3611
3612 if (RegionTerrain.ContainsKey(g))
3613 {
3614 RegionTerrain.Remove(g);
3615 }
3616
3617 d.GeomDestroy(g);
3618 //removingHeightField = new float[0];
3619 }
3620 }
3621
3622 }
3623 else
3624 {
3625 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
3626
3627 }
3628 }
3629 }
3630 }
3631
3632 public override void SetWaterLevel(float baseheight)
3633 {
3634 waterlevel = baseheight;
3635 randomizeWater(waterlevel);
3636 }
3637
3638 public void randomizeWater(float baseheight)
3639 {
3640 const uint heightmapWidth = m_regionWidth + 2;
3641 const uint heightmapHeight = m_regionHeight + 2;
3642 const uint heightmapWidthSamples = m_regionWidth + 2;
3643 const uint heightmapHeightSamples = m_regionHeight + 2;
3644 const float scale = 1.0f;
3645 const float offset = 0.0f;
3646 const float thickness = 2.9f;
3647 const int wrap = 0;
3648
3649 for (int i = 0; i < (258 * 258); i++)
3650 {
3651 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
3652 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
3653 }
3654
3655 lock (OdeLock)
3656 {
3657 if (WaterGeom != IntPtr.Zero)
3658 {
3659 d.SpaceRemove(space, WaterGeom);
3660 }
3661 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3662 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
3663 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
3664 offset, thickness, wrap);
3665 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
3666 WaterGeom = d.CreateHeightfield(space, HeightmapData, 1);
3667 if (WaterGeom != IntPtr.Zero)
3668 {
3669 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
3670 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
3671
3672 }
3673 geom_name_map[WaterGeom] = "Water";
3674
3675 d.Matrix3 R = new d.Matrix3();
3676
3677 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3678 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3679 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3680
3681 q1 = q1 * q2;
3682 //q1 = q1 * q3;
3683 Vector3 v3;
3684 float angle;
3685 q1.GetAxisAngle(out v3, out angle);
3686
3687 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3688 d.GeomSetRotation(WaterGeom, ref R);
3689 d.GeomSetPosition(WaterGeom, 128, 128, 0);
3690
3691 }
3692
3693 }
3694
3695 public override void Dispose()
3696 {
3697 m_rayCastManager.Dispose();
3698 m_rayCastManager = null;
3699
3700 lock (OdeLock)
3701 {
3702 lock (_prims)
3703 {
3704 foreach (OdePrim prm in _prims)
3705 {
3706 RemovePrim(prm);
3707 }
3708 }
3709
3710 //foreach (OdeCharacter act in _characters)
3711 //{
3712 //RemoveAvatar(act);
3713 //}
3714 d.WorldDestroy(world);
3715 //d.CloseODE();
3716 }
3717 }
3718 public override Dictionary<uint, float> GetTopColliders()
3719 {
3720 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
3721 int cnt = 0;
3722 lock (_prims)
3723 {
3724 foreach (OdePrim prm in _prims)
3725 {
3726 if (prm.CollisionScore > 0)
3727 {
3728 returncolliders.Add(prm.m_localID, prm.CollisionScore);
3729 cnt++;
3730 prm.CollisionScore = 0f;
3731 if (cnt > 25)
3732 {
3733 break;
3734 }
3735 }
3736 }
3737 }
3738 return returncolliders;
3739 }
3740
3741 public override bool SupportsRayCast()
3742 {
3743 return true;
3744 }
3745
3746 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
3747 {
3748 if (retMethod != null)
3749 {
3750 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
3751 }
3752 }
3753
3754#if USE_DRAWSTUFF
3755 // Keyboard callback
3756 public void command(int cmd)
3757 {
3758 IntPtr geom;
3759 d.Mass mass;
3760 d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);
3761
3762
3763
3764 Char ch = Char.ToLower((Char)cmd);
3765 switch ((Char)ch)
3766 {
3767 case 'w':
3768 try
3769 {
3770 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));
3771
3772 xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
3773 ds.SetViewpoint(ref xyz, ref hpr);
3774 }
3775 catch (ArgumentException)
3776 { hpr.X = 0; }
3777 break;
3778
3779 case 'a':
3780 hpr.X++;
3781 ds.SetViewpoint(ref xyz, ref hpr);
3782 break;
3783
3784 case 's':
3785 try
3786 {
3787 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));
3788
3789 xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
3790 ds.SetViewpoint(ref xyz, ref hpr);
3791 }
3792 catch (ArgumentException)
3793 { hpr.X = 0; }
3794 break;
3795 case 'd':
3796 hpr.X--;
3797 ds.SetViewpoint(ref xyz, ref hpr);
3798 break;
3799 case 'r':
3800 xyz.Z++;
3801 ds.SetViewpoint(ref xyz, ref hpr);
3802 break;
3803 case 'f':
3804 xyz.Z--;
3805 ds.SetViewpoint(ref xyz, ref hpr);
3806 break;
3807 case 'e':
3808 xyz.Y++;
3809 ds.SetViewpoint(ref xyz, ref hpr);
3810 break;
3811 case 'q':
3812 xyz.Y--;
3813 ds.SetViewpoint(ref xyz, ref hpr);
3814 break;
3815 }
3816 }
3817
3818 public void step(int pause)
3819 {
3820
3821 ds.SetColor(1.0f, 1.0f, 0.0f);
3822 ds.SetTexture(ds.Texture.Wood);
3823 lock (_prims)
3824 {
3825 foreach (OdePrim prm in _prims)
3826 {
3827 //IntPtr body = d.GeomGetBody(prm.prim_geom);
3828 if (prm.prim_geom != IntPtr.Zero)
3829 {
3830 d.Vector3 pos;
3831 d.GeomCopyPosition(prm.prim_geom, out pos);
3832 //d.BodyCopyPosition(body, out pos);
3833
3834 d.Matrix3 R;
3835 d.GeomCopyRotation(prm.prim_geom, out R);
3836 //d.BodyCopyRotation(body, out R);
3837
3838
3839 d.Vector3 sides = new d.Vector3();
3840 sides.X = prm.Size.X;
3841 sides.Y = prm.Size.Y;
3842 sides.Z = prm.Size.Z;
3843
3844 ds.DrawBox(ref pos, ref R, ref sides);
3845 }
3846 }
3847 }
3848 ds.SetColor(1.0f, 0.0f, 0.0f);
3849 lock (_characters)
3850 {
3851 foreach (OdeCharacter chr in _characters)
3852 {
3853 if (chr.Shell != IntPtr.Zero)
3854 {
3855 IntPtr body = d.GeomGetBody(chr.Shell);
3856
3857 d.Vector3 pos;
3858 d.GeomCopyPosition(chr.Shell, out pos);
3859 //d.BodyCopyPosition(body, out pos);
3860
3861 d.Matrix3 R;
3862 d.GeomCopyRotation(chr.Shell, out R);
3863 //d.BodyCopyRotation(body, out R);
3864
3865 ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
3866 d.Vector3 sides = new d.Vector3();
3867 sides.X = 0.5f;
3868 sides.Y = 0.5f;
3869 sides.Z = 0.5f;
3870
3871 ds.DrawBox(ref pos, ref R, ref sides);
3872 }
3873 }
3874 }
3875 }
3876
3877 public void start(int unused)
3878 {
3879 ds.SetViewpoint(ref xyz, ref hpr);
3880 }
3881#endif
3882 }
3883}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs b/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs
new file mode 100644
index 0000000..e7e7bb3
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs
@@ -0,0 +1,353 @@
1/* Ubit 2012
2 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
3 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
4 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
5 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
6 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
7 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
8 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
9 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
10 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
11 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
12*/
13
14// no endian conversion. So can't be use to pass information around diferent cpus with diferent endian
15
16using System;
17using System.IO;
18using OpenMetaverse;
19
20namespace OpenSim.Region.Physics.OdePlugin
21{
22
23 unsafe public class wstreamer
24 {
25 byte[] buf;
26 int index;
27 byte* src;
28
29 public wstreamer()
30 {
31 buf = new byte[1024];
32 index = 0;
33 }
34 public wstreamer(int size)
35 {
36 buf = new byte[size];
37 index = 0;
38 }
39
40 public byte[] close()
41 {
42 byte[] data = new byte[index];
43 Buffer.BlockCopy(buf, 0, data, 0, index);
44 return data;
45 }
46
47 public void Seek(int pos)
48 {
49 index = pos;
50 }
51
52 public void Seekrel(int pos)
53 {
54 index += pos;
55 }
56
57 public void Wbyte(byte value)
58 {
59 buf[index++] = value;
60 }
61 public void Wshort(short value)
62 {
63 src = (byte*)&value;
64 buf[index++] = *src++;
65 buf[index++] = *src;
66 }
67 public void Wushort(ushort value)
68 {
69 src = (byte*)&value;
70 buf[index++] = *src++;
71 buf[index++] = *src;
72 }
73 public void Wint(int value)
74 {
75 src = (byte*)&value;
76 buf[index++] = *src++;
77 buf[index++] = *src++;
78 buf[index++] = *src++;
79 buf[index++] = *src;
80 }
81 public void Wuint(uint value)
82 {
83 src = (byte*)&value;
84 buf[index++] = *src++;
85 buf[index++] = *src++;
86 buf[index++] = *src++;
87 buf[index++] = *src;
88 }
89 public void Wlong(long value)
90 {
91 src = (byte*)&value;
92 buf[index++] = *src++;
93 buf[index++] = *src++;
94 buf[index++] = *src++;
95 buf[index++] = *src++;
96 buf[index++] = *src++;
97 buf[index++] = *src++;
98 buf[index++] = *src++;
99 buf[index++] = *src;
100 }
101 public void Wulong(ulong value)
102 {
103 src = (byte*)&value;
104 buf[index++] = *src++;
105 buf[index++] = *src++;
106 buf[index++] = *src++;
107 buf[index++] = *src++;
108 buf[index++] = *src++;
109 buf[index++] = *src++;
110 buf[index++] = *src++;
111 buf[index++] = *src;
112 }
113
114 public void Wfloat(float value)
115 {
116 src = (byte*)&value;
117 buf[index++] = *src++;
118 buf[index++] = *src++;
119 buf[index++] = *src++;
120 buf[index++] = *src;
121 }
122
123 public void Wdouble(double value)
124 {
125 src = (byte*)&value;
126 buf[index++] = *src++;
127 buf[index++] = *src++;
128 buf[index++] = *src++;
129 buf[index++] = *src++;
130 buf[index++] = *src++;
131 buf[index++] = *src++;
132 buf[index++] = *src++;
133 buf[index++] = *src;
134 }
135
136 public void Wvector3(Vector3 value)
137 {
138 src = (byte*)&value.X;
139 buf[index++] = *src++;
140 buf[index++] = *src++;
141 buf[index++] = *src++;
142 buf[index++] = *src;
143 src = (byte*)&value.Y; // it may have padding ??
144 buf[index++] = *src++;
145 buf[index++] = *src++;
146 buf[index++] = *src++;
147 buf[index++] = *src;
148 src = (byte*)&value.Z;
149 buf[index++] = *src++;
150 buf[index++] = *src++;
151 buf[index++] = *src++;
152 buf[index++] = *src;
153 }
154 public void Wquat(Quaternion value)
155 {
156 src = (byte*)&value.X;
157 buf[index++] = *src++;
158 buf[index++] = *src++;
159 buf[index++] = *src++;
160 buf[index++] = *src;
161 src = (byte*)&value.Y; // it may have padding ??
162 buf[index++] = *src++;
163 buf[index++] = *src++;
164 buf[index++] = *src++;
165 buf[index++] = *src;
166 src = (byte*)&value.Z;
167 buf[index++] = *src++;
168 buf[index++] = *src++;
169 buf[index++] = *src++;
170 buf[index++] = *src;
171 src = (byte*)&value.W;
172 buf[index++] = *src++;
173 buf[index++] = *src++;
174 buf[index++] = *src++;
175 buf[index++] = *src;
176 }
177 }
178
179 unsafe public class rstreamer
180 {
181 private byte[] rbuf;
182 private int ptr;
183 private byte* dst;
184
185 public rstreamer(byte[] data)
186 {
187 rbuf = data;
188 ptr = 0;
189 }
190
191 public void close()
192 {
193 }
194
195 public void Seek(int pos)
196 {
197 ptr = pos;
198 }
199
200 public void Seekrel(int pos)
201 {
202 ptr += pos;
203 }
204
205 public byte Rbyte()
206 {
207 return (byte)rbuf[ptr++];
208 }
209
210 public short Rshort()
211 {
212 short v;
213 dst = (byte*)&v;
214 *dst++ = rbuf[ptr++];
215 *dst = rbuf[ptr++];
216 return v;
217 }
218 public ushort Rushort()
219 {
220 ushort v;
221 dst = (byte*)&v;
222 *dst++ = rbuf[ptr++];
223 *dst = rbuf[ptr++];
224 return v;
225 }
226 public int Rint()
227 {
228 int v;
229 dst = (byte*)&v;
230 *dst++ = rbuf[ptr++];
231 *dst++ = rbuf[ptr++];
232 *dst++ = rbuf[ptr++];
233 *dst = rbuf[ptr++];
234 return v;
235 }
236 public uint Ruint()
237 {
238 uint v;
239 dst = (byte*)&v;
240 *dst++ = rbuf[ptr++];
241 *dst++ = rbuf[ptr++];
242 *dst++ = rbuf[ptr++];
243 *dst = rbuf[ptr++];
244 return v;
245 }
246 public long Rlong()
247 {
248 long v;
249 dst = (byte*)&v;
250 *dst++ = rbuf[ptr++];
251 *dst++ = rbuf[ptr++];
252 *dst++ = rbuf[ptr++];
253 *dst++ = rbuf[ptr++];
254 *dst++ = rbuf[ptr++];
255 *dst++ = rbuf[ptr++];
256 *dst++ = rbuf[ptr++];
257 *dst = rbuf[ptr++];
258 return v;
259 }
260 public ulong Rulong()
261 {
262 ulong v;
263 dst = (byte*)&v;
264 *dst++ = rbuf[ptr++];
265 *dst++ = rbuf[ptr++];
266 *dst++ = rbuf[ptr++];
267 *dst++ = rbuf[ptr++];
268 *dst++ = rbuf[ptr++];
269 *dst++ = rbuf[ptr++];
270 *dst++ = rbuf[ptr++];
271 *dst = rbuf[ptr++];
272 return v;
273 }
274 public float Rfloat()
275 {
276 float v;
277 dst = (byte*)&v;
278 *dst++ = rbuf[ptr++];
279 *dst++ = rbuf[ptr++];
280 *dst++ = rbuf[ptr++];
281 *dst = rbuf[ptr++];
282 return v;
283 }
284
285 public double Rdouble()
286 {
287 double v;
288 dst = (byte*)&v;
289 *dst++ = rbuf[ptr++];
290 *dst++ = rbuf[ptr++];
291 *dst++ = rbuf[ptr++];
292 *dst++ = rbuf[ptr++];
293 *dst++ = rbuf[ptr++];
294 *dst++ = rbuf[ptr++];
295 *dst++ = rbuf[ptr++];
296 *dst = rbuf[ptr++];
297 return v;
298 }
299
300 public Vector3 Rvector3()
301 {
302 Vector3 v;
303 dst = (byte*)&v.X;
304 *dst++ = rbuf[ptr++];
305 *dst++ = rbuf[ptr++];
306 *dst++ = rbuf[ptr++];
307 *dst = rbuf[ptr++];
308
309 dst = (byte*)&v.Y;
310 *dst++ = rbuf[ptr++];
311 *dst++ = rbuf[ptr++];
312 *dst++ = rbuf[ptr++];
313 *dst = rbuf[ptr++];
314
315 dst = (byte*)&v.Z;
316 *dst++ = rbuf[ptr++];
317 *dst++ = rbuf[ptr++];
318 *dst++ = rbuf[ptr++];
319 *dst = rbuf[ptr++];
320 return v;
321 }
322
323 public Quaternion Rquat()
324 {
325 Quaternion v;
326 dst = (byte*)&v.X;
327 *dst++ = rbuf[ptr++];
328 *dst++ = rbuf[ptr++];
329 *dst++ = rbuf[ptr++];
330 *dst = rbuf[ptr++];
331
332 dst = (byte*)&v.Y;
333 *dst++ = rbuf[ptr++];
334 *dst++ = rbuf[ptr++];
335 *dst++ = rbuf[ptr++];
336 *dst = rbuf[ptr++];
337
338 dst = (byte*)&v.Z;
339 *dst++ = rbuf[ptr++];
340 *dst++ = rbuf[ptr++];
341 *dst++ = rbuf[ptr++];
342 *dst = rbuf[ptr++];
343
344 dst = (byte*)&v.W;
345 *dst++ = rbuf[ptr++];
346 *dst++ = rbuf[ptr++];
347 *dst++ = rbuf[ptr++];
348 *dst = rbuf[ptr++];
349
350 return v;
351 }
352 }
353}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
new file mode 100644
index 0000000..69e2d03
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
@@ -0,0 +1,122 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using Nini.Config;
30using NUnit.Framework;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Region.Physics.Manager;
34using log4net;
35using System.Reflection;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 [TestFixture]
40 public class ODETestClass
41 {
42 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
43
44 private OdePlugin cbt;
45 private PhysicsScene ps;
46 private IMeshingPlugin imp;
47
48 [SetUp]
49 public void Initialize()
50 {
51 // Loading ODEPlugin
52 cbt = new OdePlugin();
53 // Loading Zero Mesher
54 imp = new ZeroMesherPlugin();
55 // Getting Physics Scene
56 ps = cbt.GetScene("test");
57 // Initializing Physics Scene.
58 ps.Initialise(imp.GetMesher(),null);
59 float[] _heightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize];
60 for (int i = 0; i < ((int)Constants.RegionSize * (int)Constants.RegionSize); i++)
61 {
62 _heightmap[i] = 21f;
63 }
64 ps.SetTerrain(_heightmap);
65 }
66
67 [TearDown]
68 public void Terminate()
69 {
70 ps.DeleteTerrain();
71 ps.Dispose();
72
73 }
74
75 [Test]
76 public void CreateAndDropPhysicalCube()
77 {
78 PrimitiveBaseShape newcube = PrimitiveBaseShape.CreateBox();
79 Vector3 position = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 128f);
80 Vector3 size = new Vector3(0.5f, 0.5f, 0.5f);
81 Quaternion rot = Quaternion.Identity;
82 PhysicsActor prim = ps.AddPrimShape("CoolShape", newcube, position, size, rot, true);
83 OdePrim oprim = (OdePrim)prim;
84 OdeScene pscene = (OdeScene) ps;
85
86 Assert.That(oprim.m_taintadd);
87
88 prim.LocalID = 5;
89
90 for (int i = 0; i < 58; i++)
91 {
92 ps.Simulate(0.133f);
93
94 Assert.That(oprim.prim_geom != (IntPtr)0);
95
96 Assert.That(oprim.m_targetSpace != (IntPtr)0);
97
98 //Assert.That(oprim.m_targetSpace == pscene.space);
99 m_log.Info("TargetSpace: " + oprim.m_targetSpace + " - SceneMainSpace: " + pscene.space);
100
101 Assert.That(!oprim.m_taintadd);
102 m_log.Info("Prim Position (" + oprim.m_localID + "): " + prim.Position.ToString());
103
104 // Make sure we're above the ground
105 //Assert.That(prim.Position.Z > 20f);
106 //m_log.Info("PrimCollisionScore (" + oprim.m_localID + "): " + oprim.m_collisionscore);
107
108 // Make sure we've got a Body
109 Assert.That(oprim.Body != (IntPtr)0);
110 //m_log.Info(
111 }
112
113 // Make sure we're not somewhere above the ground
114 Assert.That(prim.Position.Z < 21.5f);
115
116 ps.RemovePrim(prim);
117 Assert.That(oprim.m_taintremove);
118 ps.Simulate(0.133f);
119 Assert.That(oprim.Body == (IntPtr)0);
120 }
121 }
122}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
new file mode 100644
index 0000000..87ca446
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
@@ -0,0 +1,98 @@
1/*
2 * Copyright ODE
3 * Ode.NET - .NET bindings for ODE
4 * Jason Perkins (starkos@industriousone.com)
5 * Licensed under the New BSD
6 * Part of the OpenDynamicsEngine
7Open Dynamics Engine
8Copyright (c) 2001-2007, Russell L. Smith.
9All rights reserved.
10
11Redistribution and use in source and binary forms, with or without
12modification, are permitted provided that the following conditions
13are met:
14
15Redistributions of source code must retain the above copyright notice,
16this list of conditions and the following disclaimer.
17
18Redistributions in binary form must reproduce the above copyright notice,
19this list of conditions and the following disclaimer in the documentation
20and/or other materials provided with the distribution.
21
22Neither the names of ODE's copyright owner nor the names of its
23contributors may be used to endorse or promote products derived from
24this software without specific prior written permission.
25
26THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
27"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
28LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
29FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
30OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
31SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
32TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
33PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
34LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
35NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
36SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
37 *
38 *
39 */
40
41using System;
42using System.Runtime.InteropServices;
43using Ode.NET;
44
45namespace Drawstuff.NET
46{
47#if dDOUBLE
48 using dReal = System.Double;
49#else
50 using dReal = System.Single;
51#endif
52
53 public static class ds
54 {
55 public const int VERSION = 2;
56
57 public enum Texture
58 {
59 None,
60 Wood
61 }
62
63 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
64 public delegate void CallbackFunction(int arg);
65
66 [StructLayout(LayoutKind.Sequential)]
67 public struct Functions
68 {
69 public int version;
70 public CallbackFunction start;
71 public CallbackFunction step;
72 public CallbackFunction command;
73 public CallbackFunction stop;
74 public string path_to_textures;
75 }
76
77 [DllImport("drawstuff", EntryPoint = "dsDrawBox")]
78 public static extern void DrawBox(ref d.Vector3 pos, ref d.Matrix3 R, ref d.Vector3 sides);
79
80 [DllImport("drawstuff", EntryPoint = "dsDrawCapsule")]
81 public static extern void DrawCapsule(ref d.Vector3 pos, ref d.Matrix3 R, dReal length, dReal radius);
82
83 [DllImport("drawstuff", EntryPoint = "dsDrawConvex")]
84 public static extern void DrawConvex(ref d.Vector3 pos, ref d.Matrix3 R, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
85
86 [DllImport("drawstuff", EntryPoint = "dsSetColor")]
87 public static extern void SetColor(float red, float green, float blue);
88
89 [DllImport("drawstuff", EntryPoint = "dsSetTexture")]
90 public static extern void SetTexture(Texture texture);
91
92 [DllImport("drawstuff", EntryPoint = "dsSetViewpoint")]
93 public static extern void SetViewpoint(ref d.Vector3 xyz, ref d.Vector3 hpr);
94
95 [DllImport("drawstuff", EntryPoint = "dsSimulationLoop")]
96 public static extern void SimulationLoop(int argc, string[] argv, int window_width, int window_height, ref Functions fn);
97 }
98}
diff --git a/OpenSim/Region/Physics/Manager/IMesher.cs b/OpenSim/Region/Physics/Manager/IMesher.cs
index 3a9ca1b..cc92484 100644
--- a/OpenSim/Region/Physics/Manager/IMesher.cs
+++ b/OpenSim/Region/Physics/Manager/IMesher.cs
@@ -65,5 +65,6 @@ namespace OpenSim.Region.Physics.Manager
65 void releasePinned(); 65 void releasePinned();
66 void Append(IMesh newMesh); 66 void Append(IMesh newMesh);
67 void TransformLinear(float[,] matrix, float[] offset); 67 void TransformLinear(float[,] matrix, float[] offset);
68 Vector3 GetCentroid();
68 } 69 }
69} 70}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
index 0587054..f525e9e 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
@@ -68,6 +68,17 @@ namespace OpenSim.Region.Physics.Manager
68 } 68 }
69 } 69 }
70 70
71 public struct ContactData
72 {
73 public float mu;
74 public float bounce;
75
76 public ContactData(float _mu, float _bounce)
77 {
78 mu = _mu;
79 bounce = _bounce;
80 }
81 }
71 /// <summary> 82 /// <summary>
72 /// Used to pass collision information to OnCollisionUpdate listeners. 83 /// Used to pass collision information to OnCollisionUpdate listeners.
73 /// </summary> 84 /// </summary>
@@ -135,6 +146,8 @@ namespace OpenSim.Region.Physics.Manager
135 /// </summary> 146 /// </summary>
136 public event CollisionUpdate OnCollisionUpdate; 147 public event CollisionUpdate OnCollisionUpdate;
137 148
149 public virtual void SetVehicle(object vdata) { }
150
138 public event OutOfBounds OnOutOfBounds; 151 public event OutOfBounds OnOutOfBounds;
139#pragma warning restore 67 152#pragma warning restore 67
140 153
@@ -142,6 +155,13 @@ namespace OpenSim.Region.Physics.Manager
142 { 155 {
143 get { return new NullPhysicsActor(); } 156 get { return new NullPhysicsActor(); }
144 } 157 }
158
159 public virtual bool Building { get; set; }
160
161 public virtual ContactData ContactData
162 {
163 get { return new ContactData(0, 0); }
164 }
145 165
146 public abstract bool Stopped { get; } 166 public abstract bool Stopped { get; }
147 167
@@ -195,6 +215,11 @@ namespace OpenSim.Region.Physics.Manager
195 } 215 }
196 } 216 }
197 217
218 public virtual byte[] Serialize(bool PhysIsRunning)
219 {
220 return new byte[0];
221 }
222
198 public virtual void RaiseOutOfBounds(Vector3 pos) 223 public virtual void RaiseOutOfBounds(Vector3 pos)
199 { 224 {
200 // Make a temporary copy of the event to avoid possibility of 225 // Make a temporary copy of the event to avoid possibility of
@@ -554,5 +579,6 @@ namespace OpenSim.Region.Physics.Manager
554 { 579 {
555 return false; 580 return false;
556 } 581 }
582
557 } 583 }
558} 584}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
index 2a6163c..0346d4e 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
@@ -122,9 +122,18 @@ namespace OpenSim.Region.Physics.Manager
122 /// <param name="prim"></param> 122 /// <param name="prim"></param>
123 public abstract void RemovePrim(PhysicsActor prim); 123 public abstract void RemovePrim(PhysicsActor prim);
124 124
125 //public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
126 // Vector3 size, Quaternion rotation); //To be removed - Actually removed!
127
125 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, 128 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
126 Vector3 size, Quaternion rotation, bool isPhysical, uint localid); 129 Vector3 size, Quaternion rotation, bool isPhysical, uint localid);
127 130
131 public virtual PhysicsActor AddPrimShape(string primName, PhysicsActor parent, PrimitiveBaseShape pbs, Vector3 position,
132 uint localid, byte[] sdata)
133 {
134 return null;
135 }
136
128 public virtual float TimeDilation 137 public virtual float TimeDilation
129 { 138 {
130 get { return 1.0f; } 139 get { return 1.0f; }
@@ -222,7 +231,7 @@ namespace OpenSim.Region.Physics.Manager
222 } 231 }
223 232
224 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {} 233 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {}
225 234 public virtual void CombineTerrain(float[] heightMap, Vector3 pOffset) {}
226 public virtual void UnCombine(PhysicsScene pScene) {} 235 public virtual void UnCombine(PhysicsScene pScene) {}
227 236
228 /// <summary> 237 /// <summary>
@@ -260,5 +269,13 @@ namespace OpenSim.Region.Physics.Manager
260 { 269 {
261 return new List<ContactResult>(); 270 return new List<ContactResult>();
262 } 271 }
272
273 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod){}
274 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod) { }
275 public virtual List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
276 {
277 return new List<ContactResult>();
278 }
279
263 } 280 }
264} 281}
diff --git a/OpenSim/Region/Physics/Manager/VehicleConstants.cs b/OpenSim/Region/Physics/Manager/VehicleConstants.cs
index f0775c1..8e24b4c 100644
--- a/OpenSim/Region/Physics/Manager/VehicleConstants.cs
+++ b/OpenSim/Region/Physics/Manager/VehicleConstants.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using OpenMetaverse;
29 30
30namespace OpenSim.Region.Physics.Manager 31namespace OpenSim.Region.Physics.Manager
31{ 32{
@@ -117,5 +118,47 @@ namespace OpenSim.Region.Physics.Manager
117 NO_DEFLECTION = 16392, 118 NO_DEFLECTION = 16392,
118 LOCK_ROTATION = 32784 119 LOCK_ROTATION = 32784
119 } 120 }
120 121
122 public struct VehicleData
123 {
124 public Vehicle m_type;
125 public VehicleFlag m_flags;
126
127 // Linear properties
128 public Vector3 m_linearMotorDirection;
129 public Vector3 m_linearFrictionTimescale;
130 public float m_linearMotorDecayTimescale;
131 public float m_linearMotorTimescale;
132 public Vector3 m_linearMotorOffset;
133
134 //Angular properties
135 public Vector3 m_angularMotorDirection;
136 public float m_angularMotorTimescale;
137 public float m_angularMotorDecayTimescale;
138 public Vector3 m_angularFrictionTimescale;
139
140 //Deflection properties
141 public float m_angularDeflectionEfficiency;
142 public float m_angularDeflectionTimescale;
143 public float m_linearDeflectionEfficiency;
144 public float m_linearDeflectionTimescale;
145
146 //Banking properties
147 public float m_bankingEfficiency;
148 public float m_bankingMix;
149 public float m_bankingTimescale;
150
151 //Hover and Buoyancy properties
152 public float m_VhoverHeight;
153 public float m_VhoverEfficiency;
154 public float m_VhoverTimescale;
155 public float m_VehicleBuoyancy;
156
157 //Attractor properties
158 public float m_verticalAttractionEfficiency;
159 public float m_verticalAttractionTimescale;
160
161 // Axis
162 public Quaternion m_referenceFrame;
163 }
121} 164}
diff --git a/OpenSim/Region/Physics/Meshing/Mesh.cs b/OpenSim/Region/Physics/Meshing/Mesh.cs
index f781ff9..c715642 100644
--- a/OpenSim/Region/Physics/Meshing/Mesh.cs
+++ b/OpenSim/Region/Physics/Meshing/Mesh.cs
@@ -46,11 +46,36 @@ namespace OpenSim.Region.Physics.Meshing
46 IntPtr m_indicesPtr = IntPtr.Zero; 46 IntPtr m_indicesPtr = IntPtr.Zero;
47 int m_indexCount = 0; 47 int m_indexCount = 0;
48 public float[] m_normals; 48 public float[] m_normals;
49 Vector3 _centroid;
50 int _centroidDiv;
51
52 private class vertexcomp : IEqualityComparer<Vertex>
53 {
54 public bool Equals(Vertex v1, Vertex v2)
55 {
56 if (v1.X == v2.X && v1.Y == v2.Y && v1.Z == v2.Z)
57 return true;
58 else
59 return false;
60 }
61 public int GetHashCode(Vertex v)
62 {
63 int a = v.X.GetHashCode();
64 int b = v.Y.GetHashCode();
65 int c = v.Z.GetHashCode();
66 return (a << 16) ^ (b << 8) ^ c;
67 }
68
69 }
49 70
50 public Mesh() 71 public Mesh()
51 { 72 {
52 m_vertices = new Dictionary<Vertex, int>(); 73 vertexcomp vcomp = new vertexcomp();
74
75 m_vertices = new Dictionary<Vertex, int>(vcomp);
53 m_triangles = new List<Triangle>(); 76 m_triangles = new List<Triangle>();
77 _centroid = Vector3.Zero;
78 _centroidDiv = 0;
54 } 79 }
55 80
56 public Mesh Clone() 81 public Mesh Clone()
@@ -61,7 +86,8 @@ namespace OpenSim.Region.Physics.Meshing
61 { 86 {
62 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone())); 87 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone()));
63 } 88 }
64 89 result._centroid = _centroid;
90 result._centroidDiv = _centroidDiv;
65 return result; 91 return result;
66 } 92 }
67 93
@@ -71,15 +97,57 @@ namespace OpenSim.Region.Physics.Meshing
71 throw new NotSupportedException("Attempt to Add to a pinned Mesh"); 97 throw new NotSupportedException("Attempt to Add to a pinned Mesh");
72 // If a vertex of the triangle is not yet in the vertices list, 98 // If a vertex of the triangle is not yet in the vertices list,
73 // add it and set its index to the current index count 99 // add it and set its index to the current index count
100 // vertex == seems broken
101 // skip colapsed triangles
102 if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z == triangle.v2.Z)
103 || (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z == triangle.v3.Z)
104 || (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z == triangle.v3.Z)
105 )
106 {
107 return;
108 }
109
110 if (m_vertices.Count == 0)
111 {
112 _centroidDiv = 0;
113 _centroid = Vector3.Zero;
114 }
115
74 if (!m_vertices.ContainsKey(triangle.v1)) 116 if (!m_vertices.ContainsKey(triangle.v1))
117 {
75 m_vertices[triangle.v1] = m_vertices.Count; 118 m_vertices[triangle.v1] = m_vertices.Count;
119 _centroid.X += triangle.v1.X;
120 _centroid.Y += triangle.v1.Y;
121 _centroid.Z += triangle.v1.Z;
122 _centroidDiv++;
123 }
76 if (!m_vertices.ContainsKey(triangle.v2)) 124 if (!m_vertices.ContainsKey(triangle.v2))
125 {
77 m_vertices[triangle.v2] = m_vertices.Count; 126 m_vertices[triangle.v2] = m_vertices.Count;
127 _centroid.X += triangle.v2.X;
128 _centroid.Y += triangle.v2.Y;
129 _centroid.Z += triangle.v2.Z;
130 _centroidDiv++;
131 }
78 if (!m_vertices.ContainsKey(triangle.v3)) 132 if (!m_vertices.ContainsKey(triangle.v3))
133 {
79 m_vertices[triangle.v3] = m_vertices.Count; 134 m_vertices[triangle.v3] = m_vertices.Count;
135 _centroid.X += triangle.v3.X;
136 _centroid.Y += triangle.v3.Y;
137 _centroid.Z += triangle.v3.Z;
138 _centroidDiv++;
139 }
80 m_triangles.Add(triangle); 140 m_triangles.Add(triangle);
81 } 141 }
82 142
143 public Vector3 GetCentroid()
144 {
145 if (_centroidDiv > 0)
146 return new Vector3(_centroid.X / _centroidDiv, _centroid.Y / _centroidDiv, _centroid.Z / _centroidDiv);
147 else
148 return Vector3.Zero;
149 }
150
83 public void CalcNormals() 151 public void CalcNormals()
84 { 152 {
85 int iTriangles = m_triangles.Count; 153 int iTriangles = m_triangles.Count;
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
index 6f6ed7f..c4b245f 100644
--- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
+++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
@@ -74,6 +74,8 @@ namespace OpenSim.Region.Physics.Meshing
74#endif 74#endif
75 75
76 private bool cacheSculptMaps = true; 76 private bool cacheSculptMaps = true;
77 private bool cacheSculptAlphaMaps = true;
78
77 private string decodedSculptMapPath = null; 79 private string decodedSculptMapPath = null;
78 private bool useMeshiesPhysicsMesh = false; 80 private bool useMeshiesPhysicsMesh = false;
79 81
@@ -87,7 +89,16 @@ namespace OpenSim.Region.Physics.Meshing
87 IConfig mesh_config = config.Configs["Mesh"]; 89 IConfig mesh_config = config.Configs["Mesh"];
88 90
89 decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache"); 91 decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache");
92
90 cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps); 93 cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps);
94
95 if (Environment.OSVersion.Platform == PlatformID.Unix)
96 {
97 cacheSculptAlphaMaps = false;
98 }
99 else
100 cacheSculptAlphaMaps = cacheSculptMaps;
101
91 if(mesh_config != null) 102 if(mesh_config != null)
92 useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh); 103 useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh);
93 104
@@ -268,15 +279,18 @@ namespace OpenSim.Region.Physics.Meshing
268 { 279 {
269 if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces)) 280 if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces))
270 return null; 281 return null;
282 // Remove the reference to any JPEG2000 sculpt data so it can be GCed
283 // don't loose it
284 // primShape.SculptData = Utils.EmptyBytes;
271 } 285 }
286// primShape.SculptDataLoaded = true;
272 } 287 }
273 else 288 else
274 { 289 {
275 if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces)) 290 if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces))
276 return null; 291 return null;
277 } 292 }
278 293 // keep compatible
279 // Remove the reference to any JPEG2000 sculpt data so it can be GCed
280 primShape.SculptData = Utils.EmptyBytes; 294 primShape.SculptData = Utils.EmptyBytes;
281 295
282 int numCoords = coords.Count; 296 int numCoords = coords.Count;
@@ -482,7 +496,8 @@ namespace OpenSim.Region.Physics.Meshing
482 496
483 //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData); 497 //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData);
484 498
485 if (cacheSculptMaps) 499 if (cacheSculptMaps && (cacheSculptAlphaMaps || (((ImageFlags)(idata.Flags) & ImageFlags.HasAlpha) ==0)))
500 // don't cache images with alpha channel in linux since mono can't load them correctly)
486 { 501 {
487 try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); } 502 try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); }
488 catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); } 503 catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); }
diff --git a/OpenSim/Region/Physics/Meshing/SculptMap.cs b/OpenSim/Region/Physics/Meshing/SculptMap.cs
index 740424e..b3d9cb6 100644
--- a/OpenSim/Region/Physics/Meshing/SculptMap.cs
+++ b/OpenSim/Region/Physics/Meshing/SculptMap.cs
@@ -58,28 +58,24 @@ namespace PrimMesher
58 if (bmW == 0 || bmH == 0) 58 if (bmW == 0 || bmH == 0)
59 throw new Exception("SculptMap: bitmap has no data"); 59 throw new Exception("SculptMap: bitmap has no data");
60 60
61 int numLodPixels = lod * 2 * lod * 2; // (32 * 2)^2 = 64^2 pixels for default sculpt map image 61 int numLodPixels = lod * lod; // (32 * 2)^2 = 64^2 pixels for default sculpt map image
62 62
63 bool smallMap = bmW * bmH <= numLodPixels;
63 bool needsScaling = false; 64 bool needsScaling = false;
64 65
65 bool smallMap = bmW * bmH <= lod * lod;
66
67 width = bmW; 66 width = bmW;
68 height = bmH; 67 height = bmH;
69 while (width * height > numLodPixels) 68 while (width * height > numLodPixels * 4)
70 { 69 {
71 width >>= 1; 70 width >>= 1;
72 height >>= 1; 71 height >>= 1;
73 needsScaling = true; 72 needsScaling = true;
74 } 73 }
75 74
76
77
78 try 75 try
79 { 76 {
80 if (needsScaling) 77 if (needsScaling)
81 bm = ScaleImage(bm, width, height, 78 bm = ScaleImage(bm, width, height);
82 System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor);
83 } 79 }
84 80
85 catch (Exception e) 81 catch (Exception e)
@@ -87,7 +83,7 @@ namespace PrimMesher
87 throw new Exception("Exception in ScaleImage(): e: " + e.ToString()); 83 throw new Exception("Exception in ScaleImage(): e: " + e.ToString());
88 } 84 }
89 85
90 if (width * height > lod * lod) 86 if (width * height > numLodPixels)
91 { 87 {
92 width >>= 1; 88 width >>= 1;
93 height >>= 1; 89 height >>= 1;
@@ -144,15 +140,17 @@ namespace PrimMesher
144 int rowNdx, colNdx; 140 int rowNdx, colNdx;
145 int smNdx = 0; 141 int smNdx = 0;
146 142
143
147 for (rowNdx = 0; rowNdx < numRows; rowNdx++) 144 for (rowNdx = 0; rowNdx < numRows; rowNdx++)
148 { 145 {
149 List<Coord> row = new List<Coord>(numCols); 146 List<Coord> row = new List<Coord>(numCols);
150 for (colNdx = 0; colNdx < numCols; colNdx++) 147 for (colNdx = 0; colNdx < numCols; colNdx++)
151 { 148 {
149
152 if (mirror) 150 if (mirror)
153 row.Add(new Coord(-(redBytes[smNdx] * pixScale - 0.5f), (greenBytes[smNdx] * pixScale - 0.5f), blueBytes[smNdx] * pixScale - 0.5f)); 151 row.Add(new Coord(-((float)redBytes[smNdx] * pixScale - 0.5f), ((float)greenBytes[smNdx] * pixScale - 0.5f), (float)blueBytes[smNdx] * pixScale - 0.5f));
154 else 152 else
155 row.Add(new Coord(redBytes[smNdx] * pixScale - 0.5f, greenBytes[smNdx] * pixScale - 0.5f, blueBytes[smNdx] * pixScale - 0.5f)); 153 row.Add(new Coord((float)redBytes[smNdx] * pixScale - 0.5f, (float)greenBytes[smNdx] * pixScale - 0.5f, (float)blueBytes[smNdx] * pixScale - 0.5f));
156 154
157 ++smNdx; 155 ++smNdx;
158 } 156 }
@@ -161,23 +159,39 @@ namespace PrimMesher
161 return rows; 159 return rows;
162 } 160 }
163 161
164 private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight, 162 private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight)
165 System.Drawing.Drawing2D.InterpolationMode interpMode)
166 { 163 {
167 Bitmap scaledImage = new Bitmap(srcImage, destWidth, destHeight);
168 scaledImage.SetResolution(96.0f, 96.0f);
169
170 Graphics grPhoto = Graphics.FromImage(scaledImage);
171 grPhoto.InterpolationMode = interpMode;
172 164
173 grPhoto.DrawImage(srcImage, 165 Bitmap scaledImage = new Bitmap(destWidth, destHeight, PixelFormat.Format24bppRgb);
174 new Rectangle(0, 0, destWidth, destHeight), 166
175 new Rectangle(0, 0, srcImage.Width, srcImage.Height), 167 Color c;
176 GraphicsUnit.Pixel); 168 float xscale = srcImage.Width / destWidth;
169 float yscale = srcImage.Height / destHeight;
170
171 float sy = 0.5f;
172 for (int y = 0; y < destHeight; y++)
173 {
174 float sx = 0.5f;
175 for (int x = 0; x < destWidth; x++)
176 {
177 try
178 {
179 c = srcImage.GetPixel((int)(sx), (int)(sy));
180 scaledImage.SetPixel(x, y, Color.FromArgb(c.R, c.G, c.B));
181 }
182 catch (IndexOutOfRangeException)
183 {
184 }
177 185
178 grPhoto.Dispose(); 186 sx += xscale;
187 }
188 sy += yscale;
189 }
190 srcImage.Dispose();
179 return scaledImage; 191 return scaledImage;
180 } 192 }
193
194 }
195
181 } 196 }
182}
183#endif 197#endif
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 97890ee..254d578 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -595,8 +595,8 @@ namespace OpenSim.Region.Physics.OdePlugin
595 break; 595 break;
596 596
597 case HollowShape.Circle: 597 case HollowShape.Circle:
598 // Hollow shape is a perfect cyllinder in respect to the cube's scale 598 // Hollow shape is a perfect cylinder in respect to the cube's scale
599 // Cyllinder hollow volume calculation 599 // Cylinder hollow volume calculation
600 600
601 hollowVolume *= 0.1963495f * 3.07920140172638f; 601 hollowVolume *= 0.1963495f * 3.07920140172638f;
602 break; 602 break;
@@ -2839,7 +2839,7 @@ Console.WriteLine(" JointCreateFixed");
2839 } 2839 }
2840 public override bool PIDActive { set { m_usePID = value; } } 2840 public override bool PIDActive { set { m_usePID = value; } }
2841 public override float PIDTau { set { m_PIDTau = value; } } 2841 public override float PIDTau { set { m_PIDTau = value; } }
2842 2842
2843 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } 2843 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2844 public override bool PIDHoverActive { set { m_useHoverPID = value; } } 2844 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
2845 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } 2845 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
diff --git a/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
index 8d7d3b3..7e3ec63 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
@@ -137,8 +137,15 @@ namespace OpenSim.Region.Physics.OdePlugin
137 ODERayCastRequest[] reqs = m_PendingRequests.ToArray(); 137 ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
138 for (int i = 0; i < reqs.Length; i++) 138 for (int i = 0; i < reqs.Length; i++)
139 { 139 {
140 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast 140 try
141 RayCast(reqs[i]); // if there isn't anyone to send results 141 {
142 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
143 RayCast(reqs[i]); // if there isn't anyone to send results
144 }
145 catch
146 {
147 //Fail silently
148 }
142 } 149 }
143 150
144 m_PendingRequests.Clear(); 151 m_PendingRequests.Clear();
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
index e4fd7eb..2ea8bfc 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
@@ -297,7 +297,7 @@ namespace OpenSim.Region.Physics.POSPlugin
297 { 297 {
298 set { return; } 298 set { return; }
299 } 299 }
300 300
301 public override Quaternion APIDTarget 301 public override Quaternion APIDTarget
302 { 302 {
303 set { return; } 303 set { return; }
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs
new file mode 100644
index 0000000..d46341b
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs
@@ -0,0 +1,58 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Reflection;
29using System.Runtime.InteropServices;
30
31// Information about this assembly is defined by the following
32// attributes.
33//
34// change them to the information which is associated with the assembly
35// you compile.
36
37[assembly : AssemblyTitle("OdePlugin")]
38[assembly : AssemblyDescription("Ubit Variation")]
39[assembly : AssemblyConfiguration("")]
40[assembly : AssemblyCompany("http://opensimulator.org")]
41[assembly : AssemblyProduct("OdePlugin")]
42[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
43[assembly : AssemblyTrademark("")]
44[assembly : AssemblyCulture("")]
45
46// This sets the default COM visibility of types in the assembly to invisible.
47// If you need to expose a type to COM, use [ComVisible(true)] on that type.
48
49[assembly : ComVisible(false)]
50
51// The assembly version has following format :
52//
53// Major.Minor.Build.Revision
54//
55// You can specify all values by your own or you can build default build and revision
56// numbers with the '*' character (the default):
57
58[assembly : AssemblyVersion("0.6.5.*")]
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
new file mode 100644
index 0000000..793e281
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
@@ -0,0 +1,1451 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28
29// Revision by Ubit 2011/12
30
31using System;
32using System.Collections.Generic;
33using System.Reflection;
34using OpenMetaverse;
35using OdeAPI;
36using OpenSim.Framework;
37using OpenSim.Region.Physics.Manager;
38using log4net;
39
40namespace OpenSim.Region.Physics.OdePlugin
41{
42 /// <summary>
43 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
44 /// </summary>
45
46 public enum dParam : int
47 {
48 LowStop = 0,
49 HiStop = 1,
50 Vel = 2,
51 FMax = 3,
52 FudgeFactor = 4,
53 Bounce = 5,
54 CFM = 6,
55 StopERP = 7,
56 StopCFM = 8,
57 LoStop2 = 256,
58 HiStop2 = 257,
59 Vel2 = 258,
60 FMax2 = 259,
61 StopERP2 = 7 + 256,
62 StopCFM2 = 8 + 256,
63 LoStop3 = 512,
64 HiStop3 = 513,
65 Vel3 = 514,
66 FMax3 = 515,
67 StopERP3 = 7 + 512,
68 StopCFM3 = 8 + 512
69 }
70
71 public class OdeCharacter : PhysicsActor
72 {
73 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
74
75 private Vector3 _position;
76 private Vector3 _zeroPosition;
77 private bool _zeroFlag = false;
78 private Vector3 _velocity;
79 private Vector3 _target_velocity;
80 private Vector3 _acceleration;
81 private Vector3 m_rotationalVelocity;
82 private float m_mass = 80f;
83 public float m_density = 60f;
84 private bool m_pidControllerActive = true;
85 public float PID_D = 800.0f;
86 public float PID_P = 900.0f;
87 //private static float POSTURE_SERVO = 10000.0f;
88 public float CAPSULE_RADIUS = 0.37f;
89 public float CAPSULE_LENGTH = 2.140599f;
90 public float walkDivisor = 1.3f;
91 public float runDivisor = 0.8f;
92 private bool flying = false;
93 private bool m_iscolliding = false;
94 private bool m_iscollidingGround = false;
95 private bool m_iscollidingObj = false;
96 private bool m_alwaysRun = false;
97 private int m_requestedUpdateFrequency = 0;
98 public uint m_localID = 0;
99 public bool m_returnCollisions = false;
100 // taints and their non-tainted counterparts
101 public bool m_isPhysical = false; // the current physical status
102 public float MinimumGroundFlightOffset = 3f;
103
104 private float m_buoyancy = 0f;
105
106 // private CollisionLocker ode;
107
108 private string m_name = String.Empty;
109 // other filter control
110 int m_colliderfilter = 0;
111 // int m_colliderGroundfilter = 0;
112 int m_colliderObjectfilter = 0;
113
114 // Default we're a Character
115 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
116
117 // Default, Collide with Other Geometries, spaces, bodies and characters.
118 private CollisionCategories m_collisionFlags = (CollisionCategories.Geom
119 | CollisionCategories.Space
120 | CollisionCategories.Body
121 | CollisionCategories.Character
122 );
123 // we do land collisions not ode | CollisionCategories.Land);
124 public IntPtr Body = IntPtr.Zero;
125 private OdeScene _parent_scene;
126 public IntPtr Shell = IntPtr.Zero;
127 public IntPtr Amotor = IntPtr.Zero;
128 public d.Mass ShellMass;
129// public bool collidelock = false;
130
131 private bool m_haseventsubscription = false;
132 public int m_eventsubscription = 0;
133 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
134
135 // unique UUID of this character object
136 public UUID m_uuid;
137 public bool bad = false;
138
139 public ContactData AvatarContactData = new ContactData(10f, 0.3f);
140
141 public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p, float capsule_radius, float density, float walk_divisor, float rundivisor)
142 {
143 m_uuid = UUID.Random();
144
145 if (pos.IsFinite())
146 {
147 if (pos.Z > 99999f)
148 {
149 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
150 }
151 if (pos.Z < -100f) // shouldn't this be 0 ?
152 {
153 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
154 }
155 _position = pos;
156 }
157 else
158 {
159 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
160 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
161 }
162
163 _parent_scene = parent_scene;
164
165 PID_D = pid_d;
166 PID_P = pid_p;
167 CAPSULE_RADIUS = capsule_radius;
168 m_density = density;
169 m_mass = 80f; // sure we have a default
170
171 AvatarContactData.mu = parent_scene.AvatarFriction;
172 AvatarContactData.bounce = parent_scene.AvatarBounce;
173
174 walkDivisor = walk_divisor;
175 runDivisor = rundivisor;
176
177 CAPSULE_LENGTH = size.Z * 1.15f - CAPSULE_RADIUS * 2.0f;
178 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
179
180 m_isPhysical = false; // current status: no ODE information exists
181
182 m_name = avName;
183
184 AddChange(changes.Add, null);
185 }
186
187 public override int PhysicsActorType
188 {
189 get { return (int)ActorTypes.Agent; }
190 set { return; }
191 }
192
193 public override ContactData ContactData
194 {
195 get { return AvatarContactData; }
196 }
197
198 public override bool Building { get; set; }
199
200 /// <summary>
201 /// If this is set, the avatar will move faster
202 /// </summary>
203 public override bool SetAlwaysRun
204 {
205 get { return m_alwaysRun; }
206 set { m_alwaysRun = value; }
207 }
208
209 public override uint LocalID
210 {
211 set { m_localID = value; }
212 }
213
214 public override bool Grabbed
215 {
216 set { return; }
217 }
218
219 public override bool Selected
220 {
221 set { return; }
222 }
223
224 public override float Buoyancy
225 {
226 get { return m_buoyancy; }
227 set { m_buoyancy = value; }
228 }
229
230 public override bool FloatOnWater
231 {
232 set { return; }
233 }
234
235 public override bool IsPhysical
236 {
237 get { return false; }
238 set { return; }
239 }
240
241 public override bool ThrottleUpdates
242 {
243 get { return false; }
244 set { return; }
245 }
246
247 public override bool Flying
248 {
249 get { return flying; }
250 set
251 {
252 flying = value;
253 // m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying);
254 }
255 }
256
257 /// <summary>
258 /// Returns if the avatar is colliding in general.
259 /// This includes the ground and objects and avatar.
260 /// </summary>
261 public override bool IsColliding
262 {
263 get { return (m_iscolliding || m_iscollidingGround); }
264 set
265 {
266 if (value)
267 {
268 m_colliderfilter += 2;
269 if (m_colliderfilter > 2)
270 m_colliderfilter = 2;
271 }
272 else
273 {
274 m_colliderfilter--;
275 if (m_colliderfilter < 0)
276 m_colliderfilter = 0;
277 }
278
279 if (m_colliderfilter == 0)
280 m_iscolliding = false;
281 else
282 {
283// SetPidStatus(false);
284 m_pidControllerActive = true;
285 m_iscolliding = true;
286 }
287 }
288 }
289
290 /// <summary>
291 /// Returns if an avatar is colliding with the ground
292 /// </summary>
293 public override bool CollidingGround
294 {
295 get { return m_iscollidingGround; }
296 set
297 {
298 /* we now control this
299 if (value)
300 {
301 m_colliderGroundfilter += 2;
302 if (m_colliderGroundfilter > 2)
303 m_colliderGroundfilter = 2;
304 }
305 else
306 {
307 m_colliderGroundfilter--;
308 if (m_colliderGroundfilter < 0)
309 m_colliderGroundfilter = 0;
310 }
311
312 if (m_colliderGroundfilter == 0)
313 m_iscollidingGround = false;
314 else
315 m_iscollidingGround = true;
316 */
317 }
318
319 }
320
321 /// <summary>
322 /// Returns if the avatar is colliding with an object
323 /// </summary>
324 public override bool CollidingObj
325 {
326 get { return m_iscollidingObj; }
327 set
328 {
329 // Ubit filter this also
330 if (value)
331 {
332 m_colliderObjectfilter += 2;
333 if (m_colliderObjectfilter > 2)
334 m_colliderObjectfilter = 2;
335 }
336 else
337 {
338 m_colliderObjectfilter--;
339 if (m_colliderObjectfilter < 0)
340 m_colliderObjectfilter = 0;
341 }
342
343 if (m_colliderObjectfilter == 0)
344 m_iscollidingObj = false;
345 else
346 m_iscollidingObj = true;
347
348 // m_iscollidingObj = value;
349/*
350 if (m_iscollidingObj)
351 m_pidControllerActive = false;
352 else
353 m_pidControllerActive = true;
354 */
355 }
356 }
357
358 /// <summary>
359 /// turn the PID controller on or off.
360 /// The PID Controller will turn on all by itself in many situations
361 /// </summary>
362 /// <param name="status"></param>
363 public void SetPidStatus(bool status)
364 {
365 m_pidControllerActive = status;
366 }
367
368 public override bool Stopped
369 {
370 get { return _zeroFlag; }
371 }
372
373 /// <summary>
374 /// This 'puts' an avatar somewhere in the physics space.
375 /// Not really a good choice unless you 'know' it's a good
376 /// spot otherwise you're likely to orbit the avatar.
377 /// </summary>
378 public override Vector3 Position
379 {
380 get { return _position; }
381 set
382 {
383 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
384 {
385 if (value.IsFinite())
386 {
387 if (value.Z > 9999999f)
388 {
389 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
390 }
391 if (value.Z < -100f)
392 {
393 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
394 }
395 AddChange(changes.Position, value);
396 }
397 else
398 {
399 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
400 }
401 }
402 }
403 }
404
405 public override Vector3 RotationalVelocity
406 {
407 get { return m_rotationalVelocity; }
408 set { m_rotationalVelocity = value; }
409 }
410
411 /// <summary>
412 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
413 /// and use it to offset landings properly
414 /// </summary>
415 public override Vector3 Size
416 {
417 get {
418 float d = CAPSULE_RADIUS * 2;
419 return new Vector3(d, d, (CAPSULE_LENGTH +d)/1.15f); }
420 set
421 {
422 if (value.IsFinite())
423 {
424 AddChange(changes.Size, value);
425 }
426 else
427 {
428 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
429 }
430 }
431 }
432
433 /// <summary>
434 /// This creates the Avatar's physical Surrogate at the position supplied
435 /// </summary>
436 /// <param name="npositionX"></param>
437 /// <param name="npositionY"></param>
438 /// <param name="npositionZ"></param>
439
440 //
441 /// <summary>
442 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
443 /// This may be used in calculations in the scene/scenepresence
444 /// </summary>
445 public override float Mass
446 {
447 get
448 {
449 float AVvolume = (float)(Math.PI * CAPSULE_RADIUS * CAPSULE_RADIUS * (1.3333333333f * CAPSULE_RADIUS + CAPSULE_LENGTH));
450 return m_density * AVvolume;
451 }
452 }
453 public override void link(PhysicsActor obj)
454 {
455
456 }
457
458 public override void delink()
459 {
460
461 }
462
463 public override void LockAngularMotion(Vector3 axis)
464 {
465
466 }
467
468
469 public override Vector3 Force
470 {
471 get { return _target_velocity; }
472 set { return; }
473 }
474
475 public override int VehicleType
476 {
477 get { return 0; }
478 set { return; }
479 }
480
481 public override void VehicleFloatParam(int param, float value)
482 {
483
484 }
485
486 public override void VehicleVectorParam(int param, Vector3 value)
487 {
488
489 }
490
491 public override void VehicleRotationParam(int param, Quaternion rotation)
492 {
493
494 }
495
496 public override void VehicleFlags(int param, bool remove)
497 {
498
499 }
500
501 public override void SetVolumeDetect(int param)
502 {
503
504 }
505
506 public override Vector3 CenterOfMass
507 {
508 get
509 {
510 Vector3 pos = _position;
511 return pos;
512 }
513 }
514
515 public override Vector3 GeometricCenter
516 {
517 get
518 {
519 Vector3 pos = _position;
520 return pos;
521 }
522 }
523
524 //UBit mess
525 /* for later use
526 public override Vector3 PrimOOBsize
527 {
528 get
529 {
530 Vector3 s=Size;
531 s.X *=0.5f;
532 s.Y *=0.5f;
533 s.Z *=0.5f;
534 return s;
535 }
536 }
537
538 public override Vector3 PrimOOBoffset
539 {
540 get
541 {
542 return Vector3.Zero;
543 }
544 }
545 */
546
547 public override PrimitiveBaseShape Shape
548 {
549 set { return; }
550 }
551
552 public override Vector3 Velocity
553 {
554 get
555 {
556 return _velocity;
557 }
558 set
559 {
560 if (value.IsFinite())
561 {
562 AddChange(changes.Velocity, value);
563 }
564 else
565 {
566 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
567 }
568 }
569 }
570
571 public override Vector3 Torque
572 {
573 get { return Vector3.Zero; }
574 set { return; }
575 }
576
577 public override float CollisionScore
578 {
579 get { return 0f; }
580 set { }
581 }
582
583 public override bool Kinematic
584 {
585 get { return false; }
586 set { }
587 }
588
589 public override Quaternion Orientation
590 {
591 get { return Quaternion.Identity; }
592 set
593 {
594 }
595 }
596
597 public override Vector3 Acceleration
598 {
599 get { return _acceleration; }
600 set { }
601 }
602
603 public void SetAcceleration(Vector3 accel)
604 {
605 m_pidControllerActive = true;
606 _acceleration = accel;
607 }
608
609 /// <summary>
610 /// Adds the force supplied to the Target Velocity
611 /// The PID controller takes this target velocity and tries to make it a reality
612 /// </summary>
613 /// <param name="force"></param>
614 public override void AddForce(Vector3 force, bool pushforce)
615 {
616 if (force.IsFinite())
617 {
618 if (pushforce)
619 {
620 AddChange(changes.Force, force * m_density / _parent_scene.ODE_STEPSIZE / 28f);
621 }
622 else
623 {
624 AddChange(changes.Velocity, force);
625 }
626 }
627 else
628 {
629 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
630 }
631 //m_lastUpdateSent = false;
632 }
633
634 public override void AddAngularForce(Vector3 force, bool pushforce)
635 {
636
637 }
638
639 public override void SetMomentum(Vector3 momentum)
640 {
641 }
642
643
644 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
645 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
646 // place that is safe to call this routine AvatarGeomAndBodyCreation.
647 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ)
648 {
649 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
650 if (CAPSULE_LENGTH <= 0)
651 {
652 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
653 CAPSULE_LENGTH = 0.01f;
654
655 }
656
657 if (CAPSULE_RADIUS <= 0)
658 {
659 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
660 CAPSULE_RADIUS = 0.01f;
661
662 }
663 Shell = d.CreateCapsule(_parent_scene.ActiveSpace, CAPSULE_RADIUS, CAPSULE_LENGTH);
664
665 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
666 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
667
668 d.MassSetCapsule(out ShellMass, m_density, 3, CAPSULE_RADIUS, CAPSULE_LENGTH);
669
670 m_mass = ShellMass.mass; // update mass
671
672 // rescale PID parameters
673 PID_D = _parent_scene.avPIDD;
674 PID_P = _parent_scene.avPIDP;
675
676 // rescale PID parameters so that this aren't affected by mass
677 // and so don't get unstable for some masses
678 // also scale by ode time step so you don't need to refix them
679
680 PID_D /= 50 * 80; //scale to original mass of around 80 and 50 ODE fps
681 PID_D *= m_mass / _parent_scene.ODE_STEPSIZE;
682 PID_P /= 50 * 80;
683 PID_P *= m_mass / _parent_scene.ODE_STEPSIZE;
684
685 Body = d.BodyCreate(_parent_scene.world);
686
687 d.BodySetAutoDisableFlag(Body, false);
688 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
689
690 _position.X = npositionX;
691 _position.Y = npositionY;
692 _position.Z = npositionZ;
693
694 d.BodySetMass(Body, ref ShellMass);
695 d.GeomSetBody(Shell, Body);
696
697 // The purpose of the AMotor here is to keep the avatar's physical
698 // surrogate from rotating while moving
699 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
700 d.JointAttach(Amotor, Body, IntPtr.Zero);
701
702 d.JointSetAMotorMode(Amotor, 0);
703 d.JointSetAMotorNumAxes(Amotor, 3);
704 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
705 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
706 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
707
708 d.JointSetAMotorAngle(Amotor, 0, 0);
709 d.JointSetAMotorAngle(Amotor, 1, 0);
710 d.JointSetAMotorAngle(Amotor, 2, 0);
711
712 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f); // make it HARD
713 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
714 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
715 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP, 0.8f);
716 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP2, 0.8f);
717 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP3, 0.8f);
718
719 // These lowstops and high stops are effectively (no wiggle room)
720 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -1e-5f);
721 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 1e-5f);
722 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -1e-5f);
723 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 1e-5f);
724 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -1e-5f);
725 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 1e-5f);
726
727 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
728 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel2, 0);
729 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel3, 0);
730
731 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, 5e6f);
732 d.JointSetAMotorParam(Amotor, (int)dParam.FMax2, 5e6f);
733 d.JointSetAMotorParam(Amotor, (int)dParam.FMax3, 5e6f);
734 }
735
736 /// <summary>
737 /// Destroys the avatar body and geom
738
739 private void AvatarGeomAndBodyDestroy()
740 {
741 // Kill the Amotor
742 if (Amotor != IntPtr.Zero)
743 {
744 d.JointDestroy(Amotor);
745 Amotor = IntPtr.Zero;
746 }
747
748 if (Body != IntPtr.Zero)
749 {
750 //kill the body
751 d.BodyDestroy(Body);
752 Body = IntPtr.Zero;
753 }
754
755 //kill the Geometry
756 if (Shell != IntPtr.Zero)
757 {
758 _parent_scene.geom_name_map.Remove(Shell);
759 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
760 d.GeomDestroy(Shell);
761 _parent_scene.geom_name_map.Remove(Shell);
762 Shell = IntPtr.Zero;
763 }
764 }
765
766 /// <summary>
767 /// Called from Simulate
768 /// This is the avatar's movement control + PID Controller
769 /// </summary>
770 /// <param name="timeStep"></param>
771 public void Move(float timeStep, List<OdeCharacter> defects)
772 {
773 // no lock; for now it's only called from within Simulate()
774
775 // If the PID Controller isn't active then we set our force
776 // calculating base velocity to the current position
777
778 if (Body == IntPtr.Zero)
779 return;
780
781 d.Vector3 dtmp;
782 d.BodyCopyPosition(Body, out dtmp);
783 Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
784
785 // the Amotor still lets avatar rotation to drift during colisions
786 // so force it back to identity
787
788 d.Quaternion qtmp;
789 qtmp.W = 1;
790 qtmp.X = 0;
791 qtmp.Y = 0;
792 qtmp.Z = 0;
793 d.BodySetQuaternion(Body, ref qtmp);
794
795 if (m_pidControllerActive == false)
796 {
797 _zeroPosition = localpos;
798 }
799 //PidStatus = true;
800
801
802 if (!localpos.IsFinite())
803 {
804
805 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
806 defects.Add(this);
807 // _parent_scene.RemoveCharacter(this);
808
809 // destroy avatar capsule and related ODE data
810 AvatarGeomAndBodyDestroy();
811
812 return;
813 }
814
815 Vector3 vec = Vector3.Zero;
816 dtmp = d.BodyGetLinearVel(Body);
817 Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
818
819 float movementdivisor = 1f;
820 //Ubit change divisions into multiplications below
821 if (!m_alwaysRun)
822 {
823 movementdivisor = 1 / walkDivisor;
824 }
825 else
826 {
827 movementdivisor = 1 / runDivisor;
828 }
829
830 // colide with land
831
832 d.AABB aabb;
833 d.GeomGetAABB(Shell, out aabb);
834 float chrminZ = aabb.MinZ;
835
836 Vector3 posch = localpos;
837
838 float ftmp;
839
840 if (flying)
841 {
842 ftmp = timeStep;
843 posch.X += vel.X * ftmp;
844 posch.Y += vel.Y * ftmp;
845 }
846
847 float terrainheight = _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y);
848 if (chrminZ < terrainheight)
849 {
850 float depth = terrainheight - chrminZ;
851 if (!flying)
852 {
853 vec.Z = -vel.Z * PID_D * 1.5f + depth * PID_P * 50;
854 }
855 else
856 vec.Z = depth * PID_P * 50;
857
858 /*
859 Vector3 vtmp;
860 vtmp.X = _target_velocity.X * timeStep;
861 vtmp.Y = _target_velocity.Y * timeStep;
862 // fake and avoid squares
863 float k = (Math.Abs(vtmp.X) + Math.Abs(vtmp.Y));
864 if (k > 0)
865 {
866 posch.X += vtmp.X;
867 posch.Y += vtmp.Y;
868 terrainheight -= _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y);
869 k = 1 + Math.Abs(terrainheight) / k;
870 movementdivisor /= k;
871
872 if (k < 1)
873 k = 1;
874 }
875 */
876
877
878 if (depth < 0.1f)
879 {
880 m_iscolliding = true;
881 m_colliderfilter = 2;
882 m_iscollidingGround = true;
883
884 ContactPoint contact = new ContactPoint();
885 contact.PenetrationDepth = depth;
886 contact.Position.X = localpos.X;
887 contact.Position.Y = localpos.Y;
888 contact.Position.Z = chrminZ;
889 contact.SurfaceNormal.X = 0f;
890 contact.SurfaceNormal.Y = 0f;
891 contact.SurfaceNormal.Z = -1f;
892 AddCollisionEvent(0, contact);
893
894 vec.Z *= 0.5f;
895 }
896
897 else
898 m_iscollidingGround = false;
899 }
900 else
901 m_iscollidingGround = false;
902
903
904 // if velocity is zero, use position control; otherwise, velocity control
905 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f
906 && m_iscolliding)
907 {
908 // keep track of where we stopped. No more slippin' & slidin'
909 if (!_zeroFlag)
910 {
911 _zeroFlag = true;
912 _zeroPosition = localpos;
913 }
914 if (m_pidControllerActive)
915 {
916 // We only want to deactivate the PID Controller if we think we want to have our surrogate
917 // react to the physics scene by moving it's position.
918 // Avatar to Avatar collisions
919 // Prim to avatar collisions
920
921 vec.X = -vel.X * PID_D + (_zeroPosition.X - localpos.X) * (PID_P * 2);
922 vec.Y = -vel.Y * PID_D + (_zeroPosition.Y - localpos.Y) * (PID_P * 2);
923 if (flying)
924 {
925 vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P;
926 }
927 }
928 //PidStatus = true;
929 }
930 else
931 {
932 m_pidControllerActive = true;
933 _zeroFlag = false;
934
935 if (m_iscolliding)
936 {
937 if (!flying)
938 {
939 if (_target_velocity.Z > 0.0f)
940 {
941 // We're colliding with something and we're not flying but we're moving
942 // This means we're walking or running. JUMPING
943 vec.Z += (_target_velocity.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P;
944 }
945 // We're standing on something
946 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D);
947 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D);
948 }
949 else
950 {
951 // We're flying and colliding with something
952 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 0.0625f);
953 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 0.0625f);
954 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
955 }
956 }
957 else // ie not colliding
958 {
959 if (flying) //(!m_iscolliding && flying)
960 {
961 // we're in mid air suspended
962 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 1.667f);
963 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 1.667f);
964 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
965 }
966
967 else
968 {
969 // we're not colliding and we're not flying so that means we're falling!
970 // m_iscolliding includes collisions with the ground.
971
972 // d.Vector3 pos = d.BodyGetPosition(Body);
973 vec.X = (_target_velocity.X - vel.X) * PID_D * 0.833f;
974 vec.Y = (_target_velocity.Y - vel.Y) * PID_D * 0.833f;
975 }
976 }
977 }
978
979 if (flying)
980 {
981 vec.Z -= _parent_scene.gravityz * m_mass;
982
983 //Added for auto fly height. Kitto Flora
984 float target_altitude = _parent_scene.GetTerrainHeightAtXY(localpos.X, localpos.Y) + MinimumGroundFlightOffset;
985
986 if (localpos.Z < target_altitude)
987 {
988 vec.Z += (target_altitude - localpos.Z) * PID_P * 5.0f;
989 }
990 // end add Kitto Flora
991 }
992
993 if (vec.IsFinite())
994 {
995 if (vec.X != 0 || vec.Y !=0 || vec.Z !=0)
996 d.BodyAddForce(Body, vec.X, vec.Y, vec.Z);
997 }
998 else
999 {
1000 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1001 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1002 defects.Add(this);
1003 // _parent_scene.RemoveCharacter(this);
1004 // destroy avatar capsule and related ODE data
1005 AvatarGeomAndBodyDestroy();
1006 }
1007 }
1008
1009 /// <summary>
1010 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1011 /// </summary>
1012 public void UpdatePositionAndVelocity()
1013 {
1014 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1015 if (Body == IntPtr.Zero)
1016 return;
1017
1018 d.Vector3 vec;
1019 try
1020 {
1021 d.BodyCopyPosition(Body, out vec);
1022 }
1023 catch (NullReferenceException)
1024 {
1025 bad = true;
1026 _parent_scene.BadCharacter(this);
1027 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1028 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1029 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1030 }
1031
1032 _position.X = vec.X;
1033 _position.Y = vec.Y;
1034 _position.Z = vec.Z;
1035
1036 bool fixbody = false;
1037
1038 if (_position.X < 0.0f)
1039 {
1040 fixbody = true;
1041 _position.X = 0.1f;
1042 }
1043 else if (_position.X > (int)_parent_scene.WorldExtents.X - 0.1f)
1044 {
1045 fixbody = true;
1046 _position.X = (int)_parent_scene.WorldExtents.X - 0.1f;
1047 }
1048
1049 if (_position.Y < 0.0f)
1050 {
1051 fixbody = true;
1052 _position.Y = 0.1f;
1053 }
1054 else if (_position.Y > (int)_parent_scene.WorldExtents.Y - 0.1)
1055 {
1056 fixbody = true;
1057 _position.Y = (int)_parent_scene.WorldExtents.Y - 0.1f;
1058 }
1059
1060 if (fixbody)
1061 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1062
1063 // Did we move last? = zeroflag
1064 // This helps keep us from sliding all over
1065/*
1066 if (_zeroFlag)
1067 {
1068 _velocity.X = 0.0f;
1069 _velocity.Y = 0.0f;
1070 _velocity.Z = 0.0f;
1071
1072 // Did we send out the 'stopped' message?
1073 if (!m_lastUpdateSent)
1074 {
1075 m_lastUpdateSent = true;
1076 base.RequestPhysicsterseUpdate();
1077 }
1078 }
1079 else
1080 {
1081 m_lastUpdateSent = false;
1082 */
1083 try
1084 {
1085 vec = d.BodyGetLinearVel(Body);
1086 }
1087 catch (NullReferenceException)
1088 {
1089 vec.X = _velocity.X;
1090 vec.Y = _velocity.Y;
1091 vec.Z = _velocity.Z;
1092 }
1093 _velocity.X = (vec.X);
1094 _velocity.Y = (vec.Y);
1095 _velocity.Z = (vec.Z);
1096 // }
1097 }
1098
1099 /// <summary>
1100 /// Cleanup the things we use in the scene.
1101 /// </summary>
1102 public void Destroy()
1103 {
1104 AddChange(changes.Remove, null);
1105 }
1106
1107 public override void CrossingFailure()
1108 {
1109 }
1110
1111 public override Vector3 PIDTarget { set { return; } }
1112 public override bool PIDActive { set { return; } }
1113 public override float PIDTau { set { return; } }
1114
1115 public override float PIDHoverHeight { set { return; } }
1116 public override bool PIDHoverActive { set { return; } }
1117 public override PIDHoverType PIDHoverType { set { return; } }
1118 public override float PIDHoverTau { set { return; } }
1119
1120 public override Quaternion APIDTarget { set { return; } }
1121
1122 public override bool APIDActive { set { return; } }
1123
1124 public override float APIDStrength { set { return; } }
1125
1126 public override float APIDDamping { set { return; } }
1127
1128
1129 public override void SubscribeEvents(int ms)
1130 {
1131 m_requestedUpdateFrequency = ms;
1132 m_eventsubscription = ms;
1133 _parent_scene.AddCollisionEventReporting(this);
1134 m_haseventsubscription = true;
1135 }
1136
1137 public override void UnSubscribeEvents()
1138 {
1139 m_haseventsubscription = false;
1140 _parent_scene.RemoveCollisionEventReporting(this);
1141 m_requestedUpdateFrequency = 0;
1142 m_eventsubscription = 0;
1143 }
1144
1145 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1146 {
1147 if (m_haseventsubscription)
1148 {
1149 // m_log.DebugFormat(
1150 // "[PHYSICS]: Adding collision event for {0}, collidedWith {1}, contact {2}", "", CollidedWith, contact);
1151
1152 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1153 }
1154 }
1155
1156 public void SendCollisions()
1157 {
1158 if (m_haseventsubscription && m_eventsubscription > m_requestedUpdateFrequency)
1159 {
1160 if (CollisionEventsThisFrame != null)
1161 {
1162 base.SendCollisionUpdate(CollisionEventsThisFrame);
1163 }
1164 CollisionEventsThisFrame = new CollisionEventUpdate();
1165 m_eventsubscription = 0;
1166 }
1167 }
1168
1169 public override bool SubscribedEvents()
1170 {
1171 return m_haseventsubscription;
1172 }
1173
1174 private void changePhysicsStatus(bool NewStatus)
1175 {
1176 if (NewStatus != m_isPhysical)
1177 {
1178 if (NewStatus)
1179 {
1180 // Create avatar capsule and related ODE data
1181 if ((Shell != IntPtr.Zero))
1182 {
1183 // a lost shell ?
1184 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1185 + (Shell != IntPtr.Zero ? "Shell " : "")
1186 + (Body != IntPtr.Zero ? "Body " : "")
1187 + (Amotor != IntPtr.Zero ? "Amotor " : ""));
1188 AvatarGeomAndBodyDestroy();
1189 }
1190
1191 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z);
1192 _parent_scene.geom_name_map[Shell] = m_name;
1193 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1194 _parent_scene.AddCharacter(this);
1195 }
1196 else
1197 {
1198 _parent_scene.RemoveCharacter(this);
1199 // destroy avatar capsule and related ODE data
1200 AvatarGeomAndBodyDestroy();
1201 }
1202
1203 m_isPhysical = NewStatus;
1204 }
1205 }
1206
1207 private void changeAdd()
1208 {
1209 changePhysicsStatus(true);
1210 }
1211
1212 private void changeRemove()
1213 {
1214 changePhysicsStatus(false);
1215 }
1216
1217 private void changeShape(PrimitiveBaseShape arg)
1218 {
1219 }
1220
1221 private void changeSize(Vector3 Size)
1222 {
1223 if (Size.IsFinite())
1224 {
1225 float caplen = Size.Z;
1226
1227 caplen = caplen * 1.15f - CAPSULE_RADIUS * 2.0f;
1228
1229 if (caplen != CAPSULE_LENGTH)
1230 {
1231 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1232 {
1233 AvatarGeomAndBodyDestroy();
1234
1235 float prevCapsule = CAPSULE_LENGTH;
1236 CAPSULE_LENGTH = caplen;
1237
1238 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1239 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2));
1240
1241 Velocity = Vector3.Zero;
1242
1243 _parent_scene.geom_name_map[Shell] = m_name;
1244 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1245 }
1246 else
1247 {
1248 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1249 + (Shell == IntPtr.Zero ? "Shell " : "")
1250 + (Body == IntPtr.Zero ? "Body " : "")
1251 + (Amotor == IntPtr.Zero ? "Amotor " : ""));
1252 }
1253 }
1254
1255 m_pidControllerActive = true;
1256 }
1257 else
1258 {
1259 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
1260 }
1261 }
1262
1263 private void changePosition( Vector3 newPos)
1264 {
1265 if (Body != IntPtr.Zero)
1266 d.BodySetPosition(Body, newPos.X, newPos.Y, newPos.Z);
1267 _position = newPos;
1268 }
1269
1270 private void changeOrientation(Quaternion newOri)
1271 {
1272 }
1273
1274 private void changeVelocity(Vector3 newVel)
1275 {
1276 m_pidControllerActive = true;
1277 _target_velocity = newVel;
1278 }
1279
1280 private void changeSetTorque(Vector3 newTorque)
1281 {
1282 }
1283
1284 private void changeAddForce(Vector3 newForce)
1285 {
1286 }
1287
1288 private void changeAddAngularForce(Vector3 arg)
1289 {
1290 }
1291
1292 private void changeAngularLock(Vector3 arg)
1293 {
1294 }
1295
1296 private void changeFloatOnWater(bool arg)
1297 {
1298 }
1299
1300 private void changeVolumedetetion(bool arg)
1301 {
1302 }
1303
1304 private void changeSelectedStatus(bool arg)
1305 {
1306 }
1307
1308 private void changeDisable(bool arg)
1309 {
1310 }
1311
1312 private void changeBuilding(bool arg)
1313 {
1314 }
1315
1316 private void changeForce(Vector3 newForce)
1317 {
1318 m_pidControllerActive = false;
1319 if (Body != IntPtr.Zero)
1320 {
1321 if (newForce.X != 0f || newForce.Y != 0f || newForce.Z != 0)
1322 d.BodyAddForce(Body, newForce.X, newForce.Y, newForce.Z);
1323 }
1324 }
1325
1326 private void donullchange()
1327 {
1328 }
1329
1330 public bool DoAChange(changes what, object arg)
1331 {
1332 if (Shell == IntPtr.Zero && what != changes.Add && what != changes.Remove)
1333 {
1334 return false;
1335 }
1336
1337 // nasty switch
1338 switch (what)
1339 {
1340 case changes.Add:
1341 changeAdd();
1342 break;
1343 case changes.Remove:
1344 changeRemove();
1345 break;
1346
1347 case changes.Position:
1348 changePosition((Vector3)arg);
1349 break;
1350
1351 case changes.Orientation:
1352 changeOrientation((Quaternion)arg);
1353 break;
1354
1355 case changes.PosOffset:
1356 donullchange();
1357 break;
1358
1359 case changes.OriOffset:
1360 donullchange();
1361 break;
1362
1363 case changes.Velocity:
1364 changeVelocity((Vector3)arg);
1365 break;
1366
1367 // case changes.Acceleration:
1368 // changeacceleration((Vector3)arg);
1369 // break;
1370 // case changes.AngVelocity:
1371 // changeangvelocity((Vector3)arg);
1372 // break;
1373
1374 case changes.Force:
1375 changeForce((Vector3)arg);
1376 break;
1377
1378 case changes.Torque:
1379 changeSetTorque((Vector3)arg);
1380 break;
1381
1382 case changes.AddForce:
1383 changeAddForce((Vector3)arg);
1384 break;
1385
1386 case changes.AddAngForce:
1387 changeAddAngularForce((Vector3)arg);
1388 break;
1389
1390 case changes.AngLock:
1391 changeAngularLock((Vector3)arg);
1392 break;
1393
1394 case changes.Size:
1395 changeSize((Vector3)arg);
1396 break;
1397/* not in use for now
1398 case changes.Shape:
1399 changeShape((PrimitiveBaseShape)arg);
1400 break;
1401
1402 case changes.CollidesWater:
1403 changeFloatOnWater((bool)arg);
1404 break;
1405
1406 case changes.VolumeDtc:
1407 changeVolumedetetion((bool)arg);
1408 break;
1409
1410 case changes.Physical:
1411 changePhysicsStatus((bool)arg);
1412 break;
1413
1414 case changes.Selected:
1415 changeSelectedStatus((bool)arg);
1416 break;
1417
1418 case changes.disabled:
1419 changeDisable((bool)arg);
1420 break;
1421
1422 case changes.building:
1423 changeBuilding((bool)arg);
1424 break;
1425*/
1426 case changes.Null:
1427 donullchange();
1428 break;
1429
1430 default:
1431 donullchange();
1432 break;
1433 }
1434 return false;
1435 }
1436
1437 public void AddChange(changes what, object arg)
1438 {
1439 _parent_scene.AddChange((PhysicsActor)this, what, arg);
1440 }
1441
1442
1443 internal void AddCollisionFrameTime(int p)
1444 {
1445 // protect it from overflow crashing
1446 if (m_eventsubscription + p >= int.MaxValue)
1447 m_eventsubscription = 0;
1448 m_eventsubscription += p;
1449 }
1450 }
1451}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
new file mode 100644
index 0000000..c9d0909
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
@@ -0,0 +1,945 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28/* Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces
29 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
30 * ODEPrim.cs contains methods dealing with Prim editing, Prim
31 * characteristics and Kinetic motion.
32 * ODEDynamics.cs contains methods dealing with Prim Physical motion
33 * (dynamics) and the associated settings. Old Linear and angular
34 * motors for dynamic motion have been replace with MoveLinear()
35 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
36 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
37 * switch between 'VEHICLE' parameter use and general dynamics
38 * settings use.
39 */
40
41// Ubit 2012
42
43using System;
44using System.Collections.Generic;
45using System.Reflection;
46using System.Runtime.InteropServices;
47using log4net;
48using OpenMetaverse;
49using OdeAPI;
50using OpenSim.Framework;
51using OpenSim.Region.Physics.Manager;
52
53namespace OpenSim.Region.Physics.OdePlugin
54{
55 public class ODEDynamics
56 {
57 public Vehicle Type
58 {
59 get { return m_type; }
60 }
61
62 private OdePrim rootPrim;
63 private OdeScene _pParentScene;
64
65 // Vehicle properties
66 private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
67 private Quaternion m_RollreferenceFrame = Quaternion.Identity; // what hell is this ?
68
69 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
70
71 private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings:
72 // HOVER_TERRAIN_ONLY
73 // HOVER_GLOBAL_HEIGHT
74 // NO_DEFLECTION_UP
75 // HOVER_WATER_ONLY
76 // HOVER_UP_ONLY
77 // LIMIT_MOTOR_UP
78 // LIMIT_ROLL_ONLY
79 private Vector3 m_BlockingEndPoint = Vector3.Zero; // not sl
80
81 // Linear properties
82 private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
83 private Vector3 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
84 private float m_linearMotorDecayTimescale = 120;
85 private float m_linearMotorTimescale = 1000;
86 private Vector3 m_linearMotorOffset = Vector3.Zero;
87
88 //Angular properties
89 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
90 private float m_angularMotorTimescale = 1000; // motor angular velocity ramp up rate
91 private float m_angularMotorDecayTimescale = 120; // motor angular velocity decay rate
92 private Vector3 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); // body angular velocity decay rate
93
94 //Deflection properties
95 private float m_angularDeflectionEfficiency = 0;
96 private float m_angularDeflectionTimescale = 1000;
97 private float m_linearDeflectionEfficiency = 0;
98 private float m_linearDeflectionTimescale = 1000;
99
100 //Banking properties
101 private float m_bankingEfficiency = 0;
102 private float m_bankingMix = 0;
103 private float m_bankingTimescale = 1000;
104
105 //Hover and Buoyancy properties
106 private float m_VhoverHeight = 0f;
107 private float m_VhoverEfficiency = 0f;
108 private float m_VhoverTimescale = 1000f;
109 private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle.
110 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
111 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
112 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
113
114 //Attractor properties
115 private float m_verticalAttractionEfficiency = 1.0f; // damped
116 private float m_verticalAttractionTimescale = 1000f; // Timescale > 300 means no vert attractor.
117
118
119 // auxiliar
120 private float m_lmEfect = 0; // current linear motor eficiency
121 private float m_amEfect = 0; // current angular motor eficiency
122
123
124 public ODEDynamics(OdePrim rootp)
125 {
126 rootPrim = rootp;
127 _pParentScene = rootPrim._parent_scene;
128 }
129
130
131 public void DoSetVehicle(VehicleData vd)
132 {
133
134 float timestep = _pParentScene.ODE_STEPSIZE;
135 float invtimestep = 1.0f / timestep;
136
137 m_type = vd.m_type;
138 m_flags = vd.m_flags;
139
140 // Linear properties
141 m_linearMotorDirection = vd.m_linearMotorDirection;
142
143 m_linearFrictionTimescale = vd.m_linearFrictionTimescale;
144 if (m_linearFrictionTimescale.X < timestep) m_linearFrictionTimescale.X = timestep;
145 if (m_linearFrictionTimescale.Y < timestep) m_linearFrictionTimescale.Y = timestep;
146 if (m_linearFrictionTimescale.Z < timestep) m_linearFrictionTimescale.Z = timestep;
147
148 m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
149 if (m_linearMotorDecayTimescale < 0.5f) m_linearMotorDecayTimescale = 0.5f;
150 m_linearMotorDecayTimescale *= invtimestep;
151
152 m_linearMotorTimescale = vd.m_linearMotorTimescale;
153 if (m_linearMotorTimescale < timestep) m_linearMotorTimescale = timestep;
154
155 m_linearMotorOffset = vd.m_linearMotorOffset;
156
157 //Angular properties
158 m_angularMotorDirection = vd.m_angularMotorDirection;
159 m_angularMotorTimescale = vd.m_angularMotorTimescale;
160 if (m_angularMotorTimescale < timestep) m_angularMotorTimescale = timestep;
161
162 m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale;
163 if (m_angularMotorDecayTimescale < 0.5f) m_angularMotorDecayTimescale = 0.5f;
164 m_angularMotorDecayTimescale *= invtimestep;
165
166 m_angularFrictionTimescale = vd.m_angularFrictionTimescale;
167 if (m_angularFrictionTimescale.X < timestep) m_angularFrictionTimescale.X = timestep;
168 if (m_angularFrictionTimescale.Y < timestep) m_angularFrictionTimescale.Y = timestep;
169 if (m_angularFrictionTimescale.Z < timestep) m_angularFrictionTimescale.Z = timestep;
170
171 //Deflection properties
172 m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency;
173 m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale;
174 if (m_angularDeflectionTimescale < timestep) m_angularDeflectionTimescale = timestep;
175
176 m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency;
177 m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale;
178 if (m_linearDeflectionTimescale < timestep) m_linearDeflectionTimescale = timestep;
179
180 //Banking properties
181 m_bankingEfficiency = vd.m_bankingEfficiency;
182 m_bankingMix = vd.m_bankingMix;
183 m_bankingTimescale = vd.m_bankingTimescale;
184 if (m_bankingTimescale < timestep) m_bankingTimescale = timestep;
185
186 //Hover and Buoyancy properties
187 m_VhoverHeight = vd.m_VhoverHeight;
188 m_VhoverEfficiency = vd.m_VhoverEfficiency;
189 m_VhoverTimescale = vd.m_VhoverTimescale;
190 if (m_VhoverTimescale < timestep) m_VhoverTimescale = timestep;
191
192 m_VehicleBuoyancy = vd.m_VehicleBuoyancy;
193
194 //Attractor properties
195 m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency;
196 m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale;
197 if (m_verticalAttractionTimescale < timestep) m_verticalAttractionTimescale = timestep;
198
199 // Axis
200 m_referenceFrame = vd.m_referenceFrame;
201
202 m_lmEfect = 0;
203 m_amEfect = 0;
204 }
205
206 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
207 {
208 float len;
209 float invtimestep = 1.0f / _pParentScene.ODE_STEPSIZE;
210 float timestep = _pParentScene.ODE_STEPSIZE;
211
212 switch (pParam)
213 {
214 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
215 if (pValue < 0f) pValue = 0f;
216 if (pValue > 1f) pValue = 1f;
217 m_angularDeflectionEfficiency = pValue;
218 break;
219 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
220 if (pValue < timestep) pValue = timestep;
221 m_angularDeflectionTimescale = pValue;
222 break;
223 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
224 // if (pValue < timestep) pValue = timestep;
225 // try to make impulses to work a bit better
226 if (pValue < 0.5f) pValue = 0.5f;
227 else if (pValue > 120) pValue = 120;
228 m_angularMotorDecayTimescale = pValue * invtimestep;
229 break;
230 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
231 if (pValue < timestep) pValue = timestep;
232 m_angularMotorTimescale = pValue;
233 break;
234 case Vehicle.BANKING_EFFICIENCY:
235 if (pValue < -1f) pValue = -1f;
236 if (pValue > 1f) pValue = 1f;
237 m_bankingEfficiency = pValue;
238 break;
239 case Vehicle.BANKING_MIX:
240 if (pValue < 0f) pValue = 0f;
241 if (pValue > 1f) pValue = 1f;
242 m_bankingMix = pValue;
243 break;
244 case Vehicle.BANKING_TIMESCALE:
245 if (pValue < timestep) pValue = timestep;
246 m_bankingTimescale = pValue;
247 break;
248 case Vehicle.BUOYANCY:
249 if (pValue < -1f) pValue = -1f;
250 if (pValue > 1f) pValue = 1f;
251 m_VehicleBuoyancy = pValue;
252 break;
253 case Vehicle.HOVER_EFFICIENCY:
254 if (pValue < 0f) pValue = 0f;
255 if (pValue > 1f) pValue = 1f;
256 m_VhoverEfficiency = pValue;
257 break;
258 case Vehicle.HOVER_HEIGHT:
259 m_VhoverHeight = pValue;
260 break;
261 case Vehicle.HOVER_TIMESCALE:
262 if (pValue < timestep) pValue = timestep;
263 m_VhoverTimescale = pValue;
264 break;
265 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
266 if (pValue < 0f) pValue = 0f;
267 if (pValue > 1f) pValue = 1f;
268 m_linearDeflectionEfficiency = pValue;
269 break;
270 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
271 if (pValue < timestep) pValue = timestep;
272 m_linearDeflectionTimescale = pValue;
273 break;
274 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
275 // if (pValue < timestep) pValue = timestep;
276 // try to make impulses to work a bit better
277 if (pValue < 0.5f) pValue = 0.5f;
278 else if (pValue > 120) pValue = 120;
279 m_linearMotorDecayTimescale = pValue * invtimestep;
280 break;
281 case Vehicle.LINEAR_MOTOR_TIMESCALE:
282 if (pValue < timestep) pValue = timestep;
283 m_linearMotorTimescale = pValue;
284 break;
285 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
286 if (pValue < 0f) pValue = 0f;
287 if (pValue > 1f) pValue = 1f;
288 m_verticalAttractionEfficiency = pValue;
289 break;
290 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
291 if (pValue < timestep) pValue = timestep;
292 m_verticalAttractionTimescale = pValue;
293 break;
294
295 // These are vector properties but the engine lets you use a single float value to
296 // set all of the components to the same value
297 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
298 if (pValue < timestep) pValue = timestep;
299 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
300 break;
301 case Vehicle.ANGULAR_MOTOR_DIRECTION:
302 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
303 len = m_angularMotorDirection.Length();
304 if (len > 12.566f)
305 m_angularMotorDirection *= (12.566f / len);
306 m_amEfect = 1.0f; // turn it on
307 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
308 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
309 d.BodyEnable(rootPrim.Body);
310 break;
311 case Vehicle.LINEAR_FRICTION_TIMESCALE:
312 if (pValue < timestep) pValue = timestep;
313 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
314 break;
315 case Vehicle.LINEAR_MOTOR_DIRECTION:
316 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
317 len = m_linearMotorDirection.Length();
318 if (len > 30.0f)
319 m_linearMotorDirection *= (30.0f / len);
320 m_lmEfect = 1.0f; // turn it on
321 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
322 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
323 d.BodyEnable(rootPrim.Body);
324 break;
325 case Vehicle.LINEAR_MOTOR_OFFSET:
326 m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
327 len = m_linearMotorOffset.Length();
328 if (len > 100.0f)
329 m_linearMotorOffset *= (100.0f / len);
330 break;
331 }
332 }//end ProcessFloatVehicleParam
333
334 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
335 {
336 float len;
337 float invtimestep = 1.0f / _pParentScene.ODE_STEPSIZE;
338 float timestep = _pParentScene.ODE_STEPSIZE;
339 switch (pParam)
340 {
341 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
342 if (pValue.X < timestep) pValue.X = timestep;
343 if (pValue.Y < timestep) pValue.Y = timestep;
344 if (pValue.Z < timestep) pValue.Z = timestep;
345
346 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
347 break;
348 case Vehicle.ANGULAR_MOTOR_DIRECTION:
349 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
350 // Limit requested angular speed to 2 rps= 4 pi rads/sec
351 len = m_angularMotorDirection.Length();
352 if (len > 12.566f)
353 m_angularMotorDirection *= (12.566f / len);
354 m_amEfect = 1.0f; // turn it on
355 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
356 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
357 d.BodyEnable(rootPrim.Body);
358 break;
359 case Vehicle.LINEAR_FRICTION_TIMESCALE:
360 if (pValue.X < timestep) pValue.X = timestep;
361 if (pValue.Y < timestep) pValue.Y = timestep;
362 if (pValue.Z < timestep) pValue.Z = timestep;
363 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
364 break;
365 case Vehicle.LINEAR_MOTOR_DIRECTION:
366 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
367 len = m_linearMotorDirection.Length();
368 if (len > 30.0f)
369 m_linearMotorDirection *= (30.0f / len);
370 m_lmEfect = 1.0f; // turn it on
371 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
372 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
373 d.BodyEnable(rootPrim.Body);
374 break;
375 case Vehicle.LINEAR_MOTOR_OFFSET:
376 m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
377 len = m_linearMotorOffset.Length();
378 if (len > 100.0f)
379 m_linearMotorOffset *= (100.0f / len);
380 break;
381 case Vehicle.BLOCK_EXIT:
382 m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z);
383 break;
384 }
385 }//end ProcessVectorVehicleParam
386
387 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
388 {
389 switch (pParam)
390 {
391 case Vehicle.REFERENCE_FRAME:
392 m_referenceFrame = Quaternion.Inverse(pValue);
393 break;
394 case Vehicle.ROLL_FRAME:
395 m_RollreferenceFrame = pValue;
396 break;
397 }
398 }//end ProcessRotationVehicleParam
399
400 internal void ProcessVehicleFlags(int pParam, bool remove)
401 {
402 if (remove)
403 {
404 m_flags &= ~((VehicleFlag)pParam);
405 }
406 else
407 {
408 m_flags |= (VehicleFlag)pParam;
409 }
410 }//end ProcessVehicleFlags
411
412 internal void ProcessTypeChange(Vehicle pType)
413 {
414 float invtimestep = _pParentScene.ODE_STEPSIZE;
415 m_lmEfect = 0;
416 m_amEfect = 0;
417
418 m_linearMotorDirection = Vector3.Zero;
419 m_angularMotorDirection = Vector3.Zero;
420
421 m_BlockingEndPoint = Vector3.Zero;
422 m_RollreferenceFrame = Quaternion.Identity;
423 m_linearMotorOffset = Vector3.Zero;
424
425 m_referenceFrame = Quaternion.Identity;
426
427 // Set Defaults For Type
428 m_type = pType;
429 switch (pType)
430 {
431 case Vehicle.TYPE_NONE:
432 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
433 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
434 m_linearMotorTimescale = 1000;
435 m_linearMotorDecayTimescale = 120;
436 m_angularMotorTimescale = 1000;
437 m_angularMotorDecayTimescale = 1000;
438 m_VhoverHeight = 0;
439 m_VhoverEfficiency = 1;
440 m_VhoverTimescale = 1000;
441 m_VehicleBuoyancy = 0;
442 m_linearDeflectionEfficiency = 0;
443 m_linearDeflectionTimescale = 1000;
444 m_angularDeflectionEfficiency = 0;
445 m_angularDeflectionTimescale = 1000;
446 m_bankingEfficiency = 0;
447 m_bankingMix = 1;
448 m_bankingTimescale = 1000;
449 m_verticalAttractionEfficiency = 0;
450 m_verticalAttractionTimescale = 1000;
451
452 m_flags = (VehicleFlag)0;
453 break;
454
455 case Vehicle.TYPE_SLED:
456 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
457 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
458 m_linearMotorTimescale = 1000;
459 m_linearMotorDecayTimescale = 120 * invtimestep;
460 m_angularMotorTimescale = 1000;
461 m_angularMotorDecayTimescale = 120 * invtimestep;
462 m_VhoverHeight = 0;
463 m_VhoverEfficiency = 1;
464 m_VhoverTimescale = 10;
465 m_VehicleBuoyancy = 0;
466 m_linearDeflectionEfficiency = 1;
467 m_linearDeflectionTimescale = 1;
468 m_angularDeflectionEfficiency = 0;
469 m_angularDeflectionTimescale = 1000;
470 m_bankingEfficiency = 0;
471 m_bankingMix = 1;
472 m_bankingTimescale = 10;
473 m_flags &=
474 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
475 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
476 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
477 break;
478 case Vehicle.TYPE_CAR:
479 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
480 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
481 m_linearMotorTimescale = 1;
482 m_linearMotorDecayTimescale = 60 * invtimestep;
483 m_angularMotorTimescale = 1;
484 m_angularMotorDecayTimescale = 0.8f * invtimestep;
485 m_VhoverHeight = 0;
486 m_VhoverEfficiency = 0;
487 m_VhoverTimescale = 1000;
488 m_VehicleBuoyancy = 0;
489 m_linearDeflectionEfficiency = 1;
490 m_linearDeflectionTimescale = 2;
491 m_angularDeflectionEfficiency = 0;
492 m_angularDeflectionTimescale = 10;
493 m_verticalAttractionEfficiency = 1f;
494 m_verticalAttractionTimescale = 10f;
495 m_bankingEfficiency = -0.2f;
496 m_bankingMix = 1;
497 m_bankingTimescale = 1;
498 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
499 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
500 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
501 break;
502 case Vehicle.TYPE_BOAT:
503 m_linearFrictionTimescale = new Vector3(10, 3, 2);
504 m_angularFrictionTimescale = new Vector3(10, 10, 10);
505 m_linearMotorTimescale = 5;
506 m_linearMotorDecayTimescale = 60 * invtimestep;
507 m_angularMotorTimescale = 4;
508 m_angularMotorDecayTimescale = 4 * invtimestep;
509 m_VhoverHeight = 0;
510 m_VhoverEfficiency = 0.5f;
511 m_VhoverTimescale = 2;
512 m_VehicleBuoyancy = 1;
513 m_linearDeflectionEfficiency = 0.5f;
514 m_linearDeflectionTimescale = 3;
515 m_angularDeflectionEfficiency = 0.5f;
516 m_angularDeflectionTimescale = 5;
517 m_verticalAttractionEfficiency = 0.5f;
518 m_verticalAttractionTimescale = 5f;
519 m_bankingEfficiency = -0.3f;
520 m_bankingMix = 0.8f;
521 m_bankingTimescale = 1;
522 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
523 VehicleFlag.HOVER_GLOBAL_HEIGHT |
524 VehicleFlag.HOVER_UP_ONLY |
525 VehicleFlag.LIMIT_ROLL_ONLY);
526 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
527 VehicleFlag.LIMIT_MOTOR_UP |
528 VehicleFlag.HOVER_WATER_ONLY);
529 break;
530 case Vehicle.TYPE_AIRPLANE:
531 m_linearFrictionTimescale = new Vector3(200, 10, 5);
532 m_angularFrictionTimescale = new Vector3(20, 20, 20);
533 m_linearMotorTimescale = 2;
534 m_linearMotorDecayTimescale = 60 * invtimestep;
535 m_angularMotorTimescale = 4;
536 m_angularMotorDecayTimescale = 8 * invtimestep;
537 m_VhoverHeight = 0;
538 m_VhoverEfficiency = 0.5f;
539 m_VhoverTimescale = 1000;
540 m_VehicleBuoyancy = 0;
541 m_linearDeflectionEfficiency = 0.5f;
542 m_linearDeflectionTimescale = 0.5f;
543 m_angularDeflectionEfficiency = 1;
544 m_angularDeflectionTimescale = 2;
545 m_verticalAttractionEfficiency = 0.9f;
546 m_verticalAttractionTimescale = 2f;
547 m_bankingEfficiency = 1;
548 m_bankingMix = 0.7f;
549 m_bankingTimescale = 2;
550 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
551 VehicleFlag.HOVER_TERRAIN_ONLY |
552 VehicleFlag.HOVER_GLOBAL_HEIGHT |
553 VehicleFlag.HOVER_UP_ONLY |
554 VehicleFlag.NO_DEFLECTION_UP |
555 VehicleFlag.LIMIT_MOTOR_UP);
556 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
557 break;
558 case Vehicle.TYPE_BALLOON:
559 m_linearFrictionTimescale = new Vector3(5, 5, 5);
560 m_angularFrictionTimescale = new Vector3(10, 10, 10);
561 m_linearMotorTimescale = 5;
562 m_linearMotorDecayTimescale = 60 * invtimestep;
563 m_angularMotorTimescale = 6;
564 m_angularMotorDecayTimescale = 10 * invtimestep;
565 m_VhoverHeight = 5;
566 m_VhoverEfficiency = 0.8f;
567 m_VhoverTimescale = 10;
568 m_VehicleBuoyancy = 1;
569 m_linearDeflectionEfficiency = 0;
570 m_linearDeflectionTimescale = 5 * invtimestep;
571 m_angularDeflectionEfficiency = 0;
572 m_angularDeflectionTimescale = 5;
573 m_verticalAttractionEfficiency = 0f;
574 m_verticalAttractionTimescale = 1000f;
575 m_bankingEfficiency = 0;
576 m_bankingMix = 0.7f;
577 m_bankingTimescale = 5;
578 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
579 VehicleFlag.HOVER_TERRAIN_ONLY |
580 VehicleFlag.HOVER_UP_ONLY |
581 VehicleFlag.NO_DEFLECTION_UP |
582 VehicleFlag.LIMIT_MOTOR_UP);
583 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
584 VehicleFlag.HOVER_GLOBAL_HEIGHT);
585 break;
586 }
587
588 }//end SetDefaultsForType
589
590 internal void Stop()
591 {
592 m_lmEfect = 0;
593 m_amEfect = 0;
594 }
595
596 public static Vector3 Xrot(Quaternion rot)
597 {
598 Vector3 vec;
599 rot.Normalize(); // just in case
600 vec.X = 2 * (rot.X * rot.X + rot.W * rot.W) - 1;
601 vec.Y = 2 * (rot.X * rot.Y + rot.Z * rot.W);
602 vec.Z = 2 * (rot.X * rot.Z - rot.Y * rot.W);
603 return vec;
604 }
605
606 public static Vector3 Zrot(Quaternion rot)
607 {
608 Vector3 vec;
609 rot.Normalize(); // just in case
610 vec.X = 2 * (rot.X * rot.Z + rot.Y * rot.W);
611 vec.Y = 2 * (rot.Y * rot.Z - rot.X * rot.W);
612 vec.Z = 2 * (rot.Z * rot.Z + rot.W * rot.W) - 1;
613
614 return vec;
615 }
616
617 private const float halfpi = 0.5f * (float)Math.PI;
618
619 public static Vector3 ubitRot2Euler(Quaternion rot)
620 {
621 // returns roll in X
622 // pitch in Y
623 // yaw in Z
624 Vector3 vec;
625
626 // assuming rot is normalised
627 // rot.Normalize();
628
629 float zX = rot.X * rot.Z + rot.Y * rot.W;
630
631 if (zX < -0.49999f)
632 {
633 vec.X = 0;
634 vec.Y = -halfpi;
635 vec.Z = (float)(-2d * Math.Atan(rot.X / rot.W));
636 }
637 else if (zX > 0.49999f)
638 {
639 vec.X = 0;
640 vec.Y = halfpi;
641 vec.Z = (float)(2d * Math.Atan(rot.X / rot.W));
642 }
643 else
644 {
645 vec.Y = (float)Math.Asin(2 * zX);
646
647 float sqw = rot.W * rot.W;
648
649 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
650 float zZ = rot.Z * rot.Z + sqw - 0.5f;
651
652 vec.X = (float)Math.Atan2(minuszY, zZ);
653
654 float yX = rot.Z * rot.W - rot.X * rot.Y; //( have negative ?)
655 float yY = rot.X * rot.X + sqw - 0.5f;
656 vec.Z = (float)Math.Atan2(yX, yY);
657 }
658 return vec;
659 }
660
661 public static void GetRollPitch(Quaternion rot, out float roll, out float pitch)
662 {
663 // assuming rot is normalised
664 // rot.Normalize();
665
666 float zX = rot.X * rot.Z + rot.Y * rot.W;
667
668 if (zX < -0.49999f)
669 {
670 roll = 0;
671 pitch = -halfpi;
672 }
673 else if (zX > 0.49999f)
674 {
675 roll = 0;
676 pitch = halfpi;
677 }
678 else
679 {
680 pitch = (float)Math.Asin(2 * zX);
681
682 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
683 float zZ = rot.Z * rot.Z + rot.W * rot.W - 0.5f;
684
685 roll = (float)Math.Atan2(minuszY, zZ);
686 }
687 return ;
688 }
689
690 internal void Step()//float pTimestep)
691 {
692 IntPtr Body = rootPrim.Body;
693
694 d.Quaternion rot = d.BodyGetQuaternion(Body);
695 Quaternion objrotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
696 Quaternion rotq = objrotq; // rotq = rotation of object
697 rotq *= m_referenceFrame; // rotq is now rotation in vehicle reference frame
698 Quaternion irotq = Quaternion.Inverse(rotq);
699
700 d.Vector3 dvtmp;
701 Vector3 tmpV;
702 Vector3 curVel; // velocity in world
703 Vector3 curAngVel; // angular velocity in world
704 Vector3 force = Vector3.Zero; // actually linear aceleration until mult by mass in world frame
705 Vector3 torque = Vector3.Zero;// actually angular aceleration until mult by Inertia in vehicle frame
706 d.Vector3 dtorque = new d.Vector3();
707
708 dvtmp = d.BodyGetLinearVel(Body);
709 curVel.X = dvtmp.X;
710 curVel.Y = dvtmp.Y;
711 curVel.Z = dvtmp.Z;
712 Vector3 curLocalVel = curVel * irotq; // current velocity in local
713
714 dvtmp = d.BodyGetAngularVel(Body);
715 curAngVel.X = dvtmp.X;
716 curAngVel.Y = dvtmp.Y;
717 curAngVel.Z = dvtmp.Z;
718 Vector3 curLocalAngVel = curAngVel * irotq; // current angular velocity in local
719
720 // linear motor
721 if (m_lmEfect > 0.01 && m_linearMotorTimescale < 1000)
722 {
723 tmpV = m_linearMotorDirection - curLocalVel; // velocity error
724 tmpV *= m_lmEfect / m_linearMotorTimescale; // error to correct in this timestep
725 tmpV *= rotq; // to world
726
727 if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0)
728 tmpV.Z = 0;
729
730 if (m_linearMotorOffset.X != 0 || m_linearMotorOffset.Y != 0 || m_linearMotorOffset.Z != 0)
731 {
732 // have offset, do it now
733 tmpV *= rootPrim.Mass;
734 d.BodyAddForceAtRelPos(Body, tmpV.X, tmpV.Y, tmpV.Z, m_linearMotorOffset.X, m_linearMotorOffset.Y, m_linearMotorOffset.Z);
735 }
736 else
737 {
738 force.X += tmpV.X;
739 force.Y += tmpV.Y;
740 force.Z += tmpV.Z;
741 }
742 m_lmEfect *= (1.0f - 1.0f / m_linearMotorDecayTimescale);
743 }
744 else
745 m_lmEfect = 0;
746
747 // friction
748 if (curLocalVel.X != 0 || curLocalVel.Y != 0 || curLocalVel.Z != 0)
749 {
750 tmpV.X = -curLocalVel.X / m_linearFrictionTimescale.X;
751 tmpV.Y = -curLocalVel.Y / m_linearFrictionTimescale.Y;
752 tmpV.Z = -curLocalVel.Z / m_linearFrictionTimescale.Z;
753 tmpV *= rotq; // to world
754 force.X += tmpV.X;
755 force.Y += tmpV.Y;
756 force.Z += tmpV.Z;
757 }
758
759 // hover
760 if (m_VhoverTimescale < 300)
761 {
762 d.Vector3 pos = d.BodyGetPosition(Body);
763
764 // default to global
765 float perr = m_VhoverHeight - pos.Z;;
766
767 if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
768 {
769 perr += _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
770 }
771 else if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
772 {
773 perr += _pParentScene.GetWaterLevel();
774 }
775 else if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == 0)
776 {
777 float t = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
778 float w = _pParentScene.GetWaterLevel();
779 if (t > w)
780 perr += t;
781 else
782 perr += w;
783 }
784
785 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == 0 || perr > 0)
786 {
787 force.Z += (perr / m_VhoverTimescale / m_VhoverTimescale - curVel.Z * m_VhoverEfficiency) / _pParentScene.ODE_STEPSIZE;
788 force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
789 }
790 else // no buoyancy
791 force.Z += _pParentScene.gravityz;
792 }
793 else
794 {
795 // default gravity and buoancy
796 force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
797 }
798
799 // linear deflection
800 if (m_linearDeflectionEfficiency > 0)
801 {
802 float len = curVel.Length();
803 Vector3 atAxis;
804 atAxis = Xrot(rotq); // where are we pointing to
805 atAxis *= len; // make it same size as world velocity vector
806 tmpV = -atAxis; // oposite direction
807 atAxis -= curVel; // error to one direction
808 len = atAxis.LengthSquared();
809 tmpV -= curVel; // error to oposite
810 float lens = tmpV.LengthSquared();
811 if (len > 0.01 || lens > 0.01) // do nothing if close enougth
812 {
813 if (len < lens)
814 tmpV = atAxis;
815
816 tmpV *= (m_linearDeflectionEfficiency / m_linearDeflectionTimescale); // error to correct in this timestep
817 force.X += tmpV.X;
818 force.Y += tmpV.Y;
819 if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) == 0)
820 force.Z += tmpV.Z;
821 }
822 }
823
824 // angular motor
825 if (m_amEfect > 0.01 && m_angularMotorTimescale < 1000)
826 {
827 tmpV = m_angularMotorDirection - curLocalAngVel; // velocity error
828 tmpV *= m_amEfect / m_angularMotorTimescale; // error to correct in this timestep
829 torque.X += tmpV.X;
830 torque.Y += tmpV.Y;
831 torque.Z += tmpV.Z;
832 m_amEfect *= (1 - 1.0f / m_angularMotorDecayTimescale);
833 }
834 else
835 m_amEfect = 0;
836
837 // angular friction
838 if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0)
839 {
840 torque.X -= curLocalAngVel.X / m_angularFrictionTimescale.X;
841 torque.Y -= curLocalAngVel.Y / m_angularFrictionTimescale.Y;
842 torque.Z -= curLocalAngVel.Z / m_angularFrictionTimescale.Z;
843 }
844
845 // angular deflection
846 if (m_angularDeflectionEfficiency > 0)
847 {
848 Vector3 dirv;
849
850 if (curLocalVel.X > 0.01f)
851 dirv = curLocalVel;
852 else if (curLocalVel.X < -0.01f)
853 // use oposite
854 dirv = -curLocalVel;
855 else
856 {
857 // make it fall into small positive x case
858 dirv.X = 0.01f;
859 dirv.Y = curLocalVel.Y;
860 dirv.Z = curLocalVel.Z;
861 }
862
863 float ftmp = m_angularDeflectionEfficiency / m_angularDeflectionTimescale;
864
865 if (Math.Abs(dirv.Z) > 0.01)
866 {
867 torque.Y += - (float)Math.Atan2(dirv.Z, dirv.X) * ftmp;
868 }
869
870 if (Math.Abs(dirv.Y) > 0.01)
871 {
872 torque.Z += (float)Math.Atan2(dirv.Y, dirv.X) * ftmp;
873 }
874 }
875
876 // vertical atractor
877 if (m_verticalAttractionTimescale < 300)
878 {
879 float roll;
880 float pitch;
881
882 GetRollPitch(irotq, out roll, out pitch);
883
884 float ftmp = 1.0f / m_verticalAttractionTimescale / m_verticalAttractionTimescale / _pParentScene.ODE_STEPSIZE;
885 float ftmp2 = m_verticalAttractionEfficiency / _pParentScene.ODE_STEPSIZE;
886
887 if (Math.Abs(roll) > 0.01) // roll
888 {
889 torque.X -= -roll * ftmp + curLocalAngVel.X * ftmp2;
890 }
891
892 if (Math.Abs(pitch) > 0.01 && ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) == 0)) // pitch
893 {
894 torque.Y -= -pitch * ftmp + curLocalAngVel.Y * ftmp2;
895 }
896
897 if (m_bankingEfficiency != 0 && Math.Abs(roll) > 0.01)
898 {
899 float broll = roll * m_bankingEfficiency; ;
900 if (m_bankingMix != 0)
901 {
902 float vfact = Math.Abs(curLocalVel.X) / 10.0f;
903 if (vfact > 1.0f) vfact = 1.0f;
904 if (curLocalVel.X >= 0)
905 broll *= ((1 - m_bankingMix) + vfact);
906 else
907 broll *= -((1 - m_bankingMix) + vfact);
908 }
909 broll = (broll - curLocalAngVel.Z) / m_bankingTimescale;
910 // torque.Z += broll;
911
912 // make z rot be in world Z not local as seems to be in sl
913 tmpV.X = 0;
914 tmpV.Y = 0;
915 tmpV.Z = broll;
916 tmpV *= irotq;
917
918 torque.X += tmpV.X;
919 torque.Y += tmpV.Y;
920 torque.Z += tmpV.Z;
921 }
922 }
923
924 d.Mass dmass;
925 d.BodyGetMass(Body,out dmass);
926
927 if (force.X != 0 || force.Y != 0 || force.Z != 0)
928 {
929 force *= dmass.mass;
930 d.BodySetForce(Body, force.X, force.Y, force.Z);
931 }
932
933 if (torque.X != 0 || torque.Y != 0 || torque.Z != 0)
934 {
935 torque *= m_referenceFrame; // to object frame
936 dtorque.X = torque.X;
937 dtorque.Y = torque.Y;
938 dtorque.Z = torque.Z;
939
940 d.MultiplyM3V3(out dvtmp, ref dmass.I, ref dtorque);
941 d.BodyAddRelTorque(Body, dvtmp.X, dvtmp.Y, dvtmp.Z); // add torque in object frame
942 }
943 }
944 }
945}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..0ccdbc0
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
@@ -0,0 +1,3300 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28/* Revision 2011/12 by Ubit Umarov
29 *
30 *
31 */
32
33/*
34 * Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces
35 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
36 * ODEPrim.cs contains methods dealing with Prim editing, Prim
37 * characteristics and Kinetic motion.
38 * ODEDynamics.cs contains methods dealing with Prim Physical motion
39 * (dynamics) and the associated settings. Old Linear and angular
40 * motors for dynamic motion have been replace with MoveLinear()
41 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
42 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
43 * switch between 'VEHICLE' parameter use and general dynamics
44 * settings use.
45 */
46
47//#define SPAM
48
49using System;
50using System.Collections.Generic;
51using System.Reflection;
52using System.Runtime.InteropServices;
53using System.Threading;
54using log4net;
55using OpenMetaverse;
56using OdeAPI;
57using OpenSim.Framework;
58using OpenSim.Region.Physics.Manager;
59
60
61namespace OpenSim.Region.Physics.OdePlugin
62{
63 public class OdePrim : PhysicsActor
64 {
65 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
66
67 private bool m_isphysical;
68 private bool m_fakeisphysical;
69
70 protected bool m_building;
71 private Quaternion m_lastorientation = new Quaternion();
72 private Quaternion _orientation;
73
74 private Vector3 _position;
75 private Vector3 _velocity;
76 private Vector3 _torque;
77 private Vector3 m_lastVelocity;
78 private Vector3 m_lastposition;
79 private Vector3 m_rotationalVelocity;
80 private Vector3 _size;
81 private Vector3 _acceleration;
82 private Vector3 m_angularlock = Vector3.One;
83 private IntPtr Amotor = IntPtr.Zero;
84
85 private Vector3 m_force;
86 private Vector3 m_forceacc;
87 private Vector3 m_angularForceacc;
88
89 private Vector3 m_PIDTarget;
90 private float m_PIDTau;
91 private float PID_D = 35f;
92 private float PID_G = 25f;
93 private bool m_usePID;
94
95 // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
96 // and are for non-VEHICLES only.
97
98 private float m_PIDHoverHeight;
99 private float m_PIDHoverTau;
100 private bool m_useHoverPID;
101 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
102 private float m_targetHoverHeight;
103 private float m_groundHeight;
104 private float m_waterHeight;
105 private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
106
107 private int body_autodisable_frames = 20;
108
109 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
110 | CollisionCategories.Space
111 | CollisionCategories.Body
112 | CollisionCategories.Character
113 );
114// private bool m_collidesLand = true;
115 private bool m_collidesWater;
116 public bool m_returnCollisions;
117
118 // Default we're a Geometry
119 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
120
121 // Default, Collide with Other Geometries, spaces and Bodies
122 private CollisionCategories m_collisionFlags = m_default_collisionFlags;
123
124 public bool m_disabled;
125
126
127 public uint m_localID;
128
129 private PrimitiveBaseShape _pbs;
130 public OdeScene _parent_scene;
131
132 /// <summary>
133 /// The physics space which contains prim geometry
134 /// </summary>
135 public IntPtr m_targetSpace = IntPtr.Zero;
136
137 public IntPtr prim_geom;
138 public IntPtr _triMeshData;
139
140 private PhysicsActor _parent;
141
142 private List<OdePrim> childrenPrim = new List<OdePrim>();
143
144 private bool m_iscolliding;
145
146 public bool m_isSelected;
147 private bool m_delaySelect;
148 private bool m_lastdoneSelected;
149 public bool m_outbounds;
150
151 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
152
153 private bool m_throttleUpdates;
154 private int throttleCounter;
155 public float m_collisionscore;
156 int m_colliderfilter = 0;
157
158 private float m_density = 10.000006836f; // Aluminum g/cm3;
159
160 public bool _zeroFlag;
161 private bool m_lastUpdateSent;
162
163 public IntPtr Body = IntPtr.Zero;
164 public String Name { get; private set; }
165 private Vector3 _target_velocity;
166
167 public Vector3 primOOBsize; // prim real dimensions from mesh
168 public Vector3 primOOBoffset; // its centroid out of mesh or rest aabb
169 public float primOOBradiusSQ;
170 public d.Mass primdMass; // prim inertia information on it's own referencial
171 float primMass; // prim own mass
172 float _mass; // object mass acording to case
173 private bool hasOOBoffsetFromMesh = false; // if true we did compute it form mesh centroid, else from aabb
174
175 public int givefakepos = 0;
176 private Vector3 fakepos;
177 public int givefakeori = 0;
178 private Quaternion fakeori;
179
180 public int m_eventsubscription;
181 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
182
183 public volatile bool childPrim;
184
185 public ODEDynamics m_vehicle;
186
187 internal int m_material = (int)Material.Wood;
188 protected ContactData primContactData = new ContactData { mu = 0f, bounce = 0.1f };
189
190 /// <summary>
191 /// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
192 /// </summary>
193 public override bool IsPhysical // this is not reliable for internal use
194 {
195 get { return m_fakeisphysical; }
196 set
197 {
198 m_fakeisphysical = value; // we show imediatly to outside that we changed physical
199 // and also to stop imediatly some updates
200 // but real change will only happen in taintprocessing
201
202 if (!value) // Zero the remembered last velocity
203 m_lastVelocity = Vector3.Zero;
204 AddChange(changes.Physical, value);
205 }
206 }
207
208 public override bool Building // this is not reliable for internal use
209 {
210 get { return m_building; }
211 set
212 {
213 if (value)
214 m_building = true;
215 AddChange(changes.building, value);
216 }
217 }
218
219 public override ContactData ContactData
220 {
221 get
222 {
223 return primContactData;
224 }
225 }
226
227 public override int PhysicsActorType
228 {
229 get { return (int)ActorTypes.Prim; }
230 set { return; }
231 }
232
233 public override bool SetAlwaysRun
234 {
235 get { return false; }
236 set { return; }
237 }
238
239 public override uint LocalID
240 {
241 get
242 {
243 return m_localID;
244 }
245 set
246 {
247 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
248 m_localID = value;
249 }
250 }
251
252 public override bool Grabbed
253 {
254 set { return; }
255 }
256
257 public override bool Selected
258 {
259 set
260 {
261 if (value)
262 m_isSelected = value; // if true set imediatly to stop moves etc
263 AddChange(changes.Selected, value);
264 }
265 }
266
267 public override bool Flying
268 {
269 // no flying prims for you
270 get { return false; }
271 set { }
272 }
273
274 public override bool IsColliding
275 {
276 get { return m_iscolliding; }
277 set
278 {
279 if (value)
280 {
281 m_colliderfilter += 2;
282 if (m_colliderfilter > 2)
283 m_colliderfilter = 2;
284 }
285 else
286 {
287 m_colliderfilter--;
288 if (m_colliderfilter < 0)
289 m_colliderfilter = 0;
290 }
291
292 if (m_colliderfilter == 0)
293 m_iscolliding = false;
294 else
295 m_iscolliding = true;
296 }
297 }
298
299 public override bool CollidingGround
300 {
301 get { return false; }
302 set { return; }
303 }
304
305 public override bool CollidingObj
306 {
307 get { return false; }
308 set { return; }
309 }
310
311 public override bool ThrottleUpdates
312 {
313 get { return m_throttleUpdates; }
314 set { m_throttleUpdates = value; }
315 }
316
317 public override bool Stopped
318 {
319 get { return _zeroFlag; }
320 }
321
322 public override Vector3 Position
323 {
324 get
325 {
326 if (givefakepos > 0)
327 return fakepos;
328 else
329 return _position;
330 }
331
332 set
333 {
334 fakepos = value;
335 givefakepos++;
336 AddChange(changes.Position, value);
337 }
338 }
339
340 public override Vector3 Size
341 {
342 get { return _size; }
343 set
344 {
345 if (value.IsFinite())
346 {
347 AddChange(changes.Size, value);
348 }
349 else
350 {
351 m_log.WarnFormat("[PHYSICS]: Got NaN Size on object {0}", Name);
352 }
353 }
354 }
355
356 public override float Mass
357 {
358 get { return _mass; }
359 }
360
361 public override Vector3 Force
362 {
363 //get { return Vector3.Zero; }
364 get { return m_force; }
365 set
366 {
367 if (value.IsFinite())
368 {
369 AddChange(changes.Force, value);
370 }
371 else
372 {
373 m_log.WarnFormat("[PHYSICS]: NaN in Force Applied to an Object {0}", Name);
374 }
375 }
376 }
377
378 public override void SetVolumeDetect(int param)
379 {
380 AddChange(changes.VolumeDtc, (param != 0));
381 }
382
383 public override Vector3 GeometricCenter
384 {
385 get
386 {
387 return Vector3.Zero;
388 }
389 }
390
391 public override Vector3 CenterOfMass
392 {
393 get
394 {
395 d.Vector3 dtmp;
396 if (IsPhysical && !childPrim && Body != IntPtr.Zero)
397 {
398 dtmp = d.BodyGetPosition(Body);
399 return new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
400 }
401 else if (prim_geom != IntPtr.Zero)
402 {
403 d.Quaternion dq;
404 d.GeomCopyQuaternion(prim_geom, out dq);
405 Quaternion q;
406 q.X = dq.X;
407 q.Y = dq.Y;
408 q.Z = dq.Z;
409 q.W = dq.W;
410
411 Vector3 vtmp = primOOBoffset * q;
412 dtmp = d.GeomGetPosition(prim_geom);
413 return new Vector3(dtmp.X + vtmp.X, dtmp.Y + vtmp.Y, dtmp.Z + vtmp.Z);
414 }
415 else
416 return Vector3.Zero;
417 }
418 }
419 /*
420 public override Vector3 PrimOOBsize
421 {
422 get
423 {
424 return primOOBsize;
425 }
426 }
427
428 public override Vector3 PrimOOBoffset
429 {
430 get
431 {
432 return primOOBoffset;
433 }
434 }
435
436 public override float PrimOOBRadiusSQ
437 {
438 get
439 {
440 return primOOBradiusSQ;
441 }
442 }
443 */
444 public override PrimitiveBaseShape Shape
445 {
446 set
447 {
448 AddChange(changes.Shape, value);
449 }
450 }
451
452 public override Vector3 Velocity
453 {
454 get
455 {
456 // Averate previous velocity with the new one so
457 // client object interpolation works a 'little' better
458 if (_zeroFlag)
459 return Vector3.Zero;
460 return _velocity;
461 }
462 set
463 {
464 if (value.IsFinite())
465 {
466 AddChange(changes.Velocity, value);
467 // _velocity = value;
468
469 }
470 else
471 {
472 m_log.WarnFormat("[PHYSICS]: Got NaN Velocity in Object {0}", Name);
473 }
474
475 }
476 }
477
478 public override Vector3 Torque
479 {
480 get
481 {
482 if (!IsPhysical || Body == IntPtr.Zero)
483 return Vector3.Zero;
484
485 return _torque;
486 }
487
488 set
489 {
490 if (value.IsFinite())
491 {
492 AddChange(changes.Torque, value);
493 }
494 else
495 {
496 m_log.WarnFormat("[PHYSICS]: Got NaN Torque in Object {0}", Name);
497 }
498 }
499 }
500
501 public override float CollisionScore
502 {
503 get { return m_collisionscore; }
504 set { m_collisionscore = value; }
505 }
506
507 public override bool Kinematic
508 {
509 get { return false; }
510 set { }
511 }
512
513 public override Quaternion Orientation
514 {
515 get
516 {
517 if (givefakeori > 0)
518 return fakeori;
519 else
520
521 return _orientation;
522 }
523 set
524 {
525 if (QuaternionIsFinite(value))
526 {
527 fakeori = value;
528 givefakeori++;
529 AddChange(changes.Orientation, value);
530 }
531 else
532 m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name);
533
534 }
535 }
536
537 public override Vector3 Acceleration
538 {
539 get { return _acceleration; }
540 set { }
541 }
542
543 public override Vector3 RotationalVelocity
544 {
545 get
546 {
547 Vector3 pv = Vector3.Zero;
548 if (_zeroFlag)
549 return pv;
550 m_lastUpdateSent = false;
551
552 if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f))
553 return pv;
554
555 return m_rotationalVelocity;
556 }
557 set
558 {
559 if (value.IsFinite())
560 {
561 m_rotationalVelocity = value;
562 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
563 d.BodyEnable(Body);
564 }
565 else
566 {
567 m_log.WarnFormat("[PHYSICS]: Got NaN RotationalVelocity in Object {0}", Name);
568 }
569 }
570 }
571
572
573 public override float Buoyancy
574 {
575 get { return m_buoyancy; }
576 set
577 {
578 m_buoyancy = value;
579 }
580 }
581
582 public override bool FloatOnWater
583 {
584 set
585 {
586 AddChange(changes.CollidesWater, value);
587 }
588 }
589
590 public override Vector3 PIDTarget
591 {
592 set
593 {
594 if (value.IsFinite())
595 {
596 m_PIDTarget = value;
597 }
598 else
599 m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name);
600 }
601 }
602
603 public override bool PIDActive { set { m_usePID = value; } }
604 public override float PIDTau { set { m_PIDTau = value; } }
605
606 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
607 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
608 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
609 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
610
611 public override Quaternion APIDTarget { set { return; } }
612
613 public override bool APIDActive { set { return; } }
614
615 public override float APIDStrength { set { return; } }
616
617 public override float APIDDamping { set { return; } }
618
619 public override int VehicleType
620 {
621 // we may need to put a fake on this
622 get
623 {
624 if (m_vehicle == null)
625 return (int)Vehicle.TYPE_NONE;
626 else
627 return (int)m_vehicle.Type;
628 }
629 set
630 {
631 AddChange(changes.VehicleType, value);
632 }
633 }
634
635 public override void VehicleFloatParam(int param, float value)
636 {
637 strVehicleFloatParam fp = new strVehicleFloatParam();
638 fp.param = param;
639 fp.value = value;
640 AddChange(changes.VehicleFloatParam, fp);
641 }
642
643 public override void VehicleVectorParam(int param, Vector3 value)
644 {
645 strVehicleVectorParam fp = new strVehicleVectorParam();
646 fp.param = param;
647 fp.value = value;
648 AddChange(changes.VehicleVectorParam, fp);
649 }
650
651 public override void VehicleRotationParam(int param, Quaternion value)
652 {
653 strVehicleQuatParam fp = new strVehicleQuatParam();
654 fp.param = param;
655 fp.value = value;
656 AddChange(changes.VehicleRotationParam, fp);
657 }
658
659 public override void VehicleFlags(int param, bool value)
660 {
661 strVehicleBoolParam bp = new strVehicleBoolParam();
662 bp.param = param;
663 bp.value = value;
664 AddChange(changes.VehicleFlags, bp);
665 }
666
667 public override void SetVehicle(object vdata)
668 {
669 AddChange(changes.SetVehicle, vdata);
670 }
671 public void SetAcceleration(Vector3 accel)
672 {
673 _acceleration = accel;
674 }
675
676 public override void AddForce(Vector3 force, bool pushforce)
677 {
678 if (force.IsFinite())
679 {
680 AddChange(changes.AddForce, force / _parent_scene.ODE_STEPSIZE);
681 }
682 else
683 {
684 m_log.WarnFormat("[PHYSICS]: Got Invalid linear force vector from Scene in Object {0}", Name);
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 AddChange(changes.AddAngForce, force / _parent_scene.ODE_STEPSIZE);
694 }
695 else
696 {
697 m_log.WarnFormat("[PHYSICS]: Got Invalid Angular force vector from Scene in Object {0}", Name);
698 }
699 }
700
701 public override void CrossingFailure()
702 {
703 if (m_outbounds)
704 {
705 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
706 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
707 _position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f);
708
709 m_lastposition = _position;
710 _velocity.X = 0;
711 _velocity.Y = 0;
712 _velocity.Z = 0;
713
714 m_lastVelocity = _velocity;
715 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
716 m_vehicle.Stop();
717
718 if(Body != IntPtr.Zero)
719 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
720 if (prim_geom != IntPtr.Zero)
721 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
722
723 m_outbounds = false;
724 changeDisable(false);
725 base.RequestPhysicsterseUpdate();
726 }
727 }
728
729 public override void SetMomentum(Vector3 momentum)
730 {
731 }
732
733 public override void SetMaterial(int pMaterial)
734 {
735 m_material = pMaterial;
736 primContactData.mu = _parent_scene.m_materialContactsData[pMaterial].mu;
737 primContactData.bounce = _parent_scene.m_materialContactsData[pMaterial].bounce;
738 }
739
740 public void setPrimForRemoval()
741 {
742 AddChange(changes.Remove, null);
743 }
744
745 public override void link(PhysicsActor obj)
746 {
747 AddChange(changes.Link, obj);
748 }
749
750 public override void delink()
751 {
752 AddChange(changes.DeLink, null);
753 }
754
755 public override void LockAngularMotion(Vector3 axis)
756 {
757 // reverse the zero/non zero values for ODE.
758 if (axis.IsFinite())
759 {
760 axis.X = (axis.X > 0) ? 1f : 0f;
761 axis.Y = (axis.Y > 0) ? 1f : 0f;
762 axis.Z = (axis.Z > 0) ? 1f : 0f;
763 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
764 AddChange(changes.AngLock, axis);
765 }
766 else
767 {
768 m_log.WarnFormat("[PHYSICS]: Got NaN locking axis from Scene on Object {0}", Name);
769 }
770 }
771
772 public override void SubscribeEvents(int ms)
773 {
774 m_eventsubscription = ms;
775 _parent_scene.AddCollisionEventReporting(this);
776 }
777
778 public override void UnSubscribeEvents()
779 {
780 _parent_scene.RemoveCollisionEventReporting(this);
781 m_eventsubscription = 0;
782 }
783
784 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
785 {
786 if (CollisionEventsThisFrame == null)
787 CollisionEventsThisFrame = new CollisionEventUpdate();
788
789 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
790 }
791
792 public void SendCollisions()
793 {
794 if (CollisionEventsThisFrame == null)
795 return;
796
797 base.SendCollisionUpdate(CollisionEventsThisFrame);
798
799 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
800 CollisionEventsThisFrame = null;
801 else
802 CollisionEventsThisFrame = new CollisionEventUpdate();
803 }
804
805 public override bool SubscribedEvents()
806 {
807 if (m_eventsubscription > 0)
808 return true;
809 return false;
810 }
811
812
813 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
814 Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
815 {
816 Name = primName;
817
818 m_vehicle = null;
819
820 if (!pos.IsFinite())
821 {
822 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
823 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
824 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Position for {0}", Name);
825 }
826 _position = pos;
827 givefakepos = 0;
828
829 PID_D = parent_scene.bodyPIDD;
830 PID_G = parent_scene.bodyPIDG;
831 m_density = parent_scene.geomDefaultDensity;
832 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
833 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
834
835 prim_geom = IntPtr.Zero;
836 Body = IntPtr.Zero;
837
838 if (!size.IsFinite())
839 {
840 size = new Vector3(0.5f, 0.5f, 0.5f);
841 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name);
842 }
843
844 if (size.X <= 0) size.X = 0.01f;
845 if (size.Y <= 0) size.Y = 0.01f;
846 if (size.Z <= 0) size.Z = 0.01f;
847
848 _size = size;
849
850
851 if (!QuaternionIsFinite(rotation))
852 {
853 rotation = Quaternion.Identity;
854 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name);
855 }
856
857 _orientation = rotation;
858 givefakeori = 0;
859
860 _pbs = pbs;
861
862 _parent_scene = parent_scene;
863 m_targetSpace = IntPtr.Zero;
864
865 if (pos.Z < 0)
866 {
867 m_isphysical = false;
868 }
869 else
870 {
871 m_isphysical = pisPhysical;
872 }
873 m_fakeisphysical = m_isphysical;
874
875 m_isVolumeDetect = false;
876
877 m_force = Vector3.Zero;
878
879 m_iscolliding = false;
880 m_colliderfilter = 0;
881
882 hasOOBoffsetFromMesh = false;
883 _triMeshData = IntPtr.Zero;
884
885 m_lastdoneSelected = false;
886 m_isSelected = false;
887 m_delaySelect = false;
888
889 primContactData.mu = parent_scene.m_materialContactsData[(int)Material.Wood].mu;
890 primContactData.bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce;
891
892 CalcPrimBodyData();
893
894 m_building = true; // control must set this to false when done
895
896 AddChange(changes.Add, null);
897 }
898
899 private void resetCollisionAccounting()
900 {
901 m_collisionscore = 0;
902 }
903
904 private void createAMotor(Vector3 axis)
905 {
906 if (Body == IntPtr.Zero)
907 return;
908
909 if (Amotor != IntPtr.Zero)
910 {
911 d.JointDestroy(Amotor);
912 Amotor = IntPtr.Zero;
913 }
914
915 int axisnum = 3 - (int)(axis.X + axis.Y + axis.Z);
916
917 if (axisnum <= 0)
918 return;
919
920 // stop it
921 d.BodySetTorque(Body, 0, 0, 0);
922 d.BodySetAngularVel(Body, 0, 0, 0);
923
924 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
925 d.JointAttach(Amotor, Body, IntPtr.Zero);
926
927 d.JointSetAMotorMode(Amotor, 0);
928
929 d.JointSetAMotorNumAxes(Amotor, axisnum);
930
931 // get current orientation to lock
932
933 d.Quaternion dcur = d.BodyGetQuaternion(Body);
934 Quaternion curr; // crap convertion between identical things
935 curr.X = dcur.X;
936 curr.Y = dcur.Y;
937 curr.Z = dcur.Z;
938 curr.W = dcur.W;
939 Vector3 ax;
940
941 int i = 0;
942 int j = 0;
943 if (axis.X == 0)
944 {
945 ax = (new Vector3(1, 0, 0)) * curr; // rotate world X to current local X
946 // ODE should do this with axis relative to body 1 but seems to fail
947 d.JointSetAMotorAxis(Amotor, 0, 0, ax.X, ax.Y, ax.Z);
948 d.JointSetAMotorAngle(Amotor, 0, 0);
949 d.JointSetAMotorParam(Amotor, (int)d.JointParam.LoStop, -0.000001f);
950 d.JointSetAMotorParam(Amotor, (int)d.JointParam.HiStop, 0.000001f);
951 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
952 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FudgeFactor, 0.0001f);
953 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Bounce, 0f);
954 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FMax, 5e8f);
955 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopCFM, 0f);
956 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopERP, 0.8f);
957 i++;
958 j = 256; // move to next axis set
959 }
960
961 if (axis.Y == 0)
962 {
963 ax = (new Vector3(0, 1, 0)) * curr;
964 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
965 d.JointSetAMotorAngle(Amotor, i, 0);
966 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
967 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
968 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
969 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
970 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
971 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
972 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
973 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
974 i++;
975 j += 256;
976 }
977
978 if (axis.Z == 0)
979 {
980 ax = (new Vector3(0, 0, 1)) * curr;
981 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
982 d.JointSetAMotorAngle(Amotor, i, 0);
983 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
984 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
985 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
986 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
987 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
988 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
989 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
990 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
991 }
992 }
993
994 private bool setMesh(OdeScene parent_scene)
995 {
996 if (Body != IntPtr.Zero)
997 {
998 if (childPrim)
999 {
1000 if (_parent != null)
1001 {
1002 OdePrim parent = (OdePrim)_parent;
1003 parent.ChildDelink(this, false);
1004 }
1005 }
1006 else
1007 {
1008 DestroyBody();
1009 }
1010 }
1011
1012 IMesh mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true);
1013 if (mesh == null)
1014 {
1015 m_log.WarnFormat("[PHYSICS]: CreateMesh Failed on prim {0} at <{1},{2},{3}>.", Name, _position.X, _position.Y, _position.Z);
1016 return false;
1017 }
1018
1019 IntPtr vertices, indices;
1020 int vertexCount, indexCount;
1021 int vertexStride, triStride;
1022
1023 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1024 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1025
1026 if (vertexCount == 0 || indexCount == 0)
1027 {
1028 m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. It can be a sculp with alpha channel in map. Replacing it by a small box.", Name, _position.X, _position.Y, _position.Z);
1029 _size.X = 0.01f;
1030 _size.Y = 0.01f;
1031 _size.Z = 0.01f;
1032 return false;
1033 }
1034
1035 primOOBoffset = mesh.GetCentroid();
1036 hasOOBoffsetFromMesh = true;
1037
1038 _triMeshData = d.GeomTriMeshDataCreate();
1039
1040 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1041 d.GeomTriMeshDataPreprocess(_triMeshData);
1042
1043 mesh.releaseSourceMeshData();
1044
1045 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1046 try
1047 {
1048 SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null));
1049 }
1050
1051 catch (Exception e)
1052 {
1053 m_log.ErrorFormat("[PHYSICS]: SetGeom Mesh failed for {0} exception: {1}", Name, e);
1054 return false;
1055 }
1056 return true;
1057 }
1058
1059 private void SetGeom(IntPtr geom)
1060 {
1061 prim_geom = geom;
1062 //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
1063 if (prim_geom != IntPtr.Zero)
1064 {
1065 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1066 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1067
1068 CalcPrimBodyData();
1069
1070 _parent_scene.geom_name_map[prim_geom] = Name;
1071 _parent_scene.actor_name_map[prim_geom] = this;
1072
1073 /*
1074 if (childPrim)
1075 {
1076 if (_parent != null && _parent is OdePrim)
1077 {
1078 OdePrim parent = (OdePrim)_parent;
1079 //Console.WriteLine("SetGeom calls ChildSetGeom");
1080 parent.ChildSetGeom(this);
1081 }
1082 }
1083 */
1084 }
1085 else
1086 m_log.Warn("Setting bad Geom");
1087 }
1088
1089
1090 /// <summary>
1091 /// Create a geometry for the given mesh in the given target space.
1092 /// </summary>
1093 /// <param name="m_targetSpace"></param>
1094 /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param>
1095 private void CreateGeom()
1096 {
1097 if (_triMeshData != IntPtr.Zero)
1098 {
1099 d.GeomTriMeshDataDestroy(_triMeshData);
1100 _triMeshData = IntPtr.Zero;
1101 }
1102
1103 bool haveMesh = false;
1104 hasOOBoffsetFromMesh = false;
1105
1106 if (_parent_scene.needsMeshing(_pbs))
1107 {
1108 haveMesh = setMesh(_parent_scene); // this will give a mesh to non trivial known prims
1109 }
1110
1111 if (!haveMesh)
1112 {
1113 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
1114 && _size.X == _size.Y && _size.Y == _size.Z)
1115 { // it's a sphere
1116 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1117 try
1118 {
1119 SetGeom(d.CreateSphere(m_targetSpace, _size.X * 0.5f));
1120 }
1121 catch (Exception e)
1122 {
1123 m_log.WarnFormat("[PHYSICS]: Create sphere failed: {0}", e);
1124 return;
1125 }
1126 }
1127 else
1128 {// do it as a box
1129 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1130 try
1131 {
1132 //Console.WriteLine(" CreateGeom 4");
1133 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1134 }
1135 catch (Exception e)
1136 {
1137 m_log.Warn("[PHYSICS]: Create box failed: {0}", e);
1138 return;
1139 }
1140 }
1141 }
1142 }
1143
1144 /// <summary>
1145 /// Set a new geometry for this prim.
1146 /// </summary>
1147 /// <param name="geom"></param>
1148 private void RemoveGeom()
1149 {
1150 if (prim_geom != IntPtr.Zero)
1151 {
1152 _parent_scene.geom_name_map.Remove(prim_geom);
1153 _parent_scene.actor_name_map.Remove(prim_geom);
1154 try
1155 {
1156 d.GeomDestroy(prim_geom);
1157 if (_triMeshData != IntPtr.Zero)
1158 {
1159 d.GeomTriMeshDataDestroy(_triMeshData);
1160 _triMeshData = IntPtr.Zero;
1161 }
1162 }
1163 // catch (System.AccessViolationException)
1164 catch (Exception e)
1165 {
1166 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction failed for {0} exception {1}", Name, e);
1167 }
1168
1169 prim_geom = IntPtr.Zero;
1170 }
1171 else
1172 {
1173 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction BAD {0}", Name);
1174 }
1175 Body = IntPtr.Zero;
1176 hasOOBoffsetFromMesh = false;
1177 CalcPrimBodyData();
1178 }
1179
1180 private void ChildSetGeom(OdePrim odePrim)
1181 {
1182 // well..
1183 DestroyBody();
1184 MakeBody();
1185 }
1186
1187 //sets non physical prim m_targetSpace to right space in spaces grid for static prims
1188 // should only be called for non physical prims unless they are becoming non physical
1189 private void SetInStaticSpace(OdePrim prim)
1190 {
1191 IntPtr targetSpace = _parent_scene.MoveGeomToStaticSpace(prim.prim_geom, prim._position, prim.m_targetSpace);
1192 prim.m_targetSpace = targetSpace;
1193 d.GeomEnable(prim_geom);
1194 }
1195
1196 public void enableBodySoft()
1197 {
1198 if (!childPrim && !m_isSelected)
1199 {
1200 if (m_isphysical && Body != IntPtr.Zero && prim_geom != IntPtr.Zero)
1201 {
1202 d.GeomEnable(prim_geom);
1203 foreach (OdePrim prm in childrenPrim)
1204 d.GeomEnable(prm.prim_geom);
1205
1206 d.BodyEnable(Body);
1207 }
1208 }
1209 m_disabled = false;
1210 resetCollisionAccounting(); // this sets m_disable to false
1211 }
1212
1213 private void disableBodySoft()
1214 {
1215 m_disabled = true;
1216 if (!childPrim)
1217 {
1218 if (m_isphysical && Body != IntPtr.Zero && prim_geom != IntPtr.Zero)
1219 {
1220 d.GeomDisable(prim_geom);
1221 foreach (OdePrim prm in childrenPrim)
1222 d.GeomDisable(prm.prim_geom);
1223 d.BodyDisable(Body);
1224 }
1225 }
1226 }
1227
1228 private void MakeBody()
1229 {
1230 if (!m_isphysical) // only physical get bodies
1231 return;
1232
1233 if (childPrim) // child prims don't get bodies;
1234 return;
1235
1236 if (m_building)
1237 return;
1238
1239 if (prim_geom == IntPtr.Zero)
1240 {
1241 m_log.Warn("[PHYSICS]: Unable to link the linkset. Root has no geom yet");
1242 return;
1243 }
1244
1245 if (Body != IntPtr.Zero)
1246 {
1247 d.BodyDestroy(Body);
1248 Body = IntPtr.Zero;
1249 m_log.Warn("[PHYSICS]: MakeBody called having a body");
1250 }
1251
1252
1253 if (d.GeomGetBody(prim_geom) != IntPtr.Zero)
1254 {
1255 d.GeomSetBody(prim_geom, IntPtr.Zero);
1256 m_log.Warn("[PHYSICS]: MakeBody root geom already had a body");
1257 }
1258
1259 d.Matrix3 mymat = new d.Matrix3();
1260 d.Quaternion myrot = new d.Quaternion();
1261 d.Mass objdmass = new d.Mass { };
1262
1263 Body = d.BodyCreate(_parent_scene.world);
1264
1265 DMassDup(ref primdMass, out objdmass);
1266
1267 // rotate inertia
1268 myrot.X = _orientation.X;
1269 myrot.Y = _orientation.Y;
1270 myrot.Z = _orientation.Z;
1271 myrot.W = _orientation.W;
1272
1273 d.RfromQ(out mymat, ref myrot);
1274 d.MassRotate(ref objdmass, ref mymat);
1275
1276 // set the body rotation and position
1277 d.BodySetRotation(Body, ref mymat);
1278
1279 // recompute full object inertia if needed
1280 if (childrenPrim.Count > 0)
1281 {
1282 d.Matrix3 mat = new d.Matrix3();
1283 d.Quaternion quat = new d.Quaternion();
1284 d.Mass tmpdmass = new d.Mass { };
1285 Vector3 rcm;
1286
1287 rcm.X = _position.X + objdmass.c.X;
1288 rcm.Y = _position.Y + objdmass.c.Y;
1289 rcm.Z = _position.Z + objdmass.c.Z;
1290
1291 lock (childrenPrim)
1292 {
1293 foreach (OdePrim prm in childrenPrim)
1294 {
1295 if (prm.prim_geom == IntPtr.Zero)
1296 {
1297 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements, skipping it. No geom yet");
1298 continue;
1299 }
1300
1301
1302
1303 DMassCopy(ref prm.primdMass, ref tmpdmass);
1304
1305 // apply prim current rotation to inertia
1306 quat.X = prm._orientation.X;
1307 quat.Y = prm._orientation.Y;
1308 quat.Z = prm._orientation.Z;
1309 quat.W = prm._orientation.W;
1310 d.RfromQ(out mat, ref quat);
1311 d.MassRotate(ref tmpdmass, ref mat);
1312
1313 Vector3 ppos = prm._position;
1314 ppos.X += tmpdmass.c.X - rcm.X;
1315 ppos.Y += tmpdmass.c.Y - rcm.Y;
1316 ppos.Z += tmpdmass.c.Z - rcm.Z;
1317
1318 // refer inertia to root prim center of mass position
1319 d.MassTranslate(ref tmpdmass,
1320 ppos.X,
1321 ppos.Y,
1322 ppos.Z);
1323
1324 d.MassAdd(ref objdmass, ref tmpdmass); // add to total object inertia
1325 // fix prim colision cats
1326
1327 if (d.GeomGetBody(prm.prim_geom) != IntPtr.Zero)
1328 {
1329 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
1330 m_log.Warn("[PHYSICS]: MakeBody child geom already had a body");
1331 }
1332
1333 d.GeomClearOffset(prm.prim_geom);
1334 d.GeomSetBody(prm.prim_geom, Body);
1335 prm.Body = Body;
1336 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); // set relative rotation
1337 }
1338 }
1339 }
1340
1341 d.GeomClearOffset(prim_geom); // make sure we don't have a hidden offset
1342 // associate root geom with body
1343 d.GeomSetBody(prim_geom, Body);
1344
1345 d.BodySetPosition(Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z);
1346 d.GeomSetOffsetWorldPosition(prim_geom, _position.X, _position.Y, _position.Z);
1347
1348 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1349 myrot.W = -myrot.W;
1350 d.RfromQ(out mymat, ref myrot);
1351 d.MassRotate(ref objdmass, ref mymat);
1352 d.BodySetMass(Body, ref objdmass);
1353 _mass = objdmass.mass;
1354
1355 // disconnect from world gravity so we can apply buoyancy
1356 d.BodySetGravityMode(Body, false);
1357
1358 d.BodySetAutoDisableFlag(Body, true);
1359 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1360 // d.BodySetLinearDampingThreshold(Body, 0.01f);
1361 // d.BodySetAngularDampingThreshold(Body, 0.001f);
1362 d.BodySetDamping(Body, .002f, .002f);
1363
1364 m_collisionCategories |= CollisionCategories.Body;
1365 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1366 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1367 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1368 m_collisionscore = 0;
1369
1370 if (m_targetSpace != _parent_scene.ActiveSpace)
1371 {
1372 if (m_targetSpace != IntPtr.Zero)
1373 {
1374 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1375 if (d.SpaceQuery(m_targetSpace, prim_geom))
1376 d.SpaceRemove(m_targetSpace, prim_geom);
1377 }
1378
1379 m_targetSpace = _parent_scene.ActiveSpace;
1380 d.SpaceAdd(m_targetSpace, prim_geom);
1381 }
1382
1383 lock (childrenPrim)
1384 {
1385 foreach (OdePrim prm in childrenPrim)
1386 {
1387 if (prm.prim_geom == IntPtr.Zero)
1388 continue;
1389
1390 Vector3 ppos = prm._position;
1391 d.GeomSetOffsetWorldPosition(prm.prim_geom, ppos.X, ppos.Y, ppos.Z); // set relative position
1392
1393 prm.m_collisionCategories |= CollisionCategories.Body;
1394 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1395 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1396 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1397 prm.m_collisionscore = 0;
1398
1399 if (prm.m_targetSpace != _parent_scene.ActiveSpace)
1400 {
1401 if (prm.m_targetSpace != IntPtr.Zero)
1402 {
1403 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1404 if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom))
1405 d.SpaceRemove(prm.m_targetSpace, prm.prim_geom);
1406 }
1407 prm.m_targetSpace = _parent_scene.ActiveSpace;
1408 d.SpaceAdd(m_targetSpace, prm.prim_geom);
1409 }
1410
1411 if (m_isSelected || m_disabled)
1412 d.GeomDisable(prm.prim_geom);
1413
1414 prm.m_disabled = false;
1415 _parent_scene.addActivePrim(prm);
1416 }
1417 }
1418
1419 // The body doesn't already have a finite rotation mode set here
1420 if ((!m_angularlock.ApproxEquals(Vector3.One, 0.0f)) && _parent == null)
1421 {
1422 createAMotor(m_angularlock);
1423 }
1424
1425 if (m_isSelected || m_disabled)
1426 {
1427 d.GeomDisable(prim_geom);
1428 d.BodyDisable(Body);
1429 }
1430
1431 _parent_scene.addActivePrim(this);
1432 }
1433
1434 private void DestroyBody()
1435 {
1436 if (Body != IntPtr.Zero)
1437 {
1438 _parent_scene.remActivePrim(this);
1439 m_collisionCategories &= ~CollisionCategories.Body;
1440 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1441 if (prim_geom != IntPtr.Zero)
1442 {
1443 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1444 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1445 UpdateDataFromGeom();
1446 d.GeomSetBody(prim_geom, IntPtr.Zero);
1447 SetInStaticSpace(this);
1448 }
1449
1450 if (!childPrim)
1451 {
1452 lock (childrenPrim)
1453 {
1454 foreach (OdePrim prm in childrenPrim)
1455 {
1456 _parent_scene.remActivePrim(prm);
1457 prm.m_collisionCategories &= ~CollisionCategories.Body;
1458 prm.m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1459 if (prm.prim_geom != IntPtr.Zero)
1460 {
1461 d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories);
1462 d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags);
1463 prm.UpdateDataFromGeom();
1464 SetInStaticSpace(prm);
1465 }
1466 prm.Body = IntPtr.Zero;
1467 prm._mass = prm.primMass;
1468 prm.m_collisionscore = 0;
1469 }
1470 }
1471 if (Amotor != IntPtr.Zero)
1472 {
1473 d.JointDestroy(Amotor);
1474 Amotor = IntPtr.Zero;
1475 }
1476 d.BodyDestroy(Body);
1477 }
1478 Body = IntPtr.Zero;
1479 }
1480 _mass = primMass;
1481 m_collisionscore = 0;
1482 }
1483
1484 #region Mass Calculation
1485
1486 private float CalculatePrimVolume()
1487 {
1488 float volume = _size.X * _size.Y * _size.Z; // default
1489 float tmp;
1490
1491 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
1492 float hollowVolume = hollowAmount * hollowAmount;
1493
1494 switch (_pbs.ProfileShape)
1495 {
1496 case ProfileShape.Square:
1497 // default box
1498
1499 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1500 {
1501 if (hollowAmount > 0.0)
1502 {
1503 switch (_pbs.HollowShape)
1504 {
1505 case HollowShape.Square:
1506 case HollowShape.Same:
1507 break;
1508
1509 case HollowShape.Circle:
1510
1511 hollowVolume *= 0.78539816339f;
1512 break;
1513
1514 case HollowShape.Triangle:
1515
1516 hollowVolume *= (0.5f * .5f);
1517 break;
1518
1519 default:
1520 hollowVolume = 0;
1521 break;
1522 }
1523 volume *= (1.0f - hollowVolume);
1524 }
1525 }
1526
1527 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1528 {
1529 //a tube
1530
1531 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
1532 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
1533 volume -= volume * tmp * tmp;
1534
1535 if (hollowAmount > 0.0)
1536 {
1537 hollowVolume *= hollowAmount;
1538
1539 switch (_pbs.HollowShape)
1540 {
1541 case HollowShape.Square:
1542 case HollowShape.Same:
1543 break;
1544
1545 case HollowShape.Circle:
1546 hollowVolume *= 0.78539816339f;
1547 break;
1548
1549 case HollowShape.Triangle:
1550 hollowVolume *= 0.5f * 0.5f;
1551 break;
1552 default:
1553 hollowVolume = 0;
1554 break;
1555 }
1556 volume *= (1.0f - hollowVolume);
1557 }
1558 }
1559
1560 break;
1561
1562 case ProfileShape.Circle:
1563
1564 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1565 {
1566 volume *= 0.78539816339f; // elipse base
1567
1568 if (hollowAmount > 0.0)
1569 {
1570 switch (_pbs.HollowShape)
1571 {
1572 case HollowShape.Same:
1573 case HollowShape.Circle:
1574 break;
1575
1576 case HollowShape.Square:
1577 hollowVolume *= 0.5f * 2.5984480504799f;
1578 break;
1579
1580 case HollowShape.Triangle:
1581 hollowVolume *= .5f * 1.27323954473516f;
1582 break;
1583
1584 default:
1585 hollowVolume = 0;
1586 break;
1587 }
1588 volume *= (1.0f - hollowVolume);
1589 }
1590 }
1591
1592 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1593 {
1594 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
1595 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1596 volume *= (1.0f - tmp * tmp);
1597
1598 if (hollowAmount > 0.0)
1599 {
1600
1601 // calculate the hollow volume by it's shape compared to the prim shape
1602 hollowVolume *= hollowAmount;
1603
1604 switch (_pbs.HollowShape)
1605 {
1606 case HollowShape.Same:
1607 case HollowShape.Circle:
1608 break;
1609
1610 case HollowShape.Square:
1611 hollowVolume *= 0.5f * 2.5984480504799f;
1612 break;
1613
1614 case HollowShape.Triangle:
1615 hollowVolume *= .5f * 1.27323954473516f;
1616 break;
1617
1618 default:
1619 hollowVolume = 0;
1620 break;
1621 }
1622 volume *= (1.0f - hollowVolume);
1623 }
1624 }
1625 break;
1626
1627 case ProfileShape.HalfCircle:
1628 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1629 {
1630 volume *= 0.52359877559829887307710723054658f;
1631 }
1632 break;
1633
1634 case ProfileShape.EquilateralTriangle:
1635
1636 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1637 {
1638 volume *= 0.32475953f;
1639
1640 if (hollowAmount > 0.0)
1641 {
1642
1643 // calculate the hollow volume by it's shape compared to the prim shape
1644 switch (_pbs.HollowShape)
1645 {
1646 case HollowShape.Same:
1647 case HollowShape.Triangle:
1648 hollowVolume *= .25f;
1649 break;
1650
1651 case HollowShape.Square:
1652 hollowVolume *= 0.499849f * 3.07920140172638f;
1653 break;
1654
1655 case HollowShape.Circle:
1656 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1657 // Cyllinder hollow volume calculation
1658
1659 hollowVolume *= 0.1963495f * 3.07920140172638f;
1660 break;
1661
1662 default:
1663 hollowVolume = 0;
1664 break;
1665 }
1666 volume *= (1.0f - hollowVolume);
1667 }
1668 }
1669 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1670 {
1671 volume *= 0.32475953f;
1672 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
1673 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1674 volume *= (1.0f - tmp * tmp);
1675
1676 if (hollowAmount > 0.0)
1677 {
1678
1679 hollowVolume *= hollowAmount;
1680
1681 switch (_pbs.HollowShape)
1682 {
1683 case HollowShape.Same:
1684 case HollowShape.Triangle:
1685 hollowVolume *= .25f;
1686 break;
1687
1688 case HollowShape.Square:
1689 hollowVolume *= 0.499849f * 3.07920140172638f;
1690 break;
1691
1692 case HollowShape.Circle:
1693
1694 hollowVolume *= 0.1963495f * 3.07920140172638f;
1695 break;
1696
1697 default:
1698 hollowVolume = 0;
1699 break;
1700 }
1701 volume *= (1.0f - hollowVolume);
1702 }
1703 }
1704 break;
1705
1706 default:
1707 break;
1708 }
1709
1710 float taperX1;
1711 float taperY1;
1712 float taperX;
1713 float taperY;
1714 float pathBegin;
1715 float pathEnd;
1716 float profileBegin;
1717 float profileEnd;
1718
1719 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
1720 {
1721 taperX1 = _pbs.PathScaleX * 0.01f;
1722 if (taperX1 > 1.0f)
1723 taperX1 = 2.0f - taperX1;
1724 taperX = 1.0f - taperX1;
1725
1726 taperY1 = _pbs.PathScaleY * 0.01f;
1727 if (taperY1 > 1.0f)
1728 taperY1 = 2.0f - taperY1;
1729 taperY = 1.0f - taperY1;
1730 }
1731 else
1732 {
1733 taperX = _pbs.PathTaperX * 0.01f;
1734 if (taperX < 0.0f)
1735 taperX = -taperX;
1736 taperX1 = 1.0f - taperX;
1737
1738 taperY = _pbs.PathTaperY * 0.01f;
1739 if (taperY < 0.0f)
1740 taperY = -taperY;
1741 taperY1 = 1.0f - taperY;
1742 }
1743
1744 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
1745
1746 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
1747 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
1748 volume *= (pathEnd - pathBegin);
1749
1750 // this is crude aproximation
1751 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
1752 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
1753 volume *= (profileEnd - profileBegin);
1754
1755 return volume;
1756 }
1757
1758
1759 private void CalcPrimBodyData()
1760 {
1761 float volume;
1762
1763 if (prim_geom == IntPtr.Zero)
1764 {
1765 // Ubit let's have a initial basic OOB
1766 primOOBsize.X = _size.X;
1767 primOOBsize.Y = _size.Y;
1768 primOOBsize.Z = _size.Z;
1769 primOOBoffset = Vector3.Zero;
1770 }
1771 else
1772 {
1773 d.AABB AABB;
1774 d.GeomGetAABB(prim_geom, out AABB); // get the AABB from engine geom
1775
1776 primOOBsize.X = (AABB.MaxX - AABB.MinX);
1777 primOOBsize.Y = (AABB.MaxY - AABB.MinY);
1778 primOOBsize.Z = (AABB.MaxZ - AABB.MinZ);
1779 if (!hasOOBoffsetFromMesh)
1780 {
1781 primOOBoffset.X = (AABB.MaxX + AABB.MinX) * 0.5f;
1782 primOOBoffset.Y = (AABB.MaxY + AABB.MinY) * 0.5f;
1783 primOOBoffset.Z = (AABB.MaxZ + AABB.MinZ) * 0.5f;
1784 }
1785 }
1786
1787 // also its own inertia and mass
1788 // keep using basic shape mass for now
1789 volume = CalculatePrimVolume();
1790
1791 primMass = m_density * volume;
1792
1793 if (primMass <= 0)
1794 primMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1795 if (primMass > _parent_scene.maximumMassObject)
1796 primMass = _parent_scene.maximumMassObject;
1797
1798 _mass = primMass; // just in case
1799
1800 d.MassSetBoxTotal(out primdMass, primMass, primOOBsize.X, primOOBsize.Y, primOOBsize.Z);
1801
1802 d.MassTranslate(ref primdMass,
1803 primOOBoffset.X,
1804 primOOBoffset.Y,
1805 primOOBoffset.Z);
1806
1807 primOOBsize *= 0.5f; // let obb size be a corner coords
1808 primOOBradiusSQ = primOOBsize.LengthSquared();
1809 }
1810
1811
1812 #endregion
1813
1814
1815 /// <summary>
1816 /// Add a child prim to this parent prim.
1817 /// </summary>
1818 /// <param name="prim">Child prim</param>
1819 // I'm the parent
1820 // prim is the child
1821 public void ParentPrim(OdePrim prim)
1822 {
1823 //Console.WriteLine("ParentPrim " + m_primName);
1824 if (this.m_localID != prim.m_localID)
1825 {
1826 DestroyBody(); // for now we need to rebuil entire object on link change
1827
1828 lock (childrenPrim)
1829 {
1830 // adopt the prim
1831 if (!childrenPrim.Contains(prim))
1832 childrenPrim.Add(prim);
1833
1834 // see if this prim has kids and adopt them also
1835 // should not happen for now
1836 foreach (OdePrim prm in prim.childrenPrim)
1837 {
1838 if (!childrenPrim.Contains(prm))
1839 {
1840 if (prm.Body != IntPtr.Zero)
1841 {
1842 if (prm.prim_geom != IntPtr.Zero)
1843 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
1844 if (prm.Body != prim.Body)
1845 prm.DestroyBody(); // don't loose bodies around
1846 prm.Body = IntPtr.Zero;
1847 }
1848
1849 childrenPrim.Add(prm);
1850 prm._parent = this;
1851 }
1852 }
1853 }
1854 //Remove old children from the prim
1855 prim.childrenPrim.Clear();
1856
1857 if (prim.Body != IntPtr.Zero)
1858 {
1859 if (prim.prim_geom != IntPtr.Zero)
1860 d.GeomSetBody(prim.prim_geom, IntPtr.Zero);
1861 prim.DestroyBody(); // don't loose bodies around
1862 prim.Body = IntPtr.Zero;
1863 }
1864
1865 prim.childPrim = true;
1866 prim._parent = this;
1867
1868 MakeBody(); // full nasty reconstruction
1869 }
1870 }
1871
1872 private void UpdateChildsfromgeom()
1873 {
1874 if (childrenPrim.Count > 0)
1875 {
1876 foreach (OdePrim prm in childrenPrim)
1877 prm.UpdateDataFromGeom();
1878 }
1879 }
1880
1881 private void UpdateDataFromGeom()
1882 {
1883 if (prim_geom != IntPtr.Zero)
1884 {
1885 d.Vector3 lpos;
1886 d.GeomCopyPosition(prim_geom, out lpos);
1887 _position.X = lpos.X;
1888 _position.Y = lpos.Y;
1889 _position.Z = lpos.Z;
1890 d.Quaternion qtmp = new d.Quaternion { };
1891 d.GeomCopyQuaternion(prim_geom, out qtmp);
1892 _orientation.W = qtmp.W;
1893 _orientation.X = qtmp.X;
1894 _orientation.Y = qtmp.Y;
1895 _orientation.Z = qtmp.Z;
1896 }
1897 }
1898
1899 private void ChildDelink(OdePrim odePrim, bool remakebodies)
1900 {
1901 // Okay, we have a delinked child.. destroy all body and remake
1902 if (odePrim != this && !childrenPrim.Contains(odePrim))
1903 return;
1904
1905 DestroyBody();
1906
1907 if (odePrim == this) // delinking the root prim
1908 {
1909 OdePrim newroot = null;
1910 lock (childrenPrim)
1911 {
1912 if (childrenPrim.Count > 0)
1913 {
1914 newroot = childrenPrim[0];
1915 childrenPrim.RemoveAt(0);
1916 foreach (OdePrim prm in childrenPrim)
1917 {
1918 newroot.childrenPrim.Add(prm);
1919 }
1920 childrenPrim.Clear();
1921 }
1922 if (newroot != null)
1923 {
1924 newroot.childPrim = false;
1925 newroot._parent = null;
1926 if (remakebodies)
1927 newroot.MakeBody();
1928 }
1929 }
1930 }
1931
1932 else
1933 {
1934 lock (childrenPrim)
1935 {
1936 childrenPrim.Remove(odePrim);
1937 odePrim.childPrim = false;
1938 odePrim._parent = null;
1939 // odePrim.UpdateDataFromGeom();
1940 if (remakebodies)
1941 odePrim.MakeBody();
1942 }
1943 }
1944 if (remakebodies)
1945 MakeBody();
1946 }
1947
1948 protected void ChildRemove(OdePrim odePrim, bool reMakeBody)
1949 {
1950 // Okay, we have a delinked child.. destroy all body and remake
1951 if (odePrim != this && !childrenPrim.Contains(odePrim))
1952 return;
1953
1954 DestroyBody();
1955
1956 if (odePrim == this)
1957 {
1958 OdePrim newroot = null;
1959 lock (childrenPrim)
1960 {
1961 if (childrenPrim.Count > 0)
1962 {
1963 newroot = childrenPrim[0];
1964 childrenPrim.RemoveAt(0);
1965 foreach (OdePrim prm in childrenPrim)
1966 {
1967 newroot.childrenPrim.Add(prm);
1968 }
1969 childrenPrim.Clear();
1970 }
1971 if (newroot != null)
1972 {
1973 newroot.childPrim = false;
1974 newroot._parent = null;
1975 newroot.MakeBody();
1976 }
1977 }
1978 if (reMakeBody)
1979 MakeBody();
1980 return;
1981 }
1982 else
1983 {
1984 lock (childrenPrim)
1985 {
1986 childrenPrim.Remove(odePrim);
1987 odePrim.childPrim = false;
1988 odePrim._parent = null;
1989 if (reMakeBody)
1990 odePrim.MakeBody();
1991 }
1992 }
1993 MakeBody();
1994 }
1995
1996 #region changes
1997
1998 private void changeadd()
1999 {
2000 CreateGeom();
2001
2002 if (prim_geom != IntPtr.Zero)
2003 {
2004 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2005 d.Quaternion myrot = new d.Quaternion();
2006 myrot.X = _orientation.X;
2007 myrot.Y = _orientation.Y;
2008 myrot.Z = _orientation.Z;
2009 myrot.W = _orientation.W;
2010 d.GeomSetQuaternion(prim_geom, ref myrot);
2011 // _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
2012 if (!m_isphysical)
2013 SetInStaticSpace(this);
2014 }
2015
2016 if (m_isphysical && Body == IntPtr.Zero)
2017 {
2018 /*
2019 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2020 {
2021 changeShape(_pbs);
2022 }
2023 else
2024 {
2025 */
2026 MakeBody();
2027 // }
2028 }
2029 }
2030
2031 private void changeAngularLock(Vector3 newLock)
2032 {
2033 // do we have a Physical object?
2034 if (Body != IntPtr.Zero)
2035 {
2036 //Check that we have a Parent
2037 //If we have a parent then we're not authorative here
2038 if (_parent == null)
2039 {
2040 if (!newLock.ApproxEquals(Vector3.One, 0f))
2041 {
2042 createAMotor(newLock);
2043 }
2044 else
2045 {
2046 if (Amotor != IntPtr.Zero)
2047 {
2048 d.JointDestroy(Amotor);
2049 Amotor = IntPtr.Zero;
2050 }
2051 }
2052 }
2053 }
2054 // Store this for later in case we get turned into a separate body
2055 m_angularlock = newLock;
2056 }
2057
2058 private void changeLink(OdePrim NewParent)
2059 {
2060 if (_parent == null && NewParent != null)
2061 {
2062 NewParent.ParentPrim(this);
2063 }
2064 else if (_parent != null)
2065 {
2066 if (_parent is OdePrim)
2067 {
2068 if (NewParent != _parent)
2069 {
2070 (_parent as OdePrim).ChildDelink(this, false); // for now...
2071 childPrim = false;
2072
2073 if (NewParent != null)
2074 {
2075 NewParent.ParentPrim(this);
2076 }
2077 }
2078 }
2079 }
2080 _parent = NewParent;
2081 }
2082
2083
2084 private void Stop()
2085 {
2086 if (!childPrim)
2087 {
2088 m_force = Vector3.Zero;
2089 m_forceacc = Vector3.Zero;
2090 m_angularForceacc = Vector3.Zero;
2091 _torque = Vector3.Zero;
2092 _velocity = Vector3.Zero;
2093 _acceleration = Vector3.Zero;
2094 m_rotationalVelocity = Vector3.Zero;
2095 _target_velocity = Vector3.Zero;
2096 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
2097 m_vehicle.Stop();
2098 }
2099
2100 if (Body != IntPtr.Zero)
2101 {
2102 d.BodySetForce(Body, 0f, 0f, 0f);
2103 d.BodySetTorque(Body, 0f, 0f, 0f);
2104 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2105 d.BodySetAngularVel(Body, 0f, 0f, 0f);
2106 }
2107 }
2108
2109 private void changeSelectedStatus(bool newval)
2110 {
2111 if (m_lastdoneSelected == newval)
2112 return;
2113
2114 m_lastdoneSelected = newval;
2115 DoSelectedStatus(newval);
2116 }
2117
2118 private void CheckDelaySelect()
2119 {
2120 if (m_delaySelect)
2121 {
2122 DoSelectedStatus(m_isSelected);
2123 }
2124 }
2125
2126 private void DoSelectedStatus(bool newval)
2127 {
2128 m_isSelected = newval;
2129 Stop();
2130
2131 if (newval)
2132 {
2133 if (!childPrim && Body != IntPtr.Zero)
2134 d.BodyDisable(Body);
2135
2136 if (m_delaySelect)
2137 {
2138 if (!childPrim)
2139 {
2140 foreach (OdePrim prm in childrenPrim)
2141 {
2142 d.GeomDisable(prm.prim_geom);
2143 prm.m_delaySelect = false;
2144 }
2145 }
2146 d.GeomDisable(prim_geom);
2147 m_delaySelect = false;
2148 }
2149 else
2150 {
2151 m_delaySelect = true;
2152 }
2153 }
2154 else
2155 {
2156 if (!childPrim && Body != IntPtr.Zero && !m_disabled)
2157 d.BodyEnable(Body);
2158
2159 if (!childPrim)
2160 {
2161 foreach (OdePrim prm in childrenPrim)
2162 {
2163 if(!prm.m_disabled)
2164 d.GeomEnable(prm.prim_geom);
2165 prm.m_delaySelect = false;
2166 }
2167 }
2168 if(!m_disabled)
2169 d.GeomEnable(prim_geom);
2170
2171 m_delaySelect = false;
2172 }
2173
2174 resetCollisionAccounting();
2175 }
2176
2177 private void changePosition(Vector3 newPos)
2178 {
2179 CheckDelaySelect();
2180 if (m_isphysical)
2181 {
2182 if (childPrim) // inertia is messed, must rebuild
2183 {
2184 if (m_building)
2185 {
2186 _position = newPos;
2187 }
2188 }
2189 else
2190 {
2191 if (_position != newPos)
2192 {
2193 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2194 _position = newPos;
2195 }
2196 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2197 d.BodyEnable(Body);
2198 }
2199 }
2200 else
2201 {
2202 if (prim_geom != IntPtr.Zero)
2203 {
2204 if (newPos != _position)
2205 {
2206 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2207 _position = newPos;
2208
2209 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2210 }
2211 }
2212 }
2213 givefakepos--;
2214 if (givefakepos < 0)
2215 givefakepos = 0;
2216 // changeSelectedStatus();
2217 resetCollisionAccounting();
2218 }
2219
2220 private void changeOrientation(Quaternion newOri)
2221 {
2222 CheckDelaySelect();
2223 if (m_isphysical)
2224 {
2225 if (childPrim) // inertia is messed, must rebuild
2226 {
2227 if (m_building)
2228 {
2229 _orientation = newOri;
2230 }
2231 }
2232 else
2233 {
2234 if (newOri != _orientation)
2235 {
2236 d.Quaternion myrot = new d.Quaternion();
2237 myrot.X = newOri.X;
2238 myrot.Y = newOri.Y;
2239 myrot.Z = newOri.Z;
2240 myrot.W = newOri.W;
2241 d.GeomSetQuaternion(prim_geom, ref myrot);
2242 _orientation = newOri;
2243 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
2244 createAMotor(m_angularlock);
2245 }
2246 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2247 d.BodyEnable(Body);
2248 }
2249 }
2250 else
2251 {
2252 if (prim_geom != IntPtr.Zero)
2253 {
2254 if (newOri != _orientation)
2255 {
2256 d.Quaternion myrot = new d.Quaternion();
2257 myrot.X = newOri.X;
2258 myrot.Y = newOri.Y;
2259 myrot.Z = newOri.Z;
2260 myrot.W = newOri.W;
2261 d.GeomSetQuaternion(prim_geom, ref myrot);
2262 _orientation = newOri;
2263 }
2264 }
2265 }
2266 givefakeori--;
2267 if (givefakeori < 0)
2268 givefakeori = 0;
2269 resetCollisionAccounting();
2270 }
2271
2272 private void changePositionAndOrientation(Vector3 newPos, Quaternion newOri)
2273 {
2274 CheckDelaySelect();
2275 if (m_isphysical)
2276 {
2277 if (childPrim && m_building) // inertia is messed, must rebuild
2278 {
2279 _position = newPos;
2280 _orientation = newOri;
2281 }
2282 else
2283 {
2284 if (newOri != _orientation)
2285 {
2286 d.Quaternion myrot = new d.Quaternion();
2287 myrot.X = newOri.X;
2288 myrot.Y = newOri.Y;
2289 myrot.Z = newOri.Z;
2290 myrot.W = newOri.W;
2291 d.GeomSetQuaternion(prim_geom, ref myrot);
2292 _orientation = newOri;
2293 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
2294 createAMotor(m_angularlock);
2295 }
2296 if (_position != newPos)
2297 {
2298 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2299 _position = newPos;
2300 }
2301 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2302 d.BodyEnable(Body);
2303 }
2304 }
2305 else
2306 {
2307 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
2308 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2309
2310 if (prim_geom != IntPtr.Zero)
2311 {
2312 if (newOri != _orientation)
2313 {
2314 d.Quaternion myrot = new d.Quaternion();
2315 myrot.X = newOri.X;
2316 myrot.Y = newOri.Y;
2317 myrot.Z = newOri.Z;
2318 myrot.W = newOri.W;
2319 d.GeomSetQuaternion(prim_geom, ref myrot);
2320 _orientation = newOri;
2321 }
2322
2323 if (newPos != _position)
2324 {
2325 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2326 _position = newPos;
2327
2328 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2329 }
2330 }
2331 }
2332 givefakepos--;
2333 if (givefakepos < 0)
2334 givefakepos = 0;
2335 givefakeori--;
2336 if (givefakeori < 0)
2337 givefakeori = 0;
2338
2339 resetCollisionAccounting();
2340 }
2341
2342
2343 private void changeDisable(bool disable)
2344 {
2345 if (disable)
2346 {
2347 if (!m_disabled)
2348 disableBodySoft();
2349 }
2350 else
2351 {
2352 if (m_disabled)
2353 enableBodySoft();
2354 }
2355 }
2356
2357 private void changePhysicsStatus(bool NewStatus)
2358 {
2359 CheckDelaySelect();
2360
2361 m_isphysical = NewStatus;
2362
2363 if (!childPrim)
2364 {
2365 if (NewStatus)
2366 {
2367 if (Body == IntPtr.Zero)
2368 {
2369 /*
2370 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2371 {
2372 changeShape(_pbs);
2373 }
2374 else
2375 */
2376 {
2377 MakeBody();
2378 }
2379 }
2380 }
2381 else
2382 {
2383 if (Body != IntPtr.Zero)
2384 {
2385 // UpdateChildsfromgeom();
2386 /* if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2387 {
2388 changeShape(_pbs);
2389 }
2390 else
2391 */
2392 DestroyBody();
2393 Stop();
2394 }
2395 }
2396 }
2397
2398 resetCollisionAccounting();
2399 }
2400
2401 private void changeprimsizeshape()
2402 {
2403 CheckDelaySelect();
2404
2405 OdePrim parent = (OdePrim)_parent;
2406
2407 bool chp = childPrim;
2408
2409 if (chp)
2410 {
2411 if (parent != null)
2412 {
2413 parent.DestroyBody();
2414 }
2415 }
2416 else
2417 {
2418 DestroyBody();
2419 }
2420
2421 RemoveGeom();
2422
2423 // we don't need to do space calculation because the client sends a position update also.
2424 if (_size.X <= 0)
2425 _size.X = 0.01f;
2426 if (_size.Y <= 0)
2427 _size.Y = 0.01f;
2428 if (_size.Z <= 0)
2429 _size.Z = 0.01f;
2430 // Construction of new prim
2431
2432 CreateGeom();
2433
2434 if (prim_geom != IntPtr.Zero)
2435 {
2436 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2437 d.Quaternion myrot = new d.Quaternion();
2438 myrot.X = _orientation.X;
2439 myrot.Y = _orientation.Y;
2440 myrot.Z = _orientation.Z;
2441 myrot.W = _orientation.W;
2442 d.GeomSetQuaternion(prim_geom, ref myrot);
2443 }
2444
2445 if (chp)
2446 {
2447 if (parent != null)
2448 {
2449 parent.MakeBody();
2450 }
2451 }
2452 else
2453 MakeBody();
2454
2455 resetCollisionAccounting();
2456 }
2457
2458 private void changeSize(Vector3 newSize)
2459 {
2460 _size = newSize;
2461 changeprimsizeshape();
2462 }
2463
2464 private void changeShape(PrimitiveBaseShape newShape)
2465 {
2466 _pbs = newShape;
2467 changeprimsizeshape();
2468 }
2469
2470 private void changeFloatOnWater(bool newval)
2471 {
2472 m_collidesWater = newval;
2473
2474 if (prim_geom != IntPtr.Zero)
2475 {
2476 if (m_collidesWater)
2477 {
2478 m_collisionFlags |= CollisionCategories.Water;
2479 }
2480 else
2481 {
2482 m_collisionFlags &= ~CollisionCategories.Water;
2483 }
2484 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2485 }
2486 }
2487
2488 private void changeSetTorque(Vector3 newtorque)
2489 {
2490 if (!m_isSelected)
2491 {
2492 if (m_isphysical && Body != IntPtr.Zero)
2493 {
2494 if (m_disabled)
2495 enableBodySoft();
2496 else if (!d.BodyIsEnabled(Body))
2497 d.BodyEnable(Body);
2498
2499 }
2500 _torque = newtorque;
2501 }
2502 }
2503
2504 private void changeForce(Vector3 force)
2505 {
2506 m_force = force;
2507 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2508 d.BodyEnable(Body);
2509 }
2510
2511 private void changeAddForce(Vector3 force)
2512 {
2513 m_forceacc += force;
2514 if (!m_isSelected)
2515 {
2516 lock (this)
2517 {
2518 //m_log.Info("[PHYSICS]: dequeing forcelist");
2519 if (m_isphysical && Body != IntPtr.Zero)
2520 {
2521 if (m_disabled)
2522 enableBodySoft();
2523 else if (!d.BodyIsEnabled(Body))
2524 d.BodyEnable(Body);
2525 }
2526 }
2527
2528 m_collisionscore = 0;
2529 }
2530 }
2531
2532 private void changeAddAngularForce(Vector3 aforce)
2533 {
2534 m_angularForceacc += aforce;
2535 if (!m_isSelected)
2536 {
2537 lock (this)
2538 {
2539 if (m_isphysical && Body != IntPtr.Zero)
2540 {
2541 if (m_disabled)
2542 enableBodySoft();
2543 else if (!d.BodyIsEnabled(Body))
2544 d.BodyEnable(Body);
2545 }
2546 }
2547 m_collisionscore = 0;
2548 }
2549 }
2550
2551 private void changevelocity(Vector3 newVel)
2552 {
2553 if (!m_isSelected)
2554 {
2555 if (Body != IntPtr.Zero)
2556 {
2557 if (m_disabled)
2558 enableBodySoft();
2559 else if (!d.BodyIsEnabled(Body))
2560 d.BodyEnable(Body);
2561
2562 d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
2563 }
2564 //resetCollisionAccounting();
2565 }
2566 _velocity = newVel;
2567 }
2568
2569 private void changeVolumedetetion(bool newVolDtc)
2570 {
2571 m_isVolumeDetect = newVolDtc;
2572 }
2573
2574 protected void changeBuilding(bool newbuilding)
2575 {
2576 if ((bool)newbuilding)
2577 {
2578 m_building = true;
2579 DestroyBody();
2580 }
2581 else
2582 {
2583 m_building = false;
2584 CheckDelaySelect();
2585 if (!childPrim)
2586 MakeBody();
2587 }
2588 if (!childPrim && childrenPrim.Count > 0)
2589 {
2590 foreach (OdePrim prm in childrenPrim)
2591 prm.changeBuilding(m_building); // call directly
2592 }
2593 }
2594
2595 public void changeSetVehicle(VehicleData vdata)
2596 {
2597 if (m_vehicle == null)
2598 m_vehicle = new ODEDynamics(this);
2599 m_vehicle.DoSetVehicle(vdata);
2600 }
2601 private void changeVehicleType(int value)
2602 {
2603 if (value == (int)Vehicle.TYPE_NONE)
2604 {
2605 if (m_vehicle != null)
2606 m_vehicle = null;
2607 }
2608 else
2609 {
2610 if (m_vehicle == null)
2611 m_vehicle = new ODEDynamics(this);
2612
2613 m_vehicle.ProcessTypeChange((Vehicle)value);
2614 }
2615 }
2616
2617 private void changeVehicleFloatParam(strVehicleFloatParam fp)
2618 {
2619 if (m_vehicle == null)
2620 return;
2621
2622 m_vehicle.ProcessFloatVehicleParam((Vehicle)fp.param, fp.value);
2623 }
2624
2625 private void changeVehicleVectorParam(strVehicleVectorParam vp)
2626 {
2627 if (m_vehicle == null)
2628 return;
2629 m_vehicle.ProcessVectorVehicleParam((Vehicle)vp.param, vp.value);
2630 }
2631
2632 private void changeVehicleRotationParam(strVehicleQuatParam qp)
2633 {
2634 if (m_vehicle == null)
2635 return;
2636 m_vehicle.ProcessRotationVehicleParam((Vehicle)qp.param, qp.value);
2637 }
2638
2639 private void changeVehicleFlags(strVehicleBoolParam bp)
2640 {
2641 if (m_vehicle == null)
2642 return;
2643 m_vehicle.ProcessVehicleFlags(bp.param, bp.value);
2644 }
2645
2646 #endregion
2647
2648 public void Move()
2649 {
2650 if (!childPrim && m_isphysical && Body != IntPtr.Zero &&
2651 !m_disabled && !m_isSelected && d.BodyIsEnabled(Body) && !m_building) // KF: Only move root prims.
2652 {
2653 // if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009
2654
2655 float timestep = _parent_scene.ODE_STEPSIZE;
2656
2657 float fx = 0;
2658 float fy = 0;
2659 float fz = 0;
2660
2661 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
2662 {
2663 // 'VEHICLES' are dealt with in ODEDynamics.cs
2664 m_vehicle.Step();
2665 }
2666 else
2667 {
2668 float m_mass = _mass;
2669
2670 // fz = 0f;
2671 //m_log.Info(m_collisionFlags.ToString());
2672 if (m_usePID)
2673 {
2674
2675 // If the PID Controller isn't active then we set our force
2676 // calculating base velocity to the current position
2677
2678 if ((m_PIDTau < 1) && (m_PIDTau != 0))
2679 {
2680 //PID_G = PID_G / m_PIDTau;
2681 m_PIDTau = 1;
2682 }
2683
2684 if ((PID_G - m_PIDTau) <= 0)
2685 {
2686 PID_G = m_PIDTau + 1;
2687 }
2688
2689 d.Vector3 vel = d.BodyGetLinearVel(Body);
2690 d.Vector3 pos = d.BodyGetPosition(Body);
2691 _target_velocity =
2692 new Vector3(
2693 (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep),
2694 (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep),
2695 (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep)
2696 );
2697
2698 // if velocity is zero, use position control; otherwise, velocity control
2699
2700 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
2701 {
2702 // keep track of where we stopped. No more slippin' & slidin'
2703
2704 // We only want to deactivate the PID Controller if we think we want to have our surrogate
2705 // react to the physics scene by moving it's position.
2706 // Avatar to Avatar collisions
2707 // Prim to avatar collisions
2708
2709 //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
2710 //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2);
2711 //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
2712 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
2713 d.BodySetLinearVel(Body, 0, 0, 0);
2714 d.BodyAddForce(Body, 0, 0, fz);
2715 return;
2716 }
2717 else
2718 {
2719 _zeroFlag = false;
2720
2721 // We're flying and colliding with something
2722 fx = ((_target_velocity.X) - vel.X) * (PID_D);
2723 fy = ((_target_velocity.Y) - vel.Y) * (PID_D);
2724
2725 // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
2726
2727 fz = ((_target_velocity.Z - vel.Z) * (PID_D));
2728 }
2729 } // end if (m_usePID)
2730
2731 // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
2732 else if (m_useHoverPID)
2733 {
2734 //Console.WriteLine("Hover " + Name);
2735
2736 // If we're using the PID controller, then we have no gravity
2737
2738 // no lock; for now it's only called from within Simulate()
2739
2740 // If the PID Controller isn't active then we set our force
2741 // calculating base velocity to the current position
2742
2743 if ((m_PIDTau < 1))
2744 {
2745 PID_G = PID_G / m_PIDTau;
2746 }
2747
2748 if ((PID_G - m_PIDTau) <= 0)
2749 {
2750 PID_G = m_PIDTau + 1;
2751 }
2752
2753 // Where are we, and where are we headed?
2754 d.Vector3 pos = d.BodyGetPosition(Body);
2755 d.Vector3 vel = d.BodyGetLinearVel(Body);
2756
2757 // Non-Vehicles have a limited set of Hover options.
2758 // determine what our target height really is based on HoverType
2759 switch (m_PIDHoverType)
2760 {
2761 case PIDHoverType.Ground:
2762 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
2763 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
2764 break;
2765 case PIDHoverType.GroundAndWater:
2766 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
2767 m_waterHeight = _parent_scene.GetWaterLevel();
2768 if (m_groundHeight > m_waterHeight)
2769 {
2770 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
2771 }
2772 else
2773 {
2774 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
2775 }
2776 break;
2777
2778 } // end switch (m_PIDHoverType)
2779
2780
2781 _target_velocity =
2782 new Vector3(0.0f, 0.0f,
2783 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
2784 );
2785
2786 // if velocity is zero, use position control; otherwise, velocity control
2787
2788 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
2789 {
2790 // keep track of where we stopped. No more slippin' & slidin'
2791
2792 // We only want to deactivate the PID Controller if we think we want to have our surrogate
2793 // react to the physics scene by moving it's position.
2794 // Avatar to Avatar collisions
2795 // Prim to avatar collisions
2796
2797 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
2798 d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
2799 // ? d.BodyAddForce(Body, 0, 0, fz);
2800 return;
2801 }
2802 else
2803 {
2804 _zeroFlag = false;
2805
2806 // We're flying and colliding with something
2807 fz = ((_target_velocity.Z - vel.Z) * (PID_D));
2808 }
2809 }
2810 else
2811 {
2812 float b = (1.0f - m_buoyancy);
2813 fx = _parent_scene.gravityx * b;
2814 fy = _parent_scene.gravityy * b;
2815 fz = _parent_scene.gravityz * b;
2816 }
2817
2818 fx *= m_mass;
2819 fy *= m_mass;
2820 fz *= m_mass;
2821
2822 // constant force
2823 fx += m_force.X;
2824 fy += m_force.Y;
2825 fz += m_force.Z;
2826
2827 fx += m_forceacc.X;
2828 fy += m_forceacc.Y;
2829 fz += m_forceacc.Z;
2830
2831 m_forceacc = Vector3.Zero;
2832
2833 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
2834 if (fx != 0 || fy != 0 || fz != 0)
2835 {
2836 d.BodyAddForce(Body, fx, fy, fz);
2837 //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
2838 }
2839
2840 Vector3 trq;
2841
2842 trq = _torque;
2843 trq += m_angularForceacc;
2844 m_angularForceacc = Vector3.Zero;
2845 if (trq.X != 0 || trq.Y != 0 || trq.Z != 0)
2846 {
2847 d.BodyAddTorque(Body, trq.X, trq.Y, trq.Z);
2848 }
2849
2850 }
2851 }
2852 else
2853 { // is not physical, or is not a body or is selected
2854 // _zeroPosition = d.BodyGetPosition(Body);
2855 return;
2856 //Console.WriteLine("Nothing " + Name);
2857
2858 }
2859 }
2860
2861
2862 public void UpdatePositionAndVelocity(float simulatedtime)
2863 {
2864 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
2865 if (_parent == null && !m_disabled && !m_building)
2866 {
2867 if (Body != IntPtr.Zero)
2868 {
2869 Vector3 pv = Vector3.Zero;
2870 bool lastZeroFlag = _zeroFlag;
2871
2872 d.Vector3 lpos;
2873 d.GeomCopyPosition(prim_geom, out lpos); // root position that is seem by rest of simulator
2874
2875 // we need to use root position since that's all the rest of scene uses
2876 if (lpos.X < 0f || lpos.X > _parent_scene.WorldExtents.X
2877 || lpos.Y < 0f || lpos.Y > _parent_scene.WorldExtents.Y
2878 )
2879 {
2880 // we are outside current region
2881 // we can't let it keeping moving and having colisions
2882 // since it can be stucked between something like terrain and edge
2883 // so lets stop and disable it until something else kicks it
2884
2885 _position.X = Util.Clip(lpos.X, -0.2f, _parent_scene.WorldExtents.X + 0.2f);
2886 _position.Y = Util.Clip(lpos.Y, -0.2f, _parent_scene.WorldExtents.Y + 0.2f);
2887 _position.Z = Util.Clip(lpos.Z, -100f, 50000f);
2888
2889 m_lastposition = _position;
2890// m_lastorientation = _orientation;
2891
2892 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
2893// d.BodySetAngularVel(Body, 0, 0, 0);
2894 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2895 disableBodySoft(); // stop collisions
2896 m_outbounds = true;
2897 base.RequestPhysicsterseUpdate();
2898 return;
2899 }
2900
2901 if (lpos.Z < -100 || lpos.Z > 100000f)
2902 {
2903 lpos.Z = Util.Clip(lpos.Z, -100f, 50000f);
2904
2905 _acceleration.X = 0;
2906 _acceleration.Y = 0;
2907 _acceleration.Z = 0;
2908
2909 _velocity.X = 0;
2910 _velocity.Y = 0;
2911 _velocity.Z = 0;
2912 m_rotationalVelocity.X = 0;
2913 m_rotationalVelocity.Y = 0;
2914 m_rotationalVelocity.Z = 0;
2915
2916 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
2917 d.BodySetAngularVel(Body, 0, 0, 0); // stop it
2918 d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
2919 m_lastposition = _position;
2920 m_lastorientation = _orientation;
2921
2922 base.RequestPhysicsterseUpdate();
2923
2924 m_throttleUpdates = false;
2925 throttleCounter = 0;
2926 _zeroFlag = true;
2927
2928 disableBodySoft(); // disable it and colisions
2929 base.RaiseOutOfBounds(_position);
2930
2931 return;
2932 }
2933
2934 d.Quaternion ori;
2935 d.GeomCopyQuaternion(prim_geom, out ori);
2936 d.Vector3 vel = d.BodyGetLinearVel(Body);
2937 d.Vector3 rotvel = d.BodyGetAngularVel(Body);
2938
2939 if ((Math.Abs(m_lastposition.X - lpos.X) < 0.01)
2940 && (Math.Abs(m_lastposition.Y - lpos.Y) < 0.01)
2941 && (Math.Abs(m_lastposition.Z - lpos.Z) < 0.01)
2942 && (Math.Abs(m_lastorientation.X - ori.X) < 0.0001)
2943 && (Math.Abs(m_lastorientation.Y - ori.Y) < 0.0001)
2944 && (Math.Abs(m_lastorientation.Z - ori.Z) < 0.0001)
2945 )
2946 {
2947 _zeroFlag = true;
2948 //Console.WriteLine("ZFT 2");
2949 m_throttleUpdates = false;
2950 }
2951 else
2952 {
2953 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
2954 _zeroFlag = false;
2955 m_lastUpdateSent = false;
2956 //m_throttleUpdates = false;
2957 }
2958
2959 if (_zeroFlag)
2960 {
2961 m_lastposition = _position;
2962 m_lastorientation = _orientation;
2963
2964 _velocity.X = 0.0f;
2965 _velocity.Y = 0.0f;
2966 _velocity.Z = 0.0f;
2967
2968 _acceleration.X = 0;
2969 _acceleration.Y = 0;
2970 _acceleration.Z = 0;
2971
2972 m_rotationalVelocity.X = 0;
2973 m_rotationalVelocity.Y = 0;
2974 m_rotationalVelocity.Z = 0;
2975 if (!m_lastUpdateSent)
2976 {
2977 m_throttleUpdates = false;
2978 throttleCounter = 0;
2979 m_rotationalVelocity = pv;
2980
2981 base.RequestPhysicsterseUpdate();
2982
2983 m_lastUpdateSent = true;
2984 }
2985 }
2986 else
2987 {
2988 if (lastZeroFlag != _zeroFlag)
2989 {
2990 base.RequestPhysicsterseUpdate();
2991 }
2992
2993 m_lastVelocity = _velocity;
2994
2995 _position.X = lpos.X;
2996 _position.Y = lpos.Y;
2997 _position.Z = lpos.Z;
2998
2999 _velocity.X = vel.X;
3000 _velocity.Y = vel.Y;
3001 _velocity.Z = vel.Z;
3002
3003 _orientation.X = ori.X;
3004 _orientation.Y = ori.Y;
3005 _orientation.Z = ori.Z;
3006 _orientation.W = ori.W;
3007
3008 _acceleration = ((_velocity - m_lastVelocity) / simulatedtime);
3009
3010 if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f))
3011 {
3012 m_rotationalVelocity = pv;
3013 }
3014 else
3015 {
3016 m_rotationalVelocity.X = rotvel.X;
3017 m_rotationalVelocity.Y = rotvel.Y;
3018 m_rotationalVelocity.Z = rotvel.Z;
3019 }
3020
3021 m_lastUpdateSent = false;
3022 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3023 {
3024 m_lastposition = _position;
3025 m_lastorientation = _orientation;
3026 base.RequestPhysicsterseUpdate();
3027 }
3028 else
3029 {
3030 throttleCounter++;
3031 }
3032 }
3033 }
3034 else if (!m_lastUpdateSent || !_zeroFlag)
3035 {
3036 // Not a body.. so Make sure the client isn't interpolating
3037 _velocity.X = 0;
3038 _velocity.Y = 0;
3039 _velocity.Z = 0;
3040
3041 _acceleration.X = 0;
3042 _acceleration.Y = 0;
3043 _acceleration.Z = 0;
3044
3045 m_rotationalVelocity.X = 0;
3046 m_rotationalVelocity.Y = 0;
3047 m_rotationalVelocity.Z = 0;
3048 _zeroFlag = true;
3049
3050 if (!m_lastUpdateSent)
3051 {
3052 m_throttleUpdates = false;
3053 throttleCounter = 0;
3054
3055 base.RequestPhysicsterseUpdate();
3056
3057 m_lastUpdateSent = true;
3058 }
3059 }
3060 }
3061 }
3062
3063 internal static bool QuaternionIsFinite(Quaternion q)
3064 {
3065 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
3066 return false;
3067 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
3068 return false;
3069 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
3070 return false;
3071 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
3072 return false;
3073 return true;
3074 }
3075
3076 internal static void DMassCopy(ref d.Mass src, ref d.Mass dst)
3077 {
3078 dst.c.W = src.c.W;
3079 dst.c.X = src.c.X;
3080 dst.c.Y = src.c.Y;
3081 dst.c.Z = src.c.Z;
3082 dst.mass = src.mass;
3083 dst.I.M00 = src.I.M00;
3084 dst.I.M01 = src.I.M01;
3085 dst.I.M02 = src.I.M02;
3086 dst.I.M10 = src.I.M10;
3087 dst.I.M11 = src.I.M11;
3088 dst.I.M12 = src.I.M12;
3089 dst.I.M20 = src.I.M20;
3090 dst.I.M21 = src.I.M21;
3091 dst.I.M22 = src.I.M22;
3092 }
3093
3094 private static void DMassDup(ref d.Mass src, out d.Mass dst)
3095 {
3096 dst = new d.Mass { };
3097
3098 dst.c.W = src.c.W;
3099 dst.c.X = src.c.X;
3100 dst.c.Y = src.c.Y;
3101 dst.c.Z = src.c.Z;
3102 dst.mass = src.mass;
3103 dst.I.M00 = src.I.M00;
3104 dst.I.M01 = src.I.M01;
3105 dst.I.M02 = src.I.M02;
3106 dst.I.M10 = src.I.M10;
3107 dst.I.M11 = src.I.M11;
3108 dst.I.M12 = src.I.M12;
3109 dst.I.M20 = src.I.M20;
3110 dst.I.M21 = src.I.M21;
3111 dst.I.M22 = src.I.M22;
3112 }
3113 private void donullchange()
3114 {
3115 }
3116
3117 public bool DoAChange(changes what, object arg)
3118 {
3119 if (prim_geom == IntPtr.Zero && what != changes.Add && what != changes.Remove)
3120 {
3121 return false;
3122 }
3123
3124 // nasty switch
3125 switch (what)
3126 {
3127 case changes.Add:
3128 changeadd();
3129 break;
3130 case changes.Remove:
3131 //If its being removed, we don't want to rebuild the physical rep at all, so ignore this stuff...
3132 //When we return true, it destroys all of the prims in the linkset anyway
3133 if (_parent != null)
3134 {
3135 OdePrim parent = (OdePrim)_parent;
3136 parent.ChildRemove(this, false);
3137 }
3138 else
3139 ChildRemove(this, false);
3140
3141 m_vehicle = null;
3142 RemoveGeom();
3143 m_targetSpace = IntPtr.Zero;
3144 if (m_eventsubscription > 0)
3145 UnSubscribeEvents();
3146 return true;
3147
3148 case changes.Link:
3149 OdePrim tmp = (OdePrim)arg;
3150 changeLink(tmp);
3151 break;
3152
3153 case changes.DeLink:
3154 changeLink(null);
3155 break;
3156
3157 case changes.Position:
3158 changePosition((Vector3)arg);
3159 break;
3160
3161 case changes.Orientation:
3162 changeOrientation((Quaternion)arg);
3163 break;
3164
3165 case changes.PosOffset:
3166 donullchange();
3167 break;
3168
3169 case changes.OriOffset:
3170 donullchange();
3171 break;
3172
3173 case changes.Velocity:
3174 changevelocity((Vector3)arg);
3175 break;
3176
3177 // case changes.Acceleration:
3178 // changeacceleration((Vector3)arg);
3179 // break;
3180 // case changes.AngVelocity:
3181 // changeangvelocity((Vector3)arg);
3182 // break;
3183
3184 case changes.Force:
3185 changeForce((Vector3)arg);
3186 break;
3187
3188 case changes.Torque:
3189 changeSetTorque((Vector3)arg);
3190 break;
3191
3192 case changes.AddForce:
3193 changeAddForce((Vector3)arg);
3194 break;
3195
3196 case changes.AddAngForce:
3197 changeAddAngularForce((Vector3)arg);
3198 break;
3199
3200 case changes.AngLock:
3201 changeAngularLock((Vector3)arg);
3202 break;
3203
3204 case changes.Size:
3205 changeSize((Vector3)arg);
3206 break;
3207
3208 case changes.Shape:
3209 changeShape((PrimitiveBaseShape)arg);
3210 break;
3211
3212 case changes.CollidesWater:
3213 changeFloatOnWater((bool)arg);
3214 break;
3215
3216 case changes.VolumeDtc:
3217 changeVolumedetetion((bool)arg);
3218 break;
3219
3220 case changes.Physical:
3221 changePhysicsStatus((bool)arg);
3222 break;
3223
3224 case changes.Selected:
3225 changeSelectedStatus((bool)arg);
3226 break;
3227
3228 case changes.disabled:
3229 changeDisable((bool)arg);
3230 break;
3231
3232 case changes.building:
3233 changeBuilding((bool)arg);
3234 break;
3235
3236 case changes.VehicleType:
3237 changeVehicleType((int)arg);
3238 break;
3239
3240 case changes.VehicleFlags:
3241 changeVehicleFlags((strVehicleBoolParam) arg);
3242 break;
3243
3244 case changes.VehicleFloatParam:
3245 changeVehicleFloatParam((strVehicleFloatParam) arg);
3246 break;
3247
3248 case changes.VehicleVectorParam:
3249 changeVehicleVectorParam((strVehicleVectorParam) arg);
3250 break;
3251
3252 case changes.VehicleRotationParam:
3253 changeVehicleRotationParam((strVehicleQuatParam) arg);
3254 break;
3255
3256 case changes.SetVehicle:
3257 changeSetVehicle((VehicleData) arg);
3258 break;
3259 case changes.Null:
3260 donullchange();
3261 break;
3262
3263 default:
3264 donullchange();
3265 break;
3266 }
3267 return false;
3268 }
3269
3270 public void AddChange(changes what, object arg)
3271 {
3272 _parent_scene.AddChange((PhysicsActor) this, what, arg);
3273 }
3274
3275
3276 private struct strVehicleBoolParam
3277 {
3278 public int param;
3279 public bool value;
3280 }
3281
3282 private struct strVehicleFloatParam
3283 {
3284 public int param;
3285 public float value;
3286 }
3287
3288 private struct strVehicleQuatParam
3289 {
3290 public int param;
3291 public Quaternion value;
3292 }
3293
3294 private struct strVehicleVectorParam
3295 {
3296 public int param;
3297 public Vector3 value;
3298 }
3299 }
3300} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..4b3f83b
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,443 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Text;
33using OpenMetaverse;
34using OpenSim.Region.Physics.Manager;
35using OdeAPI;
36using log4net;
37
38namespace OpenSim.Region.Physics.OdePlugin
39{
40 /// <summary>
41 /// Processes raycast requests as ODE is in a state to be able to do them.
42 /// This ensures that it's thread safe and there will be no conflicts.
43 /// Requests get returned by a different thread then they were requested by.
44 /// </summary>
45 public class ODERayCastRequestManager
46 {
47 /// <summary>
48 /// Pending ray requests
49 /// </summary>
50 protected OpenSim.Framework.LocklessQueue<ODERayRequest> m_PendingRequests = new OpenSim.Framework.LocklessQueue<ODERayRequest>();
51
52 /// <summary>
53 /// Scene that created this object.
54 /// </summary>
55 private OdeScene m_scene;
56
57 IntPtr ray;
58
59 private const int ColisionContactGeomsPerTest = 5;
60
61 /// <summary>
62 /// ODE near callback delegate
63 /// </summary>
64 private d.NearCallback nearCallback;
65 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
66 private List<ContactResult> m_contactResults = new List<ContactResult>();
67
68 public ODERayCastRequestManager(OdeScene pScene)
69 {
70 m_scene = pScene;
71 nearCallback = near;
72 ray = d.CreateRay(IntPtr.Zero, 1.0f);
73 }
74
75 /// <summary>
76 /// Queues a raycast
77 /// </summary>
78 /// <param name="position">Origin of Ray</param>
79 /// <param name="direction">Ray normal</param>
80 /// <param name="length">Ray length</param>
81 /// <param name="retMethod">Return method to send the results</param>
82 public void QueueRequest(Vector3 position, Vector3 direction, float length, RayCallback retMethod)
83 {
84 ODERayRequest req = new ODERayRequest();
85 req.geom = IntPtr.Zero;
86 req.callbackMethod = retMethod;
87 req.Count = 0;
88 req.length = length;
89 req.Normal = direction;
90 req.Origin = position;
91
92 m_PendingRequests.Enqueue(req);
93 }
94
95 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RayCallback retMethod)
96 {
97 ODERayRequest req = new ODERayRequest();
98 req.geom = geom;
99 req.callbackMethod = retMethod;
100 req.length = length;
101 req.Normal = direction;
102 req.Origin = position;
103 req.Count = 0;
104
105 m_PendingRequests.Enqueue(req);
106 }
107
108 public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
109 {
110 ODERayRequest req = new ODERayRequest();
111 req.geom = IntPtr.Zero;
112 req.callbackMethod = retMethod;
113 req.Count = 0;
114 req.length = length;
115 req.Normal = direction;
116 req.Origin = position;
117
118 m_PendingRequests.Enqueue(req);
119 }
120
121 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
122 {
123 ODERayRequest req = new ODERayRequest();
124 req.geom = geom;
125 req.callbackMethod = retMethod;
126 req.length = length;
127 req.Normal = direction;
128 req.Origin = position;
129 req.Count = 0;
130
131 m_PendingRequests.Enqueue(req);
132 }
133
134 /// <summary>
135 /// Queues a raycast
136 /// </summary>
137 /// <param name="position">Origin of Ray</param>
138 /// <param name="direction">Ray normal</param>
139 /// <param name="length">Ray length</param>
140 /// <param name="count"></param>
141 /// <param name="retMethod">Return method to send the results</param>
142 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
143 {
144 ODERayRequest req = new ODERayRequest();
145 req.geom = IntPtr.Zero;
146 req.callbackMethod = retMethod;
147 req.length = length;
148 req.Normal = direction;
149 req.Origin = position;
150 req.Count = count;
151
152 m_PendingRequests.Enqueue(req);
153 }
154
155 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
156 {
157 ODERayRequest req = new ODERayRequest();
158 req.geom = geom;
159 req.callbackMethod = retMethod;
160 req.length = length;
161 req.Normal = direction;
162 req.Origin = position;
163 req.Count = count;
164
165 m_PendingRequests.Enqueue(req);
166 }
167
168 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
169 {
170 ODERayRequest req = new ODERayRequest();
171 req.geom = IntPtr.Zero;
172 req.callbackMethod = retMethod;
173 req.length = length;
174 req.Normal = direction;
175 req.Origin = position;
176 req.Count = count;
177
178 m_PendingRequests.Enqueue(req);
179 }
180
181 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
182 {
183 ODERayRequest req = new ODERayRequest();
184 req.geom = geom;
185 req.callbackMethod = retMethod;
186 req.length = length;
187 req.Normal = direction;
188 req.Origin = position;
189 req.Count = count;
190
191 m_PendingRequests.Enqueue(req);
192 }
193
194 /// <summary>
195 /// Process all queued raycast requests
196 /// </summary>
197 /// <returns>Time in MS the raycasts took to process.</returns>
198 public int ProcessQueuedRequests()
199 {
200 int time = System.Environment.TickCount;
201
202 if (m_PendingRequests.Count <= 0)
203 return 0;
204
205 if (m_scene.ContactgeomsArray == IntPtr.Zero) // oops something got wrong or scene isn't ready still
206 {
207 m_PendingRequests.Clear();
208 return 0;
209 }
210
211 ODERayRequest req;
212
213 int i = 50; // arbitary limit of processed tests per frame
214
215 while(m_PendingRequests.Dequeue(out req))
216 {
217 if (req.geom == IntPtr.Zero)
218 doSpaceRay(req);
219 else
220 doGeomRay(req);
221 if(--i < 0)
222 break;
223 }
224
225 lock (m_contactResults)
226 m_contactResults.Clear();
227
228 return System.Environment.TickCount - time;
229 }
230 /// <summary>
231 /// Method that actually initiates the raycast with full top space
232 /// </summary>
233 /// <param name="req"></param>
234 private void doSpaceRay(ODERayRequest req)
235 {
236 // Create the ray
237// IntPtr ray = d.CreateRay(m_scene.TopSpace, req.length);
238 d.GeomRaySetLength(ray, req.length);
239 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
240
241 // Collide test
242 d.SpaceCollide2(m_scene.TopSpace, ray, IntPtr.Zero, nearCallback);
243
244 // Remove Ray
245// d.GeomDestroy(ray);
246
247 if (req.callbackMethod == null)
248 return;
249
250 if (req.callbackMethod is RaycastCallback)
251 {
252 // Define default results
253 bool hitYN = false;
254 uint hitConsumerID = 0;
255 float distance = 999999999999f;
256 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
257 Vector3 snormal = Vector3.Zero;
258
259 // Find closest contact and object.
260 lock (m_contactResults)
261 {
262 foreach (ContactResult cResult in m_contactResults)
263 {
264 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
265 {
266 closestcontact = cResult.Pos;
267 hitConsumerID = cResult.ConsumerID;
268 distance = cResult.Depth;
269 hitYN = true;
270 snormal = cResult.Normal;
271 }
272 }
273 m_contactResults.Clear();
274 }
275
276 ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
277 }
278 else
279 {
280 ((RayCallback)req.callbackMethod)(m_contactResults);
281 lock (m_PendingRequests)
282 m_contactResults.Clear();
283 }
284 }
285
286 /// <summary>
287 /// Method that actually initiates the raycast with a geom
288 /// </summary>
289 /// <param name="req"></param>
290 private void doGeomRay(ODERayRequest req)
291 {
292 // Create the ray
293// IntPtr ray = d.CreateRay(m_scene.TopSpace, req.length);
294 d.GeomRaySetLength(ray, req.length);
295 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
296
297 // Collide test
298 d.SpaceCollide2(req.geom, ray, IntPtr.Zero, nearCallback); // still do this to have full AABB pre test
299
300 // Remove Ray
301// d.GeomDestroy(ray);
302
303 if (req.callbackMethod == null)
304 return;
305
306 if (req.callbackMethod is RaycastCallback)
307 {
308 // Define default results
309 bool hitYN = false;
310 uint hitConsumerID = 0;
311 float distance = 999999999999f;
312 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
313 Vector3 snormal = Vector3.Zero;
314
315 // Find closest contact and object.
316 lock (m_contactResults)
317 {
318 foreach (ContactResult cResult in m_contactResults)
319 {
320 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
321 {
322 closestcontact = cResult.Pos;
323 hitConsumerID = cResult.ConsumerID;
324 distance = cResult.Depth;
325 hitYN = true;
326 snormal = cResult.Normal;
327 }
328 }
329 m_contactResults.Clear();
330 }
331
332 ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
333 }
334 else
335 {
336 ((RayCallback)req.callbackMethod)(m_contactResults);
337 lock (m_PendingRequests)
338 m_contactResults.Clear();
339 }
340 }
341
342 private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
343 {
344 IntPtr ContactgeomsArray = m_scene.ContactgeomsArray;
345 if (ContactgeomsArray == IntPtr.Zero || index >= ColisionContactGeomsPerTest)
346 return false;
347
348 IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
349 newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
350 return true;
351 }
352
353 // This is the standard Near. g2 is the ray
354 private void near(IntPtr space, IntPtr g1, IntPtr g2)
355 {
356 //Don't test against heightfield Geom, or you'll be sorry!
357 // Exclude heightfield geom
358
359 if (g1 == IntPtr.Zero || g1 == g2)
360 return;
361
362 if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass)
363 return;
364
365 // Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms.
366 if (d.GeomIsSpace(g1))
367 {
368 try
369 {
370 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
371 }
372 catch (Exception e)
373 {
374 m_log.WarnFormat("[PHYSICS Ray]: Unable to Space collide test an object: {0}", e.Message);
375 }
376 return;
377 }
378
379 int count = 0;
380 try
381 {
382 count = d.CollidePtr(g1, g2, ColisionContactGeomsPerTest, m_scene.ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
383 }
384 catch (SEHException)
385 {
386 m_log.Error("[PHYSICS Ray]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
387 }
388 catch (Exception e)
389 {
390 m_log.WarnFormat("[PHYSICS Ray]: Unable to collide test an object: {0}", e.Message);
391 return;
392 }
393
394 if (count == 0)
395 return;
396
397 PhysicsActor p1 = null;
398
399 if (g1 != IntPtr.Zero)
400 m_scene.actor_name_map.TryGetValue(g1, out p1);
401
402 d.ContactGeom curcontact = new d.ContactGeom();
403 // Loop over contacts, build results.
404 for (int i = 0; i < count; i++)
405 {
406 if (!GetCurContactGeom(i, ref curcontact))
407 break;
408 if (p1 != null) {
409 if (p1 is OdePrim)
410 {
411 ContactResult collisionresult = new ContactResult();
412
413 collisionresult.ConsumerID = ((OdePrim)p1).m_localID;
414 collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z);
415 collisionresult.Depth = curcontact.depth;
416 collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y,
417 curcontact.normal.Z);
418 lock (m_contactResults)
419 m_contactResults.Add(collisionresult);
420 }
421 }
422 }
423 }
424
425 /// <summary>
426 /// Dereference the creator scene so that it can be garbage collected if needed.
427 /// </summary>
428 internal void Dispose()
429 {
430 m_scene = null;
431 }
432 }
433
434 public struct ODERayRequest
435 {
436 public IntPtr geom;
437 public Vector3 Origin;
438 public Vector3 Normal;
439 public int Count;
440 public float length;
441 public object callbackMethod;
442 }
443} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs
new file mode 100644
index 0000000..2b6bc59
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs
@@ -0,0 +1,1960 @@
1/*
2 * based on:
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 * changes by opensim team;
39 * changes by Aurora team http://www.aurora-sim.org/
40
41 * Revision/fixs by Ubit Umarov
42 */
43
44using System;
45using System.Runtime.InteropServices;
46using System.Security;
47
48namespace OdeAPI
49{
50//#if dDOUBLE
51// don't see much use in double precision with time steps of 20ms and 10 iterations used on opensim
52// at least we save same memory and memory access time, FPU performance on intel usually is similar
53// using dReal = System.Double;
54//#else
55 using dReal = System.Single;
56//#endif
57
58 public static class d
59 {
60 public static dReal Infinity = dReal.MaxValue;
61 public static int NTotalBodies = 0;
62 public static int NTotalGeoms = 0;
63
64 #region Flags and Enumerations
65
66 [Flags]
67 public enum AllocateODEDataFlags : uint
68 {
69 BasicData = 0,
70 CollisionData = 0x00000001,
71 All = ~0u
72 }
73
74 [Flags]
75 public enum IniteODEFlags : uint
76 {
77 dInitFlagManualThreadCleanup = 0x00000001
78 }
79
80 [Flags]
81 public enum ContactFlags : int
82 {
83 Mu2 = 0x001,
84 FDir1 = 0x002,
85 Bounce = 0x004,
86 SoftERP = 0x008,
87 SoftCFM = 0x010,
88 Motion1 = 0x020,
89 Motion2 = 0x040,
90 MotionN = 0x080,
91 Slip1 = 0x100,
92 Slip2 = 0x200,
93 Approx0 = 0x0000,
94 Approx1_1 = 0x1000,
95 Approx1_2 = 0x2000,
96 Approx1 = 0x3000
97 }
98
99 public enum GeomClassID : int
100 {
101 SphereClass,
102 BoxClass,
103 CapsuleClass,
104 CylinderClass,
105 PlaneClass,
106 RayClass,
107 ConvexClass,
108 GeomTransformClass,
109 TriMeshClass,
110 HeightfieldClass,
111 FirstSpaceClass,
112 SimpleSpaceClass = FirstSpaceClass,
113 HashSpaceClass,
114 QuadTreeSpaceClass,
115 LastSpaceClass = QuadTreeSpaceClass,
116 FirstUserClass,
117 LastUserClass = FirstUserClass + MaxUserClasses - 1,
118 NumClasses,
119 MaxUserClasses = 4
120 }
121
122 public enum JointType : int
123 {
124 None,
125 Ball,
126 Hinge,
127 Slider,
128 Contact,
129 Universal,
130 Hinge2,
131 Fixed,
132 Null,
133 AMotor,
134 LMotor,
135 Plane2D
136 }
137
138 public enum JointParam : int
139 {
140 LoStop,
141 HiStop,
142 Vel,
143 FMax,
144 FudgeFactor,
145 Bounce,
146 CFM,
147 StopERP,
148 StopCFM,
149 SuspensionERP,
150 SuspensionCFM,
151 LoStop2 = 256,
152 HiStop2,
153 Vel2,
154 FMax2,
155 FudgeFactor2,
156 Bounce2,
157 CFM2,
158 StopERP2,
159 StopCFM2,
160 SuspensionERP2,
161 SuspensionCFM2,
162 LoStop3 = 512,
163 HiStop3,
164 Vel3,
165 FMax3,
166 FudgeFactor3,
167 Bounce3,
168 CFM3,
169 StopERP3,
170 StopCFM3,
171 SuspensionERP3,
172 SuspensionCFM3
173 }
174
175 public enum dSweepAndPruneAxis : int
176 {
177 XYZ = ((0)|(1<<2)|(2<<4)),
178 XZY = ((0)|(2<<2)|(1<<4)),
179 YXZ = ((1)|(0<<2)|(2<<4)),
180 YZX = ((1)|(2<<2)|(0<<4)),
181 ZXY = ((2)|(0<<2)|(1<<4)),
182 ZYX = ((2)|(1<<2)|(0<<4))
183 }
184
185 #endregion
186
187 #region Callbacks
188
189 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
190 public delegate int AABBTestFn(IntPtr o1, IntPtr o2, ref AABB aabb);
191
192 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
193 public delegate int ColliderFn(IntPtr o1, IntPtr o2, int flags, out ContactGeom contact, int skip);
194
195 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
196 public delegate void GetAABBFn(IntPtr geom, out AABB aabb);
197
198 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
199 public delegate ColliderFn GetColliderFnFn(int num);
200
201 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
202 public delegate void GeomDtorFn(IntPtr o);
203
204 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
205 public delegate dReal HeightfieldGetHeight(IntPtr p_user_data, int x, int z);
206
207 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
208 public delegate void NearCallback(IntPtr data, IntPtr geom1, IntPtr geom2);
209
210 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
211 public delegate int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex);
212
213 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
214 public delegate int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount);
215
216 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
217 public delegate int TriRayCallback(IntPtr trimesh, IntPtr ray, int triangleIndex, dReal u, dReal v);
218
219 #endregion
220
221 #region Structs
222
223 [StructLayout(LayoutKind.Sequential)]
224 public struct AABB
225 {
226 public dReal MinX, MaxX;
227 public dReal MinY, MaxY;
228 public dReal MinZ, MaxZ;
229 }
230
231
232 [StructLayout(LayoutKind.Sequential)]
233 public struct Contact
234 {
235 public SurfaceParameters surface;
236 public ContactGeom geom;
237 public Vector3 fdir1;
238 public static readonly int unmanagedSizeOf = Marshal.SizeOf(typeof(Contact));
239 }
240
241
242 [StructLayout(LayoutKind.Sequential)]
243 public struct ContactGeom
244 {
245
246 public Vector3 pos;
247 public Vector3 normal;
248 public dReal depth;
249 public IntPtr g1;
250 public IntPtr g2;
251 public int side1;
252 public int side2;
253 public static readonly int unmanagedSizeOf = Marshal.SizeOf(typeof(ContactGeom));
254 }
255
256 [StructLayout(LayoutKind.Sequential)]
257 public struct GeomClass
258 {
259 public int bytes;
260 public GetColliderFnFn collider;
261 public GetAABBFn aabb;
262 public AABBTestFn aabb_test;
263 public GeomDtorFn dtor;
264 }
265
266
267 [StructLayout(LayoutKind.Sequential)]
268 public struct JointFeedback
269 {
270 public Vector3 f1;
271 public Vector3 t1;
272 public Vector3 f2;
273 public Vector3 t2;
274 }
275
276
277 [StructLayout(LayoutKind.Sequential)]
278 public struct Mass
279 {
280 public dReal mass;
281 public Vector4 c;
282 public Matrix3 I;
283 }
284
285
286 [StructLayout(LayoutKind.Sequential)]
287 public struct Matrix3
288 {
289 public Matrix3(dReal m00, dReal m10, dReal m20, dReal m01, dReal m11, dReal m21, dReal m02, dReal m12, dReal m22)
290 {
291 M00 = m00; M10 = m10; M20 = m20; _m30 = 0.0f;
292 M01 = m01; M11 = m11; M21 = m21; _m31 = 0.0f;
293 M02 = m02; M12 = m12; M22 = m22; _m32 = 0.0f;
294 }
295 public dReal M00, M10, M20;
296 private dReal _m30;
297 public dReal M01, M11, M21;
298 private dReal _m31;
299 public dReal M02, M12, M22;
300 private dReal _m32;
301 }
302
303 [StructLayout(LayoutKind.Sequential)]
304 public struct Matrix4
305 {
306 public Matrix4(dReal m00, dReal m10, dReal m20, dReal m30,
307 dReal m01, dReal m11, dReal m21, dReal m31,
308 dReal m02, dReal m12, dReal m22, dReal m32,
309 dReal m03, dReal m13, dReal m23, dReal m33)
310 {
311 M00 = m00; M10 = m10; M20 = m20; M30 = m30;
312 M01 = m01; M11 = m11; M21 = m21; M31 = m31;
313 M02 = m02; M12 = m12; M22 = m22; M32 = m32;
314 M03 = m03; M13 = m13; M23 = m23; M33 = m33;
315 }
316 public dReal M00, M10, M20, M30;
317 public dReal M01, M11, M21, M31;
318 public dReal M02, M12, M22, M32;
319 public dReal M03, M13, M23, M33;
320 }
321
322 [StructLayout(LayoutKind.Sequential)]
323 public struct Quaternion
324 {
325 public dReal W, X, Y, Z;
326 }
327
328
329 [StructLayout(LayoutKind.Sequential)]
330 public struct SurfaceParameters
331 {
332 public ContactFlags mode;
333 public dReal mu;
334 public dReal mu2;
335 public dReal bounce;
336 public dReal bounce_vel;
337 public dReal soft_erp;
338 public dReal soft_cfm;
339 public dReal motion1;
340 public dReal motion2;
341 public dReal motionN;
342 public dReal slip1;
343 public dReal slip2;
344 }
345
346
347 [StructLayout(LayoutKind.Sequential)]
348 public struct Vector3
349 {
350 public Vector3(dReal x, dReal y, dReal z)
351 {
352 X = x; Y = y; Z = z; _w = 0.0f;
353 }
354 public dReal X, Y, Z;
355 private dReal _w;
356 }
357
358
359 [StructLayout(LayoutKind.Sequential)]
360 public struct Vector4
361 {
362 public Vector4(dReal x, dReal y, dReal z, dReal w)
363 {
364 X = x; Y = y; Z = z; W = w;
365 }
366 public dReal X, Y, Z, W;
367 }
368
369 #endregion
370
371 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAllocateODEDataForThread"), SuppressUnmanagedCodeSecurity]
372 public static extern int AllocateODEDataForThread(uint ODEInitFlags);
373
374 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAreConnected"), SuppressUnmanagedCodeSecurity]
375 public static extern bool AreConnected(IntPtr b1, IntPtr b2);
376
377 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAreConnectedExcluding"), SuppressUnmanagedCodeSecurity]
378 public static extern bool AreConnectedExcluding(IntPtr b1, IntPtr b2, JointType joint_type);
379
380 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForce"), SuppressUnmanagedCodeSecurity]
381 public static extern void BodyAddForce(IntPtr body, dReal fx, dReal fy, dReal fz);
382
383 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForceAtPos"), SuppressUnmanagedCodeSecurity]
384 public static extern void BodyAddForceAtPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
385
386 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForceAtRelPos"), SuppressUnmanagedCodeSecurity]
387 public static extern void BodyAddForceAtRelPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
388
389 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForce"), SuppressUnmanagedCodeSecurity]
390 public static extern void BodyAddRelForce(IntPtr body, dReal fx, dReal fy, dReal fz);
391
392 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForceAtPos"), SuppressUnmanagedCodeSecurity]
393 public static extern void BodyAddRelForceAtPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
394
395 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForceAtRelPos"), SuppressUnmanagedCodeSecurity]
396 public static extern void BodyAddRelForceAtRelPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
397
398 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelTorque"), SuppressUnmanagedCodeSecurity]
399 public static extern void BodyAddRelTorque(IntPtr body, dReal fx, dReal fy, dReal fz);
400
401 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddTorque"), SuppressUnmanagedCodeSecurity]
402 public static extern void BodyAddTorque(IntPtr body, dReal fx, dReal fy, dReal fz);
403
404 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyPosition"), SuppressUnmanagedCodeSecurity]
405 public static extern void BodyCopyPosition(IntPtr body, out Vector3 pos);
406
407 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyPosition"), SuppressUnmanagedCodeSecurity]
408 public static extern void BodyCopyPosition(IntPtr body, out dReal X);
409
410 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyQuaternion"), SuppressUnmanagedCodeSecurity]
411 public static extern void BodyCopyQuaternion(IntPtr body, out Quaternion quat);
412
413 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyQuaternion"), SuppressUnmanagedCodeSecurity]
414 public static extern void BodyCopyQuaternion(IntPtr body, out dReal X);
415
416 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyRotation"), SuppressUnmanagedCodeSecurity]
417 public static extern void BodyCopyRotation(IntPtr body, out Matrix3 R);
418
419 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyRotation"), SuppressUnmanagedCodeSecurity]
420 public static extern void BodyCopyRotation(IntPtr body, out dReal M00);
421
422 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCreate"), SuppressUnmanagedCodeSecurity]
423 public static extern IntPtr BodyiCreate(IntPtr world);
424 public static IntPtr BodyCreate(IntPtr world)
425 {
426 NTotalBodies++;
427 return BodyiCreate(world);
428 }
429
430 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyDestroy"), SuppressUnmanagedCodeSecurity]
431 public static extern void BodyiDestroy(IntPtr body);
432 public static void BodyDestroy(IntPtr body)
433 {
434 NTotalBodies--;
435 BodyiDestroy(body);
436 }
437
438 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyDisable"), SuppressUnmanagedCodeSecurity]
439 public static extern void BodyDisable(IntPtr body);
440
441 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyEnable"), SuppressUnmanagedCodeSecurity]
442 public static extern void BodyEnable(IntPtr body);
443
444 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
445 public static extern dReal BodyGetAutoDisableAngularThreshold(IntPtr body);
446
447 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
448 public static extern bool BodyGetAutoDisableFlag(IntPtr body);
449
450 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableDefaults"), SuppressUnmanagedCodeSecurity]
451 public static extern void BodyGetAutoDisableDefaults(IntPtr body);
452
453 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
454 public static extern dReal BodyGetAutoDisableLinearThreshold(IntPtr body);
455
456 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
457 public static extern int BodyGetAutoDisableSteps(IntPtr body);
458
459 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
460 public static extern dReal BodyGetAutoDisableTime(IntPtr body);
461
462 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularVel"), SuppressUnmanagedCodeSecurity]
463 public extern unsafe static Vector3* BodyGetAngularVelUnsafe(IntPtr body);
464 public static Vector3 BodyGetAngularVel(IntPtr body)
465 {
466 unsafe { return *(BodyGetAngularVelUnsafe(body)); }
467 }
468
469 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetData"), SuppressUnmanagedCodeSecurity]
470 public static extern IntPtr BodyGetData(IntPtr body);
471
472 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFiniteRotationMode"), SuppressUnmanagedCodeSecurity]
473 public static extern int BodyGetFiniteRotationMode(IntPtr body);
474
475 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFiniteRotationAxis"), SuppressUnmanagedCodeSecurity]
476 public static extern void BodyGetFiniteRotationAxis(IntPtr body, out Vector3 result);
477
478 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetForce"), SuppressUnmanagedCodeSecurity]
479 public extern unsafe static Vector3* BodyGetForceUnsafe(IntPtr body);
480 public static Vector3 BodyGetForce(IntPtr body)
481 {
482 unsafe { return *(BodyGetForceUnsafe(body)); }
483 }
484
485 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetGravityMode"), SuppressUnmanagedCodeSecurity]
486 public static extern bool BodyGetGravityMode(IntPtr body);
487
488 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetGyroscopicMode"), SuppressUnmanagedCodeSecurity]
489 public static extern int BodyGetGyroscopicMode(IntPtr body);
490
491 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetJoint"), SuppressUnmanagedCodeSecurity]
492 public static extern IntPtr BodyGetJoint(IntPtr body, int index);
493
494 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearVel"), SuppressUnmanagedCodeSecurity]
495 public extern unsafe static Vector3* BodyGetLinearVelUnsafe(IntPtr body);
496 public static Vector3 BodyGetLinearVel(IntPtr body)
497 {
498 unsafe { return *(BodyGetLinearVelUnsafe(body)); }
499 }
500
501 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetMass"), SuppressUnmanagedCodeSecurity]
502 public static extern void BodyGetMass(IntPtr body, out Mass mass);
503
504 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetNumJoints"), SuppressUnmanagedCodeSecurity]
505 public static extern int BodyGetNumJoints(IntPtr body);
506
507 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPointVel"), SuppressUnmanagedCodeSecurity]
508 public static extern void BodyGetPointVel(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
509
510 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPosition"), SuppressUnmanagedCodeSecurity]
511 public extern unsafe static Vector3* BodyGetPositionUnsafe(IntPtr body);
512 public static Vector3 BodyGetPosition(IntPtr body)
513 {
514 unsafe { return *(BodyGetPositionUnsafe(body)); }
515 }
516
517 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPosRelPoint"), SuppressUnmanagedCodeSecurity]
518 public static extern void BodyGetPosRelPoint(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
519
520 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetQuaternion"), SuppressUnmanagedCodeSecurity]
521 public extern unsafe static Quaternion* BodyGetQuaternionUnsafe(IntPtr body);
522 public static Quaternion BodyGetQuaternion(IntPtr body)
523 {
524 unsafe { return *(BodyGetQuaternionUnsafe(body)); }
525 }
526
527 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRelPointPos"), SuppressUnmanagedCodeSecurity]
528 public static extern void BodyGetRelPointPos(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
529
530 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRelPointVel"), SuppressUnmanagedCodeSecurity]
531 public static extern void BodyGetRelPointVel(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
532
533 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRotation"), SuppressUnmanagedCodeSecurity]
534 public extern unsafe static Matrix3* BodyGetRotationUnsafe(IntPtr body);
535 public static Matrix3 BodyGetRotation(IntPtr body)
536 {
537 unsafe { return *(BodyGetRotationUnsafe(body)); }
538 }
539
540 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetTorque"), SuppressUnmanagedCodeSecurity]
541 public extern unsafe static Vector3* BodyGetTorqueUnsafe(IntPtr body);
542 public static Vector3 BodyGetTorque(IntPtr body)
543 {
544 unsafe { return *(BodyGetTorqueUnsafe(body)); }
545 }
546
547 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetWorld"), SuppressUnmanagedCodeSecurity]
548 public static extern IntPtr BodyGetWorld(IntPtr body);
549
550 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFirstGeom"), SuppressUnmanagedCodeSecurity]
551 public static extern IntPtr BodyGetFirstGeom(IntPtr body);
552
553 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetNextGeom"), SuppressUnmanagedCodeSecurity]
554 public static extern IntPtr dBodyGetNextGeom(IntPtr Geom);
555
556
557 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyIsEnabled"), SuppressUnmanagedCodeSecurity]
558 public static extern bool BodyIsEnabled(IntPtr body);
559
560 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularVel"), SuppressUnmanagedCodeSecurity]
561 public static extern void BodySetAngularVel(IntPtr body, dReal x, dReal y, dReal z);
562
563 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
564 public static extern void BodySetAutoDisableAngularThreshold(IntPtr body, dReal angular_threshold);
565
566 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableDefaults"), SuppressUnmanagedCodeSecurity]
567 public static extern void BodySetAutoDisableDefaults(IntPtr body);
568
569 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
570 public static extern void BodySetAutoDisableFlag(IntPtr body, bool do_auto_disable);
571
572 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
573 public static extern void BodySetAutoDisableLinearThreshold(IntPtr body, dReal linear_threshold);
574
575 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
576 public static extern void BodySetAutoDisableSteps(IntPtr body, int steps);
577
578 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
579 public static extern void BodySetAutoDisableTime(IntPtr body, dReal time);
580
581 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetData"), SuppressUnmanagedCodeSecurity]
582 public static extern void BodySetData(IntPtr body, IntPtr data);
583
584 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetFiniteRotationMode"), SuppressUnmanagedCodeSecurity]
585 public static extern void BodySetFiniteRotationMode(IntPtr body, int mode);
586
587 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetFiniteRotationAxis"), SuppressUnmanagedCodeSecurity]
588 public static extern void BodySetFiniteRotationAxis(IntPtr body, dReal x, dReal y, dReal z);
589
590 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearDamping"), SuppressUnmanagedCodeSecurity]
591 public static extern void BodySetLinearDamping(IntPtr body, dReal scale);
592
593 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDamping"), SuppressUnmanagedCodeSecurity]
594 public static extern void BodySetAngularDamping(IntPtr body, dReal scale);
595
596 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearDamping"), SuppressUnmanagedCodeSecurity]
597 public static extern dReal BodyGetLinearDamping(IntPtr body);
598
599 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularDamping"), SuppressUnmanagedCodeSecurity]
600 public static extern dReal BodyGetAngularDamping(IntPtr body);
601
602 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDamping"), SuppressUnmanagedCodeSecurity]
603 public static extern void BodySetDamping(IntPtr body, dReal linear_scale, dReal angular_scale);
604
605 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
606 public static extern void BodySetAngularDampingThreshold(IntPtr body, dReal threshold);
607
608 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
609 public static extern void BodySetLinearDampingThreshold(IntPtr body, dReal threshold);
610
611 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
612 public static extern dReal BodyGetLinearDampingThreshold(IntPtr body);
613
614 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
615 public static extern dReal BodyGetAngularDampingThreshold(IntPtr body);
616
617 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetForce"), SuppressUnmanagedCodeSecurity]
618 public static extern void BodySetForce(IntPtr body, dReal x, dReal y, dReal z);
619
620 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetGravityMode"), SuppressUnmanagedCodeSecurity]
621 public static extern void BodySetGravityMode(IntPtr body, bool mode);
622
623 /// <summary>
624 /// Sets the Gyroscopic term status on the body specified.
625 /// </summary>
626 /// <param name="body">Pointer to body</param>
627 /// <param name="enabled">NonZero enabled, Zero disabled</param>
628 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetGyroscopicMode"), SuppressUnmanagedCodeSecurity]
629 public static extern void dBodySetGyroscopicMode(IntPtr body, int enabled);
630
631 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearVel"), SuppressUnmanagedCodeSecurity]
632 public static extern void BodySetLinearVel(IntPtr body, dReal x, dReal y, dReal z);
633
634 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetMass"), SuppressUnmanagedCodeSecurity]
635 public static extern void BodySetMass(IntPtr body, ref Mass mass);
636
637 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetPosition"), SuppressUnmanagedCodeSecurity]
638 public static extern void BodySetPosition(IntPtr body, dReal x, dReal y, dReal z);
639
640 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetQuaternion"), SuppressUnmanagedCodeSecurity]
641 public static extern void BodySetQuaternion(IntPtr body, ref Quaternion q);
642
643 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetQuaternion"), SuppressUnmanagedCodeSecurity]
644 public static extern void BodySetQuaternion(IntPtr body, ref dReal w);
645
646 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetRotation"), SuppressUnmanagedCodeSecurity]
647 public static extern void BodySetRotation(IntPtr body, ref Matrix3 R);
648
649 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetRotation"), SuppressUnmanagedCodeSecurity]
650 public static extern void BodySetRotation(IntPtr body, ref dReal M00);
651
652 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetTorque"), SuppressUnmanagedCodeSecurity]
653 public static extern void BodySetTorque(IntPtr body, dReal x, dReal y, dReal z);
654
655 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyVectorFromWorld"), SuppressUnmanagedCodeSecurity]
656 public static extern void BodyVectorFromWorld(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
657
658 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyVectorToWorld"), SuppressUnmanagedCodeSecurity]
659 public static extern void BodyVectorToWorld(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
660
661 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBoxBox"), SuppressUnmanagedCodeSecurity]
662 public static extern void BoxBox(ref Vector3 p1, ref Matrix3 R1,
663 ref Vector3 side1, ref Vector3 p2,
664 ref Matrix3 R2, ref Vector3 side2,
665 ref Vector3 normal, out dReal depth, out int return_code,
666 int maxc, out ContactGeom contact, int skip);
667
668 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBoxTouchesBox"), SuppressUnmanagedCodeSecurity]
669 public static extern void BoxTouchesBox(ref Vector3 _p1, ref Matrix3 R1,
670 ref Vector3 side1, ref Vector3 _p2,
671 ref Matrix3 R2, ref Vector3 side2);
672
673 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCleanupODEAllDataForThread"), SuppressUnmanagedCodeSecurity]
674 public static extern void CleanupODEAllDataForThread();
675
676 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dClosestLineSegmentPoints"), SuppressUnmanagedCodeSecurity]
677 public static extern void ClosestLineSegmentPoints(ref Vector3 a1, ref Vector3 a2,
678 ref Vector3 b1, ref Vector3 b2,
679 ref Vector3 cp1, ref Vector3 cp2);
680
681 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCloseODE"), SuppressUnmanagedCodeSecurity]
682 public static extern void CloseODE();
683
684 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCollide"), SuppressUnmanagedCodeSecurity]
685 public static extern int Collide(IntPtr o1, IntPtr o2, int flags, [In, Out] ContactGeom[] contact, int skip);
686 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCollide"), SuppressUnmanagedCodeSecurity]
687 public static extern int CollidePtr(IntPtr o1, IntPtr o2, int flags, IntPtr contactgeomarray, int skip);
688
689 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dConnectingJoint"), SuppressUnmanagedCodeSecurity]
690 public static extern IntPtr ConnectingJoint(IntPtr j1, IntPtr j2);
691
692 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateBox"), SuppressUnmanagedCodeSecurity]
693 public static extern IntPtr CreateiBox(IntPtr space, dReal lx, dReal ly, dReal lz);
694 public static IntPtr CreateBox(IntPtr space, dReal lx, dReal ly, dReal lz)
695 {
696 NTotalGeoms++;
697 return CreateiBox(space, lx, ly, lz);
698 }
699
700 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCapsule"), SuppressUnmanagedCodeSecurity]
701 public static extern IntPtr CreateiCapsule(IntPtr space, dReal radius, dReal length);
702 public static IntPtr CreateCapsule(IntPtr space, dReal radius, dReal length)
703 {
704 NTotalGeoms++;
705 return CreateiCapsule(space, radius, length);
706 }
707
708 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateConvex"), SuppressUnmanagedCodeSecurity]
709 public static extern IntPtr CreateiConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
710 public static IntPtr CreateConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons)
711 {
712 NTotalGeoms++;
713 return CreateiConvex(space, planes, planeCount, points, pointCount, polygons);
714 }
715
716 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCylinder"), SuppressUnmanagedCodeSecurity]
717 public static extern IntPtr CreateiCylinder(IntPtr space, dReal radius, dReal length);
718 public static IntPtr CreateCylinder(IntPtr space, dReal radius, dReal length)
719 {
720 NTotalGeoms++;
721 return CreateiCylinder(space, radius, length);
722 }
723
724 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateHeightfield"), SuppressUnmanagedCodeSecurity]
725 public static extern IntPtr CreateiHeightfield(IntPtr space, IntPtr data, int bPlaceable);
726 public static IntPtr CreateHeightfield(IntPtr space, IntPtr data, int bPlaceable)
727 {
728 NTotalGeoms++;
729 return CreateiHeightfield(space, data, bPlaceable);
730 }
731
732 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeom"), SuppressUnmanagedCodeSecurity]
733 public static extern IntPtr CreateiGeom(int classnum);
734 public static IntPtr CreateGeom(int classnum)
735 {
736 NTotalGeoms++;
737 return CreateiGeom(classnum);
738 }
739
740 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomClass"), SuppressUnmanagedCodeSecurity]
741 public static extern int CreateGeomClass(ref GeomClass classptr);
742
743 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomTransform"), SuppressUnmanagedCodeSecurity]
744 public static extern IntPtr CreateGeomTransform(IntPtr space);
745
746 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreatePlane"), SuppressUnmanagedCodeSecurity]
747 public static extern IntPtr CreateiPlane(IntPtr space, dReal a, dReal b, dReal c, dReal d);
748 public static IntPtr CreatePlane(IntPtr space, dReal a, dReal b, dReal c, dReal d)
749 {
750 NTotalGeoms++;
751 return CreateiPlane(space, a, b, c, d);
752 }
753
754 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateRay"), SuppressUnmanagedCodeSecurity]
755 public static extern IntPtr CreateiRay(IntPtr space, dReal length);
756 public static IntPtr CreateRay(IntPtr space, dReal length)
757 {
758 NTotalGeoms++;
759 return CreateiRay(space, length);
760 }
761
762 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateSphere"), SuppressUnmanagedCodeSecurity]
763 public static extern IntPtr CreateiSphere(IntPtr space, dReal radius);
764 public static IntPtr CreateSphere(IntPtr space, dReal radius)
765 {
766 NTotalGeoms++;
767 return CreateiSphere(space, radius);
768 }
769
770 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateTriMesh"), SuppressUnmanagedCodeSecurity]
771 public static extern IntPtr CreateiTriMesh(IntPtr space, IntPtr data,
772 TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback);
773 public static IntPtr CreateTriMesh(IntPtr space, IntPtr data,
774 TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback)
775 {
776 NTotalGeoms++;
777 return CreateiTriMesh(space, data, callback, arrayCallback, rayCallback);
778 }
779 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDot"), SuppressUnmanagedCodeSecurity]
780 public static extern dReal Dot(ref dReal X0, ref dReal X1, int n);
781
782 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDQfromW"), SuppressUnmanagedCodeSecurity]
783 public static extern void DQfromW(dReal[] dq, ref Vector3 w, ref Quaternion q);
784
785 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dFactorCholesky"), SuppressUnmanagedCodeSecurity]
786 public static extern int FactorCholesky(ref dReal A00, int n);
787
788 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dFactorLDLT"), SuppressUnmanagedCodeSecurity]
789 public static extern void FactorLDLT(ref dReal A, out dReal d, int n, int nskip);
790
791 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxGetLengths"), SuppressUnmanagedCodeSecurity]
792 public static extern void GeomBoxGetLengths(IntPtr geom, out Vector3 len);
793
794 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxGetLengths"), SuppressUnmanagedCodeSecurity]
795 public static extern void GeomBoxGetLengths(IntPtr geom, out dReal x);
796
797 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxPointDepth"), SuppressUnmanagedCodeSecurity]
798 public static extern dReal GeomBoxPointDepth(IntPtr geom, dReal x, dReal y, dReal z);
799
800 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxSetLengths"), SuppressUnmanagedCodeSecurity]
801 public static extern void GeomBoxSetLengths(IntPtr geom, dReal x, dReal y, dReal z);
802
803 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsuleGetParams"), SuppressUnmanagedCodeSecurity]
804 public static extern void GeomCapsuleGetParams(IntPtr geom, out dReal radius, out dReal length);
805
806 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsulePointDepth"), SuppressUnmanagedCodeSecurity]
807 public static extern dReal GeomCapsulePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
808
809 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsuleSetParams"), SuppressUnmanagedCodeSecurity]
810 public static extern void GeomCapsuleSetParams(IntPtr geom, dReal radius, dReal length);
811
812 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomClearOffset"), SuppressUnmanagedCodeSecurity]
813 public static extern void GeomClearOffset(IntPtr geom);
814
815 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetPosition"), SuppressUnmanagedCodeSecurity]
816 public static extern IntPtr GeomCopyOffsetPosition(IntPtr geom, ref Vector3 pos);
817
818 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetPosition"), SuppressUnmanagedCodeSecurity]
819 public static extern IntPtr GeomCopyOffsetPosition(IntPtr geom, ref dReal X);
820
821 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
822 public static extern void GeomCopyOffsetQuaternion(IntPtr geom, ref Quaternion Q);
823
824 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
825 public static extern void GeomCopyOffsetQuaternion(IntPtr geom, ref dReal X);
826
827 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetRotation"), SuppressUnmanagedCodeSecurity]
828 public static extern IntPtr GeomCopyOffsetRotation(IntPtr geom, ref Matrix3 R);
829
830 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetRotation"), SuppressUnmanagedCodeSecurity]
831 public static extern IntPtr GeomCopyOffsetRotation(IntPtr geom, ref dReal M00);
832
833 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyPosition"), SuppressUnmanagedCodeSecurity]
834 public static extern void GeomCopyPosition(IntPtr geom, out Vector3 pos);
835
836 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyPosition"), SuppressUnmanagedCodeSecurity]
837 public static extern void GeomCopyPosition(IntPtr geom, out dReal X);
838
839 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyRotation"), SuppressUnmanagedCodeSecurity]
840 public static extern void GeomCopyRotation(IntPtr geom, out Matrix3 R);
841
842 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyRotation"), SuppressUnmanagedCodeSecurity]
843 public static extern void GeomCopyRotation(IntPtr geom, out dReal M00);
844
845 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCylinderGetParams"), SuppressUnmanagedCodeSecurity]
846 public static extern void GeomCylinderGetParams(IntPtr geom, out dReal radius, out dReal length);
847
848 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCylinderSetParams"), SuppressUnmanagedCodeSecurity]
849 public static extern void GeomCylinderSetParams(IntPtr geom, dReal radius, dReal length);
850
851 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDestroy"), SuppressUnmanagedCodeSecurity]
852 public static extern void GeomiDestroy(IntPtr geom);
853 public static void GeomDestroy(IntPtr geom)
854 {
855 NTotalGeoms--;
856 GeomiDestroy(geom);
857 }
858
859
860 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDisable"), SuppressUnmanagedCodeSecurity]
861 public static extern void GeomDisable(IntPtr geom);
862
863 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomEnable"), SuppressUnmanagedCodeSecurity]
864 public static extern void GeomEnable(IntPtr geom);
865
866 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetAABB"), SuppressUnmanagedCodeSecurity]
867 public static extern void GeomGetAABB(IntPtr geom, out AABB aabb);
868
869 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetAABB"), SuppressUnmanagedCodeSecurity]
870 public static extern void GeomGetAABB(IntPtr geom, out dReal minX);
871
872 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetBody"), SuppressUnmanagedCodeSecurity]
873 public static extern IntPtr GeomGetBody(IntPtr geom);
874
875 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetCategoryBits"), SuppressUnmanagedCodeSecurity]
876 public static extern int GeomGetCategoryBits(IntPtr geom);
877
878 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetClassData"), SuppressUnmanagedCodeSecurity]
879 public static extern IntPtr GeomGetClassData(IntPtr geom);
880
881 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetCollideBits"), SuppressUnmanagedCodeSecurity]
882 public static extern int GeomGetCollideBits(IntPtr geom);
883
884 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetClass"), SuppressUnmanagedCodeSecurity]
885 public static extern GeomClassID GeomGetClass(IntPtr geom);
886
887 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetData"), SuppressUnmanagedCodeSecurity]
888 public static extern IntPtr GeomGetData(IntPtr geom);
889
890 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetPosition"), SuppressUnmanagedCodeSecurity]
891 public extern unsafe static Vector3* GeomGetOffsetPositionUnsafe(IntPtr geom);
892 public static Vector3 GeomGetOffsetPosition(IntPtr geom)
893 {
894 unsafe { return *(GeomGetOffsetPositionUnsafe(geom)); }
895 }
896
897 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetRotation"), SuppressUnmanagedCodeSecurity]
898 public extern unsafe static Matrix3* GeomGetOffsetRotationUnsafe(IntPtr geom);
899 public static Matrix3 GeomGetOffsetRotation(IntPtr geom)
900 {
901 unsafe { return *(GeomGetOffsetRotationUnsafe(geom)); }
902 }
903
904 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetPosition"), SuppressUnmanagedCodeSecurity]
905 public extern unsafe static Vector3* GeomGetPositionUnsafe(IntPtr geom);
906 public static Vector3 GeomGetPosition(IntPtr geom)
907 {
908 unsafe { return *(GeomGetPositionUnsafe(geom)); }
909 }
910
911 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity]
912 public static extern void GeomCopyQuaternion(IntPtr geom, out Quaternion q);
913
914 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity]
915 public static extern void GeomCopyQuaternion(IntPtr geom, out dReal X);
916
917 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetRotation"), SuppressUnmanagedCodeSecurity]
918 public extern unsafe static Matrix3* GeomGetRotationUnsafe(IntPtr geom);
919 public static Matrix3 GeomGetRotation(IntPtr geom)
920 {
921 unsafe { return *(GeomGetRotationUnsafe(geom)); }
922 }
923
924 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetSpace"), SuppressUnmanagedCodeSecurity]
925 public static extern IntPtr GeomGetSpace(IntPtr geom);
926
927 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity]
928 public static extern void GeomHeightfieldDataBuildByte(IntPtr d, byte[] pHeightData, int bCopyHeightData,
929 dReal width, dReal depth, int widthSamples, int depthSamples,
930 dReal scale, dReal offset, dReal thickness, int bWrap);
931
932 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity]
933 public static extern void GeomHeightfieldDataBuildByte(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
934 dReal width, dReal depth, int widthSamples, int depthSamples,
935 dReal scale, dReal offset, dReal thickness, int bWrap);
936
937 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildCallback"), SuppressUnmanagedCodeSecurity]
938 public static extern void GeomHeightfieldDataBuildCallback(IntPtr d, IntPtr pUserData, HeightfieldGetHeight pCallback,
939 dReal width, dReal depth, int widthSamples, int depthSamples,
940 dReal scale, dReal offset, dReal thickness, int bWrap);
941
942 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
943 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, ushort[] pHeightData, int bCopyHeightData,
944 dReal width, dReal depth, int widthSamples, int depthSamples,
945 dReal scale, dReal offset, dReal thickness, int bWrap);
946
947 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
948 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, short[] pHeightData, int bCopyHeightData,
949 dReal width, dReal depth, int widthSamples, int depthSamples,
950 dReal scale, dReal offset, dReal thickness, int bWrap);
951
952 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
953 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
954 dReal width, dReal depth, int widthSamples, int depthSamples,
955 dReal scale, dReal offset, dReal thickness, int bWrap);
956
957 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity]
958 public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, float[] pHeightData, int bCopyHeightData,
959 dReal width, dReal depth, int widthSamples, int depthSamples,
960 dReal scale, dReal offset, dReal thickness, int bWrap);
961
962 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity]
963 public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
964 dReal width, dReal depth, int widthSamples, int depthSamples,
965 dReal scale, dReal offset, dReal thickness, int bWrap);
966
967 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
968 public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, double[] pHeightData, int bCopyHeightData,
969 dReal width, dReal depth, int widthSamples, int depthSamples,
970 dReal scale, dReal offset, dReal thickness, int bWrap);
971
972 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
973 public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
974 dReal width, dReal depth, int widthSamples, int depthSamples,
975 dReal scale, dReal offset, dReal thickness, int bWrap);
976
977 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataCreate"), SuppressUnmanagedCodeSecurity]
978 public static extern IntPtr GeomHeightfieldDataCreate();
979
980 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataDestroy"), SuppressUnmanagedCodeSecurity]
981 public static extern void GeomHeightfieldDataDestroy(IntPtr d);
982
983 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataSetBounds"), SuppressUnmanagedCodeSecurity]
984 public static extern void GeomHeightfieldDataSetBounds(IntPtr d, dReal minHeight, dReal maxHeight);
985
986 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldGetHeightfieldData"), SuppressUnmanagedCodeSecurity]
987 public static extern IntPtr GeomHeightfieldGetHeightfieldData(IntPtr g);
988
989 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldSetHeightfieldData"), SuppressUnmanagedCodeSecurity]
990 public static extern void GeomHeightfieldSetHeightfieldData(IntPtr g, IntPtr d);
991
992 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsEnabled"), SuppressUnmanagedCodeSecurity]
993 public static extern bool GeomIsEnabled(IntPtr geom);
994
995 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsOffset"), SuppressUnmanagedCodeSecurity]
996 public static extern bool GeomIsOffset(IntPtr geom);
997
998 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsSpace"), SuppressUnmanagedCodeSecurity]
999 public static extern bool GeomIsSpace(IntPtr geom);
1000
1001 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity]
1002 public static extern void GeomPlaneGetParams(IntPtr geom, ref Vector4 result);
1003
1004 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity]
1005 public static extern void GeomPlaneGetParams(IntPtr geom, ref dReal A);
1006
1007 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlanePointDepth"), SuppressUnmanagedCodeSecurity]
1008 public static extern dReal GeomPlanePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
1009
1010 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneSetParams"), SuppressUnmanagedCodeSecurity]
1011 public static extern void GeomPlaneSetParams(IntPtr plane, dReal a, dReal b, dReal c, dReal d);
1012
1013 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity]
1014 public static extern void GeomRayGet(IntPtr ray, ref Vector3 start, ref Vector3 dir);
1015
1016 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity]
1017 public static extern void GeomRayGet(IntPtr ray, ref dReal startX, ref dReal dirX);
1018
1019 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetClosestHit"), SuppressUnmanagedCodeSecurity]
1020 public static extern int GeomRayGetClosestHit(IntPtr ray);
1021
1022 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetLength"), SuppressUnmanagedCodeSecurity]
1023 public static extern dReal GeomRayGetLength(IntPtr ray);
1024
1025 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetParams"), SuppressUnmanagedCodeSecurity]
1026 public static extern dReal GeomRayGetParams(IntPtr g, out int firstContact, out int backfaceCull);
1027
1028 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySet"), SuppressUnmanagedCodeSecurity]
1029 public static extern void GeomRaySet(IntPtr ray, dReal px, dReal py, dReal pz, dReal dx, dReal dy, dReal dz);
1030
1031 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetClosestHit"), SuppressUnmanagedCodeSecurity]
1032 public static extern void GeomRaySetClosestHit(IntPtr ray, int closestHit);
1033
1034 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetLength"), SuppressUnmanagedCodeSecurity]
1035 public static extern void GeomRaySetLength(IntPtr ray, dReal length);
1036
1037 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetParams"), SuppressUnmanagedCodeSecurity]
1038 public static extern void GeomRaySetParams(IntPtr ray, int firstContact, int backfaceCull);
1039
1040 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetBody"), SuppressUnmanagedCodeSecurity]
1041 public static extern void GeomSetBody(IntPtr geom, IntPtr body);
1042
1043 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCategoryBits"), SuppressUnmanagedCodeSecurity]
1044 public static extern void GeomSetCategoryBits(IntPtr geom, int bits);
1045
1046 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCollideBits"), SuppressUnmanagedCodeSecurity]
1047 public static extern void GeomSetCollideBits(IntPtr geom, int bits);
1048
1049 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetConvex"), SuppressUnmanagedCodeSecurity]
1050 public static extern IntPtr GeomSetConvex(IntPtr geom, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
1051
1052 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetData"), SuppressUnmanagedCodeSecurity]
1053 public static extern void GeomSetData(IntPtr geom, IntPtr data);
1054
1055 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetPosition"), SuppressUnmanagedCodeSecurity]
1056 public static extern void GeomSetOffsetPosition(IntPtr geom, dReal x, dReal y, dReal z);
1057
1058 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
1059 public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref Quaternion Q);
1060
1061 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
1062 public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref dReal X);
1063
1064 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity]
1065 public static extern void GeomSetOffsetRotation(IntPtr geom, ref Matrix3 R);
1066
1067 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity]
1068 public static extern void GeomSetOffsetRotation(IntPtr geom, ref dReal M00);
1069
1070 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldPosition"), SuppressUnmanagedCodeSecurity]
1071 public static extern void GeomSetOffsetWorldPosition(IntPtr geom, dReal x, dReal y, dReal z);
1072
1073 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity]
1074 public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref Quaternion Q);
1075
1076 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity]
1077 public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref dReal X);
1078
1079 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity]
1080 public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref Matrix3 R);
1081
1082 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity]
1083 public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref dReal M00);
1084
1085 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetPosition"), SuppressUnmanagedCodeSecurity]
1086 public static extern void GeomSetPosition(IntPtr geom, dReal x, dReal y, dReal z);
1087
1088 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity]
1089 public static extern void GeomSetQuaternion(IntPtr geom, ref Quaternion quat);
1090
1091 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity]
1092 public static extern void GeomSetQuaternion(IntPtr geom, ref dReal w);
1093
1094 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity]
1095 public static extern void GeomSetRotation(IntPtr geom, ref Matrix3 R);
1096
1097 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity]
1098 public static extern void GeomSetRotation(IntPtr geom, ref dReal M00);
1099
1100 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereGetRadius"), SuppressUnmanagedCodeSecurity]
1101 public static extern dReal GeomSphereGetRadius(IntPtr geom);
1102
1103 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSpherePointDepth"), SuppressUnmanagedCodeSecurity]
1104 public static extern dReal GeomSpherePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
1105
1106 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereSetRadius"), SuppressUnmanagedCodeSecurity]
1107 public static extern void GeomSphereSetRadius(IntPtr geom, dReal radius);
1108
1109 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetCleanup"), SuppressUnmanagedCodeSecurity]
1110 public static extern int GeomTransformGetCleanup(IntPtr geom);
1111
1112 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetGeom"), SuppressUnmanagedCodeSecurity]
1113 public static extern IntPtr GeomTransformGetGeom(IntPtr geom);
1114
1115 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetInfo"), SuppressUnmanagedCodeSecurity]
1116 public static extern int GeomTransformGetInfo(IntPtr geom);
1117
1118 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetCleanup"), SuppressUnmanagedCodeSecurity]
1119 public static extern void GeomTransformSetCleanup(IntPtr geom, int mode);
1120
1121 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetGeom"), SuppressUnmanagedCodeSecurity]
1122 public static extern void GeomTransformSetGeom(IntPtr geom, IntPtr obj);
1123
1124 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetInfo"), SuppressUnmanagedCodeSecurity]
1125 public static extern void GeomTransformSetInfo(IntPtr geom, int info);
1126
1127 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity]
1128 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1129 double[] vertices, int vertexStride, int vertexCount,
1130 int[] indices, int indexCount, int triStride);
1131
1132 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity]
1133 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1134 IntPtr vertices, int vertexStride, int vertexCount,
1135 IntPtr indices, int indexCount, int triStride);
1136
1137 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity]
1138 public static extern void GeomTriMeshDataBuildDouble1(IntPtr d,
1139 double[] vertices, int vertexStride, int vertexCount,
1140 int[] indices, int indexCount, int triStride,
1141 double[] normals);
1142
1143 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity]
1144 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1145 IntPtr vertices, int vertexStride, int vertexCount,
1146 IntPtr indices, int indexCount, int triStride,
1147 IntPtr normals);
1148
1149 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity]
1150 public static extern void GeomTriMeshDataBuildSingle(IntPtr d,
1151 dReal[] vertices, int vertexStride, int vertexCount,
1152 int[] indices, int indexCount, int triStride);
1153
1154 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity]
1155 public static extern void GeomTriMeshDataBuildSingle(IntPtr d,
1156 IntPtr vertices, int vertexStride, int vertexCount,
1157 IntPtr indices, int indexCount, int triStride);
1158
1159 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity]
1160 public static extern void GeomTriMeshDataBuildSingle1(IntPtr d,
1161 dReal[] vertices, int vertexStride, int vertexCount,
1162 int[] indices, int indexCount, int triStride,
1163 dReal[] normals);
1164
1165 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity]
1166 public static extern void GeomTriMeshDataBuildSingle1(IntPtr d,
1167 IntPtr vertices, int vertexStride, int vertexCount,
1168 IntPtr indices, int indexCount, int triStride,
1169 IntPtr normals);
1170
1171 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity]
1172 public static extern void GeomTriMeshDataBuildSimple(IntPtr d,
1173 float[] vertices, int vertexStride, int vertexCount,
1174 int[] indices, int indexCount, int triStride);
1175
1176 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity]
1177 public static extern void GeomTriMeshDataBuildSimple(IntPtr d,
1178 IntPtr vertices, int vertexStride, int vertexCount,
1179 IntPtr indices, int indexCount, int triStride);
1180
1181 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity]
1182 public static extern void GeomTriMeshDataBuildSimple1(IntPtr d,
1183 float[] vertices, int vertexStride, int vertexCount,
1184 int[] indices, int indexCount, int triStride,
1185 float[] normals);
1186
1187 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity]
1188 public static extern void GeomTriMeshDataBuildSimple1(IntPtr d,
1189 IntPtr vertices, int vertexStride, int vertexCount,
1190 IntPtr indices, int indexCount, int triStride,
1191 IntPtr normals);
1192
1193 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshClearTCCache"), SuppressUnmanagedCodeSecurity]
1194 public static extern void GeomTriMeshClearTCCache(IntPtr g);
1195
1196 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataCreate"), SuppressUnmanagedCodeSecurity]
1197 public static extern IntPtr GeomTriMeshDataCreate();
1198
1199 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataDestroy"), SuppressUnmanagedCodeSecurity]
1200 public static extern void GeomTriMeshDataDestroy(IntPtr d);
1201
1202 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataGet"), SuppressUnmanagedCodeSecurity]
1203 public static extern IntPtr GeomTriMeshDataGet(IntPtr d, int data_id);
1204
1205 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataPreprocess"), SuppressUnmanagedCodeSecurity]
1206 public static extern void GeomTriMeshDataPreprocess(IntPtr d);
1207
1208 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataSet"), SuppressUnmanagedCodeSecurity]
1209 public static extern void GeomTriMeshDataSet(IntPtr d, int data_id, IntPtr in_data);
1210
1211 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataUpdate"), SuppressUnmanagedCodeSecurity]
1212 public static extern void GeomTriMeshDataUpdate(IntPtr d);
1213
1214 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshEnableTC"), SuppressUnmanagedCodeSecurity]
1215 public static extern void GeomTriMeshEnableTC(IntPtr g, int geomClass, bool enable);
1216
1217 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetArrayCallback"), SuppressUnmanagedCodeSecurity]
1218 public static extern TriArrayCallback GeomTriMeshGetArrayCallback(IntPtr g);
1219
1220 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetCallback"), SuppressUnmanagedCodeSecurity]
1221 public static extern TriCallback GeomTriMeshGetCallback(IntPtr g);
1222
1223 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetData"), SuppressUnmanagedCodeSecurity]
1224 public static extern IntPtr GeomTriMeshGetData(IntPtr g);
1225
1226 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetLastTransform"), SuppressUnmanagedCodeSecurity]
1227 public extern unsafe static Matrix4* GeomTriMeshGetLastTransformUnsafe(IntPtr geom);
1228 public static Matrix4 GeomTriMeshGetLastTransform(IntPtr geom)
1229 {
1230 unsafe { return *(GeomTriMeshGetLastTransformUnsafe(geom)); }
1231 }
1232
1233 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetPoint"), SuppressUnmanagedCodeSecurity]
1234 public extern static void GeomTriMeshGetPoint(IntPtr g, int index, dReal u, dReal v, ref Vector3 outVec);
1235
1236 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetRayCallback"), SuppressUnmanagedCodeSecurity]
1237 public static extern TriRayCallback GeomTriMeshGetRayCallback(IntPtr g);
1238
1239 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangle"), SuppressUnmanagedCodeSecurity]
1240 public extern static void GeomTriMeshGetTriangle(IntPtr g, int index, ref Vector3 v0, ref Vector3 v1, ref Vector3 v2);
1241
1242 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangleCount"), SuppressUnmanagedCodeSecurity]
1243 public extern static int GeomTriMeshGetTriangleCount(IntPtr g);
1244
1245 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriMeshDataID"), SuppressUnmanagedCodeSecurity]
1246 public static extern IntPtr GeomTriMeshGetTriMeshDataID(IntPtr g);
1247
1248 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshIsTCEnabled"), SuppressUnmanagedCodeSecurity]
1249 public static extern bool GeomTriMeshIsTCEnabled(IntPtr g, int geomClass);
1250
1251 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetArrayCallback"), SuppressUnmanagedCodeSecurity]
1252 public static extern void GeomTriMeshSetArrayCallback(IntPtr g, TriArrayCallback arrayCallback);
1253
1254 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetCallback"), SuppressUnmanagedCodeSecurity]
1255 public static extern void GeomTriMeshSetCallback(IntPtr g, TriCallback callback);
1256
1257 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetData"), SuppressUnmanagedCodeSecurity]
1258 public static extern void GeomTriMeshSetData(IntPtr g, IntPtr data);
1259
1260 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity]
1261 public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref Matrix4 last_trans);
1262
1263 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity]
1264 public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref dReal M00);
1265
1266 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetRayCallback"), SuppressUnmanagedCodeSecurity]
1267 public static extern void GeomTriMeshSetRayCallback(IntPtr g, TriRayCallback callback);
1268
1269 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGetConfiguration"), SuppressUnmanagedCodeSecurity]
1270 public static extern string GetConfiguration(string str);
1271
1272 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceCreate"), SuppressUnmanagedCodeSecurity]
1273 public static extern IntPtr HashSpaceCreate(IntPtr space);
1274
1275 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceGetLevels"), SuppressUnmanagedCodeSecurity]
1276 public static extern void HashSpaceGetLevels(IntPtr space, out int minlevel, out int maxlevel);
1277
1278 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceSetLevels"), SuppressUnmanagedCodeSecurity]
1279 public static extern void HashSpaceSetLevels(IntPtr space, int minlevel, int maxlevel);
1280
1281 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInfiniteAABB"), SuppressUnmanagedCodeSecurity]
1282 public static extern void InfiniteAABB(IntPtr geom, out AABB aabb);
1283
1284 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE"), SuppressUnmanagedCodeSecurity]
1285 public static extern void InitODE();
1286
1287 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE2"), SuppressUnmanagedCodeSecurity]
1288 public static extern int InitODE2(uint ODEInitFlags);
1289
1290 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dIsPositiveDefinite"), SuppressUnmanagedCodeSecurity]
1291 public static extern int IsPositiveDefinite(ref dReal A, int n);
1292
1293 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInvertPDMatrix"), SuppressUnmanagedCodeSecurity]
1294 public static extern int InvertPDMatrix(ref dReal A, out dReal Ainv, int n);
1295
1296 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddAMotorTorques"), SuppressUnmanagedCodeSecurity]
1297 public static extern void JointAddAMotorTorques(IntPtr joint, dReal torque1, dReal torque2, dReal torque3);
1298
1299 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHingeTorque"), SuppressUnmanagedCodeSecurity]
1300 public static extern void JointAddHingeTorque(IntPtr joint, dReal torque);
1301
1302 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHinge2Torque"), SuppressUnmanagedCodeSecurity]
1303 public static extern void JointAddHinge2Torques(IntPtr joint, dReal torque1, dReal torque2);
1304
1305 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddPRTorque"), SuppressUnmanagedCodeSecurity]
1306 public static extern void JointAddPRTorque(IntPtr joint, dReal torque);
1307
1308 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddUniversalTorque"), SuppressUnmanagedCodeSecurity]
1309 public static extern void JointAddUniversalTorques(IntPtr joint, dReal torque1, dReal torque2);
1310
1311 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddSliderForce"), SuppressUnmanagedCodeSecurity]
1312 public static extern void JointAddSliderForce(IntPtr joint, dReal force);
1313
1314 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAttach"), SuppressUnmanagedCodeSecurity]
1315 public static extern void JointAttach(IntPtr joint, IntPtr body1, IntPtr body2);
1316
1317 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateAMotor"), SuppressUnmanagedCodeSecurity]
1318 public static extern IntPtr JointCreateAMotor(IntPtr world, IntPtr group);
1319
1320 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateBall"), SuppressUnmanagedCodeSecurity]
1321 public static extern IntPtr JointCreateBall(IntPtr world, IntPtr group);
1322
1323 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity]
1324 public static extern IntPtr JointCreateContact(IntPtr world, IntPtr group, ref Contact contact);
1325 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity]
1326 public static extern IntPtr JointCreateContactPtr(IntPtr world, IntPtr group, IntPtr contact);
1327
1328 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateFixed"), SuppressUnmanagedCodeSecurity]
1329 public static extern IntPtr JointCreateFixed(IntPtr world, IntPtr group);
1330
1331 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge"), SuppressUnmanagedCodeSecurity]
1332 public static extern IntPtr JointCreateHinge(IntPtr world, IntPtr group);
1333
1334 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge2"), SuppressUnmanagedCodeSecurity]
1335 public static extern IntPtr JointCreateHinge2(IntPtr world, IntPtr group);
1336
1337 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateLMotor"), SuppressUnmanagedCodeSecurity]
1338 public static extern IntPtr JointCreateLMotor(IntPtr world, IntPtr group);
1339
1340 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateNull"), SuppressUnmanagedCodeSecurity]
1341 public static extern IntPtr JointCreateNull(IntPtr world, IntPtr group);
1342
1343 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePR"), SuppressUnmanagedCodeSecurity]
1344 public static extern IntPtr JointCreatePR(IntPtr world, IntPtr group);
1345
1346 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePlane2D"), SuppressUnmanagedCodeSecurity]
1347 public static extern IntPtr JointCreatePlane2D(IntPtr world, IntPtr group);
1348
1349 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateSlider"), SuppressUnmanagedCodeSecurity]
1350 public static extern IntPtr JointCreateSlider(IntPtr world, IntPtr group);
1351
1352 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateUniversal"), SuppressUnmanagedCodeSecurity]
1353 public static extern IntPtr JointCreateUniversal(IntPtr world, IntPtr group);
1354
1355 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointDestroy"), SuppressUnmanagedCodeSecurity]
1356 public static extern void JointDestroy(IntPtr j);
1357
1358 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngle"), SuppressUnmanagedCodeSecurity]
1359 public static extern dReal JointGetAMotorAngle(IntPtr j, int anum);
1360
1361 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngleRate"), SuppressUnmanagedCodeSecurity]
1362 public static extern dReal JointGetAMotorAngleRate(IntPtr j, int anum);
1363
1364 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxis"), SuppressUnmanagedCodeSecurity]
1365 public static extern void JointGetAMotorAxis(IntPtr j, int anum, out Vector3 result);
1366
1367 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxisRel"), SuppressUnmanagedCodeSecurity]
1368 public static extern int JointGetAMotorAxisRel(IntPtr j, int anum);
1369
1370 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorMode"), SuppressUnmanagedCodeSecurity]
1371 public static extern int JointGetAMotorMode(IntPtr j);
1372
1373 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1374 public static extern int JointGetAMotorNumAxes(IntPtr j);
1375
1376 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorParam"), SuppressUnmanagedCodeSecurity]
1377 public static extern dReal JointGetAMotorParam(IntPtr j, int parameter);
1378
1379 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor"), SuppressUnmanagedCodeSecurity]
1380 public static extern void JointGetBallAnchor(IntPtr j, out Vector3 result);
1381
1382 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor2"), SuppressUnmanagedCodeSecurity]
1383 public static extern void JointGetBallAnchor2(IntPtr j, out Vector3 result);
1384
1385 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBody"), SuppressUnmanagedCodeSecurity]
1386 public static extern IntPtr JointGetBody(IntPtr j);
1387
1388 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetData"), SuppressUnmanagedCodeSecurity]
1389 public static extern IntPtr JointGetData(IntPtr j);
1390
1391 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetFeedback"), SuppressUnmanagedCodeSecurity]
1392 public extern unsafe static JointFeedback* JointGetFeedbackUnsafe(IntPtr j);
1393 public static JointFeedback JointGetFeedback(IntPtr j)
1394 {
1395 unsafe { return *(JointGetFeedbackUnsafe(j)); }
1396 }
1397
1398 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor"), SuppressUnmanagedCodeSecurity]
1399 public static extern void JointGetHingeAnchor(IntPtr j, out Vector3 result);
1400
1401 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngle"), SuppressUnmanagedCodeSecurity]
1402 public static extern dReal JointGetHingeAngle(IntPtr j);
1403
1404 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngleRate"), SuppressUnmanagedCodeSecurity]
1405 public static extern dReal JointGetHingeAngleRate(IntPtr j);
1406
1407 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAxis"), SuppressUnmanagedCodeSecurity]
1408 public static extern void JointGetHingeAxis(IntPtr j, out Vector3 result);
1409
1410 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeParam"), SuppressUnmanagedCodeSecurity]
1411 public static extern dReal JointGetHingeParam(IntPtr j, int parameter);
1412
1413 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1"), SuppressUnmanagedCodeSecurity]
1414 public static extern dReal JointGetHinge2Angle1(IntPtr j);
1415
1416 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1Rate"), SuppressUnmanagedCodeSecurity]
1417 public static extern dReal JointGetHinge2Angle1Rate(IntPtr j);
1418
1419 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle2Rate"), SuppressUnmanagedCodeSecurity]
1420 public static extern dReal JointGetHinge2Angle2Rate(IntPtr j);
1421
1422 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor2"), SuppressUnmanagedCodeSecurity]
1423 public static extern void JointGetHingeAnchor2(IntPtr j, out Vector3 result);
1424
1425 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor"), SuppressUnmanagedCodeSecurity]
1426 public static extern void JointGetHinge2Anchor(IntPtr j, out Vector3 result);
1427
1428 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor2"), SuppressUnmanagedCodeSecurity]
1429 public static extern void JointGetHinge2Anchor2(IntPtr j, out Vector3 result);
1430
1431 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis1"), SuppressUnmanagedCodeSecurity]
1432 public static extern void JointGetHinge2Axis1(IntPtr j, out Vector3 result);
1433
1434 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis2"), SuppressUnmanagedCodeSecurity]
1435 public static extern void JointGetHinge2Axis2(IntPtr j, out Vector3 result);
1436
1437 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Param"), SuppressUnmanagedCodeSecurity]
1438 public static extern dReal JointGetHinge2Param(IntPtr j, int parameter);
1439
1440 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorAxis"), SuppressUnmanagedCodeSecurity]
1441 public static extern void JointGetLMotorAxis(IntPtr j, int anum, out Vector3 result);
1442
1443 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1444 public static extern int JointGetLMotorNumAxes(IntPtr j);
1445
1446 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorParam"), SuppressUnmanagedCodeSecurity]
1447 public static extern dReal JointGetLMotorParam(IntPtr j, int parameter);
1448
1449 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAnchor"), SuppressUnmanagedCodeSecurity]
1450 public static extern void JointGetPRAnchor(IntPtr j, out Vector3 result);
1451
1452 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis1"), SuppressUnmanagedCodeSecurity]
1453 public static extern void JointGetPRAxis1(IntPtr j, out Vector3 result);
1454
1455 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis2"), SuppressUnmanagedCodeSecurity]
1456 public static extern void JointGetPRAxis2(IntPtr j, out Vector3 result);
1457
1458 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRParam"), SuppressUnmanagedCodeSecurity]
1459 public static extern dReal JointGetPRParam(IntPtr j, int parameter);
1460
1461 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPosition"), SuppressUnmanagedCodeSecurity]
1462 public static extern dReal JointGetPRPosition(IntPtr j);
1463
1464 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPositionRate"), SuppressUnmanagedCodeSecurity]
1465 public static extern dReal JointGetPRPositionRate(IntPtr j);
1466
1467 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderAxis"), SuppressUnmanagedCodeSecurity]
1468 public static extern void JointGetSliderAxis(IntPtr j, out Vector3 result);
1469
1470 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderParam"), SuppressUnmanagedCodeSecurity]
1471 public static extern dReal JointGetSliderParam(IntPtr j, int parameter);
1472
1473 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPosition"), SuppressUnmanagedCodeSecurity]
1474 public static extern dReal JointGetSliderPosition(IntPtr j);
1475
1476 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPositionRate"), SuppressUnmanagedCodeSecurity]
1477 public static extern dReal JointGetSliderPositionRate(IntPtr j);
1478
1479 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetType"), SuppressUnmanagedCodeSecurity]
1480 public static extern JointType JointGetType(IntPtr j);
1481
1482 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor"), SuppressUnmanagedCodeSecurity]
1483 public static extern void JointGetUniversalAnchor(IntPtr j, out Vector3 result);
1484
1485 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor2"), SuppressUnmanagedCodeSecurity]
1486 public static extern void JointGetUniversalAnchor2(IntPtr j, out Vector3 result);
1487
1488 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1"), SuppressUnmanagedCodeSecurity]
1489 public static extern dReal JointGetUniversalAngle1(IntPtr j);
1490
1491 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1Rate"), SuppressUnmanagedCodeSecurity]
1492 public static extern dReal JointGetUniversalAngle1Rate(IntPtr j);
1493
1494 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2"), SuppressUnmanagedCodeSecurity]
1495 public static extern dReal JointGetUniversalAngle2(IntPtr j);
1496
1497 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2Rate"), SuppressUnmanagedCodeSecurity]
1498 public static extern dReal JointGetUniversalAngle2Rate(IntPtr j);
1499
1500 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngles"), SuppressUnmanagedCodeSecurity]
1501 public static extern void JointGetUniversalAngles(IntPtr j, out dReal angle1, out dReal angle2);
1502
1503 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis1"), SuppressUnmanagedCodeSecurity]
1504 public static extern void JointGetUniversalAxis1(IntPtr j, out Vector3 result);
1505
1506 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis2"), SuppressUnmanagedCodeSecurity]
1507 public static extern void JointGetUniversalAxis2(IntPtr j, out Vector3 result);
1508
1509 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalParam"), SuppressUnmanagedCodeSecurity]
1510 public static extern dReal JointGetUniversalParam(IntPtr j, int parameter);
1511
1512 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupCreate"), SuppressUnmanagedCodeSecurity]
1513 public static extern IntPtr JointGroupCreate(int max_size);
1514
1515 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupDestroy"), SuppressUnmanagedCodeSecurity]
1516 public static extern void JointGroupDestroy(IntPtr group);
1517
1518 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupEmpty"), SuppressUnmanagedCodeSecurity]
1519 public static extern void JointGroupEmpty(IntPtr group);
1520
1521 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAngle"), SuppressUnmanagedCodeSecurity]
1522 public static extern void JointSetAMotorAngle(IntPtr j, int anum, dReal angle);
1523
1524 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAxis"), SuppressUnmanagedCodeSecurity]
1525 public static extern void JointSetAMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z);
1526
1527 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorMode"), SuppressUnmanagedCodeSecurity]
1528 public static extern void JointSetAMotorMode(IntPtr j, int mode);
1529
1530 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1531 public static extern void JointSetAMotorNumAxes(IntPtr group, int num);
1532
1533 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorParam"), SuppressUnmanagedCodeSecurity]
1534 public static extern void JointSetAMotorParam(IntPtr group, int parameter, dReal value);
1535
1536 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor"), SuppressUnmanagedCodeSecurity]
1537 public static extern void JointSetBallAnchor(IntPtr j, dReal x, dReal y, dReal z);
1538
1539 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor2"), SuppressUnmanagedCodeSecurity]
1540 public static extern void JointSetBallAnchor2(IntPtr j, dReal x, dReal y, dReal z);
1541
1542 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetData"), SuppressUnmanagedCodeSecurity]
1543 public static extern void JointSetData(IntPtr j, IntPtr data);
1544
1545 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFeedback"), SuppressUnmanagedCodeSecurity]
1546 public static extern void JointSetFeedback(IntPtr j, out JointFeedback feedback);
1547
1548 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFixed"), SuppressUnmanagedCodeSecurity]
1549 public static extern void JointSetFixed(IntPtr j);
1550
1551 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchor"), SuppressUnmanagedCodeSecurity]
1552 public static extern void JointSetHingeAnchor(IntPtr j, dReal x, dReal y, dReal z);
1553
1554 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchorDelta"), SuppressUnmanagedCodeSecurity]
1555 public static extern void JointSetHingeAnchorDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
1556
1557 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAxis"), SuppressUnmanagedCodeSecurity]
1558 public static extern void JointSetHingeAxis(IntPtr j, dReal x, dReal y, dReal z);
1559
1560 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeParam"), SuppressUnmanagedCodeSecurity]
1561 public static extern void JointSetHingeParam(IntPtr j, int parameter, dReal value);
1562
1563 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Anchor"), SuppressUnmanagedCodeSecurity]
1564 public static extern void JointSetHinge2Anchor(IntPtr j, dReal x, dReal y, dReal z);
1565
1566 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis1"), SuppressUnmanagedCodeSecurity]
1567 public static extern void JointSetHinge2Axis1(IntPtr j, dReal x, dReal y, dReal z);
1568
1569 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis2"), SuppressUnmanagedCodeSecurity]
1570 public static extern void JointSetHinge2Axis2(IntPtr j, dReal x, dReal y, dReal z);
1571
1572 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Param"), SuppressUnmanagedCodeSecurity]
1573 public static extern void JointSetHinge2Param(IntPtr j, int parameter, dReal value);
1574
1575 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorAxis"), SuppressUnmanagedCodeSecurity]
1576 public static extern void JointSetLMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z);
1577
1578 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1579 public static extern void JointSetLMotorNumAxes(IntPtr j, int num);
1580
1581 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorParam"), SuppressUnmanagedCodeSecurity]
1582 public static extern void JointSetLMotorParam(IntPtr j, int parameter, dReal value);
1583
1584 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DAngleParam"), SuppressUnmanagedCodeSecurity]
1585 public static extern void JointSetPlane2DAngleParam(IntPtr j, int parameter, dReal value);
1586
1587 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DXParam"), SuppressUnmanagedCodeSecurity]
1588 public static extern void JointSetPlane2DXParam(IntPtr j, int parameter, dReal value);
1589
1590 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DYParam"), SuppressUnmanagedCodeSecurity]
1591 public static extern void JointSetPlane2DYParam(IntPtr j, int parameter, dReal value);
1592
1593 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAnchor"), SuppressUnmanagedCodeSecurity]
1594 public static extern void JointSetPRAnchor(IntPtr j, dReal x, dReal y, dReal z);
1595
1596 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis1"), SuppressUnmanagedCodeSecurity]
1597 public static extern void JointSetPRAxis1(IntPtr j, dReal x, dReal y, dReal z);
1598
1599 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis2"), SuppressUnmanagedCodeSecurity]
1600 public static extern void JointSetPRAxis2(IntPtr j, dReal x, dReal y, dReal z);
1601
1602 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRParam"), SuppressUnmanagedCodeSecurity]
1603 public static extern void JointSetPRParam(IntPtr j, int parameter, dReal value);
1604
1605 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxis"), SuppressUnmanagedCodeSecurity]
1606 public static extern void JointSetSliderAxis(IntPtr j, dReal x, dReal y, dReal z);
1607
1608 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxisDelta"), SuppressUnmanagedCodeSecurity]
1609 public static extern void JointSetSliderAxisDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
1610
1611 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderParam"), SuppressUnmanagedCodeSecurity]
1612 public static extern void JointSetSliderParam(IntPtr j, int parameter, dReal value);
1613
1614 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAnchor"), SuppressUnmanagedCodeSecurity]
1615 public static extern void JointSetUniversalAnchor(IntPtr j, dReal x, dReal y, dReal z);
1616
1617 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis1"), SuppressUnmanagedCodeSecurity]
1618 public static extern void JointSetUniversalAxis1(IntPtr j, dReal x, dReal y, dReal z);
1619
1620 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis2"), SuppressUnmanagedCodeSecurity]
1621 public static extern void JointSetUniversalAxis2(IntPtr j, dReal x, dReal y, dReal z);
1622
1623 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalParam"), SuppressUnmanagedCodeSecurity]
1624 public static extern void JointSetUniversalParam(IntPtr j, int parameter, dReal value);
1625
1626 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dLDLTAddTL"), SuppressUnmanagedCodeSecurity]
1627 public static extern void LDLTAddTL(ref dReal L, ref dReal d, ref dReal a, int n, int nskip);
1628
1629 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdd"), SuppressUnmanagedCodeSecurity]
1630 public static extern void MassAdd(ref Mass a, ref Mass b);
1631
1632 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdjust"), SuppressUnmanagedCodeSecurity]
1633 public static extern void MassAdjust(ref Mass m, dReal newmass);
1634
1635 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassCheck"), SuppressUnmanagedCodeSecurity]
1636 public static extern bool MassCheck(ref Mass m);
1637
1638 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity]
1639 public static extern void MassRotate(ref Mass mass, ref Matrix3 R);
1640
1641 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity]
1642 public static extern void MassRotate(ref Mass mass, ref dReal M00);
1643
1644 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBox"), SuppressUnmanagedCodeSecurity]
1645 public static extern void MassSetBox(out Mass mass, dReal density, dReal lx, dReal ly, dReal lz);
1646
1647 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBoxTotal"), SuppressUnmanagedCodeSecurity]
1648 public static extern void MassSetBoxTotal(out Mass mass, dReal total_mass, dReal lx, dReal ly, dReal lz);
1649
1650 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsule"), SuppressUnmanagedCodeSecurity]
1651 public static extern void MassSetCapsule(out Mass mass, dReal density, int direction, dReal radius, dReal length);
1652
1653 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsuleTotal"), SuppressUnmanagedCodeSecurity]
1654 public static extern void MassSetCapsuleTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length);
1655
1656 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinder"), SuppressUnmanagedCodeSecurity]
1657 public static extern void MassSetCylinder(out Mass mass, dReal density, int direction, dReal radius, dReal length);
1658
1659 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinderTotal"), SuppressUnmanagedCodeSecurity]
1660 public static extern void MassSetCylinderTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length);
1661
1662 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetParameters"), SuppressUnmanagedCodeSecurity]
1663 public static extern void MassSetParameters(out Mass mass, dReal themass,
1664 dReal cgx, dReal cgy, dReal cgz,
1665 dReal i11, dReal i22, dReal i33,
1666 dReal i12, dReal i13, dReal i23);
1667
1668 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphere"), SuppressUnmanagedCodeSecurity]
1669 public static extern void MassSetSphere(out Mass mass, dReal density, dReal radius);
1670
1671 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphereTotal"), SuppressUnmanagedCodeSecurity]
1672 public static extern void dMassSetSphereTotal(out Mass mass, dReal total_mass, dReal radius);
1673
1674 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetTrimesh"), SuppressUnmanagedCodeSecurity]
1675 public static extern void MassSetTrimesh(out Mass mass, dReal density, IntPtr g);
1676
1677 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetZero"), SuppressUnmanagedCodeSecurity]
1678 public static extern void MassSetZero(out Mass mass);
1679
1680 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassTranslate"), SuppressUnmanagedCodeSecurity]
1681 public static extern void MassTranslate(ref Mass mass, dReal x, dReal y, dReal z);
1682
1683 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity]
1684 public static extern void Multiply0(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1685
1686 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity]
1687 private static extern void MultiplyiM3V3(out Vector3 vout, ref Matrix3 matrix, ref Vector3 vect,int p, int q, int r);
1688 public static void MultiplyM3V3(out Vector3 outvector, ref Matrix3 matrix, ref Vector3 invector)
1689 {
1690 MultiplyiM3V3(out outvector, ref matrix, ref invector, 3, 3, 1);
1691 }
1692
1693 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply1"), SuppressUnmanagedCodeSecurity]
1694 public static extern void Multiply1(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1695
1696 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply2"), SuppressUnmanagedCodeSecurity]
1697 public static extern void Multiply2(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1698
1699 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQFromAxisAndAngle"), SuppressUnmanagedCodeSecurity]
1700 public static extern void QFromAxisAndAngle(out Quaternion q, dReal ax, dReal ay, dReal az, dReal angle);
1701
1702 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQfromR"), SuppressUnmanagedCodeSecurity]
1703 public static extern void QfromR(out Quaternion q, ref Matrix3 R);
1704
1705 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply0"), SuppressUnmanagedCodeSecurity]
1706 public static extern void QMultiply0(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1707
1708 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply1"), SuppressUnmanagedCodeSecurity]
1709 public static extern void QMultiply1(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1710
1711 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply2"), SuppressUnmanagedCodeSecurity]
1712 public static extern void QMultiply2(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1713
1714 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply3"), SuppressUnmanagedCodeSecurity]
1715 public static extern void QMultiply3(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1716
1717 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQSetIdentity"), SuppressUnmanagedCodeSecurity]
1718 public static extern void QSetIdentity(out Quaternion q);
1719
1720 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity]
1721 public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref Vector3 center, ref Vector3 extents, int depth);
1722
1723 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity]
1724 public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref dReal centerX, ref dReal extentsX, int depth);
1725
1726 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRandReal"), SuppressUnmanagedCodeSecurity]
1727 public static extern dReal RandReal();
1728
1729 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFrom2Axes"), SuppressUnmanagedCodeSecurity]
1730 public static extern void RFrom2Axes(out Matrix3 R, dReal ax, dReal ay, dReal az, dReal bx, dReal by, dReal bz);
1731
1732 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromAxisAndAngle"), SuppressUnmanagedCodeSecurity]
1733 public static extern void RFromAxisAndAngle(out Matrix3 R, dReal x, dReal y, dReal z, dReal angle);
1734
1735 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromEulerAngles"), SuppressUnmanagedCodeSecurity]
1736 public static extern void RFromEulerAngles(out Matrix3 R, dReal phi, dReal theta, dReal psi);
1737
1738 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRfromQ"), SuppressUnmanagedCodeSecurity]
1739 public static extern void RfromQ(out Matrix3 R, ref Quaternion q);
1740
1741 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromZAxis"), SuppressUnmanagedCodeSecurity]
1742 public static extern void RFromZAxis(out Matrix3 R, dReal ax, dReal ay, dReal az);
1743
1744 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRSetIdentity"), SuppressUnmanagedCodeSecurity]
1745 public static extern void RSetIdentity(out Matrix3 R);
1746
1747 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetValue"), SuppressUnmanagedCodeSecurity]
1748 public static extern void SetValue(out dReal a, int n);
1749
1750 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetZero"), SuppressUnmanagedCodeSecurity]
1751 public static extern void SetZero(out dReal a, int n);
1752
1753 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSimpleSpaceCreate"), SuppressUnmanagedCodeSecurity]
1754 public static extern IntPtr SimpleSpaceCreate(IntPtr space);
1755
1756 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveCholesky"), SuppressUnmanagedCodeSecurity]
1757 public static extern void SolveCholesky(ref dReal L, out dReal b, int n);
1758
1759 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1"), SuppressUnmanagedCodeSecurity]
1760 public static extern void SolveL1(ref dReal L, out dReal b, int n, int nskip);
1761
1762 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1T"), SuppressUnmanagedCodeSecurity]
1763 public static extern void SolveL1T(ref dReal L, out dReal b, int n, int nskip);
1764
1765 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveLDLT"), SuppressUnmanagedCodeSecurity]
1766 public static extern void SolveLDLT(ref dReal L, ref dReal d, out dReal b, int n, int nskip);
1767
1768 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceAdd"), SuppressUnmanagedCodeSecurity]
1769 public static extern void SpaceAdd(IntPtr space, IntPtr geom);
1770
1771 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceLockQuery"), SuppressUnmanagedCodeSecurity]
1772 public static extern bool SpaceLockQuery(IntPtr space);
1773
1774 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceClean"), SuppressUnmanagedCodeSecurity]
1775 public static extern void SpaceClean(IntPtr space);
1776
1777 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide"), SuppressUnmanagedCodeSecurity]
1778 public static extern void SpaceCollide(IntPtr space, IntPtr data, NearCallback callback);
1779
1780 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide2"), SuppressUnmanagedCodeSecurity]
1781 public static extern void SpaceCollide2(IntPtr space1, IntPtr space2, IntPtr data, NearCallback callback);
1782
1783 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceDestroy"), SuppressUnmanagedCodeSecurity]
1784 public static extern void SpaceDestroy(IntPtr space);
1785
1786 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetCleanup"), SuppressUnmanagedCodeSecurity]
1787 public static extern bool SpaceGetCleanup(IntPtr space);
1788
1789 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetNumGeoms"), SuppressUnmanagedCodeSecurity]
1790 public static extern int SpaceGetNumGeoms(IntPtr space);
1791
1792 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetGeom"), SuppressUnmanagedCodeSecurity]
1793 public static extern IntPtr SpaceGetGeom(IntPtr space, int i);
1794
1795 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetSublevel"), SuppressUnmanagedCodeSecurity]
1796 public static extern int SpaceGetSublevel(IntPtr space);
1797
1798 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceQuery"), SuppressUnmanagedCodeSecurity]
1799 public static extern bool SpaceQuery(IntPtr space, IntPtr geom);
1800
1801 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceRemove"), SuppressUnmanagedCodeSecurity]
1802 public static extern void SpaceRemove(IntPtr space, IntPtr geom);
1803
1804 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetCleanup"), SuppressUnmanagedCodeSecurity]
1805 public static extern void SpaceSetCleanup(IntPtr space, bool mode);
1806
1807 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetSublevel"), SuppressUnmanagedCodeSecurity]
1808 public static extern void SpaceSetSublevel(IntPtr space, int sublevel);
1809
1810 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSweepAndPruneSpaceCreate"), SuppressUnmanagedCodeSecurity]
1811 public static extern IntPtr SweepAndPruneSpaceCreate(IntPtr space, int AxisOrder);
1812
1813 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dVectorScale"), SuppressUnmanagedCodeSecurity]
1814 public static extern void VectorScale(out dReal a, ref dReal d, int n);
1815
1816 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldCreate"), SuppressUnmanagedCodeSecurity]
1817 public static extern IntPtr WorldCreate();
1818
1819 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldDestroy"), SuppressUnmanagedCodeSecurity]
1820 public static extern void WorldDestroy(IntPtr world);
1821
1822 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity]
1823 public static extern int WorldGetAutoDisableAverageSamplesCount(IntPtr world);
1824
1825 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
1826 public static extern dReal WorldGetAutoDisableAngularThreshold(IntPtr world);
1827
1828 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
1829 public static extern bool WorldGetAutoDisableFlag(IntPtr world);
1830
1831 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
1832 public static extern dReal WorldGetAutoDisableLinearThreshold(IntPtr world);
1833
1834 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
1835 public static extern int WorldGetAutoDisableSteps(IntPtr world);
1836
1837 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
1838 public static extern dReal WorldGetAutoDisableTime(IntPtr world);
1839
1840 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity]
1841 public static extern int WorldGetAutoEnableDepthSF1(IntPtr world);
1842
1843 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetCFM"), SuppressUnmanagedCodeSecurity]
1844 public static extern dReal WorldGetCFM(IntPtr world);
1845
1846 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetERP"), SuppressUnmanagedCodeSecurity]
1847 public static extern dReal WorldGetERP(IntPtr world);
1848
1849 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity]
1850 public static extern void WorldGetGravity(IntPtr world, out Vector3 gravity);
1851
1852 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity]
1853 public static extern void WorldGetGravity(IntPtr world, out dReal X);
1854
1855 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity]
1856 public static extern dReal WorldGetContactMaxCorrectingVel(IntPtr world);
1857
1858 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity]
1859 public static extern dReal WorldGetContactSurfaceLayer(IntPtr world);
1860
1861 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDamping"), SuppressUnmanagedCodeSecurity]
1862 public static extern dReal WorldGetAngularDamping(IntPtr world);
1863
1864 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
1865 public static extern dReal WorldGetAngularDampingThreshold(IntPtr world);
1866
1867 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDamping"), SuppressUnmanagedCodeSecurity]
1868 public static extern dReal WorldGetLinearDamping(IntPtr world);
1869
1870 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
1871 public static extern dReal WorldGetLinearDampingThreshold(IntPtr world);
1872
1873 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity]
1874 public static extern int WorldGetQuickStepNumIterations(IntPtr world);
1875
1876 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepW"), SuppressUnmanagedCodeSecurity]
1877 public static extern dReal WorldGetQuickStepW(IntPtr world);
1878
1879 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity]
1880 public static extern dReal WorldGetMaxAngularSpeed(IntPtr world);
1881
1882 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity]
1883 public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out Vector3 force);
1884
1885 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity]
1886 public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out dReal forceX);
1887
1888 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldQuickStep"), SuppressUnmanagedCodeSecurity]
1889 public static extern void WorldQuickStep(IntPtr world, dReal stepsize);
1890
1891 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDamping"), SuppressUnmanagedCodeSecurity]
1892 public static extern void WorldSetAngularDamping(IntPtr world, dReal scale);
1893
1894 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
1895 public static extern void WorldSetAngularDampingThreshold(IntPtr world, dReal threshold);
1896
1897 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
1898 public static extern void WorldSetAutoDisableAngularThreshold(IntPtr world, dReal angular_threshold);
1899
1900 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity]
1901 public static extern void WorldSetAutoDisableAverageSamplesCount(IntPtr world, int average_samples_count);
1902
1903 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
1904 public static extern void WorldSetAutoDisableFlag(IntPtr world, bool do_auto_disable);
1905
1906 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
1907 public static extern void WorldSetAutoDisableLinearThreshold(IntPtr world, dReal linear_threshold);
1908
1909 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
1910 public static extern void WorldSetAutoDisableSteps(IntPtr world, int steps);
1911
1912 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
1913 public static extern void WorldSetAutoDisableTime(IntPtr world, dReal time);
1914
1915 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity]
1916 public static extern void WorldSetAutoEnableDepthSF1(IntPtr world, int autoEnableDepth);
1917
1918 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetCFM"), SuppressUnmanagedCodeSecurity]
1919 public static extern void WorldSetCFM(IntPtr world, dReal cfm);
1920
1921 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity]
1922 public static extern void WorldSetContactMaxCorrectingVel(IntPtr world, dReal vel);
1923
1924 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity]
1925 public static extern void WorldSetContactSurfaceLayer(IntPtr world, dReal depth);
1926
1927 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetDamping"), SuppressUnmanagedCodeSecurity]
1928 public static extern void WorldSetDamping(IntPtr world, dReal linear_scale, dReal angular_scale);
1929
1930 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetERP"), SuppressUnmanagedCodeSecurity]
1931 public static extern void WorldSetERP(IntPtr world, dReal erp);
1932
1933 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetGravity"), SuppressUnmanagedCodeSecurity]
1934 public static extern void WorldSetGravity(IntPtr world, dReal x, dReal y, dReal z);
1935
1936 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDamping"), SuppressUnmanagedCodeSecurity]
1937 public static extern void WorldSetLinearDamping(IntPtr world, dReal scale);
1938
1939 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
1940 public static extern void WorldSetLinearDampingThreshold(IntPtr world, dReal threshold);
1941
1942 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity]
1943 public static extern void WorldSetQuickStepNumIterations(IntPtr world, int num);
1944
1945 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepW"), SuppressUnmanagedCodeSecurity]
1946 public static extern void WorldSetQuickStepW(IntPtr world, dReal over_relaxation);
1947
1948 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity]
1949 public static extern void WorldSetMaxAngularSpeed(IntPtr world, dReal max_speed);
1950
1951 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStep"), SuppressUnmanagedCodeSecurity]
1952 public static extern void WorldStep(IntPtr world, dReal stepsize);
1953
1954 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStepFast1"), SuppressUnmanagedCodeSecurity]
1955 public static extern void WorldStepFast1(IntPtr world, dReal stepsize, int maxiterations);
1956
1957 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldExportDIF"), SuppressUnmanagedCodeSecurity]
1958 public static extern void WorldExportDIF(IntPtr world, string filename, bool append, string prefix);
1959 }
1960}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs
new file mode 100644
index 0000000..215d47a
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs
@@ -0,0 +1,86 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Threading;
33using System.IO;
34using System.Diagnostics;
35using log4net;
36using Nini.Config;
37using OdeAPI;
38using OpenSim.Framework;
39using OpenSim.Region.Physics.Manager;
40using OpenMetaverse;
41
42namespace OpenSim.Region.Physics.OdePlugin
43{
44 /// <summary>
45 /// ODE plugin
46 /// </summary>
47 public class OdePlugin : IPhysicsPlugin
48 {
49 //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
50
51 private OdeScene m_scene;
52
53 public bool Init()
54 {
55 if (d.InitODE2(0) != 0)
56 {
57 if (d.AllocateODEDataForThread(~0U) == 0)
58 {
59 d.CloseODE();
60 return false;
61 }
62 return true;
63 }
64 return false;
65 }
66
67 public PhysicsScene GetScene(String sceneIdentifier)
68 {
69 if (m_scene == null)
70 {
71 m_scene = new OdeScene(sceneIdentifier);
72 }
73 return (m_scene);
74 }
75
76 public string GetName()
77 {
78 return ("UbitODE");
79 }
80
81 public void Dispose()
82 {
83 d.CloseODE();
84 }
85 }
86} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
new file mode 100644
index 0000000..6e4c373
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
@@ -0,0 +1,2272 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28//#define SPAM
29
30using System;
31using System.Collections.Generic;
32using System.Reflection;
33using System.Runtime.InteropServices;
34using System.Threading;
35using System.IO;
36using System.Diagnostics;
37using log4net;
38using Nini.Config;
39using OdeAPI;
40using OpenSim.Framework;
41using OpenSim.Region.Physics.Manager;
42using OpenMetaverse;
43
44namespace OpenSim.Region.Physics.OdePlugin
45{
46 public enum StatusIndicators : int
47 {
48 Generic = 0,
49 Start = 1,
50 End = 2
51 }
52
53 public struct sCollisionData
54 {
55 public uint ColliderLocalId;
56 public uint CollidedWithLocalId;
57 public int NumberOfCollisions;
58 public int CollisionType;
59 public int StatusIndicator;
60 public int lastframe;
61 }
62
63 [Flags]
64 public enum CollisionCategories : int
65 {
66 Disabled = 0,
67 Geom = 0x00000001,
68 Body = 0x00000002,
69 Space = 0x00000004,
70 Character = 0x00000008,
71 Land = 0x00000010,
72 Water = 0x00000020,
73 Wind = 0x00000040,
74 Sensor = 0x00000080,
75 Selected = 0x00000100
76 }
77
78 /// <summary>
79 /// Material type for a primitive
80 /// </summary>
81 public enum Material : int
82 {
83 /// <summary></summary>
84 Stone = 0,
85 /// <summary></summary>
86 Metal = 1,
87 /// <summary></summary>
88 Glass = 2,
89 /// <summary></summary>
90 Wood = 3,
91 /// <summary></summary>
92 Flesh = 4,
93 /// <summary></summary>
94 Plastic = 5,
95 /// <summary></summary>
96 Rubber = 6,
97
98 light = 7 // compatibility with old viewers
99 }
100
101 public enum changes : int
102 {
103 Add = 0, // arg null. finishs the prim creation. should be used internally only ( to remove later ?)
104 Remove,
105 Link, // arg AuroraODEPrim new parent prim or null to delink. Makes the prim part of a object with prim parent as root
106 // or removes from a object if arg is null
107 DeLink,
108 Position, // arg Vector3 new position in world coords. Changes prim position. Prim must know if it is root or child
109 Orientation, // arg Quaternion new orientation in world coords. Changes prim position. Prim must know it it is root or child
110 PosOffset, // not in use
111 // arg Vector3 new position in local coords. Changes prim position in object
112 OriOffset, // not in use
113 // arg Vector3 new position in local coords. Changes prim position in object
114 Velocity,
115 AngVelocity,
116 Acceleration,
117 Force,
118 Torque,
119
120 AddForce,
121 AddAngForce,
122 AngLock,
123
124 Size,
125 Shape,
126
127 CollidesWater,
128 VolumeDtc,
129
130 Physical,
131 Selected,
132 disabled,
133 building,
134
135 VehicleType,
136 VehicleFloatParam,
137 VehicleVectorParam,
138 VehicleRotationParam,
139 VehicleFlags,
140 SetVehicle,
141
142 Null //keep this last used do dim the methods array. does nothing but pulsing the prim
143 }
144
145 public struct ODEchangeitem
146 {
147 public PhysicsActor actor;
148 public OdeCharacter character;
149 public changes what;
150 public Object arg;
151 }
152
153 public class OdeScene : PhysicsScene
154 {
155 private readonly ILog m_log;
156 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
157
158 private int threadid = 0;
159 private Random fluidRandomizer = new Random(Environment.TickCount);
160
161 const d.ContactFlags comumContactFlags = d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM |d.ContactFlags.Approx1 | d.ContactFlags.Bounce;
162 const float comumContactERP = 0.6f;
163 const float comumSoftContactERP = 0.1f;
164 const float comumContactCFM = 0.0001f;
165
166 float frictionScale = 1.0f;
167
168 float frictionMovementMult = 0.3f;
169
170 float TerrainBounce = 0.1f;
171 float TerrainFriction = 0.1f;
172
173 public float AvatarBounce = 0.3f;
174 public float AvatarFriction = 0;// 0.9f * 0.5f;
175
176 private const uint m_regionWidth = Constants.RegionSize;
177 private const uint m_regionHeight = Constants.RegionSize;
178
179 public float ODE_STEPSIZE = 0.020f;
180 private float metersInSpace = 25.6f;
181 private float m_timeDilation = 1.0f;
182
183 public float gravityx = 0f;
184 public float gravityy = 0f;
185 public float gravityz = -9.8f;
186
187 private float waterlevel = 0f;
188 private int framecount = 0;
189
190 internal IntPtr WaterGeom;
191
192 public float avPIDD = 3200f; // make it visible
193 public float avPIDP = 1400f; // make it visible
194 private float avCapRadius = 0.37f;
195 private float avDensity = 3f;
196 private float avMovementDivisorWalk = 1.3f;
197 private float avMovementDivisorRun = 0.8f;
198 private float minimumGroundFlightOffset = 3f;
199 public float maximumMassObject = 10000.01f;
200
201 public bool meshSculptedPrim = true;
202 public bool forceSimplePrimMeshing = false;
203
204 public float meshSculptLOD = 32;
205 public float MeshSculptphysicalLOD = 16;
206
207 public float geomDefaultDensity = 10.000006836f;
208
209 public int geomContactPointsStartthrottle = 3;
210 public int geomUpdatesPerThrottledUpdate = 15;
211
212 public float bodyPIDD = 35f;
213 public float bodyPIDG = 25;
214
215 public int geomCrossingFailuresBeforeOutofbounds = 6;
216
217 public int bodyFramesAutoDisable = 20;
218
219 private float[] _watermap;
220 private bool m_filterCollisions = true;
221
222 private d.NearCallback nearCallback;
223
224 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
225 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
226 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
227
228 public OpenSim.Framework.LocklessQueue<ODEchangeitem> ChangesQueue = new OpenSim.Framework.LocklessQueue<ODEchangeitem>();
229
230 /// <summary>
231 /// A list of actors that should receive collision events.
232 /// </summary>
233 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
234
235 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
236 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
237 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
238
239 private float contactsurfacelayer = 0.002f;
240
241 private int contactsPerCollision = 80;
242 internal IntPtr ContactgeomsArray = IntPtr.Zero;
243 private IntPtr GlobalContactsArray = IntPtr.Zero;
244
245 const int maxContactsbeforedeath = 4000;
246 private volatile int m_global_contactcount = 0;
247
248
249 private readonly IntPtr contactgroup;
250
251 public ContactData[] m_materialContactsData = new ContactData[8];
252
253 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
254 private readonly Dictionary<IntPtr, float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
255 private readonly Dictionary<IntPtr, GCHandle> TerrainHeightFieldHeightsHandlers = new Dictionary<IntPtr, GCHandle>();
256
257 private int m_physicsiterations = 10;
258 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
259 private readonly PhysicsActor PANull = new NullPhysicsActor();
260 private float step_time = 0.0f;
261
262 public IntPtr world;
263
264 private uint obj2LocalID = 0;
265 private OdeCharacter cc1;
266 private OdePrim cp1;
267 private OdeCharacter cc2;
268 private OdePrim cp2;
269
270 // split the spaces acording to contents type
271 // ActiveSpace contains characters and active prims
272 // StaticSpace contains land and other that is mostly static in enviroment
273 // this can contain subspaces, like the grid in staticspace
274 // as now space only contains this 2 top spaces
275
276 public IntPtr TopSpace; // the global space
277 public IntPtr ActiveSpace; // space for active prims
278 public IntPtr StaticSpace; // space for the static things around
279
280 // some speedup variables
281 private int spaceGridMaxX;
282 private int spaceGridMaxY;
283 private float spacesPerMeter;
284
285 // split static geometry collision into a grid as before
286 private IntPtr[,] staticPrimspace;
287
288 private Object OdeLock;
289 private static Object SimulationLock;
290
291 public IMesher mesher;
292
293 private IConfigSource m_config;
294
295 public bool physics_logging = false;
296 public int physics_logging_interval = 0;
297 public bool physics_logging_append_existing_logfile = false;
298
299 private Vector3 m_worldOffset = Vector3.Zero;
300 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
301 private PhysicsScene m_parentScene = null;
302
303 private ODERayCastRequestManager m_rayCastManager;
304
305
306/* maybe needed if ode uses tls
307 private void checkThread()
308 {
309
310 int th = Thread.CurrentThread.ManagedThreadId;
311 if(th != threadid)
312 {
313 threadid = th;
314 d.AllocateODEDataForThread(~0U);
315 }
316 }
317 */
318 /// <summary>
319 /// Initiailizes the scene
320 /// Sets many properties that ODE requires to be stable
321 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
322 /// </summary>
323 public OdeScene(string sceneIdentifier)
324 {
325 m_log
326 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
327
328// checkThread();
329 Name = sceneIdentifier;
330
331 OdeLock = new Object();
332 SimulationLock = new Object();
333
334 nearCallback = near;
335
336 m_rayCastManager = new ODERayCastRequestManager(this);
337 lock (OdeLock)
338 {
339 // Create the world and the first space
340 try
341 {
342 world = d.WorldCreate();
343 TopSpace = d.HashSpaceCreate(IntPtr.Zero);
344
345 // now the major subspaces
346 ActiveSpace = d.HashSpaceCreate(TopSpace);
347 StaticSpace = d.HashSpaceCreate(TopSpace);
348 }
349 catch
350 {
351 // i must RtC#FM
352 }
353
354 d.HashSpaceSetLevels(TopSpace, -2, 8); // cell sizes from .25 to 256 ?? need check what this really does
355 d.HashSpaceSetLevels(ActiveSpace, -2, 8);
356 d.HashSpaceSetLevels(StaticSpace, -2, 8);
357
358 // demote to second level
359 d.SpaceSetSublevel(ActiveSpace, 1);
360 d.SpaceSetSublevel(StaticSpace, 1);
361
362 contactgroup = d.JointGroupCreate(0);
363 //contactgroup
364
365 d.WorldSetAutoDisableFlag(world, false);
366 }
367
368 _watermap = new float[258 * 258];
369 }
370
371 // Initialize the mesh plugin
372// public override void Initialise(IMesher meshmerizer, IConfigSource config, RegionInfo region )
373 public override void Initialise(IMesher meshmerizer, IConfigSource config)
374 {
375// checkThread();
376 mesher = meshmerizer;
377 m_config = config;
378
379// m_log.WarnFormat("ODE configuration: {0}", d.GetConfiguration("ODE"));
380 /*
381 if (region != null)
382 {
383 WorldExtents.X = region.RegionSizeX;
384 WorldExtents.Y = region.RegionSizeY;
385 }
386 */
387
388 // Defaults
389
390 avPIDD = 2200.0f;
391 avPIDP = 900.0f;
392
393 int contactsPerCollision = 80;
394
395 if (m_config != null)
396 {
397 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
398 if (physicsconfig != null)
399 {
400 gravityx = physicsconfig.GetFloat("world_gravityx", 0f);
401 gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
402 gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
403
404 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f);
405
406 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", contactsurfacelayer);
407
408 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f);
409 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10);
410
411 avDensity = physicsconfig.GetFloat("av_density", avDensity);
412 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
413 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
414 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
415
416 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
417
418 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
419 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
420 geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
421
422 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
423 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
424
425 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
426 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
427
428 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
429 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
430 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
431 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
432 m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
433
434 if (Environment.OSVersion.Platform == PlatformID.Unix)
435 {
436 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f);
437 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f);
438 }
439 else
440 {
441 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f);
442 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f);
443 }
444
445 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
446 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
447 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
448
449 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
450 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
451 }
452 }
453
454 ContactgeomsArray = Marshal.AllocHGlobal(contactsPerCollision * d.ContactGeom.unmanagedSizeOf);
455 GlobalContactsArray = GlobalContactsArray = Marshal.AllocHGlobal(maxContactsbeforedeath * d.Contact.unmanagedSizeOf);
456
457 m_materialContactsData[(int)Material.Stone].mu = frictionScale * 0.8f;
458 m_materialContactsData[(int)Material.Stone].bounce = 0.4f;
459
460 m_materialContactsData[(int)Material.Metal].mu = frictionScale * 0.3f;
461 m_materialContactsData[(int)Material.Metal].bounce = 0.4f;
462
463 m_materialContactsData[(int)Material.Glass].mu = frictionScale * 0.2f;
464 m_materialContactsData[(int)Material.Glass].bounce = 0.7f;
465
466 m_materialContactsData[(int)Material.Wood].mu = frictionScale * 0.6f;
467 m_materialContactsData[(int)Material.Wood].bounce = 0.5f;
468
469 m_materialContactsData[(int)Material.Flesh].mu = frictionScale * 0.9f;
470 m_materialContactsData[(int)Material.Flesh].bounce = 0.3f;
471
472 m_materialContactsData[(int)Material.Plastic].mu = frictionScale * 0.4f;
473 m_materialContactsData[(int)Material.Plastic].bounce = 0.7f;
474
475 m_materialContactsData[(int)Material.Rubber].mu = frictionScale * 0.9f;
476 m_materialContactsData[(int)Material.Rubber].bounce = 0.95f;
477
478 m_materialContactsData[(int)Material.light].mu = 0.0f;
479 m_materialContactsData[(int)Material.light].bounce = 0.0f;
480
481 TerrainFriction *= frictionScale;
482// AvatarFriction *= frictionScale;
483
484 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
485
486 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
487 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
488
489 d.WorldSetLinearDamping(world, 0.001f);
490 d.WorldSetAngularDamping(world, 0.001f);
491 d.WorldSetAngularDampingThreshold(world, 0f);
492 d.WorldSetLinearDampingThreshold(world, 0f);
493 d.WorldSetMaxAngularSpeed(world, 256f);
494
495 d.WorldSetCFM(world,1e-6f); // a bit harder than default
496 //d.WorldSetCFM(world, 1e-4f); // a bit harder than default
497 d.WorldSetERP(world, 0.6f); // higher than original
498
499 // Set how many steps we go without running collision testing
500 // This is in addition to the step size.
501 // Essentially Steps * m_physicsiterations
502 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
503 d.WorldSetContactMaxCorrectingVel(world, 100.0f);
504
505 spacesPerMeter = 1 / metersInSpace;
506 spaceGridMaxX = (int)(WorldExtents.X * spacesPerMeter);
507 spaceGridMaxY = (int)(WorldExtents.Y * spacesPerMeter);
508
509 staticPrimspace = new IntPtr[spaceGridMaxX, spaceGridMaxY];
510
511 // create all spaces now
512 int i, j;
513 IntPtr newspace;
514 for (i = 0; i < spaceGridMaxX; i++)
515 for (j = 0; j < spaceGridMaxY; j++)
516 {
517 newspace = d.HashSpaceCreate(StaticSpace);
518 d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space);
519 waitForSpaceUnlock(newspace);
520 d.SpaceSetSublevel(newspace, 2);
521 d.HashSpaceSetLevels(newspace, -2, 8);
522 staticPrimspace[i, j] = newspace;
523 }
524 // let this now be real maximum values
525 spaceGridMaxX--;
526 spaceGridMaxY--;
527 }
528
529 internal void waitForSpaceUnlock(IntPtr space)
530 {
531 //if (space != IntPtr.Zero)
532 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
533 }
534
535 #region Collision Detection
536
537 // sets a global contact for a joint for contactgeom , and base contact description)
538
539 private IntPtr CreateContacJoint(ref d.ContactGeom contactGeom, float mu, float bounce, bool softerp)
540 {
541 if (GlobalContactsArray == IntPtr.Zero || m_global_contactcount >= maxContactsbeforedeath)
542 return IntPtr.Zero;
543
544 d.Contact newcontact = new d.Contact();
545 newcontact.geom.depth = contactGeom.depth;
546 newcontact.geom.g1 = contactGeom.g1;
547 newcontact.geom.g2 = contactGeom.g2;
548 newcontact.geom.pos = contactGeom.pos;
549 newcontact.geom.normal = contactGeom.normal;
550 newcontact.geom.side1 = contactGeom.side1;
551 newcontact.geom.side2 = contactGeom.side2;
552
553 // this needs bounce also
554 newcontact.surface.mode = comumContactFlags;
555 newcontact.surface.mu = mu;
556 newcontact.surface.bounce = bounce;
557 newcontact.surface.soft_cfm = comumContactCFM;
558 if (softerp)
559 newcontact.surface.soft_erp = comumSoftContactERP;
560 else
561 newcontact.surface.soft_erp = comumContactERP;
562
563 IntPtr contact = new IntPtr(GlobalContactsArray.ToInt64() + (Int64)(m_global_contactcount * d.Contact.unmanagedSizeOf));
564 Marshal.StructureToPtr(newcontact, contact, true);
565 return d.JointCreateContactPtr(world, contactgroup, contact);
566 }
567
568
569 /// <summary>
570 /// This is our near callback. A geometry is near a body
571 /// </summary>
572 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
573 /// <param name="g1">a geometry or space</param>
574 /// <param name="g2">another geometry or space</param>
575 ///
576
577 private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
578 {
579 if (ContactgeomsArray == IntPtr.Zero || index >= contactsPerCollision)
580 return false;
581
582 IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
583 newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
584 return true;
585 }
586
587
588
589 private void near(IntPtr space, IntPtr g1, IntPtr g2)
590 {
591 // no lock here! It's invoked from within Simulate(), which is thread-locked
592
593 if (m_global_contactcount >= maxContactsbeforedeath)
594 return;
595
596 // Test if we're colliding a geom with a space.
597 // If so we have to drill down into the space recursively
598
599 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
600 return;
601
602 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
603 {
604 // We'll be calling near recursivly if one
605 // of them is a space to find all of the
606 // contact points in the space
607 try
608 {
609 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
610 }
611 catch (AccessViolationException)
612 {
613 m_log.Warn("[PHYSICS]: Unable to collide test a space");
614 return;
615 }
616 //here one should check collisions of geoms inside a space
617 // but on each space we only should have geoms that not colide amoung each other
618 // so we don't dig inside spaces
619 return;
620 }
621
622 // get geom bodies to check if we already a joint contact
623 // guess this shouldn't happen now
624 IntPtr b1 = d.GeomGetBody(g1);
625 IntPtr b2 = d.GeomGetBody(g2);
626
627 // d.GeomClassID id = d.GeomGetClass(g1);
628
629 // Figure out how many contact points we have
630 int count = 0;
631 try
632 {
633 // Colliding Geom To Geom
634 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
635
636 if (g1 == g2)
637 return; // Can't collide with yourself
638
639 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
640 return;
641
642 count = d.CollidePtr(g1, g2, (contactsPerCollision & 0xffff), ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
643 }
644 catch (SEHException)
645 {
646 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.");
647// ode.drelease(world);
648 base.TriggerPhysicsBasedRestart();
649 }
650 catch (Exception e)
651 {
652 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
653 return;
654 }
655
656 // id contacts done
657 if (count == 0)
658 return;
659
660 // try get physical actors
661 PhysicsActor p1;
662 PhysicsActor p2;
663
664 if (!actor_name_map.TryGetValue(g1, out p1))
665 {
666 p1 = PANull;
667 }
668
669 if (!actor_name_map.TryGetValue(g2, out p2))
670 {
671 p2 = PANull;
672 }
673
674 // update actors collision score
675 if (p1.CollisionScore >= float.MaxValue - count)
676 p1.CollisionScore = 0;
677 p1.CollisionScore += count;
678
679 if (p2.CollisionScore >= float.MaxValue - count)
680 p2.CollisionScore = 0;
681 p2.CollisionScore += count;
682
683
684 // get first contact
685 d.ContactGeom curContact = new d.ContactGeom();
686 if (!GetCurContactGeom(0, ref curContact))
687 return;
688 // for now it's the one with max depth
689 ContactPoint maxDepthContact = new ContactPoint(
690 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
691 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
692 curContact.depth
693 );
694 // do volume detection case
695 if (
696 (p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect) ||
697 (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
698 {
699 collision_accounting_events(p1, p2, maxDepthContact);
700 return;
701 }
702
703 // big messy collision analises
704 float mu = 0;
705 float bounce = 0;
706 ContactData contactdata1;
707 ContactData contactdata2;
708 bool erpSoft = false;
709
710 String name = null;
711 bool dop1foot = false;
712 bool dop2foot = false;
713 bool ignore = false;
714
715 switch (p1.PhysicsActorType)
716 {
717 case (int)ActorTypes.Agent:
718 switch (p2.PhysicsActorType)
719 {
720 case (int)ActorTypes.Agent:
721 contactdata1 = p1.ContactData;
722 contactdata2 = p2.ContactData;
723 bounce = contactdata1.bounce * contactdata2.bounce;
724
725 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
726
727 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
728 mu *= frictionMovementMult;
729
730 p1.CollidingObj = true;
731 p2.CollidingObj = true;
732 break;
733 case (int)ActorTypes.Prim:
734 contactdata1 = p1.ContactData;
735 contactdata2 = p2.ContactData;
736 bounce = contactdata1.bounce * contactdata2.bounce;
737
738 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
739
740 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
741 mu *= frictionMovementMult;
742 if (p2.Velocity.LengthSquared() > 0.0f)
743 p2.CollidingObj = true;
744 dop1foot = true;
745 break;
746 default:
747 ignore=true; // avatar to terrain and water ignored
748 break;
749 }
750 break;
751
752 case (int)ActorTypes.Prim:
753 switch (p2.PhysicsActorType)
754 {
755 case (int)ActorTypes.Agent:
756 contactdata1 = p1.ContactData;
757 contactdata2 = p2.ContactData;
758 bounce = contactdata1.bounce * contactdata2.bounce;
759
760 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
761
762 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
763 mu *= frictionMovementMult;
764
765 dop2foot = true;
766 if (p1.Velocity.LengthSquared() > 0.0f)
767 p1.CollidingObj = true;
768 break;
769 case (int)ActorTypes.Prim:
770 if ((p1.Velocity - p2.Velocity).LengthSquared() > 0.0f)
771 {
772 p1.CollidingObj = true;
773 p2.CollidingObj = true;
774 }
775 contactdata1 = p1.ContactData;
776 contactdata2 = p2.ContactData;
777 bounce = contactdata1.bounce * contactdata2.bounce;
778 erpSoft = true;
779 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
780
781 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
782 mu *= frictionMovementMult;
783
784 break;
785 default:
786 if (geom_name_map.TryGetValue(g2, out name))
787 {
788 if (name == "Terrain")
789 {
790 erpSoft = true;
791 contactdata1 = p1.ContactData;
792 bounce = contactdata1.bounce * TerrainBounce;
793 mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction);
794 if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f)
795 mu *= frictionMovementMult;
796 p1.CollidingGround = true;
797 }
798 else if (name == "Water")
799 {
800 erpSoft = true;
801 }
802 }
803 else
804 ignore=true;
805 break;
806 }
807 break;
808
809 default:
810 if (geom_name_map.TryGetValue(g1, out name))
811 {
812 if (name == "Terrain")
813 {
814 if (p2.PhysicsActorType == (int)ActorTypes.Prim)
815 {
816 erpSoft = true;
817 p2.CollidingGround = true;
818 contactdata2 = p2.ContactData;
819 bounce = contactdata2.bounce * TerrainBounce;
820 mu = (float)Math.Sqrt(contactdata2.mu * TerrainFriction);
821
822 if (Math.Abs(p2.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y) > 0.1f)
823 mu *= frictionMovementMult;
824 }
825 else
826 ignore = true;
827
828 }
829 else if (name == "Water" &&
830 (p2.PhysicsActorType == (int)ActorTypes.Prim || p2.PhysicsActorType == (int)ActorTypes.Agent))
831 {
832 erpSoft = true;
833 }
834 }
835 else
836 ignore = true;
837 break;
838 }
839
840 if (ignore)
841 return;
842
843 IntPtr Joint;
844
845 int i = 0;
846 while(true)
847 {
848 if (dop1foot && (p1.Position.Z - curContact.pos.Z) > (p1.Size.Z - avCapRadius) * 0.5f)
849 p1.IsColliding = true;
850 if (dop2foot && (p2.Position.Z - curContact.pos.Z) > (p2.Size.Z - avCapRadius) * 0.5f)
851 p2.IsColliding = true;
852
853 Joint = CreateContacJoint(ref curContact, mu, bounce, erpSoft);
854 d.JointAttach(Joint, b1, b2);
855
856 if (++m_global_contactcount >= maxContactsbeforedeath)
857 break;
858
859 if(++i >= count)
860 break;
861
862 if (!GetCurContactGeom(i, ref curContact))
863 break;
864
865 if (curContact.depth > maxDepthContact.PenetrationDepth)
866 {
867 maxDepthContact.Position.X = curContact.pos.X;
868 maxDepthContact.Position.Y = curContact.pos.Y;
869 maxDepthContact.Position.Z = curContact.pos.Z;
870 maxDepthContact.SurfaceNormal.X = curContact.normal.X;
871 maxDepthContact.SurfaceNormal.Y = curContact.normal.Y;
872 maxDepthContact.SurfaceNormal.Z = curContact.normal.Z;
873 maxDepthContact.PenetrationDepth = curContact.depth;
874 }
875 }
876
877 collision_accounting_events(p1, p2, maxDepthContact);
878
879/*
880 if (notskipedcount > geomContactPointsStartthrottle)
881 {
882 // If there are more then 3 contact points, it's likely
883 // that we've got a pile of objects, so ...
884 // We don't want to send out hundreds of terse updates over and over again
885 // so lets throttle them and send them again after it's somewhat sorted out.
886 this needs checking so out for now
887 if (b1 != IntPtr.Zero)
888 p1.ThrottleUpdates = true;
889 if (b2 != IntPtr.Zero)
890 p2.ThrottleUpdates = true;
891
892 }
893 */
894 }
895
896 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
897 {
898 // obj1LocalID = 0;
899 //returncollisions = false;
900 obj2LocalID = 0;
901 //ctype = 0;
902 //cStartStop = 0;
903 if (!(p2.SubscribedEvents() || p1.SubscribedEvents()))
904 return;
905
906 switch ((ActorTypes)p1.PhysicsActorType)
907 {
908 case ActorTypes.Agent:
909 cc1 = (OdeCharacter)p1;
910 switch ((ActorTypes)p2.PhysicsActorType)
911 {
912 case ActorTypes.Agent:
913 cc2 = (OdeCharacter)p2;
914 obj2LocalID = cc2.m_localID;
915 if (p2.SubscribedEvents())
916 cc2.AddCollisionEvent(cc1.m_localID, contact);
917 break;
918
919 case ActorTypes.Prim:
920 if (p2 is OdePrim)
921 {
922 cp2 = (OdePrim)p2;
923 obj2LocalID = cp2.m_localID;
924 if (p2.SubscribedEvents())
925 cp2.AddCollisionEvent(cc1.m_localID, contact);
926 }
927 break;
928
929 case ActorTypes.Ground:
930 case ActorTypes.Unknown:
931 default:
932 obj2LocalID = 0;
933 break;
934 }
935 if (p1.SubscribedEvents())
936 {
937 contact.SurfaceNormal = -contact.SurfaceNormal;
938 cc1.AddCollisionEvent(obj2LocalID, contact);
939 }
940 break;
941
942 case ActorTypes.Prim:
943
944 if (p1 is OdePrim)
945 {
946 cp1 = (OdePrim)p1;
947
948 // obj1LocalID = cp2.m_localID;
949 switch ((ActorTypes)p2.PhysicsActorType)
950 {
951 case ActorTypes.Agent:
952 if (p2 is OdeCharacter)
953 {
954 cc2 = (OdeCharacter)p2;
955 obj2LocalID = cc2.m_localID;
956 if (p2.SubscribedEvents())
957 cc2.AddCollisionEvent(cp1.m_localID, contact);
958 }
959 break;
960 case ActorTypes.Prim:
961
962 if (p2 is OdePrim)
963 {
964 cp2 = (OdePrim)p2;
965 obj2LocalID = cp2.m_localID;
966 if (p2.SubscribedEvents())
967 cp2.AddCollisionEvent(cp1.m_localID, contact);
968 }
969 break;
970
971 case ActorTypes.Ground:
972 case ActorTypes.Unknown:
973 default:
974 obj2LocalID = 0;
975 break;
976 }
977 if (p1.SubscribedEvents())
978 {
979 contact.SurfaceNormal = -contact.SurfaceNormal;
980 cp1.AddCollisionEvent(obj2LocalID, contact);
981 }
982 }
983 break;
984 }
985 }
986
987 /// <summary>
988 /// This is our collision testing routine in ODE
989 /// </summary>
990 /// <param name="timeStep"></param>
991 private void collision_optimized()
992 {
993 lock (_characters)
994 {
995 try
996 {
997 foreach (OdeCharacter chr in _characters)
998 {
999 if (chr == null || chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1000 continue;
1001
1002 chr.IsColliding = false;
1003 // chr.CollidingGround = false; not done here
1004 chr.CollidingObj = false;
1005 // do colisions with static space
1006 d.SpaceCollide2(StaticSpace, chr.Shell, IntPtr.Zero, nearCallback);
1007 }
1008 }
1009 catch (AccessViolationException)
1010 {
1011 m_log.Warn("[PHYSICS]: Unable to collide Character to static space");
1012 }
1013
1014 }
1015
1016 // collide active prims with static enviroment
1017 lock (_activeprims)
1018 {
1019 try
1020 {
1021 foreach (OdePrim prm in _activeprims)
1022 {
1023 if (d.BodyIsEnabled(prm.Body))
1024 d.SpaceCollide2(StaticSpace, prm.prim_geom, IntPtr.Zero, nearCallback);
1025 }
1026 }
1027 catch (AccessViolationException)
1028 {
1029 m_log.Warn("[PHYSICS]: Unable to collide Active prim to static space");
1030 }
1031 }
1032
1033 // finally colide active things amoung them
1034 try
1035 {
1036 d.SpaceCollide(ActiveSpace, IntPtr.Zero, nearCallback);
1037 }
1038 catch (AccessViolationException)
1039 {
1040 m_log.Warn("[PHYSICS]: Unable to collide in Active space");
1041 }
1042
1043// _perloopContact.Clear();
1044 }
1045
1046 #endregion
1047
1048
1049
1050 /// <summary>
1051 /// Add actor to the list that should receive collision events in the simulate loop.
1052 /// </summary>
1053 /// <param name="obj"></param>
1054 public void AddCollisionEventReporting(PhysicsActor obj)
1055 {
1056 lock (_collisionEventPrim)
1057 {
1058 if (!_collisionEventPrim.Contains(obj))
1059 _collisionEventPrim.Add(obj);
1060 }
1061 }
1062
1063 /// <summary>
1064 /// Remove actor from the list that should receive collision events in the simulate loop.
1065 /// </summary>
1066 /// <param name="obj"></param>
1067 public void RemoveCollisionEventReporting(PhysicsActor obj)
1068 {
1069 lock (_collisionEventPrim)
1070 {
1071 if (_collisionEventPrim.Contains(obj))
1072 _collisionEventPrim.Remove(obj);
1073 }
1074 }
1075
1076 #region Add/Remove Entities
1077
1078 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1079 {
1080 Vector3 pos;
1081 pos.X = position.X;
1082 pos.Y = position.Y;
1083 pos.Z = position.Z;
1084 OdeCharacter newAv = new OdeCharacter(avName, this, pos, size, avPIDD, avPIDP, avCapRadius, avDensity, avMovementDivisorWalk, avMovementDivisorRun);
1085 newAv.Flying = isFlying;
1086 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1087
1088 return newAv;
1089 }
1090
1091 public void AddCharacter(OdeCharacter chr)
1092 {
1093 lock (_characters)
1094 {
1095 if (!_characters.Contains(chr))
1096 {
1097 _characters.Add(chr);
1098 if (chr.bad)
1099 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1100 }
1101 }
1102 }
1103
1104 public void RemoveCharacter(OdeCharacter chr)
1105 {
1106 lock (_characters)
1107 {
1108 if (_characters.Contains(chr))
1109 {
1110 _characters.Remove(chr);
1111 }
1112 }
1113 }
1114
1115 public void BadCharacter(OdeCharacter chr)
1116 {
1117 lock (_badCharacter)
1118 {
1119 if (!_badCharacter.Contains(chr))
1120 _badCharacter.Add(chr);
1121 }
1122 }
1123
1124 public override void RemoveAvatar(PhysicsActor actor)
1125 {
1126 //m_log.Debug("[PHYSICS]:ODELOCK");
1127 ((OdeCharacter) actor).Destroy();
1128 }
1129
1130 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1131 PrimitiveBaseShape pbs, bool isphysical, uint localID)
1132 {
1133 Vector3 pos = position;
1134 Vector3 siz = size;
1135 Quaternion rot = rotation;
1136
1137 OdePrim newPrim;
1138 lock (OdeLock)
1139 {
1140 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical);
1141
1142 lock (_prims)
1143 _prims.Add(newPrim);
1144 }
1145 newPrim.LocalID = localID;
1146 return newPrim;
1147 }
1148
1149 public void addActivePrim(OdePrim activatePrim)
1150 {
1151 // adds active prim.. (ones that should be iterated over in collisions_optimized
1152 lock (_activeprims)
1153 {
1154 if (!_activeprims.Contains(activatePrim))
1155 _activeprims.Add(activatePrim);
1156 //else
1157 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1158 }
1159 }
1160
1161 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1162 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1163 {
1164#if SPAM
1165 m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
1166#endif
1167
1168 return AddPrim(primName, position, size, rotation, pbs, isPhysical, localid);
1169 }
1170
1171 public override float TimeDilation
1172 {
1173 get { return m_timeDilation; }
1174 }
1175
1176 public override bool SupportsNINJAJoints
1177 {
1178 get { return false; }
1179 }
1180
1181
1182 public void remActivePrim(OdePrim deactivatePrim)
1183 {
1184 lock (_activeprims)
1185 {
1186 _activeprims.Remove(deactivatePrim);
1187 }
1188 }
1189
1190 public override void RemovePrim(PhysicsActor prim)
1191 {
1192 // As with all ODE physics operations, we don't remove the prim immediately but signal that it should be
1193 // removed in the next physics simulate pass.
1194 if (prim is OdePrim)
1195 {
1196// lock (OdeLock)
1197 {
1198 OdePrim p = (OdePrim)prim;
1199 p.setPrimForRemoval();
1200 }
1201 }
1202 }
1203 /// <summary>
1204 /// This is called from within simulate but outside the locked portion
1205 /// We need to do our own locking here
1206 /// (Note: As of 20110801 this no longer appears to be true - this is being called within lock (odeLock) in
1207 /// Simulate() -- justincc).
1208 ///
1209 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
1210 ///
1211 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
1212 /// that the space was using.
1213 /// </summary>
1214 /// <param name="prim"></param>
1215 public void RemovePrimThreadLocked(OdePrim prim)
1216 {
1217 //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
1218 lock (prim)
1219 {
1220 RemoveCollisionEventReporting(prim);
1221 lock (_prims)
1222 _prims.Remove(prim);
1223 }
1224
1225 }
1226 #endregion
1227
1228 #region Space Separation Calculation
1229
1230 /// <summary>
1231 /// Called when a static prim moves or becomes static
1232 /// Places the prim in a space one the static sub-spaces grid
1233 /// </summary>
1234 /// <param name="geom">the pointer to the geom that moved</param>
1235 /// <param name="pos">the position that the geom moved to</param>
1236 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
1237 /// <returns>a pointer to the new space it's in</returns>
1238 public IntPtr MoveGeomToStaticSpace(IntPtr geom, Vector3 pos, IntPtr currentspace)
1239 {
1240 // moves a prim into another static sub-space or from another space into a static sub-space
1241
1242 // Called ODEPrim so
1243 // it's already in locked space.
1244
1245 if (geom == IntPtr.Zero) // shouldn't happen
1246 return IntPtr.Zero;
1247
1248 // get the static sub-space for current position
1249 IntPtr newspace = calculateSpaceForGeom(pos);
1250
1251 if (newspace == currentspace) // if we are there all done
1252 return newspace;
1253
1254 // else remove it from its current space
1255 if (currentspace != IntPtr.Zero && d.SpaceQuery(currentspace, geom))
1256 {
1257 if (d.GeomIsSpace(currentspace))
1258 {
1259 waitForSpaceUnlock(currentspace);
1260 d.SpaceRemove(currentspace, geom);
1261 }
1262 else
1263 {
1264 m_log.Info("[Physics]: Invalid or empty Space passed to 'MoveGeomToStaticSpace':" + currentspace +
1265 " Geom:" + geom);
1266 }
1267 }
1268 else // odd currentspace is null or doesn't contain the geom? lets try the geom ideia of current space
1269 {
1270 currentspace = d.GeomGetSpace(geom);
1271 if (currentspace != IntPtr.Zero)
1272 {
1273 if (d.GeomIsSpace(currentspace))
1274 {
1275 waitForSpaceUnlock(currentspace);
1276 d.SpaceRemove(currentspace, geom);
1277 }
1278 }
1279 }
1280
1281 // put the geom in the newspace
1282 waitForSpaceUnlock(newspace);
1283 d.SpaceAdd(newspace, geom);
1284
1285 // let caller know this newspace
1286 return newspace;
1287 }
1288
1289 /// <summary>
1290 /// Calculates the space the prim should be in by its position
1291 /// </summary>
1292 /// <param name="pos"></param>
1293 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
1294 public IntPtr calculateSpaceForGeom(Vector3 pos)
1295 {
1296 int x, y;
1297 x = (int)(pos.X * spacesPerMeter);
1298 if (x < 0)
1299 x = 0;
1300 else if (x > spaceGridMaxX)
1301 x = spaceGridMaxX;
1302
1303 y = (int)(pos.Y * spacesPerMeter);
1304 if (y < 0)
1305 y = 0;
1306 else if (y >spaceGridMaxY)
1307 y = spaceGridMaxY;
1308
1309 IntPtr tmpSpace = staticPrimspace[x, y];
1310 return tmpSpace;
1311 }
1312
1313 #endregion
1314
1315 /// <summary>
1316 /// Routine to figure out if we need to mesh this prim with our mesher
1317 /// </summary>
1318 /// <param name="pbs"></param>
1319 /// <returns></returns>
1320 public bool needsMeshing(PrimitiveBaseShape pbs)
1321 {
1322 // most of this is redundant now as the mesher will return null if it cant mesh a prim
1323 // but we still need to check for sculptie meshing being enabled so this is the most
1324 // convenient place to do it for now...
1325
1326 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
1327 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
1328 int iPropertiesNotSupportedDefault = 0;
1329
1330 if (pbs.SculptEntry)
1331 {
1332 if(!meshSculptedPrim)
1333 return false;
1334 }
1335
1336 // 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
1337 if (!forceSimplePrimMeshing && !pbs.SculptEntry)
1338 {
1339 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
1340 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
1341 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
1342 {
1343
1344 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
1345 && pbs.ProfileHollow == 0
1346 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
1347 && pbs.PathBegin == 0 && pbs.PathEnd == 0
1348 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
1349 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
1350 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
1351 {
1352#if SPAM
1353 m_log.Warn("NonMesh");
1354#endif
1355 return false;
1356 }
1357 }
1358 }
1359
1360 // following code doesn't give meshs to boxes and spheres ever
1361 // and it's odd.. so for now just return true if asked to force meshs
1362 // hopefully mesher will fail if doesn't suport so things still get basic boxes
1363
1364 if (forceSimplePrimMeshing)
1365 return true;
1366
1367 if (pbs.ProfileHollow != 0)
1368 iPropertiesNotSupportedDefault++;
1369
1370 if ((pbs.PathBegin != 0) || pbs.PathEnd != 0)
1371 iPropertiesNotSupportedDefault++;
1372
1373 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
1374 iPropertiesNotSupportedDefault++;
1375
1376 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
1377 iPropertiesNotSupportedDefault++;
1378
1379 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
1380 iPropertiesNotSupportedDefault++;
1381
1382 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
1383 iPropertiesNotSupportedDefault++;
1384
1385 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
1386 iPropertiesNotSupportedDefault++;
1387
1388 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))
1389 iPropertiesNotSupportedDefault++;
1390
1391 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
1392 iPropertiesNotSupportedDefault++;
1393
1394 // test for torus
1395 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
1396 {
1397 if (pbs.PathCurve == (byte)Extrusion.Curve1)
1398 {
1399 iPropertiesNotSupportedDefault++;
1400 }
1401 }
1402 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
1403 {
1404 if (pbs.PathCurve == (byte)Extrusion.Straight)
1405 {
1406 iPropertiesNotSupportedDefault++;
1407 }
1408
1409 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
1410 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
1411 {
1412 iPropertiesNotSupportedDefault++;
1413 }
1414 }
1415 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
1416 {
1417 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
1418 {
1419 iPropertiesNotSupportedDefault++;
1420 }
1421 }
1422 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
1423 {
1424 if (pbs.PathCurve == (byte)Extrusion.Straight)
1425 {
1426 iPropertiesNotSupportedDefault++;
1427 }
1428 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
1429 {
1430 iPropertiesNotSupportedDefault++;
1431 }
1432 }
1433
1434 if (pbs.SculptEntry && meshSculptedPrim)
1435 iPropertiesNotSupportedDefault++;
1436
1437 if (iPropertiesNotSupportedDefault == 0)
1438 {
1439#if SPAM
1440 m_log.Warn("NonMesh");
1441#endif
1442 return false;
1443 }
1444#if SPAM
1445 m_log.Debug("Mesh");
1446#endif
1447 return true;
1448 }
1449
1450 /// <summary>
1451 /// Called to queue a change to a actor
1452 /// to use in place of old taint mechanism so changes do have a time sequence
1453 /// </summary>
1454
1455 public void AddChange(PhysicsActor actor, changes what, Object arg)
1456 {
1457 ODEchangeitem item = new ODEchangeitem();
1458 item.actor = actor;
1459 item.what = what;
1460 item.arg = arg;
1461 ChangesQueue.Enqueue(item);
1462 }
1463
1464 /// <summary>
1465 /// Called after our prim properties are set Scale, position etc.
1466 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
1467 /// This assures us that we have no race conditions
1468 /// </summary>
1469 /// <param name="prim"></param>
1470 public override void AddPhysicsActorTaint(PhysicsActor prim)
1471 {
1472 }
1473
1474 /// <summary>
1475 /// This is our main simulate loop
1476 /// It's thread locked by a Mutex in the scene.
1477 /// It holds Collisions, it instructs ODE to step through the physical reactions
1478 /// It moves the objects around in memory
1479 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
1480 /// </summary>
1481 /// <param name="timeStep"></param>
1482 /// <returns></returns>
1483 public override float Simulate(float timeStep)
1484 {
1485 int statstart;
1486 int statchanges = 0;
1487 int statchmove = 0;
1488 int statactmove = 0;
1489 int statray = 0;
1490 int statcol = 0;
1491 int statstep = 0;
1492 int statmovchar = 0;
1493 int statmovprim;
1494 int totjcontact = 0;
1495
1496 // acumulate time so we can reduce error
1497 step_time += timeStep;
1498
1499 if (step_time < ODE_STEPSIZE)
1500 return 0;
1501
1502 if (framecount >= int.MaxValue)
1503 framecount = 0;
1504
1505 framecount++;
1506
1507 int curphysiteractions = m_physicsiterations;
1508
1509 if (step_time >= m_SkipFramesAtms)
1510 {
1511 // if in trouble reduce step resolution
1512 curphysiteractions /= 2;
1513 }
1514
1515 int nodeframes = 0;
1516
1517// checkThread();
1518
1519 lock (SimulationLock)
1520 {
1521 // adjust number of iterations per step
1522 try
1523 {
1524 d.WorldSetQuickStepNumIterations(world, curphysiteractions);
1525 }
1526 catch (StackOverflowException)
1527 {
1528 m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
1529// ode.drelease(world);
1530 base.TriggerPhysicsBasedRestart();
1531 }
1532
1533
1534 while (step_time >= ODE_STEPSIZE && nodeframes < 10) //limit number of steps so we don't say here for ever
1535 {
1536 try
1537 {
1538 statstart = Util.EnvironmentTickCount();
1539
1540 // clear pointer/counter to contacts to pass into joints
1541 m_global_contactcount = 0;
1542
1543 ODEchangeitem item;
1544
1545 if(ChangesQueue.Count >0)
1546 {
1547 int ttmpstart = Util.EnvironmentTickCount();
1548 int ttmp;
1549 int ttmp2;
1550
1551 while(ChangesQueue.Dequeue(out item))
1552 {
1553 if (item.actor != null)
1554 {
1555 try
1556 {
1557 if (item.actor is OdeCharacter)
1558 ((OdeCharacter)item.actor).DoAChange(item.what, item.arg);
1559 else if (((OdePrim)item.actor).DoAChange(item.what, item.arg))
1560 RemovePrimThreadLocked((OdePrim)item.actor);
1561 }
1562 catch
1563 {
1564 m_log.Warn("[PHYSICS]: doChange failed for a actor");
1565 };
1566 }
1567 ttmp = Util.EnvironmentTickCountSubtract(ttmpstart);
1568 if (ttmp > 20)
1569 break;
1570 }
1571
1572 ttmp2 = Util.EnvironmentTickCountSubtract(ttmpstart);
1573 if (ttmp2 > 50)
1574 ttmp2 = 0;
1575
1576 }
1577
1578 statchanges += Util.EnvironmentTickCountSubtract(statstart);
1579
1580 // Move characters
1581 lock (_characters)
1582 {
1583 List<OdeCharacter> defects = new List<OdeCharacter>();
1584 foreach (OdeCharacter actor in _characters)
1585 {
1586 if (actor != null)
1587 actor.Move(ODE_STEPSIZE, defects);
1588 }
1589 if (defects.Count != 0)
1590 {
1591 foreach (OdeCharacter defect in defects)
1592 {
1593 RemoveCharacter(defect);
1594 }
1595 }
1596 }
1597 statchmove += Util.EnvironmentTickCountSubtract(statstart);
1598
1599 // Move other active objects
1600 lock (_activeprims)
1601 {
1602 foreach (OdePrim aprim in _activeprims)
1603 {
1604 aprim.CollisionScore = 0;
1605 aprim.IsColliding = false;
1606 aprim.Move();
1607 }
1608 }
1609
1610 statactmove += Util.EnvironmentTickCountSubtract(statstart);
1611 //if ((framecount % m_randomizeWater) == 0)
1612 // randomizeWater(waterlevel);
1613
1614 m_rayCastManager.ProcessQueuedRequests();
1615
1616 statray += Util.EnvironmentTickCountSubtract(statstart);
1617 collision_optimized();
1618 statcol += Util.EnvironmentTickCountSubtract(statstart);
1619
1620 lock (_collisionEventPrim)
1621 {
1622 foreach (PhysicsActor obj in _collisionEventPrim)
1623 {
1624 if (obj == null)
1625 continue;
1626
1627 switch ((ActorTypes)obj.PhysicsActorType)
1628 {
1629 case ActorTypes.Agent:
1630 OdeCharacter cobj = (OdeCharacter)obj;
1631 cobj.AddCollisionFrameTime((int)(ODE_STEPSIZE*1000.0f));
1632 cobj.SendCollisions();
1633 break;
1634
1635 case ActorTypes.Prim:
1636 OdePrim pobj = (OdePrim)obj;
1637 pobj.SendCollisions();
1638 break;
1639 }
1640 }
1641 }
1642
1643 d.WorldQuickStep(world, ODE_STEPSIZE);
1644 statstep += Util.EnvironmentTickCountSubtract(statstart);
1645 d.JointGroupEmpty(contactgroup);
1646 totjcontact += m_global_contactcount;
1647 //ode.dunlock(world);
1648 }
1649 catch (Exception e)
1650 {
1651 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
1652// ode.dunlock(world);
1653 }
1654
1655 step_time -= ODE_STEPSIZE;
1656 nodeframes++;
1657 }
1658
1659 statstart = Util.EnvironmentTickCount();
1660
1661 lock (_characters)
1662 {
1663 foreach (OdeCharacter actor in _characters)
1664 {
1665 if (actor != null)
1666 {
1667 if (actor.bad)
1668 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
1669
1670 actor.UpdatePositionAndVelocity();
1671 }
1672 }
1673 }
1674
1675 lock (_badCharacter)
1676 {
1677 if (_badCharacter.Count > 0)
1678 {
1679 foreach (OdeCharacter chr in _badCharacter)
1680 {
1681 RemoveCharacter(chr);
1682 }
1683
1684 _badCharacter.Clear();
1685 }
1686 }
1687 statmovchar = Util.EnvironmentTickCountSubtract(statstart);
1688
1689 lock (_activeprims)
1690 {
1691 {
1692 foreach (OdePrim actor in _activeprims)
1693 {
1694 if (actor.IsPhysical)
1695 {
1696 actor.UpdatePositionAndVelocity((float)nodeframes * ODE_STEPSIZE);
1697 }
1698 }
1699 }
1700 }
1701
1702 statmovprim = Util.EnvironmentTickCountSubtract(statstart);
1703
1704 int nactivegeoms = d.SpaceGetNumGeoms(ActiveSpace);
1705 int nstaticgeoms = d.SpaceGetNumGeoms(StaticSpace);
1706 int ntopgeoms = d.SpaceGetNumGeoms(TopSpace);
1707 int nbodies = d.NTotalBodies;
1708 int ngeoms = d.NTotalGeoms;
1709
1710 // Finished with all sim stepping. If requested, dump world state to file for debugging.
1711 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
1712 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
1713 if (physics_logging && (physics_logging_interval > 0) && (framecount % physics_logging_interval == 0))
1714 {
1715 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
1716 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
1717
1718 if (physics_logging_append_existing_logfile)
1719 {
1720 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
1721 TextWriter fwriter = File.AppendText(fname);
1722 fwriter.WriteLine(header);
1723 fwriter.Close();
1724 }
1725
1726 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
1727 }
1728
1729 // think time dilation is not a physics issue alone.. but ok let's fake something
1730 if (step_time < ODE_STEPSIZE) // we did the required loops
1731 m_timeDilation = 1.0f;
1732 else
1733 { // we didn't forget the lost ones and let user know something
1734 m_timeDilation = 1 - step_time / timeStep;
1735 if (m_timeDilation < 0)
1736 m_timeDilation = 0;
1737 step_time = 0;
1738 }
1739 }
1740
1741// return nodeframes * ODE_STEPSIZE; // return real simulated time
1742 return 1000 * nodeframes; // return steps for now * 1000 to keep core happy
1743 }
1744
1745 /// <summary>
1746 public override void GetResults()
1747 {
1748 }
1749
1750 public override bool IsThreaded
1751 {
1752 // for now we won't be multithreaded
1753 get { return (false); }
1754 }
1755
1756 public float GetTerrainHeightAtXY(float x, float y)
1757 {
1758 // assumes 1m size grid and constante size square regions
1759 // needs to know about sims around in future
1760 // region offset in mega position
1761
1762 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1763 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1764
1765 IntPtr heightFieldGeom = IntPtr.Zero;
1766
1767 // get region map
1768 if (!RegionTerrain.TryGetValue(new Vector3(offsetX, offsetY, 0), out heightFieldGeom))
1769 return 0f;
1770
1771 if (heightFieldGeom == IntPtr.Zero)
1772 return 0f;
1773
1774 if (!TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1775 return 0f;
1776
1777 // TerrainHeightField for ODE as offset 1m
1778 x += 1f - offsetX;
1779 y += 1f - offsetY;
1780
1781 // make position fit into array
1782 if (x < 0)
1783 x = 0;
1784 if (y < 0)
1785 y = 0;
1786
1787 // integer indexs
1788 int ix;
1789 int iy;
1790 // interpolators offset
1791 float dx;
1792 float dy;
1793
1794 int regsize = (int)Constants.RegionSize + 3; // map size see setterrain number of samples
1795
1796 // we still have square fixed size regions
1797 // also flip x and y because of how map is done for ODE fliped axis
1798 // so ix,iy,dx and dy are inter exchanged
1799 if (x < regsize - 1)
1800 {
1801 iy = (int)x;
1802 dy = x - (float)iy;
1803 }
1804 else // out world use external height
1805 {
1806 iy = regsize - 1;
1807 dy = 0;
1808 }
1809 if (y < regsize - 1)
1810 {
1811 ix = (int)y;
1812 dx = y - (float)ix;
1813 }
1814 else
1815 {
1816 ix = regsize - 1;
1817 dx = 0;
1818 }
1819
1820 float h0;
1821 float h1;
1822 float h2;
1823
1824 iy *= regsize;
1825 iy += ix; // all indexes have iy + ix
1826
1827 float[] heights = TerrainHeightFieldHeights[heightFieldGeom];
1828
1829 if ((dx + dy) <= 1.0f)
1830 {
1831 h0 = ((float)heights[iy]); // 0,0 vertice
1832 h1 = (((float)heights[iy + 1]) - h0) * dx; // 1,0 vertice minus 0,0
1833 h2 = (((float)heights[iy + regsize]) - h0) * dy; // 0,1 vertice minus 0,0
1834 }
1835 else
1836 {
1837 h0 = ((float)heights[iy + regsize + 1]); // 1,1 vertice
1838 h1 = (((float)heights[iy + 1]) - h0) * (1 - dy); // 1,1 vertice minus 1,0
1839 h2 = (((float)heights[iy + regsize]) - h0) * (1 - dx); // 1,1 vertice minus 0,1
1840 }
1841
1842 return h0 + h1 + h2;
1843 }
1844 public override void SetTerrain(float[] heightMap)
1845 {
1846 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
1847 {
1848 if (m_parentScene is OdeScene)
1849 {
1850 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
1851 }
1852 }
1853 else
1854 {
1855 SetTerrain(heightMap, m_worldOffset);
1856 }
1857 }
1858
1859 public override void CombineTerrain(float[] heightMap, Vector3 pOffset)
1860 {
1861 SetTerrain(heightMap, pOffset);
1862 }
1863
1864 public void SetTerrain(float[] heightMap, Vector3 pOffset)
1865 {
1866 // assumes 1m size grid and constante size square regions
1867 // needs to know about sims around in future
1868
1869 float[] _heightmap;
1870
1871 uint heightmapWidth = Constants.RegionSize + 2;
1872 uint heightmapHeight = Constants.RegionSize + 2;
1873
1874 uint heightmapWidthSamples = heightmapWidth + 1;
1875 uint heightmapHeightSamples = heightmapHeight + 1;
1876
1877 _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
1878
1879 const float scale = 1.0f;
1880 const float offset = 0.0f;
1881 const float thickness = 10f;
1882 const int wrap = 0;
1883
1884 uint regionsize = Constants.RegionSize;
1885
1886 float hfmin = float.MaxValue;
1887 float hfmax = float.MinValue;
1888 float val;
1889 uint xx;
1890 uint yy;
1891
1892 uint maxXXYY = regionsize - 1;
1893 // flipping map adding one margin all around so things don't fall in edges
1894
1895 uint xt = 0;
1896 xx = 0;
1897
1898 for (uint x = 0; x < heightmapWidthSamples; x++)
1899 {
1900 if (x > 1 && xx < maxXXYY)
1901 xx++;
1902 yy = 0;
1903 for (uint y = 0; y < heightmapHeightSamples; y++)
1904 {
1905 if (y > 1 && y < maxXXYY)
1906 yy += regionsize;
1907
1908 val = heightMap[yy + xx];
1909 _heightmap[xt + y] = val;
1910
1911 if (hfmin > val)
1912 hfmin = val;
1913 if (hfmax < val)
1914 hfmax = val;
1915
1916 }
1917 xt += heightmapHeightSamples;
1918 }
1919 lock (OdeLock)
1920 {
1921 IntPtr GroundGeom = IntPtr.Zero;
1922 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
1923 {
1924 RegionTerrain.Remove(pOffset);
1925 if (GroundGeom != IntPtr.Zero)
1926 {
1927 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
1928 {
1929 TerrainHeightFieldHeightsHandlers[GroundGeom].Free();
1930 TerrainHeightFieldHeightsHandlers.Remove(GroundGeom);
1931 TerrainHeightFieldHeights.Remove(GroundGeom);
1932 }
1933 d.SpaceRemove(StaticSpace, GroundGeom);
1934 d.GeomDestroy(GroundGeom);
1935 }
1936 }
1937 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
1938
1939 GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
1940
1941 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, heightmapWidth , heightmapHeight,
1942 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
1943 offset, thickness, wrap);
1944
1945 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
1946 GroundGeom = d.CreateHeightfield(StaticSpace, HeightmapData, 1);
1947 if (GroundGeom != IntPtr.Zero)
1948 {
1949 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
1950 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
1951
1952 }
1953 geom_name_map[GroundGeom] = "Terrain";
1954
1955 d.Matrix3 R = new d.Matrix3();
1956
1957 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
1958 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
1959
1960
1961 q1 = q1 * q2;
1962
1963 Vector3 v3;
1964 float angle;
1965 q1.GetAxisAngle(out v3, out angle);
1966
1967 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
1968 d.GeomSetRotation(GroundGeom, ref R);
1969 d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f - 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f - 0.5f, 0);
1970 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
1971// TerrainHeightFieldHeights.Add(GroundGeom, ODElandMap);
1972 TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
1973 TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler);
1974
1975 }
1976 }
1977
1978 public override void DeleteTerrain()
1979 {
1980 }
1981
1982 public float GetWaterLevel()
1983 {
1984 return waterlevel;
1985 }
1986
1987 public override bool SupportsCombining()
1988 {
1989 return true;
1990 }
1991/*
1992 public override void UnCombine(PhysicsScene pScene)
1993 {
1994 IntPtr localGround = IntPtr.Zero;
1995// float[] localHeightfield;
1996 bool proceed = false;
1997 List<IntPtr> geomDestroyList = new List<IntPtr>();
1998
1999 lock (OdeLock)
2000 {
2001 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
2002 {
2003 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
2004 {
2005 if (geom == localGround)
2006 {
2007// localHeightfield = TerrainHeightFieldHeights[geom];
2008 proceed = true;
2009 }
2010 else
2011 {
2012 geomDestroyList.Add(geom);
2013 }
2014 }
2015
2016 if (proceed)
2017 {
2018 m_worldOffset = Vector3.Zero;
2019 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
2020 m_parentScene = null;
2021
2022 foreach (IntPtr g in geomDestroyList)
2023 {
2024 // removingHeightField needs to be done or the garbage collector will
2025 // collect the terrain data before we tell ODE to destroy it causing
2026 // memory corruption
2027 if (TerrainHeightFieldHeights.ContainsKey(g))
2028 {
2029// float[] removingHeightField = TerrainHeightFieldHeights[g];
2030 TerrainHeightFieldHeights.Remove(g);
2031
2032 if (RegionTerrain.ContainsKey(g))
2033 {
2034 RegionTerrain.Remove(g);
2035 }
2036
2037 d.GeomDestroy(g);
2038 //removingHeightField = new float[0];
2039 }
2040 }
2041
2042 }
2043 else
2044 {
2045 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
2046 }
2047 }
2048 }
2049 }
2050*/
2051 public override void SetWaterLevel(float baseheight)
2052 {
2053 waterlevel = baseheight;
2054 randomizeWater(waterlevel);
2055 }
2056
2057 public void randomizeWater(float baseheight)
2058 {
2059 const uint heightmapWidth = m_regionWidth + 2;
2060 const uint heightmapHeight = m_regionHeight + 2;
2061 const uint heightmapWidthSamples = m_regionWidth + 2;
2062 const uint heightmapHeightSamples = m_regionHeight + 2;
2063 const float scale = 1.0f;
2064 const float offset = 0.0f;
2065 const float thickness = 2.9f;
2066 const int wrap = 0;
2067
2068 for (int i = 0; i < (258 * 258); i++)
2069 {
2070 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
2071 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
2072 }
2073
2074 lock (OdeLock)
2075 {
2076 if (WaterGeom != IntPtr.Zero)
2077 {
2078 d.SpaceRemove(StaticSpace, WaterGeom);
2079 }
2080 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
2081 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
2082 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
2083 offset, thickness, wrap);
2084 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
2085 WaterGeom = d.CreateHeightfield(StaticSpace, HeightmapData, 1);
2086 if (WaterGeom != IntPtr.Zero)
2087 {
2088 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
2089 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
2090
2091 }
2092 geom_name_map[WaterGeom] = "Water";
2093
2094 d.Matrix3 R = new d.Matrix3();
2095
2096 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
2097 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
2098
2099 q1 = q1 * q2;
2100 Vector3 v3;
2101 float angle;
2102 q1.GetAxisAngle(out v3, out angle);
2103
2104 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
2105 d.GeomSetRotation(WaterGeom, ref R);
2106 d.GeomSetPosition(WaterGeom, 128, 128, 0);
2107
2108 }
2109
2110 }
2111
2112 public override void Dispose()
2113 {
2114 m_rayCastManager.Dispose();
2115 m_rayCastManager = null;
2116
2117 lock (OdeLock)
2118 {
2119 lock (_prims)
2120 {
2121 foreach (OdePrim prm in _prims)
2122 {
2123 RemovePrim(prm);
2124 }
2125 }
2126
2127 if (ContactgeomsArray != IntPtr.Zero)
2128 Marshal.FreeHGlobal(ContactgeomsArray);
2129 if (GlobalContactsArray != IntPtr.Zero)
2130 Marshal.FreeHGlobal(GlobalContactsArray);
2131
2132 d.WorldDestroy(world);
2133 //d.CloseODE();
2134 }
2135 }
2136
2137 public override Dictionary<uint, float> GetTopColliders()
2138 {
2139 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
2140 int cnt = 0;
2141 lock (_prims)
2142 {
2143 foreach (OdePrim prm in _prims)
2144 {
2145 if (prm.CollisionScore > 0)
2146 {
2147 returncolliders.Add(prm.m_localID, prm.CollisionScore);
2148 cnt++;
2149 prm.CollisionScore = 0f;
2150 if (cnt > 25)
2151 {
2152 break;
2153 }
2154 }
2155 }
2156 }
2157 return returncolliders;
2158 }
2159
2160 public override bool SupportsRayCast()
2161 {
2162 return true;
2163 }
2164
2165 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2166 {
2167 if (retMethod != null)
2168 {
2169 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
2170 }
2171 }
2172
2173 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2174 {
2175 if (retMethod != null)
2176 {
2177 m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
2178 }
2179 }
2180
2181 // don't like this
2182 public override List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count)
2183 {
2184 ContactResult[] ourResults = null;
2185 RayCallback retMethod = delegate(List<ContactResult> results)
2186 {
2187 ourResults = new ContactResult[results.Count];
2188 results.CopyTo(ourResults, 0);
2189 };
2190 int waitTime = 0;
2191 m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
2192 while (ourResults == null && waitTime < 1000)
2193 {
2194 Thread.Sleep(1);
2195 waitTime++;
2196 }
2197 if (ourResults == null)
2198 return new List<ContactResult>();
2199 return new List<ContactResult>(ourResults);
2200 }
2201
2202 public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2203 {
2204 if (retMethod != null && actor !=null)
2205 {
2206 IntPtr geom;
2207 if (actor is OdePrim)
2208 geom = ((OdePrim)actor).prim_geom;
2209 else if (actor is OdeCharacter)
2210 geom = ((OdePrim)actor).prim_geom;
2211 else
2212 return;
2213 if (geom == IntPtr.Zero)
2214 return;
2215 m_rayCastManager.QueueRequest(geom, position, direction, length, retMethod);
2216 }
2217 }
2218
2219 public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2220 {
2221 if (retMethod != null && actor != null)
2222 {
2223 IntPtr geom;
2224 if (actor is OdePrim)
2225 geom = ((OdePrim)actor).prim_geom;
2226 else if (actor is OdeCharacter)
2227 geom = ((OdePrim)actor).prim_geom;
2228 else
2229 return;
2230 if (geom == IntPtr.Zero)
2231 return;
2232
2233 m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod);
2234 }
2235 }
2236
2237 // don't like this
2238 public override List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
2239 {
2240 if (actor != null)
2241 {
2242 IntPtr geom;
2243 if (actor is OdePrim)
2244 geom = ((OdePrim)actor).prim_geom;
2245 else if (actor is OdeCharacter)
2246 geom = ((OdePrim)actor).prim_geom;
2247 else
2248 return new List<ContactResult>();
2249 if (geom == IntPtr.Zero)
2250 return new List<ContactResult>();
2251
2252 ContactResult[] ourResults = null;
2253 RayCallback retMethod = delegate(List<ContactResult> results)
2254 {
2255 ourResults = new ContactResult[results.Count];
2256 results.CopyTo(ourResults, 0);
2257 };
2258 int waitTime = 0;
2259 m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod);
2260 while (ourResults == null && waitTime < 1000)
2261 {
2262 Thread.Sleep(1);
2263 waitTime++;
2264 }
2265 if (ourResults == null)
2266 return new List<ContactResult>();
2267 return new List<ContactResult>(ourResults);
2268 }
2269 return new List<ContactResult>();
2270 }
2271 }
2272}
diff --git a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
index 09da97a..3c36943 100644
--- a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
+++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
@@ -89,89 +89,7 @@ namespace OpenSim.Region.RegionCombinerModule
89 public void RegionLoaded(Scene scene) 89 public void RegionLoaded(Scene scene)
90 { 90 {
91 if (enabledYN) 91 if (enabledYN)
92 {
93 RegionLoadedDoWork(scene); 92 RegionLoadedDoWork(scene);
94
95 scene.EventManager.OnNewPresence += NewPresence;
96 }
97 }
98
99 private void NewPresence(ScenePresence presence)
100 {
101 if (presence.IsChildAgent)
102 {
103 byte[] throttleData;
104
105 try
106 {
107 throttleData = presence.ControllingClient.GetThrottlesPacked(1);
108 }
109 catch (NotImplementedException)
110 {
111 return;
112 }
113
114 if (throttleData == null)
115 return;
116
117 if (throttleData.Length == 0)
118 return;
119
120 if (throttleData.Length != 28)
121 return;
122
123 byte[] adjData;
124 int pos = 0;
125
126 if (!BitConverter.IsLittleEndian)
127 {
128 byte[] newData = new byte[7 * 4];
129 Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
130
131 for (int i = 0; i < 7; i++)
132 Array.Reverse(newData, i * 4, 4);
133
134 adjData = newData;
135 }
136 else
137 {
138 adjData = throttleData;
139 }
140
141 // 0.125f converts from bits to bytes
142 int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
143 int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
144 int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
145 int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
146 int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
147 int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
148 int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
149 // State is a subcategory of task that we allocate a percentage to
150
151
152 //int total = resend + land + wind + cloud + task + texture + asset;
153
154 byte[] data = new byte[7 * 4];
155 int ii = 0;
156
157 Buffer.BlockCopy(Utils.FloatToBytes(resend), 0, data, ii, 4); ii += 4;
158 Buffer.BlockCopy(Utils.FloatToBytes(land * 50), 0, data, ii, 4); ii += 4;
159 Buffer.BlockCopy(Utils.FloatToBytes(wind), 0, data, ii, 4); ii += 4;
160 Buffer.BlockCopy(Utils.FloatToBytes(cloud), 0, data, ii, 4); ii += 4;
161 Buffer.BlockCopy(Utils.FloatToBytes(task), 0, data, ii, 4); ii += 4;
162 Buffer.BlockCopy(Utils.FloatToBytes(texture), 0, data, ii, 4); ii += 4;
163 Buffer.BlockCopy(Utils.FloatToBytes(asset), 0, data, ii, 4);
164
165 try
166 {
167 presence.ControllingClient.SetChildAgentThrottle(data);
168 }
169 catch (NotImplementedException)
170 {
171 return;
172 }
173
174 }
175 } 93 }
176 94
177 private void RegionLoadedDoWork(Scene scene) 95 private void RegionLoadedDoWork(Scene scene)
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
index 14edde4..57794f9 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
@@ -250,6 +250,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
250 250
251 } 251 }
252 252
253 public static void StateChange(IScriptEngine engine, uint localID, UUID itemID)
254 {
255 // Remove a specific script
256
257 // Remove dataserver events
258 m_Dataserver[engine].RemoveEvents(localID, itemID);
259
260 IWorldComm comms = engine.World.RequestModuleInterface<IWorldComm>();
261 if (comms != null)
262 comms.DeleteListener(itemID);
263
264 IXMLRPC xmlrpc = engine.World.RequestModuleInterface<IXMLRPC>();
265 xmlrpc.DeleteChannels(itemID);
266 xmlrpc.CancelSRDRequests(itemID);
267
268 // Remove Sensors
269 m_SensorRepeat[engine].UnSetSenseRepeaterEvents(localID, itemID);
270
271 }
272
253 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID) 273 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID)
254 { 274 {
255 List<Object> data = new List<Object>(); 275 List<Object> data = new List<Object>();
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs
new file mode 100644
index 0000000..489c1c6
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs
@@ -0,0 +1,118 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Reflection;
30using System.Collections;
31using System.Collections.Generic;
32using System.Runtime.Remoting.Lifetime;
33using OpenMetaverse;
34using Nini.Config;
35using OpenSim;
36using OpenSim.Framework;
37using OpenSim.Region.CoreModules.World.LightShare;
38using OpenSim.Region.Framework.Interfaces;
39using OpenSim.Region.Framework.Scenes;
40using OpenSim.Region.ScriptEngine.Shared;
41using OpenSim.Region.ScriptEngine.Shared.Api.Plugins;
42using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
43using OpenSim.Region.ScriptEngine.Interfaces;
44using OpenSim.Region.ScriptEngine.Shared.Api.Interfaces;
45using OpenSim.Services.Interfaces;
46
47using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
48using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
49using LSL_Key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
50using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
51using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
52using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
53using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
54
55namespace OpenSim.Region.ScriptEngine.Shared.Api
56{
57 [Serializable]
58 public class CM_Api : MarshalByRefObject, ICM_Api, IScriptApi
59 {
60 internal IScriptEngine m_ScriptEngine;
61 internal SceneObjectPart m_host;
62 internal uint m_localID;
63 internal UUID m_itemID;
64 internal bool m_CMFunctionsEnabled = false;
65
66 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
67 {
68 m_ScriptEngine = ScriptEngine;
69 m_host = host;
70 m_localID = localID;
71 m_itemID = itemID;
72
73 if (m_ScriptEngine.Config.GetBoolean("AllowCareminsterFunctions", false))
74 m_CMFunctionsEnabled = true;
75 }
76
77 public override Object InitializeLifetimeService()
78 {
79 ILease lease = (ILease)base.InitializeLifetimeService();
80
81 if (lease.CurrentState == LeaseState.Initial)
82 {
83 lease.InitialLeaseTime = TimeSpan.FromMinutes(0);
84 // lease.RenewOnCallTime = TimeSpan.FromSeconds(10.0);
85 // lease.SponsorshipTimeout = TimeSpan.FromMinutes(1.0);
86 }
87 return lease;
88 }
89
90 public Scene World
91 {
92 get { return m_ScriptEngine.World; }
93 }
94
95 public string cmDetectedCountry(int number)
96 {
97 m_host.AddScriptLPS(1);
98 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, number);
99 if (detectedParams == null)
100 return String.Empty;
101 return detectedParams.Country;
102 }
103
104 public string cmGetAgentCountry(LSL_Key key)
105 {
106 if (!World.Permissions.IsGod(m_host.OwnerID))
107 return String.Empty;
108
109 UUID uuid;
110
111 if (!UUID.TryParse(key, out uuid))
112 return String.Empty;
113
114 UserAccount account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid);
115 return account.UserCountry;
116 }
117 }
118}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 0003515..6d4072c 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -28,10 +28,12 @@
28using System; 28using System;
29using System.Collections; 29using System.Collections;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Diagnostics; //for [DebuggerNonUserCode]
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using System.Text; 33using System.Text;
33using System.Threading; 34using System.Threading;
34using System.Text.RegularExpressions; 35using System.Text.RegularExpressions;
36using System.Timers;
35using Nini.Config; 37using Nini.Config;
36using log4net; 38using log4net;
37using OpenMetaverse; 39using OpenMetaverse;
@@ -44,6 +46,7 @@ using OpenSim.Region.CoreModules.World.Land;
44using OpenSim.Region.CoreModules.World.Terrain; 46using OpenSim.Region.CoreModules.World.Terrain;
45using OpenSim.Region.Framework.Interfaces; 47using OpenSim.Region.Framework.Interfaces;
46using OpenSim.Region.Framework.Scenes; 48using OpenSim.Region.Framework.Scenes;
49using OpenSim.Region.Framework.Scenes.Serialization;
47using OpenSim.Region.Framework.Scenes.Animation; 50using OpenSim.Region.Framework.Scenes.Animation;
48using OpenSim.Region.Physics.Manager; 51using OpenSim.Region.Physics.Manager;
49using OpenSim.Region.ScriptEngine.Shared; 52using OpenSim.Region.ScriptEngine.Shared;
@@ -65,6 +68,7 @@ using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
65using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString; 68using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
66using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3; 69using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
67using System.Reflection; 70using System.Reflection;
71using Timer = System.Timers.Timer;
68 72
69namespace OpenSim.Region.ScriptEngine.Shared.Api 73namespace OpenSim.Region.ScriptEngine.Shared.Api
70{ 74{
@@ -99,16 +103,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
99 protected int m_notecardLineReadCharsMax = 255; 103 protected int m_notecardLineReadCharsMax = 255;
100 protected int m_scriptConsoleChannel = 0; 104 protected int m_scriptConsoleChannel = 0;
101 protected bool m_scriptConsoleChannelEnabled = false; 105 protected bool m_scriptConsoleChannelEnabled = false;
106 protected bool m_debuggerSafe = false;
102 protected IUrlModule m_UrlModule = null; 107 protected IUrlModule m_UrlModule = null;
103 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache = 108 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache =
104 new Dictionary<UUID, UserInfoCacheEntry>(); 109 new Dictionary<UUID, UserInfoCacheEntry>();
105 110
111 protected Timer m_ShoutSayTimer;
112 protected int m_SayShoutCount = 0;
113
106 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID) 114 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
107 { 115 {
116 m_ShoutSayTimer = new Timer(1000);
117 m_ShoutSayTimer.Elapsed += SayShoutTimerElapsed;
118 m_ShoutSayTimer.AutoReset = true;
119 m_ShoutSayTimer.Start();
120
108 m_ScriptEngine = ScriptEngine; 121 m_ScriptEngine = ScriptEngine;
109 m_host = host; 122 m_host = host;
110 m_localID = localID; 123 m_localID = localID;
111 m_itemID = itemID; 124 m_itemID = itemID;
125 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
112 126
113 m_ScriptDelayFactor = 127 m_ScriptDelayFactor =
114 m_ScriptEngine.Config.GetFloat("ScriptDelayFactor", 1.0f); 128 m_ScriptEngine.Config.GetFloat("ScriptDelayFactor", 1.0f);
@@ -156,6 +170,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
156 get { return m_ScriptEngine.World; } 170 get { return m_ScriptEngine.World; }
157 } 171 }
158 172
173 [DebuggerNonUserCode]
159 public void state(string newState) 174 public void state(string newState)
160 { 175 {
161 m_ScriptEngine.SetState(m_itemID, newState); 176 m_ScriptEngine.SetState(m_itemID, newState);
@@ -165,6 +180,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
165 /// Reset the named script. The script must be present 180 /// Reset the named script. The script must be present
166 /// in the same prim. 181 /// in the same prim.
167 /// </summary> 182 /// </summary>
183 [DebuggerNonUserCode]
168 public void llResetScript() 184 public void llResetScript()
169 { 185 {
170 m_host.AddScriptLPS(1); 186 m_host.AddScriptLPS(1);
@@ -221,9 +237,62 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
221 } 237 }
222 } 238 }
223 239
240 public List<ScenePresence> GetLinkAvatars(int linkType)
241 {
242 List<ScenePresence> ret = new List<ScenePresence>();
243 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
244 return ret;
245
246 List<ScenePresence> avs = m_host.ParentGroup.GetLinkedAvatars();
247
248 switch (linkType)
249 {
250 case ScriptBaseClass.LINK_SET:
251 return avs;
252
253 case ScriptBaseClass.LINK_ROOT:
254 return ret;
255
256 case ScriptBaseClass.LINK_ALL_OTHERS:
257 return avs;
258
259 case ScriptBaseClass.LINK_ALL_CHILDREN:
260 return avs;
261
262 case ScriptBaseClass.LINK_THIS:
263 return ret;
264
265 default:
266 if (linkType < 0)
267 return ret;
268
269 int partCount = m_host.ParentGroup.GetPartCount();
270
271 if (linkType <= partCount)
272 {
273 return ret;
274 }
275 else
276 {
277 linkType = linkType - partCount;
278 if (linkType > avs.Count)
279 {
280 return ret;
281 }
282 else
283 {
284 ret.Add(avs[linkType-1]);
285 return ret;
286 }
287 }
288 }
289 }
290
224 public List<SceneObjectPart> GetLinkParts(int linkType) 291 public List<SceneObjectPart> GetLinkParts(int linkType)
225 { 292 {
226 List<SceneObjectPart> ret = new List<SceneObjectPart>(); 293 List<SceneObjectPart> ret = new List<SceneObjectPart>();
294 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
295 return ret;
227 ret.Add(m_host); 296 ret.Add(m_host);
228 297
229 switch (linkType) 298 switch (linkType)
@@ -270,40 +339,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
270 protected UUID InventorySelf() 339 protected UUID InventorySelf()
271 { 340 {
272 UUID invItemID = new UUID(); 341 UUID invItemID = new UUID();
273 342 bool unlock = false;
274 lock (m_host.TaskInventory) 343 if (!m_host.TaskInventory.IsReadLockedByMe())
275 { 344 {
276 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 345 m_host.TaskInventory.LockItemsForRead(true);
346 unlock = true;
347 }
348 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
349 {
350 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID)
277 { 351 {
278 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID) 352 invItemID = inv.Key;
279 { 353 break;
280 invItemID = inv.Key;
281 break;
282 }
283 } 354 }
284 } 355 }
285 356 if (unlock)
357 {
358 m_host.TaskInventory.LockItemsForRead(false);
359 }
286 return invItemID; 360 return invItemID;
287 } 361 }
288 362
289 protected UUID InventoryKey(string name, int type) 363 protected UUID InventoryKey(string name, int type)
290 { 364 {
291 m_host.AddScriptLPS(1); 365 m_host.AddScriptLPS(1);
292 366 m_host.TaskInventory.LockItemsForRead(true);
293 lock (m_host.TaskInventory) 367
368 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
294 { 369 {
295 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 370 if (inv.Value.Name == name)
296 { 371 {
297 if (inv.Value.Name == name) 372 m_host.TaskInventory.LockItemsForRead(false);
373
374 if (inv.Value.Type != type)
298 { 375 {
299 if (inv.Value.Type != type) 376 return UUID.Zero;
300 return UUID.Zero;
301
302 return inv.Value.AssetID;
303 } 377 }
378
379 return inv.Value.AssetID;
304 } 380 }
305 } 381 }
306 382
383 m_host.TaskInventory.LockItemsForRead(false);
307 return UUID.Zero; 384 return UUID.Zero;
308 } 385 }
309 386
@@ -311,17 +388,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
311 { 388 {
312 m_host.AddScriptLPS(1); 389 m_host.AddScriptLPS(1);
313 390
314 lock (m_host.TaskInventory) 391
392 m_host.TaskInventory.LockItemsForRead(true);
393
394 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
315 { 395 {
316 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 396 if (inv.Value.Name == name)
317 { 397 {
318 if (inv.Value.Name == name) 398 m_host.TaskInventory.LockItemsForRead(false);
319 { 399 return inv.Value.AssetID;
320 return inv.Value.AssetID;
321 }
322 } 400 }
323 } 401 }
324 402
403 m_host.TaskInventory.LockItemsForRead(false);
404
405
325 return UUID.Zero; 406 return UUID.Zero;
326 } 407 }
327 408
@@ -463,31 +544,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
463 544
464 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke 545 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke
465 546
466 /// <summary> 547 // Utility function for llRot2Euler
467 /// Convert an LSL rotation to a Euler vector. 548
468 /// </summary> 549 // normalize an angle between -PI and PI (-180 to +180 degrees)
469 /// <remarks> 550 protected double NormalizeAngle(double angle)
470 /// Using algorithm based off http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/quat_2_euler_paper_ver2-1.pdf
471 /// to avoid issues with singularity and rounding with Y rotation of +/- PI/2
472 /// </remarks>
473 /// <param name="r"></param>
474 /// <returns></returns>
475 public LSL_Vector llRot2Euler(LSL_Rotation r)
476 { 551 {
477 m_host.AddScriptLPS(1); 552 if (angle > -Math.PI && angle < Math.PI)
553 return angle;
478 554
479 LSL_Vector v = new LSL_Vector(0.0, 0.0, 1.0) * r; // Z axis unit vector unaffected by Z rotation component of r. 555 int numPis = (int)(Math.PI / angle);
480 double m = LSL_Vector.Mag(v); // Just in case v isn't normalized, need magnitude for Asin() operation later. 556 double remainder = angle - Math.PI * numPis;
481 if (m == 0.0) return new LSL_Vector(); 557 if (numPis % 2 == 1)
482 double x = Math.Atan2(-v.y, v.z); 558 return Math.PI - angle;
483 double sin = v.x / m; 559 return remainder;
484 if (sin < -0.999999 || sin > 0.999999) x = 0.0; // Force X rotation to 0 at the singularities. 560 }
485 double y = Math.Asin(sin);
486 // Rotate X axis unit vector by r and unwind the X and Y rotations leaving only the Z rotation
487 v = new LSL_Vector(1.0, 0.0, 0.0) * ((r * new LSL_Rotation(Math.Sin(-x / 2.0), 0.0, 0.0, Math.Cos(-x / 2.0))) * new LSL_Rotation(0.0, Math.Sin(-y / 2.0), 0.0, Math.Cos(-y / 2.0)));
488 double z = Math.Atan2(v.y, v.x);
489 561
490 return new LSL_Vector(x, y, z); 562 public LSL_Vector llRot2Euler(LSL_Rotation q1)
563 {
564 m_host.AddScriptLPS(1);
565 LSL_Vector eul = new LSL_Vector();
566
567 double sqw = q1.s*q1.s;
568 double sqx = q1.x*q1.x;
569 double sqy = q1.z*q1.z;
570 double sqz = q1.y*q1.y;
571 double unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor
572 double test = q1.x*q1.z + q1.y*q1.s;
573 if (test > 0.4999*unit) { // singularity at north pole
574 eul.z = 2 * Math.Atan2(q1.x,q1.s);
575 eul.y = Math.PI/2;
576 eul.x = 0;
577 return eul;
578 }
579 if (test < -0.4999*unit) { // singularity at south pole
580 eul.z = -2 * Math.Atan2(q1.x,q1.s);
581 eul.y = -Math.PI/2;
582 eul.x = 0;
583 return eul;
584 }
585 eul.z = Math.Atan2(2*q1.z*q1.s-2*q1.x*q1.y , sqx - sqy - sqz + sqw);
586 eul.y = Math.Asin(2*test/unit);
587 eul.x = Math.Atan2(2*q1.x*q1.s-2*q1.z*q1.y , -sqx + sqy - sqz + sqw);
588 return eul;
491 } 589 }
492 590
493 /* From wiki: 591 /* From wiki:
@@ -689,77 +787,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
689 { 787 {
690 //A and B should both be normalized 788 //A and B should both be normalized
691 m_host.AddScriptLPS(1); 789 m_host.AddScriptLPS(1);
692 LSL_Rotation rotBetween; 790 /* This method is more accurate than the SL one, and thus causes problems
693 // Check for zero vectors. If either is zero, return zero rotation. Otherwise, 791 for scripts that deal with the SL inaccuracy around 180-degrees -.- .._.
694 // continue calculation. 792
695 if (a == new LSL_Vector(0.0f, 0.0f, 0.0f) || b == new LSL_Vector(0.0f, 0.0f, 0.0f)) 793 double dotProduct = LSL_Vector.Dot(a, b);
794 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
795 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b);
796 double angle = Math.Acos(dotProduct / magProduct);
797 LSL_Vector axis = LSL_Vector.Norm(crossProduct);
798 double s = Math.Sin(angle / 2);
799
800 double x = axis.x * s;
801 double y = axis.y * s;
802 double z = axis.z * s;
803 double w = Math.Cos(angle / 2);
804
805 if (Double.IsNaN(x) || Double.IsNaN(y) || Double.IsNaN(z) || Double.IsNaN(w))
806 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
807
808 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w);
809 */
810
811 // This method mimics the 180 errors found in SL
812 // See www.euclideanspace.com... angleBetween
813 LSL_Vector vec_a = a;
814 LSL_Vector vec_b = b;
815
816 // Eliminate zero length
817 LSL_Float vec_a_mag = LSL_Vector.Mag(vec_a);
818 LSL_Float vec_b_mag = LSL_Vector.Mag(vec_b);
819 if (vec_a_mag < 0.00001 ||
820 vec_b_mag < 0.00001)
696 { 821 {
697 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); 822 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
698 } 823 }
699 else 824
825 // Normalize
826 vec_a = llVecNorm(vec_a);
827 vec_b = llVecNorm(vec_b);
828
829 // Calculate axis and rotation angle
830 LSL_Vector axis = vec_a % vec_b;
831 LSL_Float cos_theta = vec_a * vec_b;
832
833 // Check if parallel
834 if (cos_theta > 0.99999)
700 { 835 {
701 a = LSL_Vector.Norm(a); 836 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
702 b = LSL_Vector.Norm(b); 837 }
703 double dotProduct = LSL_Vector.Dot(a, b); 838
704 // There are two degenerate cases possible. These are for vectors 180 or 839 // Check if anti-parallel
705 // 0 degrees apart. These have to be detected and handled individually. 840 else if (cos_theta < -0.99999)
706 // 841 {
707 // Check for vectors 180 degrees apart. 842 LSL_Vector orthog_axis = new LSL_Vector(1.0, 0.0, 0.0) - (vec_a.x / (vec_a * vec_a) * vec_a);
708 // A dot product of -1 would mean the angle between vectors is 180 degrees. 843 if (LSL_Vector.Mag(orthog_axis) < 0.000001) orthog_axis = new LSL_Vector(0.0, 0.0, 1.0);
709 if (dotProduct < -0.9999999f) 844 return new LSL_Rotation((float)orthog_axis.x, (float)orthog_axis.y, (float)orthog_axis.z, 0.0);
710 { 845 }
711 // First assume X axis is orthogonal to the vectors. 846 else // other rotation
712 LSL_Vector orthoVector = new LSL_Vector(1.0f, 0.0f, 0.0f); 847 {
713 orthoVector = orthoVector - a * (a.x / LSL_Vector.Dot(a, a)); 848 LSL_Float theta = (LSL_Float)Math.Acos(cos_theta) * 0.5f;
714 // Check for near zero vector. A very small non-zero number here will create 849 axis = llVecNorm(axis);
715 // a rotation in an undesired direction. 850 double x, y, z, s, t;
716 if (LSL_Vector.Mag(orthoVector) > 0.0001) 851 s = Math.Cos(theta);
717 { 852 t = Math.Sin(theta);
718 rotBetween = new LSL_Rotation(orthoVector.x, orthoVector.y, orthoVector.z, 0.0f); 853 x = axis.x * t;
719 } 854 y = axis.y * t;
720 // If the magnitude of the vector was near zero, then assume the X axis is not 855 z = axis.z * t;
721 // orthogonal and use the Z axis instead. 856 return new LSL_Rotation(x,y,z,s);
722 else
723 {
724 // Set 180 z rotation.
725 rotBetween = new LSL_Rotation(0.0f, 0.0f, 1.0f, 0.0f);
726 }
727 }
728 // Check for parallel vectors.
729 // A dot product of 1 would mean the angle between vectors is 0 degrees.
730 else if (dotProduct > 0.9999999f)
731 {
732 // Set zero rotation.
733 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
734 }
735 else
736 {
737 // All special checks have been performed so get the axis of rotation.
738 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
739 // Quarternion s value is the length of the unit vector + dot product.
740 double qs = 1.0 + dotProduct;
741 rotBetween = new LSL_Rotation(crossProduct.x, crossProduct.y, crossProduct.z, qs);
742 // Normalize the rotation.
743 double mag = LSL_Rotation.Mag(rotBetween);
744 // We shouldn't have to worry about a divide by zero here. The qs value will be
745 // non-zero because we already know if we're here, then the dotProduct is not -1 so
746 // qs will not be zero. Also, we've already handled the input vectors being zero so the
747 // crossProduct vector should also not be zero.
748 rotBetween.x = rotBetween.x / mag;
749 rotBetween.y = rotBetween.y / mag;
750 rotBetween.z = rotBetween.z / mag;
751 rotBetween.s = rotBetween.s / mag;
752 // Check for undefined values and set zero rotation if any found. This code might not actually be required
753 // any longer since zero vectors are checked for at the top.
754 if (Double.IsNaN(rotBetween.x) || Double.IsNaN(rotBetween.y) || Double.IsNaN(rotBetween.z) || Double.IsNaN(rotBetween.s))
755 {
756 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
757 }
758 }
759 } 857 }
760 return rotBetween;
761 } 858 }
762 859
763 public void llWhisper(int channelID, string text) 860 public void llWhisper(int channelID, string text)
764 { 861 {
765 m_host.AddScriptLPS(1); 862 m_host.AddScriptLPS(1);
@@ -779,6 +876,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
779 { 876 {
780 m_host.AddScriptLPS(1); 877 m_host.AddScriptLPS(1);
781 878
879 if (channelID == 0)
880 m_SayShoutCount++;
881
882 if (m_SayShoutCount >= 11)
883 ScriptSleep(2000);
884
782 if (m_scriptConsoleChannelEnabled && (channelID == m_scriptConsoleChannel)) 885 if (m_scriptConsoleChannelEnabled && (channelID == m_scriptConsoleChannel))
783 { 886 {
784 Console.WriteLine(text); 887 Console.WriteLine(text);
@@ -801,6 +904,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
801 { 904 {
802 m_host.AddScriptLPS(1); 905 m_host.AddScriptLPS(1);
803 906
907 if (channelID == 0)
908 m_SayShoutCount++;
909
910 if (m_SayShoutCount >= 11)
911 ScriptSleep(2000);
912
804 if (text.Length > 1023) 913 if (text.Length > 1023)
805 text = text.Substring(0, 1023); 914 text = text.Substring(0, 1023);
806 915
@@ -1101,10 +1210,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1101 return detectedParams.TouchUV; 1210 return detectedParams.TouchUV;
1102 } 1211 }
1103 1212
1213 [DebuggerNonUserCode]
1104 public virtual void llDie() 1214 public virtual void llDie()
1105 { 1215 {
1106 m_host.AddScriptLPS(1); 1216 m_host.AddScriptLPS(1);
1107 throw new SelfDeleteException(); 1217 if (!m_host.ParentGroup.IsAttachment) throw new SelfDeleteException();
1108 } 1218 }
1109 1219
1110 public LSL_Float llGround(LSL_Vector offset) 1220 public LSL_Float llGround(LSL_Vector offset)
@@ -1177,6 +1287,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1177 1287
1178 public void llSetStatus(int status, int value) 1288 public void llSetStatus(int status, int value)
1179 { 1289 {
1290 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
1291 return;
1180 m_host.AddScriptLPS(1); 1292 m_host.AddScriptLPS(1);
1181 1293
1182 int statusrotationaxis = 0; 1294 int statusrotationaxis = 0;
@@ -1406,6 +1518,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1406 { 1518 {
1407 m_host.AddScriptLPS(1); 1519 m_host.AddScriptLPS(1);
1408 1520
1521 SetColor(m_host, color, face);
1522 }
1523
1524 protected void SetColor(SceneObjectPart part, LSL_Vector color, int face)
1525 {
1526 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1527 return;
1528
1529 Primitive.TextureEntry tex = part.Shape.Textures;
1530 Color4 texcolor;
1531 if (face >= 0 && face < GetNumberOfSides(part))
1532 {
1533 texcolor = tex.CreateFace((uint)face).RGBA;
1534 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1535 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1536 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1537 tex.FaceTextures[face].RGBA = texcolor;
1538 part.UpdateTextureEntry(tex.GetBytes());
1539 return;
1540 }
1541 else if (face == ScriptBaseClass.ALL_SIDES)
1542 {
1543 for (uint i = 0; i < GetNumberOfSides(part); i++)
1544 {
1545 if (tex.FaceTextures[i] != null)
1546 {
1547 texcolor = tex.FaceTextures[i].RGBA;
1548 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1549 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1550 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1551 tex.FaceTextures[i].RGBA = texcolor;
1552 }
1553 texcolor = tex.DefaultTexture.RGBA;
1554 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1555 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1556 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1557 tex.DefaultTexture.RGBA = texcolor;
1558 }
1559 part.UpdateTextureEntry(tex.GetBytes());
1560 return;
1561 }
1562
1409 if (face == ScriptBaseClass.ALL_SIDES) 1563 if (face == ScriptBaseClass.ALL_SIDES)
1410 face = SceneObjectPart.ALL_SIDES; 1564 face = SceneObjectPart.ALL_SIDES;
1411 1565
@@ -1414,6 +1568,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1414 1568
1415 public void SetTexGen(SceneObjectPart part, int face,int style) 1569 public void SetTexGen(SceneObjectPart part, int face,int style)
1416 { 1570 {
1571 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1572 return;
1573
1417 Primitive.TextureEntry tex = part.Shape.Textures; 1574 Primitive.TextureEntry tex = part.Shape.Textures;
1418 MappingType textype; 1575 MappingType textype;
1419 textype = MappingType.Default; 1576 textype = MappingType.Default;
@@ -1444,6 +1601,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1444 1601
1445 public void SetGlow(SceneObjectPart part, int face, float glow) 1602 public void SetGlow(SceneObjectPart part, int face, float glow)
1446 { 1603 {
1604 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1605 return;
1606
1447 Primitive.TextureEntry tex = part.Shape.Textures; 1607 Primitive.TextureEntry tex = part.Shape.Textures;
1448 if (face >= 0 && face < GetNumberOfSides(part)) 1608 if (face >= 0 && face < GetNumberOfSides(part))
1449 { 1609 {
@@ -1469,6 +1629,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1469 1629
1470 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump) 1630 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump)
1471 { 1631 {
1632 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1633 return;
1472 1634
1473 Shininess sval = new Shininess(); 1635 Shininess sval = new Shininess();
1474 1636
@@ -1519,6 +1681,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1519 1681
1520 public void SetFullBright(SceneObjectPart part, int face, bool bright) 1682 public void SetFullBright(SceneObjectPart part, int face, bool bright)
1521 { 1683 {
1684 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1685 return;
1686
1522 Primitive.TextureEntry tex = part.Shape.Textures; 1687 Primitive.TextureEntry tex = part.Shape.Textures;
1523 if (face >= 0 && face < GetNumberOfSides(part)) 1688 if (face >= 0 && face < GetNumberOfSides(part))
1524 { 1689 {
@@ -1579,13 +1744,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1579 m_host.AddScriptLPS(1); 1744 m_host.AddScriptLPS(1);
1580 1745
1581 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1746 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1582 1747 if (parts.Count > 0)
1583 foreach (SceneObjectPart part in parts) 1748 {
1584 SetAlpha(part, alpha, face); 1749 try
1750 {
1751 parts[0].ParentGroup.areUpdatesSuspended = true;
1752 foreach (SceneObjectPart part in parts)
1753 SetAlpha(part, alpha, face);
1754 }
1755 finally
1756 {
1757 parts[0].ParentGroup.areUpdatesSuspended = false;
1758 }
1759 }
1585 } 1760 }
1586 1761
1587 protected void SetAlpha(SceneObjectPart part, double alpha, int face) 1762 protected void SetAlpha(SceneObjectPart part, double alpha, int face)
1588 { 1763 {
1764 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1765 return;
1766
1589 Primitive.TextureEntry tex = part.Shape.Textures; 1767 Primitive.TextureEntry tex = part.Shape.Textures;
1590 Color4 texcolor; 1768 Color4 texcolor;
1591 if (face >= 0 && face < GetNumberOfSides(part)) 1769 if (face >= 0 && face < GetNumberOfSides(part))
@@ -1638,7 +1816,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1638 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction, 1816 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction,
1639 float wind, float tension, LSL_Vector Force) 1817 float wind, float tension, LSL_Vector Force)
1640 { 1818 {
1641 if (part == null) 1819 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1642 return; 1820 return;
1643 1821
1644 if (flexi) 1822 if (flexi)
@@ -1672,7 +1850,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1672 /// <param name="falloff"></param> 1850 /// <param name="falloff"></param>
1673 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff) 1851 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff)
1674 { 1852 {
1675 if (part == null) 1853 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1676 return; 1854 return;
1677 1855
1678 if (light) 1856 if (light)
@@ -1749,15 +1927,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1749 m_host.AddScriptLPS(1); 1927 m_host.AddScriptLPS(1);
1750 1928
1751 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1929 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1752 1930 if (parts.Count > 0)
1753 foreach (SceneObjectPart part in parts) 1931 {
1754 SetTexture(part, texture, face); 1932 try
1755 1933 {
1934 parts[0].ParentGroup.areUpdatesSuspended = true;
1935 foreach (SceneObjectPart part in parts)
1936 SetTexture(part, texture, face);
1937 }
1938 finally
1939 {
1940 parts[0].ParentGroup.areUpdatesSuspended = false;
1941 }
1942 }
1756 ScriptSleep(200); 1943 ScriptSleep(200);
1757 } 1944 }
1758 1945
1759 protected void SetTexture(SceneObjectPart part, string texture, int face) 1946 protected void SetTexture(SceneObjectPart part, string texture, int face)
1760 { 1947 {
1948 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1949 return;
1950
1761 UUID textureID = new UUID(); 1951 UUID textureID = new UUID();
1762 1952
1763 textureID = InventoryKey(texture, (int)AssetType.Texture); 1953 textureID = InventoryKey(texture, (int)AssetType.Texture);
@@ -1802,6 +1992,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1802 1992
1803 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face) 1993 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face)
1804 { 1994 {
1995 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1996 return;
1997
1805 Primitive.TextureEntry tex = part.Shape.Textures; 1998 Primitive.TextureEntry tex = part.Shape.Textures;
1806 if (face >= 0 && face < GetNumberOfSides(part)) 1999 if (face >= 0 && face < GetNumberOfSides(part))
1807 { 2000 {
@@ -1838,6 +2031,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1838 2031
1839 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face) 2032 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face)
1840 { 2033 {
2034 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2035 return;
2036
1841 Primitive.TextureEntry tex = part.Shape.Textures; 2037 Primitive.TextureEntry tex = part.Shape.Textures;
1842 if (face >= 0 && face < GetNumberOfSides(part)) 2038 if (face >= 0 && face < GetNumberOfSides(part))
1843 { 2039 {
@@ -1874,6 +2070,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1874 2070
1875 protected void RotateTexture(SceneObjectPart part, double rotation, int face) 2071 protected void RotateTexture(SceneObjectPart part, double rotation, int face)
1876 { 2072 {
2073 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2074 return;
2075
1877 Primitive.TextureEntry tex = part.Shape.Textures; 2076 Primitive.TextureEntry tex = part.Shape.Textures;
1878 if (face >= 0 && face < GetNumberOfSides(part)) 2077 if (face >= 0 && face < GetNumberOfSides(part))
1879 { 2078 {
@@ -1978,26 +2177,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1978 return real_vec; 2177 return real_vec;
1979 } 2178 }
1980 2179
2180 public LSL_Integer llSetRegionPos(LSL_Vector pos)
2181 {
2182 return new LSL_Integer(SetRegionPos(m_host, pos));
2183 }
2184
2185 protected int SetRegionPos(SceneObjectPart part, LSL_Vector targetPos)
2186 {
2187 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2188 return 0;
2189
2190 SceneObjectGroup grp = part.ParentGroup;
2191
2192 if (grp.IsAttachment)
2193 return 0;
2194
2195 if (grp.RootPart.PhysActor != null && grp.RootPart.PhysActor.IsPhysical)
2196 return 0;
2197
2198 if (targetPos.x < -10.0f || targetPos.x >= (float)Constants.RegionSize || targetPos.y < -10.0f || targetPos.y >= (float)Constants.RegionSize || targetPos.z < 0 || targetPos.z >= 4096.0f)
2199 return 0;
2200
2201 float constrainedX = (float)targetPos.x;
2202 float constrainedY = (float)targetPos.y;
2203
2204 if (constrainedX < 0.0f)
2205 constrainedX = 0.0f;
2206 if (constrainedY < 0.0f)
2207 constrainedY = 0.0f;
2208 if (constrainedX >= (float)Constants.RegionSize)
2209 constrainedX = (float)Constants.RegionSize - 0.1f;
2210 if (constrainedY >= (float)Constants.RegionSize)
2211 constrainedY = (float)Constants.RegionSize -0.1f;
2212
2213 float ground = World.GetGroundHeight(constrainedX, constrainedY);
2214
2215 if (targetPos.z < ground)
2216 targetPos.z = ground;
2217
2218 Vector3 dest = new Vector3((float)targetPos.x, (float)targetPos.y, (float)targetPos.z);
2219
2220 if (!World.Permissions.CanObjectEntry(grp.UUID, false, dest))
2221 return 0;
2222
2223 grp.UpdateGroupPosition(dest);
2224
2225 return 1;
2226 }
2227
1981 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos) 2228 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
1982 { 2229 {
1983 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) 2230 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2231 return;
2232
1984 LSL_Vector currentPos = GetPartLocalPos(part); 2233 LSL_Vector currentPos = GetPartLocalPos(part);
2234 LSL_Vector toPos = GetSetPosTarget(part, targetPos, currentPos);
1985 2235
1986 float ground = World.GetGroundHeight((float)targetPos.x, (float)targetPos.y);
1987 bool disable_underground_movement = m_ScriptEngine.Config.GetBoolean("DisableUndergroundMovement", true);
1988 2236
1989 if (part.ParentGroup.RootPart == part) 2237 if (part.ParentGroup.RootPart == part)
1990 { 2238 {
1991 if ((targetPos.z < ground) && disable_underground_movement && m_host.ParentGroup.AttachmentPoint == 0)
1992 targetPos.z = ground;
1993 SceneObjectGroup parent = part.ParentGroup; 2239 SceneObjectGroup parent = part.ParentGroup;
1994 LSL_Vector real_vec = SetPosAdjust(currentPos, targetPos); 2240 Vector3 dest = new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z);
1995 parent.UpdateGroupPosition(new Vector3((float)real_vec.x, (float)real_vec.y, (float)real_vec.z)); 2241 if (!World.Permissions.CanObjectEntry(parent.UUID, false, dest))
2242 return;
2243 Util.FireAndForget(delegate(object x) {
2244 parent.UpdateGroupPosition(dest);
2245 });
1996 } 2246 }
1997 else 2247 else
1998 { 2248 {
1999 LSL_Vector rel_vec = SetPosAdjust(currentPos, targetPos); 2249 part.OffsetPosition = new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z);
2000 part.OffsetPosition = new Vector3((float)rel_vec.x, (float)rel_vec.y, (float)rel_vec.z);
2001 SceneObjectGroup parent = part.ParentGroup; 2250 SceneObjectGroup parent = part.ParentGroup;
2002 parent.HasGroupChanged = true; 2251 parent.HasGroupChanged = true;
2003 parent.ScheduleGroupForTerseUpdate(); 2252 parent.ScheduleGroupForTerseUpdate();
@@ -2028,11 +2277,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2028 } 2277 }
2029 else 2278 else
2030 { 2279 {
2031 if (m_host.IsRoot) 2280 if (part.IsRoot)
2032 { 2281 {
2033 return new LSL_Vector(m_host.AttachedPos.X, 2282 return new LSL_Vector(part.AttachedPos.X,
2034 m_host.AttachedPos.Y, 2283 part.AttachedPos.Y,
2035 m_host.AttachedPos.Z); 2284 part.AttachedPos.Z);
2036 } 2285 }
2037 else 2286 else
2038 { 2287 {
@@ -2048,9 +2297,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2048 m_host.AddScriptLPS(1); 2297 m_host.AddScriptLPS(1);
2049 2298
2050 // try to let this work as in SL... 2299 // try to let this work as in SL...
2051 if (m_host.ParentID == 0) 2300 if (m_host.LinkNum < 2)
2052 { 2301 {
2053 // special case: If we are root, rotate complete SOG to new rotation 2302 // Special case: If we are root, rotate complete SOG to new
2303 // rotation.
2304 // We are root if the link number is 0 (single prim) or 1
2305 // (root prim). ParentID may be nonzero in attachments and
2306 // using it would cause attachments and HUDs to rotate
2307 // to the wrong positions.
2054 SetRot(m_host, Rot2Quaternion(rot)); 2308 SetRot(m_host, Rot2Quaternion(rot));
2055 } 2309 }
2056 else 2310 else
@@ -2075,6 +2329,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2075 2329
2076 protected void SetRot(SceneObjectPart part, Quaternion rot) 2330 protected void SetRot(SceneObjectPart part, Quaternion rot)
2077 { 2331 {
2332 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2333 return;
2334
2078 part.UpdateRotation(rot); 2335 part.UpdateRotation(rot);
2079 // Update rotation does not move the object in the physics scene if it's a linkset. 2336 // Update rotation does not move the object in the physics scene if it's a linkset.
2080 2337
@@ -2227,13 +2484,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2227 public void llApplyRotationalImpulse(LSL_Vector force, int local) 2484 public void llApplyRotationalImpulse(LSL_Vector force, int local)
2228 { 2485 {
2229 m_host.AddScriptLPS(1); 2486 m_host.AddScriptLPS(1);
2230 m_host.ApplyAngularImpulse(new Vector3((float)force.x, (float)force.y, (float)force.z), local != 0); 2487 m_host.ParentGroup.RootPart.ApplyAngularImpulse(new Vector3((float)force.x, (float)force.y, (float)force.z), local != 0);
2231 } 2488 }
2232 2489
2233 public void llSetTorque(LSL_Vector torque, int local) 2490 public void llSetTorque(LSL_Vector torque, int local)
2234 { 2491 {
2235 m_host.AddScriptLPS(1); 2492 m_host.AddScriptLPS(1);
2236 m_host.SetAngularImpulse(new Vector3((float)torque.x, (float)torque.y, (float)torque.z), local != 0); 2493 m_host.ParentGroup.RootPart.SetAngularImpulse(new Vector3((float)torque.x, (float)torque.y, (float)torque.z), local != 0);
2237 } 2494 }
2238 2495
2239 public LSL_Vector llGetTorque() 2496 public LSL_Vector llGetTorque()
@@ -2698,12 +2955,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2698 2955
2699 m_host.AddScriptLPS(1); 2956 m_host.AddScriptLPS(1);
2700 2957
2958 m_host.TaskInventory.LockItemsForRead(true);
2701 TaskInventoryItem item = m_host.TaskInventory[invItemID]; 2959 TaskInventoryItem item = m_host.TaskInventory[invItemID];
2702 2960 m_host.TaskInventory.LockItemsForRead(false);
2703 lock (m_host.TaskInventory)
2704 {
2705 item = m_host.TaskInventory[invItemID];
2706 }
2707 2961
2708 if (item.PermsGranter == UUID.Zero) 2962 if (item.PermsGranter == UUID.Zero)
2709 return 0; 2963 return 0;
@@ -2771,64 +3025,69 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2771 { 3025 {
2772 m_host.AddScriptLPS(1); 3026 m_host.AddScriptLPS(1);
2773 3027
2774 if (Double.IsNaN(rot.x) || Double.IsNaN(rot.y) || Double.IsNaN(rot.z) || Double.IsNaN(rot.s)) 3028 Util.FireAndForget(delegate (object x)
2775 return; 3029 {
2776 float dist = (float)llVecDist(llGetPos(), pos); 3030 if (Double.IsNaN(rot.x) || Double.IsNaN(rot.y) || Double.IsNaN(rot.z) || Double.IsNaN(rot.s))
3031 return;
3032 float dist = (float)llVecDist(llGetPos(), pos);
2777 3033
2778 if (dist > m_ScriptDistanceFactor * 10.0f) 3034 if (dist > m_ScriptDistanceFactor * 10.0f)
2779 return; 3035 return;
2780 3036
2781 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 3037 //Clone is thread-safe
3038 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
2782 3039
2783 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory) 3040 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory)
2784 {
2785 if (inv.Value.Name == inventory)
2786 { 3041 {
2787 // make sure we're an object. 3042 if (inv.Value.Name == inventory)
2788 if (inv.Value.InvType != (int)InventoryType.Object)
2789 { 3043 {
2790 llSay(0, "Unable to create requested object. Object is missing from database."); 3044 // make sure we're an object.
2791 return; 3045 if (inv.Value.InvType != (int)InventoryType.Object)
2792 } 3046 {
3047 llSay(0, "Unable to create requested object. Object is missing from database.");
3048 return;
3049 }
2793 3050
2794 Vector3 llpos = new Vector3((float)pos.x, (float)pos.y, (float)pos.z); 3051 Vector3 llpos = new Vector3((float)pos.x, (float)pos.y, (float)pos.z);
2795 Vector3 llvel = new Vector3((float)vel.x, (float)vel.y, (float)vel.z); 3052 Vector3 llvel = new Vector3((float)vel.x, (float)vel.y, (float)vel.z);
2796 3053
2797 // need the magnitude later 3054 // need the magnitude later
2798 float velmag = (float)Util.GetMagnitude(llvel); 3055 // float velmag = (float)Util.GetMagnitude(llvel);
2799 3056
2800 SceneObjectGroup new_group = World.RezObject(m_host, inv.Value, llpos, Rot2Quaternion(rot), llvel, param); 3057 SceneObjectGroup new_group = World.RezObject(m_host, inv.Value, llpos, Rot2Quaternion(rot), llvel, param);
2801 3058
2802 // If either of these are null, then there was an unknown error. 3059 // If either of these are null, then there was an unknown error.
2803 if (new_group == null) 3060 if (new_group == null)
2804 continue; 3061 continue;
2805 3062
2806 // objects rezzed with this method are die_at_edge by default. 3063 // objects rezzed with this method are die_at_edge by default.
2807 new_group.RootPart.SetDieAtEdge(true); 3064 new_group.RootPart.SetDieAtEdge(true);
2808 3065
2809 new_group.ResumeScripts(); 3066 new_group.ResumeScripts();
2810 3067
2811 m_ScriptEngine.PostObjectEvent(m_host.LocalId, new EventParams( 3068 m_ScriptEngine.PostObjectEvent(m_host.LocalId, new EventParams(
2812 "object_rez", new Object[] { 3069 "object_rez", new Object[] {
2813 new LSL_String( 3070 new LSL_String(
2814 new_group.RootPart.UUID.ToString()) }, 3071 new_group.RootPart.UUID.ToString()) },
2815 new DetectParams[0])); 3072 new DetectParams[0]));
2816 3073
2817 float groupmass = new_group.GetMass(); 3074 float groupmass = new_group.GetMass();
2818 3075
2819 if (new_group.RootPart.PhysActor != null && new_group.RootPart.PhysActor.IsPhysical && llvel != Vector3.Zero) 3076 if (new_group.RootPart.PhysActor != null && new_group.RootPart.PhysActor.IsPhysical && llvel != Vector3.Zero)
2820 { 3077 {
2821 //Recoil. 3078 //Recoil.
2822 llApplyImpulse(new LSL_Vector(llvel.X * groupmass, llvel.Y * groupmass, llvel.Z * groupmass), 0); 3079 llApplyImpulse(new LSL_Vector(llvel.X * groupmass, llvel.Y * groupmass, llvel.Z * groupmass), 0);
3080 }
3081 // Variable script delay? (see (http://wiki.secondlife.com/wiki/LSL_Delay)
3082 return;
2823 } 3083 }
2824 // Variable script delay? (see (http://wiki.secondlife.com/wiki/LSL_Delay)
2825 ScriptSleep((int)((groupmass * velmag) / 10));
2826 ScriptSleep(100);
2827 return;
2828 } 3084 }
2829 }
2830 3085
2831 llSay(0, "Could not find object " + inventory); 3086 llSay(0, "Could not find object " + inventory);
3087 });
3088
3089 //ScriptSleep((int)((groupmass * velmag) / 10));
3090 ScriptSleep(100);
2832 } 3091 }
2833 3092
2834 public void llRezObject(string inventory, LSL_Vector pos, LSL_Vector vel, LSL_Rotation rot, int param) 3093 public void llRezObject(string inventory, LSL_Vector pos, LSL_Vector vel, LSL_Rotation rot, int param)
@@ -2839,34 +3098,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2839 public void llLookAt(LSL_Vector target, double strength, double damping) 3098 public void llLookAt(LSL_Vector target, double strength, double damping)
2840 { 3099 {
2841 m_host.AddScriptLPS(1); 3100 m_host.AddScriptLPS(1);
2842 // Determine where we are looking from
2843 LSL_Vector from = llGetPos();
2844 3101
2845 // Work out the normalised vector from the source to the target 3102 // Get the normalized vector to the target
2846 LSL_Vector delta = llVecNorm(target - from); 3103 LSL_Vector d1 = llVecNorm(target - llGetPos());
2847 LSL_Vector angle = new LSL_Vector(0,0,0);
2848 3104
2849 // Calculate the yaw 3105 // Get the bearing (yaw)
2850 // subtracting PI_BY_TWO is required to compensate for the odd SL co-ordinate system 3106 LSL_Vector a1 = new LSL_Vector(0,0,0);
2851 angle.x = llAtan2(delta.z, delta.y) - ScriptBaseClass.PI_BY_TWO; 3107 a1.z = llAtan2(d1.y, d1.x);
2852 3108
2853 // Calculate pitch 3109 // Get the elevation (pitch)
2854 angle.y = llAtan2(delta.x, llSqrt((delta.y * delta.y) + (delta.z * delta.z))); 3110 LSL_Vector a2 = new LSL_Vector(0,0,0);
3111 a2.y= -llAtan2(d1.z, llSqrt((d1.x * d1.x) + (d1.y * d1.y)));
2855 3112
2856 // we need to convert from a vector describing 3113 LSL_Rotation r1 = llEuler2Rot(a1);
2857 // the angles of rotation in radians into rotation value 3114 LSL_Rotation r2 = llEuler2Rot(a2);
3115 LSL_Rotation r3 = new LSL_Rotation(0.000000, 0.707107, 0.000000, 0.707107);
2858 3116
2859 LSL_Rotation rot = llEuler2Rot(angle); 3117 if (m_host.PhysActor == null || !m_host.PhysActor.IsPhysical)
2860
2861 // Per discussion with Melanie, for non-physical objects llLookAt appears to simply
2862 // set the rotation of the object, copy that behavior
2863 if (strength == 0 || m_host.PhysActor == null || !m_host.PhysActor.IsPhysical)
2864 { 3118 {
2865 llSetRot(rot); 3119 // Do nothing if either value is 0 (this has been checked in SL)
3120 if (strength <= 0.0 || damping <= 0.0)
3121 return;
3122
3123 llSetRot(r3 * r2 * r1);
2866 } 3124 }
2867 else 3125 else
2868 { 3126 {
2869 m_host.StartLookAt(Rot2Quaternion(rot), (float)strength, (float)damping); 3127 if (strength == 0)
3128 {
3129 llSetRot(r3 * r2 * r1);
3130 return;
3131 }
3132
3133 m_host.StartLookAt(Rot2Quaternion(r3 * r2 * r1), (float)strength, (float)damping);
2870 } 3134 }
2871 } 3135 }
2872 3136
@@ -2916,13 +3180,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2916 { 3180 {
2917 TaskInventoryItem item; 3181 TaskInventoryItem item;
2918 3182
2919 lock (m_host.TaskInventory) 3183 m_host.TaskInventory.LockItemsForRead(true);
3184 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2920 { 3185 {
2921 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3186 m_host.TaskInventory.LockItemsForRead(false);
2922 return; 3187 return;
2923 else
2924 item = m_host.TaskInventory[InventorySelf()];
2925 } 3188 }
3189 else
3190 {
3191 item = m_host.TaskInventory[InventorySelf()];
3192 }
3193 m_host.TaskInventory.LockItemsForRead(false);
2926 3194
2927 if (item.PermsGranter != UUID.Zero) 3195 if (item.PermsGranter != UUID.Zero)
2928 { 3196 {
@@ -2944,13 +3212,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2944 { 3212 {
2945 TaskInventoryItem item; 3213 TaskInventoryItem item;
2946 3214
3215 m_host.TaskInventory.LockItemsForRead(true);
2947 lock (m_host.TaskInventory) 3216 lock (m_host.TaskInventory)
2948 { 3217 {
3218
2949 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3219 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3220 {
3221 m_host.TaskInventory.LockItemsForRead(false);
2950 return; 3222 return;
3223 }
2951 else 3224 else
3225 {
2952 item = m_host.TaskInventory[InventorySelf()]; 3226 item = m_host.TaskInventory[InventorySelf()];
3227 }
2953 } 3228 }
3229 m_host.TaskInventory.LockItemsForRead(false);
2954 3230
2955 m_host.AddScriptLPS(1); 3231 m_host.AddScriptLPS(1);
2956 3232
@@ -2982,18 +3258,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2982 { 3258 {
2983 m_host.AddScriptLPS(1); 3259 m_host.AddScriptLPS(1);
2984 3260
2985// if (m_host.ParentGroup.RootPart.AttachmentPoint == 0)
2986// return;
2987
2988 TaskInventoryItem item; 3261 TaskInventoryItem item;
2989 3262
2990 lock (m_host.TaskInventory) 3263 m_host.TaskInventory.LockItemsForRead(true);
3264
3265 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2991 { 3266 {
2992 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3267 m_host.TaskInventory.LockItemsForRead(false);
2993 return; 3268 return;
2994 else
2995 item = m_host.TaskInventory[InventorySelf()];
2996 } 3269 }
3270 else
3271 {
3272 item = m_host.TaskInventory[InventorySelf()];
3273 }
3274
3275 m_host.TaskInventory.LockItemsForRead(false);
2997 3276
2998 if (item.PermsGranter != m_host.OwnerID) 3277 if (item.PermsGranter != m_host.OwnerID)
2999 return; 3278 return;
@@ -3019,13 +3298,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3019 3298
3020 TaskInventoryItem item; 3299 TaskInventoryItem item;
3021 3300
3022 lock (m_host.TaskInventory) 3301 m_host.TaskInventory.LockItemsForRead(true);
3302
3303 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3023 { 3304 {
3024 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3305 m_host.TaskInventory.LockItemsForRead(false);
3025 return; 3306 return;
3026 else 3307 }
3027 item = m_host.TaskInventory[InventorySelf()]; 3308 else
3309 {
3310 item = m_host.TaskInventory[InventorySelf()];
3028 } 3311 }
3312 m_host.TaskInventory.LockItemsForRead(false);
3313
3029 3314
3030 if (item.PermsGranter != m_host.OwnerID) 3315 if (item.PermsGranter != m_host.OwnerID)
3031 return; 3316 return;
@@ -3072,6 +3357,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3072 3357
3073 public void llInstantMessage(string user, string message) 3358 public void llInstantMessage(string user, string message)
3074 { 3359 {
3360 UUID result;
3361 if (!UUID.TryParse(user, out result))
3362 {
3363 ShoutError("An invalid key was passed to llInstantMessage");
3364 ScriptSleep(2000);
3365 return;
3366 }
3367
3368
3075 m_host.AddScriptLPS(1); 3369 m_host.AddScriptLPS(1);
3076 3370
3077 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance. 3371 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance.
@@ -3086,14 +3380,34 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3086 UUID friendTransactionID = UUID.Random(); 3380 UUID friendTransactionID = UUID.Random();
3087 3381
3088 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID); 3382 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
3089 3383
3090 GridInstantMessage msg = new GridInstantMessage(); 3384 GridInstantMessage msg = new GridInstantMessage();
3091 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid; 3385 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid;
3092 msg.toAgentID = new Guid(user); // toAgentID.Guid; 3386 msg.toAgentID = new Guid(user); // toAgentID.Guid;
3093 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here 3387 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here
3094// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message); 3388// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message);
3095// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString()); 3389// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString());
3096 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();// timestamp; 3390// DateTime dt = DateTime.UtcNow;
3391//
3392// // Ticks from UtcNow, but make it look like local. Evil, huh?
3393// dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
3394//
3395// try
3396// {
3397// // Convert that to the PST timezone
3398// TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
3399// dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
3400// }
3401// catch
3402// {
3403// // No logging here, as it could be VERY spammy
3404// }
3405//
3406// // And make it look local again to fool the unix time util
3407// dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
3408
3409 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();
3410
3097 //if (client != null) 3411 //if (client != null)
3098 //{ 3412 //{
3099 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName; 3413 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName;
@@ -3107,12 +3421,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3107 msg.message = message.Substring(0, 1024); 3421 msg.message = message.Substring(0, 1024);
3108 else 3422 else
3109 msg.message = message; 3423 msg.message = message;
3110 msg.dialog = (byte)19; // messgage from script ??? // dialog; 3424 msg.dialog = (byte)19; // MessageFromObject
3111 msg.fromGroup = false;// fromGroup; 3425 msg.fromGroup = false;// fromGroup;
3112 msg.offline = (byte)0; //offline; 3426 msg.offline = (byte)0; //offline;
3113 msg.ParentEstateID = 0; //ParentEstateID; 3427 msg.ParentEstateID = World.RegionInfo.EstateSettings.EstateID;
3114 msg.Position = new Vector3(m_host.AbsolutePosition); 3428 msg.Position = new Vector3(m_host.AbsolutePosition);
3115 msg.RegionID = World.RegionInfo.RegionID.Guid;//RegionID.Guid; 3429 msg.RegionID = World.RegionInfo.RegionID.Guid;
3116 msg.binaryBucket 3430 msg.binaryBucket
3117 = Util.StringToBytes256( 3431 = Util.StringToBytes256(
3118 "{0}/{1}/{2}/{3}", 3432 "{0}/{1}/{2}/{3}",
@@ -3140,7 +3454,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3140 } 3454 }
3141 3455
3142 emailModule.SendEmail(m_host.UUID, address, subject, message); 3456 emailModule.SendEmail(m_host.UUID, address, subject, message);
3143 ScriptSleep(20000); 3457 ScriptSleep(15000);
3144 } 3458 }
3145 3459
3146 public void llGetNextEmail(string address, string subject) 3460 public void llGetNextEmail(string address, string subject)
@@ -3279,14 +3593,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3279 3593
3280 TaskInventoryItem item; 3594 TaskInventoryItem item;
3281 3595
3282 lock (m_host.TaskInventory) 3596 m_host.TaskInventory.LockItemsForRead(true);
3597 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3283 { 3598 {
3284 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3599 m_host.TaskInventory.LockItemsForRead(false);
3285 return; 3600 return;
3286 else
3287 item = m_host.TaskInventory[InventorySelf()];
3288 } 3601 }
3289 3602 else
3603 {
3604 item = m_host.TaskInventory[InventorySelf()];
3605 }
3606 m_host.TaskInventory.LockItemsForRead(false);
3290 if (item.PermsGranter == UUID.Zero) 3607 if (item.PermsGranter == UUID.Zero)
3291 return; 3608 return;
3292 3609
@@ -3316,13 +3633,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3316 3633
3317 TaskInventoryItem item; 3634 TaskInventoryItem item;
3318 3635
3319 lock (m_host.TaskInventory) 3636 m_host.TaskInventory.LockItemsForRead(true);
3637 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3320 { 3638 {
3321 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3639 m_host.TaskInventory.LockItemsForRead(false);
3322 return; 3640 return;
3323 else 3641 }
3324 item = m_host.TaskInventory[InventorySelf()]; 3642 else
3643 {
3644 item = m_host.TaskInventory[InventorySelf()];
3325 } 3645 }
3646 m_host.TaskInventory.LockItemsForRead(false);
3647
3326 3648
3327 if (item.PermsGranter == UUID.Zero) 3649 if (item.PermsGranter == UUID.Zero)
3328 return; 3650 return;
@@ -3389,10 +3711,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3389 3711
3390 TaskInventoryItem item; 3712 TaskInventoryItem item;
3391 3713
3392 lock (m_host.TaskInventory) 3714
3715 m_host.TaskInventory.LockItemsForRead(true);
3716 if (!m_host.TaskInventory.ContainsKey(invItemID))
3717 {
3718 m_host.TaskInventory.LockItemsForRead(false);
3719 return;
3720 }
3721 else
3393 { 3722 {
3394 item = m_host.TaskInventory[invItemID]; 3723 item = m_host.TaskInventory[invItemID];
3395 } 3724 }
3725 m_host.TaskInventory.LockItemsForRead(false);
3396 3726
3397 if (agentID == UUID.Zero || perm == 0) // Releasing permissions 3727 if (agentID == UUID.Zero || perm == 0) // Releasing permissions
3398 { 3728 {
@@ -3420,15 +3750,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3420 int implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS | 3750 int implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS |
3421 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3751 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3422 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3752 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3753 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3423 ScriptBaseClass.PERMISSION_ATTACH; 3754 ScriptBaseClass.PERMISSION_ATTACH;
3424 3755
3425 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3756 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3426 { 3757 {
3427 lock (m_host.TaskInventory) 3758 m_host.TaskInventory.LockItemsForWrite(true);
3428 { 3759 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3429 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3760 m_host.TaskInventory[invItemID].PermsMask = perm;
3430 m_host.TaskInventory[invItemID].PermsMask = perm; 3761 m_host.TaskInventory.LockItemsForWrite(false);
3431 }
3432 3762
3433 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3763 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3434 "run_time_permissions", new Object[] { 3764 "run_time_permissions", new Object[] {
@@ -3438,28 +3768,44 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3438 return; 3768 return;
3439 } 3769 }
3440 } 3770 }
3441 else if (m_host.SitTargetAvatar == agentID) // Sitting avatar 3771 else
3442 { 3772 {
3443 // When agent is sitting, certain permissions are implicit if requested from sitting agent 3773 bool sitting = false;
3444 int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3774 if (m_host.SitTargetAvatar == agentID)
3445 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3775 {
3446 ScriptBaseClass.PERMISSION_TRACK_CAMERA | 3776 sitting = true;
3447 ScriptBaseClass.PERMISSION_TAKE_CONTROLS; 3777 }
3778 else
3779 {
3780 foreach (SceneObjectPart p in m_host.ParentGroup.Parts)
3781 {
3782 if (p.SitTargetAvatar == agentID)
3783 sitting = true;
3784 }
3785 }
3448 3786
3449 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3787 if (sitting)
3450 { 3788 {
3451 lock (m_host.TaskInventory) 3789 // When agent is sitting, certain permissions are implicit if requested from sitting agent
3790 int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3791 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3792 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3793 ScriptBaseClass.PERMISSION_TAKE_CONTROLS;
3794
3795 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3452 { 3796 {
3797 m_host.TaskInventory.LockItemsForWrite(true);
3453 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3798 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3454 m_host.TaskInventory[invItemID].PermsMask = perm; 3799 m_host.TaskInventory[invItemID].PermsMask = perm;
3455 } 3800 m_host.TaskInventory.LockItemsForWrite(false);
3456 3801
3457 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3802 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3458 "run_time_permissions", new Object[] { 3803 "run_time_permissions", new Object[] {
3459 new LSL_Integer(perm) }, 3804 new LSL_Integer(perm) },
3460 new DetectParams[0])); 3805 new DetectParams[0]));
3461 3806
3462 return; 3807 return;
3808 }
3463 } 3809 }
3464 } 3810 }
3465 3811
@@ -3473,11 +3819,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3473 3819
3474 if (!m_waitingForScriptAnswer) 3820 if (!m_waitingForScriptAnswer)
3475 { 3821 {
3476 lock (m_host.TaskInventory) 3822 m_host.TaskInventory.LockItemsForWrite(true);
3477 { 3823 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3478 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3824 m_host.TaskInventory[invItemID].PermsMask = 0;
3479 m_host.TaskInventory[invItemID].PermsMask = 0; 3825 m_host.TaskInventory.LockItemsForWrite(false);
3480 }
3481 3826
3482 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer; 3827 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer;
3483 m_waitingForScriptAnswer=true; 3828 m_waitingForScriptAnswer=true;
@@ -3512,10 +3857,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3512 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0) 3857 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0)
3513 llReleaseControls(); 3858 llReleaseControls();
3514 3859
3515 lock (m_host.TaskInventory) 3860
3516 { 3861 m_host.TaskInventory.LockItemsForWrite(true);
3517 m_host.TaskInventory[invItemID].PermsMask = answer; 3862 m_host.TaskInventory[invItemID].PermsMask = answer;
3518 } 3863 m_host.TaskInventory.LockItemsForWrite(false);
3864
3519 3865
3520 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3866 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3521 "run_time_permissions", new Object[] { 3867 "run_time_permissions", new Object[] {
@@ -3527,16 +3873,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3527 { 3873 {
3528 m_host.AddScriptLPS(1); 3874 m_host.AddScriptLPS(1);
3529 3875
3530 lock (m_host.TaskInventory) 3876 m_host.TaskInventory.LockItemsForRead(true);
3877
3878 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3531 { 3879 {
3532 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3880 if (item.Type == 10 && item.ItemID == m_itemID)
3533 { 3881 {
3534 if (item.Type == 10 && item.ItemID == m_itemID) 3882 m_host.TaskInventory.LockItemsForRead(false);
3535 { 3883 return item.PermsGranter.ToString();
3536 return item.PermsGranter.ToString();
3537 }
3538 } 3884 }
3539 } 3885 }
3886 m_host.TaskInventory.LockItemsForRead(false);
3540 3887
3541 return UUID.Zero.ToString(); 3888 return UUID.Zero.ToString();
3542 } 3889 }
@@ -3545,19 +3892,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3545 { 3892 {
3546 m_host.AddScriptLPS(1); 3893 m_host.AddScriptLPS(1);
3547 3894
3548 lock (m_host.TaskInventory) 3895 m_host.TaskInventory.LockItemsForRead(true);
3896
3897 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3549 { 3898 {
3550 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3899 if (item.Type == 10 && item.ItemID == m_itemID)
3551 { 3900 {
3552 if (item.Type == 10 && item.ItemID == m_itemID) 3901 int perms = item.PermsMask;
3553 { 3902 if (m_automaticLinkPermission)
3554 int perms = item.PermsMask; 3903 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS;
3555 if (m_automaticLinkPermission) 3904 m_host.TaskInventory.LockItemsForRead(false);
3556 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS; 3905 return perms;
3557 return perms;
3558 }
3559 } 3906 }
3560 } 3907 }
3908 m_host.TaskInventory.LockItemsForRead(false);
3561 3909
3562 return 0; 3910 return 0;
3563 } 3911 }
@@ -3579,9 +3927,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3579 public void llSetLinkColor(int linknumber, LSL_Vector color, int face) 3927 public void llSetLinkColor(int linknumber, LSL_Vector color, int face)
3580 { 3928 {
3581 List<SceneObjectPart> parts = GetLinkParts(linknumber); 3929 List<SceneObjectPart> parts = GetLinkParts(linknumber);
3582 3930 if (parts.Count > 0)
3583 foreach (SceneObjectPart part in parts) 3931 {
3584 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face); 3932 try
3933 {
3934 parts[0].ParentGroup.areUpdatesSuspended = true;
3935 foreach (SceneObjectPart part in parts)
3936 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
3937 }
3938 finally
3939 {
3940 parts[0].ParentGroup.areUpdatesSuspended = false;
3941 }
3942 }
3585 } 3943 }
3586 3944
3587 public void llCreateLink(string target, int parent) 3945 public void llCreateLink(string target, int parent)
@@ -3594,11 +3952,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3594 return; 3952 return;
3595 3953
3596 TaskInventoryItem item; 3954 TaskInventoryItem item;
3597 lock (m_host.TaskInventory) 3955 m_host.TaskInventory.LockItemsForRead(true);
3598 { 3956 item = m_host.TaskInventory[invItemID];
3599 item = m_host.TaskInventory[invItemID]; 3957 m_host.TaskInventory.LockItemsForRead(false);
3600 } 3958
3601
3602 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3959 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3603 && !m_automaticLinkPermission) 3960 && !m_automaticLinkPermission)
3604 { 3961 {
@@ -3615,11 +3972,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3615 3972
3616 if (targetPart.ParentGroup.AttachmentPoint != 0) 3973 if (targetPart.ParentGroup.AttachmentPoint != 0)
3617 return; // Fail silently if attached 3974 return; // Fail silently if attached
3975
3976 if (targetPart.ParentGroup.RootPart.OwnerID != m_host.ParentGroup.RootPart.OwnerID)
3977 return;
3978
3618 SceneObjectGroup parentPrim = null, childPrim = null; 3979 SceneObjectGroup parentPrim = null, childPrim = null;
3619 3980
3620 if (targetPart != null) 3981 if (targetPart != null)
3621 { 3982 {
3622 if (parent != 0) { 3983 if (parent != 0)
3984 {
3623 parentPrim = m_host.ParentGroup; 3985 parentPrim = m_host.ParentGroup;
3624 childPrim = targetPart.ParentGroup; 3986 childPrim = targetPart.ParentGroup;
3625 } 3987 }
@@ -3631,7 +3993,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3631 3993
3632 // Required for linking 3994 // Required for linking
3633 childPrim.RootPart.ClearUpdateSchedule(); 3995 childPrim.RootPart.ClearUpdateSchedule();
3634 parentPrim.LinkToGroup(childPrim); 3996 parentPrim.LinkToGroup(childPrim, true);
3635 } 3997 }
3636 3998
3637 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 3999 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
@@ -3650,16 +4012,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3650 m_host.AddScriptLPS(1); 4012 m_host.AddScriptLPS(1);
3651 UUID invItemID = InventorySelf(); 4013 UUID invItemID = InventorySelf();
3652 4014
3653 lock (m_host.TaskInventory) 4015 m_host.TaskInventory.LockItemsForRead(true);
3654 {
3655 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 4016 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3656 && !m_automaticLinkPermission) 4017 && !m_automaticLinkPermission)
3657 { 4018 {
3658 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!"); 4019 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
4020 m_host.TaskInventory.LockItemsForRead(false);
3659 return; 4021 return;
3660 } 4022 }
3661 } 4023 m_host.TaskInventory.LockItemsForRead(false);
3662 4024
3663 if (linknum < ScriptBaseClass.LINK_THIS) 4025 if (linknum < ScriptBaseClass.LINK_THIS)
3664 return; 4026 return;
3665 4027
@@ -3698,10 +4060,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3698 // Restructuring Multiple Prims. 4060 // Restructuring Multiple Prims.
3699 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts); 4061 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts);
3700 parts.Remove(parentPrim.RootPart); 4062 parts.Remove(parentPrim.RootPart);
3701 foreach (SceneObjectPart part in parts) 4063 if (parts.Count > 0)
3702 { 4064 {
3703 parentPrim.DelinkFromGroup(part.LocalId, true); 4065 try
4066 {
4067 parts[0].ParentGroup.areUpdatesSuspended = true;
4068 foreach (SceneObjectPart part in parts)
4069 {
4070 parentPrim.DelinkFromGroup(part.LocalId, true);
4071 }
4072 }
4073 finally
4074 {
4075 parts[0].ParentGroup.areUpdatesSuspended = false;
4076 }
3704 } 4077 }
4078
3705 parentPrim.HasGroupChanged = true; 4079 parentPrim.HasGroupChanged = true;
3706 parentPrim.ScheduleGroupForFullUpdate(); 4080 parentPrim.ScheduleGroupForFullUpdate();
3707 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 4081 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
@@ -3710,12 +4084,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3710 { 4084 {
3711 SceneObjectPart newRoot = parts[0]; 4085 SceneObjectPart newRoot = parts[0];
3712 parts.Remove(newRoot); 4086 parts.Remove(newRoot);
3713 foreach (SceneObjectPart part in parts) 4087
4088 try
3714 { 4089 {
3715 // Required for linking 4090 parts[0].ParentGroup.areUpdatesSuspended = true;
3716 part.ClearUpdateSchedule(); 4091 foreach (SceneObjectPart part in parts)
3717 newRoot.ParentGroup.LinkToGroup(part.ParentGroup); 4092 {
4093 part.ClearUpdateSchedule();
4094 newRoot.ParentGroup.LinkToGroup(part.ParentGroup);
4095 }
3718 } 4096 }
4097 finally
4098 {
4099 parts[0].ParentGroup.areUpdatesSuspended = false;
4100 }
4101
4102
3719 newRoot.ParentGroup.HasGroupChanged = true; 4103 newRoot.ParentGroup.HasGroupChanged = true;
3720 newRoot.ParentGroup.ScheduleGroupForFullUpdate(); 4104 newRoot.ParentGroup.ScheduleGroupForFullUpdate();
3721 } 4105 }
@@ -3735,6 +4119,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3735 public void llBreakAllLinks() 4119 public void llBreakAllLinks()
3736 { 4120 {
3737 m_host.AddScriptLPS(1); 4121 m_host.AddScriptLPS(1);
4122
4123 UUID invItemID = InventorySelf();
4124
4125 TaskInventoryItem item;
4126 m_host.TaskInventory.LockItemsForRead(true);
4127 item = m_host.TaskInventory[invItemID];
4128 m_host.TaskInventory.LockItemsForRead(false);
4129
4130 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
4131 && !m_automaticLinkPermission)
4132 {
4133 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
4134 return;
4135 }
4136
3738 SceneObjectGroup parentPrim = m_host.ParentGroup; 4137 SceneObjectGroup parentPrim = m_host.ParentGroup;
3739 if (parentPrim.AttachmentPoint != 0) 4138 if (parentPrim.AttachmentPoint != 0)
3740 return; // Fail silently if attached 4139 return; // Fail silently if attached
@@ -3754,25 +4153,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3754 public LSL_String llGetLinkKey(int linknum) 4153 public LSL_String llGetLinkKey(int linknum)
3755 { 4154 {
3756 m_host.AddScriptLPS(1); 4155 m_host.AddScriptLPS(1);
3757 List<UUID> keytable = new List<UUID>();
3758 // parse for sitting avatare-uuids
3759 World.ForEachRootScenePresence(delegate(ScenePresence presence)
3760 {
3761 if (presence.ParentID != 0 && m_host.ParentGroup.HasChildPrim(presence.ParentID))
3762 keytable.Add(presence.UUID);
3763 });
3764
3765 int totalprims = m_host.ParentGroup.PrimCount + keytable.Count;
3766 if (linknum > m_host.ParentGroup.PrimCount && linknum <= totalprims)
3767 {
3768 return keytable[totalprims - linknum].ToString();
3769 }
3770
3771 if (linknum == 1 && m_host.ParentGroup.PrimCount == 1 && keytable.Count == 1)
3772 {
3773 return m_host.UUID.ToString();
3774 }
3775
3776 SceneObjectPart part = m_host.ParentGroup.GetLinkNumPart(linknum); 4156 SceneObjectPart part = m_host.ParentGroup.GetLinkNumPart(linknum);
3777 if (part != null) 4157 if (part != null)
3778 { 4158 {
@@ -3780,6 +4160,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3780 } 4160 }
3781 else 4161 else
3782 { 4162 {
4163 if (linknum > m_host.ParentGroup.PrimCount || (linknum == 1 && m_host.ParentGroup.PrimCount == 1))
4164 {
4165 linknum -= (m_host.ParentGroup.PrimCount) + 1;
4166
4167 if (linknum < 0)
4168 return UUID.Zero.ToString();
4169
4170 List<ScenePresence> avatars = GetLinkAvatars(ScriptBaseClass.LINK_SET);
4171 if (avatars.Count > linknum)
4172 {
4173 return avatars[linknum].UUID.ToString();
4174 }
4175 }
3783 return UUID.Zero.ToString(); 4176 return UUID.Zero.ToString();
3784 } 4177 }
3785 } 4178 }
@@ -3878,17 +4271,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3878 m_host.AddScriptLPS(1); 4271 m_host.AddScriptLPS(1);
3879 int count = 0; 4272 int count = 0;
3880 4273
3881 lock (m_host.TaskInventory) 4274 m_host.TaskInventory.LockItemsForRead(true);
4275 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3882 { 4276 {
3883 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4277 if (inv.Value.Type == type || type == -1)
3884 { 4278 {
3885 if (inv.Value.Type == type || type == -1) 4279 count = count + 1;
3886 {
3887 count = count + 1;
3888 }
3889 } 4280 }
3890 } 4281 }
3891 4282
4283 m_host.TaskInventory.LockItemsForRead(false);
3892 return count; 4284 return count;
3893 } 4285 }
3894 4286
@@ -3897,16 +4289,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3897 m_host.AddScriptLPS(1); 4289 m_host.AddScriptLPS(1);
3898 ArrayList keys = new ArrayList(); 4290 ArrayList keys = new ArrayList();
3899 4291
3900 lock (m_host.TaskInventory) 4292 m_host.TaskInventory.LockItemsForRead(true);
4293 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3901 { 4294 {
3902 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4295 if (inv.Value.Type == type || type == -1)
3903 { 4296 {
3904 if (inv.Value.Type == type || type == -1) 4297 keys.Add(inv.Value.Name);
3905 {
3906 keys.Add(inv.Value.Name);
3907 }
3908 } 4298 }
3909 } 4299 }
4300 m_host.TaskInventory.LockItemsForRead(false);
3910 4301
3911 if (keys.Count == 0) 4302 if (keys.Count == 0)
3912 { 4303 {
@@ -3943,25 +4334,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3943 } 4334 }
3944 4335
3945 // move the first object found with this inventory name 4336 // move the first object found with this inventory name
3946 lock (m_host.TaskInventory) 4337 m_host.TaskInventory.LockItemsForRead(true);
4338 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3947 { 4339 {
3948 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4340 if (inv.Value.Name == inventory)
3949 { 4341 {
3950 if (inv.Value.Name == inventory) 4342 found = true;
3951 { 4343 objId = inv.Key;
3952 found = true; 4344 assetType = inv.Value.Type;
3953 objId = inv.Key; 4345 objName = inv.Value.Name;
3954 assetType = inv.Value.Type; 4346 break;
3955 objName = inv.Value.Name;
3956 break;
3957 }
3958 } 4347 }
3959 } 4348 }
4349 m_host.TaskInventory.LockItemsForRead(false);
3960 4350
3961 if (!found) 4351 if (!found)
3962 { 4352 {
3963 llSay(0, String.Format("Could not find object '{0}'", inventory)); 4353 llSay(0, String.Format("Could not find object '{0}'", inventory));
3964 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory)); 4354 return;
4355// throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory));
3965 } 4356 }
3966 4357
3967 // check if destination is an object 4358 // check if destination is an object
@@ -3987,48 +4378,68 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3987 return; 4378 return;
3988 } 4379 }
3989 } 4380 }
4381
3990 // destination is an avatar 4382 // destination is an avatar
3991 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId); 4383 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId);
3992 4384
3993 if (agentItem == null) 4385 if (agentItem == null)
3994 return; 4386 return;
3995 4387
3996 byte[] bucket = new byte[17]; 4388 byte[] bucket = new byte[1];
3997 bucket[0] = (byte)assetType; 4389 bucket[0] = (byte)assetType;
3998 byte[] objBytes = agentItem.ID.GetBytes(); 4390 //byte[] objBytes = agentItem.ID.GetBytes();
3999 Array.Copy(objBytes, 0, bucket, 1, 16); 4391 //Array.Copy(objBytes, 0, bucket, 1, 16);
4000 4392
4001 GridInstantMessage msg = new GridInstantMessage(World, 4393 GridInstantMessage msg = new GridInstantMessage(World,
4002 m_host.UUID, m_host.Name+", an object owned by "+ 4394 m_host.OwnerID, m_host.Name, destId,
4003 resolveName(m_host.OwnerID)+",", destId,
4004 (byte)InstantMessageDialog.TaskInventoryOffered, 4395 (byte)InstantMessageDialog.TaskInventoryOffered,
4005 false, objName+"\n"+m_host.Name+" is located at "+ 4396 false, objName+". "+m_host.Name+" is located at "+
4006 World.RegionInfo.RegionName+" "+ 4397 World.RegionInfo.RegionName+" "+
4007 m_host.AbsolutePosition.ToString(), 4398 m_host.AbsolutePosition.ToString(),
4008 agentItem.ID, true, m_host.AbsolutePosition, 4399 agentItem.ID, true, m_host.AbsolutePosition,
4009 bucket); 4400 bucket);
4010 if (m_TransferModule != null) 4401
4011 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {}); 4402 ScenePresence sp;
4403
4404 if (World.TryGetScenePresence(destId, out sp))
4405 {
4406 sp.ControllingClient.SendInstantMessage(msg);
4407 }
4408 else
4409 {
4410 if (m_TransferModule != null)
4411 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
4412 }
4413
4414 //This delay should only occur when giving inventory to avatars.
4012 ScriptSleep(3000); 4415 ScriptSleep(3000);
4013 } 4416 }
4014 } 4417 }
4015 4418
4419 [DebuggerNonUserCode]
4016 public void llRemoveInventory(string name) 4420 public void llRemoveInventory(string name)
4017 { 4421 {
4018 m_host.AddScriptLPS(1); 4422 m_host.AddScriptLPS(1);
4019 4423
4020 lock (m_host.TaskInventory) 4424 List<TaskInventoryItem> inv;
4425 try
4021 { 4426 {
4022 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4427 m_host.TaskInventory.LockItemsForRead(true);
4428 inv = new List<TaskInventoryItem>(m_host.TaskInventory.Values);
4429 }
4430 finally
4431 {
4432 m_host.TaskInventory.LockItemsForRead(false);
4433 }
4434 foreach (TaskInventoryItem item in inv)
4435 {
4436 if (item.Name == name)
4023 { 4437 {
4024 if (item.Name == name) 4438 if (item.ItemID == m_itemID)
4025 { 4439 throw new ScriptDeleteException();
4026 if (item.ItemID == m_itemID) 4440 else
4027 throw new ScriptDeleteException(); 4441 m_host.Inventory.RemoveInventoryItem(item.ItemID);
4028 else 4442 return;
4029 m_host.Inventory.RemoveInventoryItem(item.ItemID);
4030 return;
4031 }
4032 } 4443 }
4033 } 4444 }
4034 } 4445 }
@@ -4063,112 +4474,122 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4063 { 4474 {
4064 m_host.AddScriptLPS(1); 4475 m_host.AddScriptLPS(1);
4065 4476
4066 UUID uuid = (UUID)id; 4477 UUID uuid;
4067 PresenceInfo pinfo = null; 4478 if (UUID.TryParse(id, out uuid))
4068 UserAccount account;
4069
4070 UserInfoCacheEntry ce;
4071 if (!m_userInfoCache.TryGetValue(uuid, out ce))
4072 { 4479 {
4073 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid); 4480 PresenceInfo pinfo = null;
4074 if (account == null) 4481 UserAccount account;
4482
4483 UserInfoCacheEntry ce;
4484 if (!m_userInfoCache.TryGetValue(uuid, out ce))
4075 { 4485 {
4076 m_userInfoCache[uuid] = null; // Cache negative 4486 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid);
4077 return UUID.Zero.ToString(); 4487 if (account == null)
4078 } 4488 {
4489 m_userInfoCache[uuid] = null; // Cache negative
4490 return UUID.Zero.ToString();
4491 }
4079 4492
4080 4493
4081 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() }); 4494 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4082 if (pinfos != null && pinfos.Length > 0) 4495 if (pinfos != null && pinfos.Length > 0)
4083 {
4084 foreach (PresenceInfo p in pinfos)
4085 { 4496 {
4086 if (p.RegionID != UUID.Zero) 4497 foreach (PresenceInfo p in pinfos)
4087 { 4498 {
4088 pinfo = p; 4499 if (p.RegionID != UUID.Zero)
4500 {
4501 pinfo = p;
4502 }
4089 } 4503 }
4090 } 4504 }
4091 }
4092 4505
4093 ce = new UserInfoCacheEntry(); 4506 ce = new UserInfoCacheEntry();
4094 ce.time = Util.EnvironmentTickCount(); 4507 ce.time = Util.EnvironmentTickCount();
4095 ce.account = account; 4508 ce.account = account;
4096 ce.pinfo = pinfo; 4509 ce.pinfo = pinfo;
4097 } 4510 m_userInfoCache[uuid] = ce;
4098 else 4511 }
4099 { 4512 else
4100 if (ce == null) 4513 {
4101 return UUID.Zero.ToString(); 4514 if (ce == null)
4515 return UUID.Zero.ToString();
4102 4516
4103 account = ce.account; 4517 account = ce.account;
4104 pinfo = ce.pinfo; 4518 pinfo = ce.pinfo;
4105 } 4519 }
4106 4520
4107 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000) 4521 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000)
4108 {
4109 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4110 if (pinfos != null && pinfos.Length > 0)
4111 { 4522 {
4112 foreach (PresenceInfo p in pinfos) 4523 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4524 if (pinfos != null && pinfos.Length > 0)
4113 { 4525 {
4114 if (p.RegionID != UUID.Zero) 4526 foreach (PresenceInfo p in pinfos)
4115 { 4527 {
4116 pinfo = p; 4528 if (p.RegionID != UUID.Zero)
4529 {
4530 pinfo = p;
4531 }
4117 } 4532 }
4118 } 4533 }
4119 } 4534 else
4120 else 4535 pinfo = null;
4121 pinfo = null;
4122 4536
4123 ce.time = Util.EnvironmentTickCount(); 4537 ce.time = Util.EnvironmentTickCount();
4124 ce.pinfo = pinfo; 4538 ce.pinfo = pinfo;
4125 } 4539 }
4126 4540
4127 string reply = String.Empty; 4541 string reply = String.Empty;
4128 4542
4129 switch (data) 4543 switch (data)
4130 { 4544 {
4131 case 1: // DATA_ONLINE (0|1) 4545 case 1: // DATA_ONLINE (0|1)
4132 if (pinfo != null && pinfo.RegionID != UUID.Zero) 4546 if (pinfo != null && pinfo.RegionID != UUID.Zero)
4133 reply = "1"; 4547 reply = "1";
4134 else 4548 else
4135 reply = "0"; 4549 reply = "0";
4136 break; 4550 break;
4137 case 2: // DATA_NAME (First Last) 4551 case 2: // DATA_NAME (First Last)
4138 reply = account.FirstName + " " + account.LastName; 4552 reply = account.FirstName + " " + account.LastName;
4139 break; 4553 break;
4140 case 3: // DATA_BORN (YYYY-MM-DD) 4554 case 3: // DATA_BORN (YYYY-MM-DD)
4141 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0); 4555 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0);
4142 born = born.AddSeconds(account.Created); 4556 born = born.AddSeconds(account.Created);
4143 reply = born.ToString("yyyy-MM-dd"); 4557 reply = born.ToString("yyyy-MM-dd");
4144 break; 4558 break;
4145 case 4: // DATA_RATING (0,0,0,0,0,0) 4559 case 4: // DATA_RATING (0,0,0,0,0,0)
4146 reply = "0,0,0,0,0,0"; 4560 reply = "0,0,0,0,0,0";
4147 break; 4561 break;
4148 case 8: // DATA_PAYINFO (0|1|2|3) 4562 case 8: // DATA_PAYINFO (0|1|2|3)
4149 reply = "0"; 4563 reply = "0";
4150 break; 4564 break;
4151 default: 4565 default:
4152 return UUID.Zero.ToString(); // Raise no event 4566 return UUID.Zero.ToString(); // Raise no event
4153 } 4567 }
4154 4568
4155 UUID rq = UUID.Random(); 4569 UUID rq = UUID.Random();
4156 4570
4157 UUID tid = AsyncCommands. 4571 UUID tid = AsyncCommands.
4158 DataserverPlugin.RegisterRequest(m_localID, 4572 DataserverPlugin.RegisterRequest(m_localID,
4159 m_itemID, rq.ToString()); 4573 m_itemID, rq.ToString());
4160 4574
4161 AsyncCommands. 4575 AsyncCommands.
4162 DataserverPlugin.DataserverReply(rq.ToString(), reply); 4576 DataserverPlugin.DataserverReply(rq.ToString(), reply);
4163 4577
4164 ScriptSleep(100); 4578 ScriptSleep(100);
4165 return tid.ToString(); 4579 return tid.ToString();
4580 }
4581 else
4582 {
4583 ShoutError("Invalid UUID passed to llRequestAgentData.");
4584 }
4585 return "";
4166 } 4586 }
4167 4587
4168 public LSL_String llRequestInventoryData(string name) 4588 public LSL_String llRequestInventoryData(string name)
4169 { 4589 {
4170 m_host.AddScriptLPS(1); 4590 m_host.AddScriptLPS(1);
4171 4591
4592 //Clone is thread safe
4172 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 4593 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
4173 4594
4174 foreach (TaskInventoryItem item in itemDictionary.Values) 4595 foreach (TaskInventoryItem item in itemDictionary.Values)
@@ -4220,19 +4641,54 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4220 if (UUID.TryParse(agent, out agentId)) 4641 if (UUID.TryParse(agent, out agentId))
4221 { 4642 {
4222 ScenePresence presence = World.GetScenePresence(agentId); 4643 ScenePresence presence = World.GetScenePresence(agentId);
4223 if (presence != null) 4644 if (presence != null && presence.PresenceType != PresenceType.Npc)
4224 { 4645 {
4646 // agent must not be a god
4647 if (presence.UserLevel >= 200) return;
4648
4225 // agent must be over the owners land 4649 // agent must be over the owners land
4226 if (m_host.OwnerID == World.LandChannel.GetLandObject( 4650 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4227 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) 4651 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
4228 { 4652 {
4229 World.TeleportClientHome(agentId, presence.ControllingClient); 4653 if (!World.TeleportClientHome(agentId, presence.ControllingClient))
4654 {
4655 // They can't be teleported home for some reason
4656 GridRegion regionInfo = World.GridService.GetRegionByUUID(UUID.Zero, new UUID("2b02daac-e298-42fa-9a75-f488d37896e6"));
4657 if (regionInfo != null)
4658 {
4659 World.RequestTeleportLocation(
4660 presence.ControllingClient, regionInfo.RegionHandle, new Vector3(128, 128, 23), Vector3.Zero,
4661 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
4662 }
4663 }
4230 } 4664 }
4231 } 4665 }
4232 } 4666 }
4233 ScriptSleep(5000); 4667 ScriptSleep(5000);
4234 } 4668 }
4235 4669
4670 public void llTeleportAgent(string agent, string simname, LSL_Vector pos, LSL_Vector lookAt)
4671 {
4672 m_host.AddScriptLPS(1);
4673 UUID agentId = new UUID();
4674 if (UUID.TryParse(agent, out agentId))
4675 {
4676 ScenePresence presence = World.GetScenePresence(agentId);
4677 if (presence != null && presence.PresenceType != PresenceType.Npc)
4678 {
4679 // agent must not be a god
4680 if (presence.UserLevel >= 200) return;
4681
4682 // agent must be over the owners land
4683 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4684 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
4685 {
4686 World.RequestTeleportLocation(presence.ControllingClient, simname, new Vector3((float)pos.x, (float)pos.y, (float)pos.z), new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z), (uint)TeleportFlags.ViaLocation);
4687 }
4688 }
4689 }
4690 }
4691
4236 public void llTextBox(string agent, string message, int chatChannel) 4692 public void llTextBox(string agent, string message, int chatChannel)
4237 { 4693 {
4238 IDialogModule dm = World.RequestModuleInterface<IDialogModule>(); 4694 IDialogModule dm = World.RequestModuleInterface<IDialogModule>();
@@ -4244,7 +4700,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4244 UUID av = new UUID(); 4700 UUID av = new UUID();
4245 if (!UUID.TryParse(agent,out av)) 4701 if (!UUID.TryParse(agent,out av))
4246 { 4702 {
4247 LSLError("First parameter to llDialog needs to be a key"); 4703 //LSLError("First parameter to llDialog needs to be a key");
4248 return; 4704 return;
4249 } 4705 }
4250 4706
@@ -4281,17 +4737,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4281 UUID soundId = UUID.Zero; 4737 UUID soundId = UUID.Zero;
4282 if (!UUID.TryParse(impact_sound, out soundId)) 4738 if (!UUID.TryParse(impact_sound, out soundId))
4283 { 4739 {
4284 lock (m_host.TaskInventory) 4740 m_host.TaskInventory.LockItemsForRead(true);
4741 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4285 { 4742 {
4286 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4743 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound)
4287 { 4744 {
4288 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound) 4745 soundId = item.AssetID;
4289 { 4746 break;
4290 soundId = item.AssetID;
4291 break;
4292 }
4293 } 4747 }
4294 } 4748 }
4749 m_host.TaskInventory.LockItemsForRead(false);
4295 } 4750 }
4296 m_host.CollisionSound = soundId; 4751 m_host.CollisionSound = soundId;
4297 m_host.CollisionSoundVolume = (float)impact_volume; 4752 m_host.CollisionSoundVolume = (float)impact_volume;
@@ -4331,6 +4786,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4331 UUID partItemID; 4786 UUID partItemID;
4332 foreach (SceneObjectPart part in parts) 4787 foreach (SceneObjectPart part in parts)
4333 { 4788 {
4789 //Clone is thread safe
4334 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); 4790 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
4335 4791
4336 foreach (TaskInventoryItem item in itemsDictionary.Values) 4792 foreach (TaskInventoryItem item in itemsDictionary.Values)
@@ -4545,17 +5001,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4545 5001
4546 m_host.AddScriptLPS(1); 5002 m_host.AddScriptLPS(1);
4547 5003
4548 lock (m_host.TaskInventory) 5004 m_host.TaskInventory.LockItemsForRead(true);
5005 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4549 { 5006 {
4550 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 5007 if (item.Type == 10 && item.ItemID == m_itemID)
4551 { 5008 {
4552 if (item.Type == 10 && item.ItemID == m_itemID) 5009 result = item.Name!=null?item.Name:String.Empty;
4553 { 5010 break;
4554 result = item.Name != null ? item.Name : String.Empty;
4555 break;
4556 }
4557 } 5011 }
4558 } 5012 }
5013 m_host.TaskInventory.LockItemsForRead(false);
4559 5014
4560 return result; 5015 return result;
4561 } 5016 }
@@ -4728,23 +5183,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4728 { 5183 {
4729 m_host.AddScriptLPS(1); 5184 m_host.AddScriptLPS(1);
4730 5185
4731 lock (m_host.TaskInventory) 5186 m_host.TaskInventory.LockItemsForRead(true);
5187 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
4732 { 5188 {
4733 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 5189 if (inv.Value.Name == name)
4734 { 5190 {
4735 if (inv.Value.Name == name) 5191 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify))
4736 { 5192 {
4737 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) 5193 m_host.TaskInventory.LockItemsForRead(false);
4738 { 5194 return inv.Value.AssetID.ToString();
4739 return inv.Value.AssetID.ToString(); 5195 }
4740 } 5196 else
4741 else 5197 {
4742 { 5198 m_host.TaskInventory.LockItemsForRead(false);
4743 return UUID.Zero.ToString(); 5199 return UUID.Zero.ToString();
4744 }
4745 } 5200 }
4746 } 5201 }
4747 } 5202 }
5203 m_host.TaskInventory.LockItemsForRead(false);
4748 5204
4749 return UUID.Zero.ToString(); 5205 return UUID.Zero.ToString();
4750 } 5206 }
@@ -4897,14 +5353,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4897 { 5353 {
4898 m_host.AddScriptLPS(1); 5354 m_host.AddScriptLPS(1);
4899 5355
4900 if (src == null) 5356 return src.Length;
4901 {
4902 return 0;
4903 }
4904 else
4905 {
4906 return src.Length;
4907 }
4908 } 5357 }
4909 5358
4910 public LSL_Integer llList2Integer(LSL_List src, int index) 5359 public LSL_Integer llList2Integer(LSL_List src, int index)
@@ -4950,7 +5399,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4950 else if (src.Data[index] is LSL_Float) 5399 else if (src.Data[index] is LSL_Float)
4951 return Convert.ToDouble(((LSL_Float) src.Data[index]).value); 5400 return Convert.ToDouble(((LSL_Float) src.Data[index]).value);
4952 else if (src.Data[index] is LSL_String) 5401 else if (src.Data[index] is LSL_String)
4953 return Convert.ToDouble(((LSL_String) src.Data[index]).m_string); 5402 {
5403 string str = ((LSL_String) src.Data[index]).m_string;
5404 Match m = Regex.Match(str, "^\\s*(-?\\+?[,0-9]+\\.?[0-9]*)");
5405 if (m != Match.Empty)
5406 {
5407 str = m.Value;
5408 double d = 0.0;
5409 if (!Double.TryParse(str, out d))
5410 return 0.0;
5411
5412 return d;
5413 }
5414 return 0.0;
5415 }
4954 return Convert.ToDouble(src.Data[index]); 5416 return Convert.ToDouble(src.Data[index]);
4955 } 5417 }
4956 catch (FormatException) 5418 catch (FormatException)
@@ -5223,7 +5685,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5223 } 5685 }
5224 } 5686 }
5225 } 5687 }
5226 else { 5688 else
5689 {
5227 object[] array = new object[src.Length]; 5690 object[] array = new object[src.Length];
5228 Array.Copy(src.Data, 0, array, 0, src.Length); 5691 Array.Copy(src.Data, 0, array, 0, src.Length);
5229 result = new LSL_List(array); 5692 result = new LSL_List(array);
@@ -5330,7 +5793,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5330 public LSL_Integer llGetRegionAgentCount() 5793 public LSL_Integer llGetRegionAgentCount()
5331 { 5794 {
5332 m_host.AddScriptLPS(1); 5795 m_host.AddScriptLPS(1);
5333 return new LSL_Integer(World.GetRootAgentCount()); 5796
5797 int count = 0;
5798 World.ForEachRootScenePresence(delegate(ScenePresence sp) {
5799 count++;
5800 });
5801
5802 return new LSL_Integer(count);
5334 } 5803 }
5335 5804
5336 public LSL_Vector llGetRegionCorner() 5805 public LSL_Vector llGetRegionCorner()
@@ -5672,10 +6141,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5672 m_host.AddScriptLPS(1); 6141 m_host.AddScriptLPS(1);
5673 6142
5674 List<SceneObjectPart> parts = GetLinkParts(linknumber); 6143 List<SceneObjectPart> parts = GetLinkParts(linknumber);
5675 6144 if (parts.Count > 0)
5676 foreach (var part in parts)
5677 { 6145 {
5678 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate); 6146 try
6147 {
6148 parts[0].ParentGroup.areUpdatesSuspended = true;
6149 foreach (var part in parts)
6150 {
6151 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate);
6152 }
6153 }
6154 finally
6155 {
6156 parts[0].ParentGroup.areUpdatesSuspended = false;
6157 }
5679 } 6158 }
5680 } 6159 }
5681 6160
@@ -5727,13 +6206,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5727 6206
5728 if (m_host.OwnerID == land.LandData.OwnerID) 6207 if (m_host.OwnerID == land.LandData.OwnerID)
5729 { 6208 {
5730 World.TeleportClientHome(agentID, presence.ControllingClient); 6209 Vector3 pos = World.GetNearestAllowedPosition(presence, land);
6210 presence.TeleportWithMomentum(pos);
6211 presence.ControllingClient.SendAlertMessage("You have been ejected from this land");
5731 } 6212 }
5732 } 6213 }
5733 } 6214 }
5734 ScriptSleep(5000); 6215 ScriptSleep(5000);
5735 } 6216 }
5736 6217
6218 public LSL_List llParseString2List(string str, LSL_List separators, LSL_List in_spacers)
6219 {
6220 return ParseString2List(str, separators, in_spacers, false);
6221 }
6222
5737 public LSL_Integer llOverMyLand(string id) 6223 public LSL_Integer llOverMyLand(string id)
5738 { 6224 {
5739 m_host.AddScriptLPS(1); 6225 m_host.AddScriptLPS(1);
@@ -5798,8 +6284,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5798 UUID agentId = new UUID(); 6284 UUID agentId = new UUID();
5799 if (!UUID.TryParse(agent, out agentId)) 6285 if (!UUID.TryParse(agent, out agentId))
5800 return new LSL_Integer(0); 6286 return new LSL_Integer(0);
6287 if (agentId == m_host.GroupID)
6288 return new LSL_Integer(1);
5801 ScenePresence presence = World.GetScenePresence(agentId); 6289 ScenePresence presence = World.GetScenePresence(agentId);
5802 if (presence == null || presence.IsChildAgent) // Return flase for child agents 6290 if (presence == null || presence.IsChildAgent) // Return false for child agents
5803 return new LSL_Integer(0); 6291 return new LSL_Integer(0);
5804 IClientAPI client = presence.ControllingClient; 6292 IClientAPI client = presence.ControllingClient;
5805 if (m_host.GroupID == client.ActiveGroupId) 6293 if (m_host.GroupID == client.ActiveGroupId)
@@ -5934,7 +6422,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5934 return m_host.ParentGroup.AttachmentPoint; 6422 return m_host.ParentGroup.AttachmentPoint;
5935 } 6423 }
5936 6424
5937 public LSL_Integer llGetFreeMemory() 6425 public virtual LSL_Integer llGetFreeMemory()
5938 { 6426 {
5939 m_host.AddScriptLPS(1); 6427 m_host.AddScriptLPS(1);
5940 // Make scripts designed for LSO happy 6428 // Make scripts designed for LSO happy
@@ -6051,7 +6539,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6051 SetParticleSystem(m_host, rules); 6539 SetParticleSystem(m_host, rules);
6052 } 6540 }
6053 6541
6054 private void SetParticleSystem(SceneObjectPart part, LSL_List rules) { 6542 private void SetParticleSystem(SceneObjectPart part, LSL_List rules)
6543 {
6055 6544
6056 6545
6057 if (rules.Length == 0) 6546 if (rules.Length == 0)
@@ -6245,14 +6734,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6245 6734
6246 protected UUID GetTaskInventoryItem(string name) 6735 protected UUID GetTaskInventoryItem(string name)
6247 { 6736 {
6248 lock (m_host.TaskInventory) 6737 m_host.TaskInventory.LockItemsForRead(true);
6738 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6249 { 6739 {
6250 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6740 if (inv.Value.Name == name)
6251 { 6741 {
6252 if (inv.Value.Name == name) 6742 m_host.TaskInventory.LockItemsForRead(false);
6253 return inv.Key; 6743 return inv.Key;
6254 } 6744 }
6255 } 6745 }
6746 m_host.TaskInventory.LockItemsForRead(false);
6256 6747
6257 return UUID.Zero; 6748 return UUID.Zero;
6258 } 6749 }
@@ -6290,16 +6781,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6290 if (folderID == UUID.Zero) 6781 if (folderID == UUID.Zero)
6291 return; 6782 return;
6292 6783
6293 byte[] bucket = new byte[17]; 6784 byte[] bucket = new byte[1];
6294 bucket[0] = (byte)AssetType.Folder; 6785 bucket[0] = (byte)AssetType.Folder;
6295 byte[] objBytes = folderID.GetBytes(); 6786 //byte[] objBytes = folderID.GetBytes();
6296 Array.Copy(objBytes, 0, bucket, 1, 16); 6787 //Array.Copy(objBytes, 0, bucket, 1, 16);
6297 6788
6298 GridInstantMessage msg = new GridInstantMessage(World, 6789 GridInstantMessage msg = new GridInstantMessage(World,
6299 m_host.UUID, m_host.Name+", an object owned by "+ 6790 m_host.OwnerID, m_host.Name, destID,
6300 resolveName(m_host.OwnerID)+",", destID, 6791 (byte)InstantMessageDialog.TaskInventoryOffered,
6301 (byte)InstantMessageDialog.InventoryOffered, 6792 false, category+". "+m_host.Name+" is located at "+
6302 false, category+"\n"+m_host.Name+" is located at "+
6303 World.RegionInfo.RegionName+" "+ 6793 World.RegionInfo.RegionName+" "+
6304 m_host.AbsolutePosition.ToString(), 6794 m_host.AbsolutePosition.ToString(),
6305 folderID, true, m_host.AbsolutePosition, 6795 folderID, true, m_host.AbsolutePosition,
@@ -6537,13 +7027,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6537 UUID av = new UUID(); 7027 UUID av = new UUID();
6538 if (!UUID.TryParse(avatar,out av)) 7028 if (!UUID.TryParse(avatar,out av))
6539 { 7029 {
6540 LSLError("First parameter to llDialog needs to be a key"); 7030 //LSLError("First parameter to llDialog needs to be a key");
6541 return; 7031 return;
6542 } 7032 }
6543 if (buttons.Length < 1) 7033 if (buttons.Length < 1)
6544 { 7034 {
6545 LSLError("No less than 1 button can be shown"); 7035 buttons.Add("OK");
6546 return;
6547 } 7036 }
6548 if (buttons.Length > 12) 7037 if (buttons.Length > 12)
6549 { 7038 {
@@ -6560,7 +7049,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6560 } 7049 }
6561 if (buttons.Data[i].ToString().Length > 24) 7050 if (buttons.Data[i].ToString().Length > 24)
6562 { 7051 {
6563 LSLError("button label cannot be longer than 24 characters"); 7052 llWhisper(ScriptBaseClass.DEBUG_CHANNEL, "button label cannot be longer than 24 characters");
6564 return; 7053 return;
6565 } 7054 }
6566 buts[i] = buttons.Data[i].ToString(); 7055 buts[i] = buttons.Data[i].ToString();
@@ -6619,22 +7108,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6619 } 7108 }
6620 7109
6621 // copy the first script found with this inventory name 7110 // copy the first script found with this inventory name
6622 lock (m_host.TaskInventory) 7111 TaskInventoryItem scriptItem = null;
7112 m_host.TaskInventory.LockItemsForRead(true);
7113 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6623 { 7114 {
6624 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 7115 if (inv.Value.Name == name)
6625 { 7116 {
6626 if (inv.Value.Name == name) 7117 // make sure the object is a script
7118 if (10 == inv.Value.Type)
6627 { 7119 {
6628 // make sure the object is a script 7120 found = true;
6629 if (10 == inv.Value.Type) 7121 srcId = inv.Key;
6630 { 7122 scriptItem = inv.Value;
6631 found = true; 7123 break;
6632 srcId = inv.Key;
6633 break;
6634 }
6635 } 7124 }
6636 } 7125 }
6637 } 7126 }
7127 m_host.TaskInventory.LockItemsForRead(false);
6638 7128
6639 if (!found) 7129 if (!found)
6640 { 7130 {
@@ -6642,9 +7132,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6642 return; 7132 return;
6643 } 7133 }
6644 7134
6645 // the rest of the permission checks are done in RezScript, so check the pin there as well 7135 SceneObjectPart dest = World.GetSceneObjectPart(destId);
6646 World.RezScriptFromPrim(srcId, m_host, destId, pin, running, start_param); 7136 if (dest != null)
7137 {
7138 if ((scriptItem.BasePermissions & (uint)PermissionMask.Transfer) != 0 || dest.ParentGroup.RootPart.OwnerID == m_host.ParentGroup.RootPart.OwnerID)
7139 {
7140 // the rest of the permission checks are done in RezScript, so check the pin there as well
7141 World.RezScriptFromPrim(srcId, m_host, destId, pin, running, start_param);
6647 7142
7143 if ((scriptItem.BasePermissions & (uint)PermissionMask.Copy) == 0)
7144 m_host.Inventory.RemoveInventoryItem(srcId);
7145 }
7146 }
6648 // this will cause the delay even if the script pin or permissions were wrong - seems ok 7147 // this will cause the delay even if the script pin or permissions were wrong - seems ok
6649 ScriptSleep(3000); 7148 ScriptSleep(3000);
6650 } 7149 }
@@ -6707,19 +7206,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6707 public LSL_String llMD5String(string src, int nonce) 7206 public LSL_String llMD5String(string src, int nonce)
6708 { 7207 {
6709 m_host.AddScriptLPS(1); 7208 m_host.AddScriptLPS(1);
6710 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString())); 7209 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString()), Encoding.UTF8);
6711 } 7210 }
6712 7211
6713 public LSL_String llSHA1String(string src) 7212 public LSL_String llSHA1String(string src)
6714 { 7213 {
6715 m_host.AddScriptLPS(1); 7214 m_host.AddScriptLPS(1);
6716 return Util.SHA1Hash(src).ToLower(); 7215 return Util.SHA1Hash(src, Encoding.UTF8).ToLower();
6717 } 7216 }
6718 7217
6719 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve) 7218 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve)
6720 { 7219 {
6721 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7220 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6722 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7221 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
7222 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7223 return shapeBlock;
6723 7224
6724 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && 7225 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT &&
6725 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE && 7226 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE &&
@@ -6824,6 +7325,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6824 // Prim type box, cylinder and prism. 7325 // Prim type box, cylinder and prism.
6825 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte profileshape, byte pathcurve) 7326 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte profileshape, byte pathcurve)
6826 { 7327 {
7328 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7329 return;
7330
6827 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7331 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6828 ObjectShapePacket.ObjectDataBlock shapeBlock; 7332 ObjectShapePacket.ObjectDataBlock shapeBlock;
6829 7333
@@ -6877,6 +7381,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6877 // Prim type sphere. 7381 // Prim type sphere.
6878 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve) 7382 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve)
6879 { 7383 {
7384 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7385 return;
7386
6880 ObjectShapePacket.ObjectDataBlock shapeBlock; 7387 ObjectShapePacket.ObjectDataBlock shapeBlock;
6881 7388
6882 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve); 7389 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve);
@@ -6918,6 +7425,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6918 // Prim type torus, tube and ring. 7425 // Prim type torus, tube and ring.
6919 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector holesize, LSL_Vector topshear, LSL_Vector profilecut, LSL_Vector taper_a, float revolutions, float radiusoffset, float skew, byte profileshape, byte pathcurve) 7426 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector holesize, LSL_Vector topshear, LSL_Vector profilecut, LSL_Vector taper_a, float revolutions, float radiusoffset, float skew, byte profileshape, byte pathcurve)
6920 { 7427 {
7428 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7429 return;
7430
6921 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7431 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6922 ObjectShapePacket.ObjectDataBlock shapeBlock; 7432 ObjectShapePacket.ObjectDataBlock shapeBlock;
6923 7433
@@ -7053,6 +7563,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7053 // Prim type sculpt. 7563 // Prim type sculpt.
7054 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve) 7564 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve)
7055 { 7565 {
7566 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7567 return;
7568
7056 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7569 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
7057 UUID sculptId; 7570 UUID sculptId;
7058 7571
@@ -7077,7 +7590,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7077 type != (ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS | flag)) 7590 type != (ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS | flag))
7078 { 7591 {
7079 // default 7592 // default
7080 type = (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE; 7593 type = type | (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE;
7081 } 7594 }
7082 7595
7083 part.Shape.SetSculptProperties((byte)type, sculptId); 7596 part.Shape.SetSculptProperties((byte)type, sculptId);
@@ -7093,32 +7606,119 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7093 ScriptSleep(200); 7606 ScriptSleep(200);
7094 } 7607 }
7095 7608
7096 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) 7609 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules)
7097 { 7610 {
7098 m_host.AddScriptLPS(1); 7611 m_host.AddScriptLPS(1);
7099 7612
7100 setLinkPrimParams(linknumber, rules); 7613 setLinkPrimParams(linknumber, rules);
7101
7102 ScriptSleep(200);
7103 } 7614 }
7104 7615
7105 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules) 7616 private void setLinkPrimParams(int linknumber, LSL_List rules)
7106 { 7617 {
7107 m_host.AddScriptLPS(1); 7618 List<SceneObjectPart> parts = GetLinkParts(linknumber);
7619 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
7620 if (parts.Count>0)
7621 {
7622 try
7623 {
7624 parts[0].ParentGroup.areUpdatesSuspended = true;
7625 foreach (SceneObjectPart part in parts)
7626 SetPrimParams(part, rules);
7627 }
7628 finally
7629 {
7630 parts[0].ParentGroup.areUpdatesSuspended = false;
7631 }
7632 }
7633 if (avatars.Count > 0)
7634 {
7635 foreach (ScenePresence avatar in avatars)
7636 SetPrimParams(avatar, rules);
7637 }
7638 }
7108 7639
7109 setLinkPrimParams(linknumber, rules); 7640 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules)
7641 {
7642 llSetLinkPrimitiveParamsFast(linknumber, rules);
7643 ScriptSleep(200);
7110 } 7644 }
7111 7645
7112 protected void setLinkPrimParams(int linknumber, LSL_List rules) 7646 protected void SetPrimParams(ScenePresence av, LSL_List rules)
7113 { 7647 {
7114 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7648 //This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
7649 //We only support PRIM_POSITION and PRIM_ROTATION
7115 7650
7116 foreach (SceneObjectPart part in parts) 7651 int idx = 0;
7117 SetPrimParams(part, rules); 7652
7653 while (idx < rules.Length)
7654 {
7655 int code = rules.GetLSLIntegerItem(idx++);
7656
7657 int remain = rules.Length - idx;
7658
7659 switch (code)
7660 {
7661 case (int)ScriptBaseClass.PRIM_POSITION:
7662 {
7663 if (remain < 1)
7664 return;
7665 LSL_Vector v;
7666 v = rules.GetVector3Item(idx++);
7667
7668 SceneObjectPart part = World.GetSceneObjectPart(av.ParentID);
7669 if (part == null)
7670 break;
7671
7672 LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION;
7673 LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR;
7674 if (llGetLinkNumber() > 1)
7675 {
7676 localRot = llGetLocalRot();
7677 localPos = llGetLocalPos();
7678 }
7679
7680 v -= localPos;
7681 v /= localRot;
7682
7683 LSL_Vector sitOffset = (llRot2Up(new LSL_Rotation(av.Rotation.X, av.Rotation.Y, av.Rotation.Z, av.Rotation.W)) * av.Appearance.AvatarHeight * 0.02638f);
7684
7685 v = v + 2 * sitOffset;
7686
7687 av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
7688 av.SendAvatarDataToAllAgents();
7689
7690 }
7691 break;
7692
7693 case (int)ScriptBaseClass.PRIM_ROTATION:
7694 {
7695 if (remain < 1)
7696 return;
7697
7698 LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION;
7699 LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR;
7700 if (llGetLinkNumber() > 1)
7701 {
7702 localRot = llGetLocalRot();
7703 localPos = llGetLocalPos();
7704 }
7705
7706 LSL_Rotation r;
7707 r = rules.GetQuaternionItem(idx++);
7708 r = r * llGetRootRotation() / localRot;
7709 av.Rotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s);
7710 av.SendAvatarDataToAllAgents();
7711 }
7712 break;
7713 }
7714 }
7118 } 7715 }
7119 7716
7120 protected void SetPrimParams(SceneObjectPart part, LSL_List rules) 7717 protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
7121 { 7718 {
7719 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7720 return;
7721
7122 int idx = 0; 7722 int idx = 0;
7123 7723
7124 bool positionChanged = false; 7724 bool positionChanged = false;
@@ -7146,6 +7746,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7146 currentPosition = GetSetPosTarget(part, v, currentPosition); 7746 currentPosition = GetSetPosTarget(part, v, currentPosition);
7147 7747
7148 break; 7748 break;
7749 case (int)ScriptBaseClass.PRIM_POS_LOCAL:
7750 if (remain < 1)
7751 return;
7752
7753 v=rules.GetVector3Item(idx++);
7754 positionChanged = true;
7755 currentPosition = GetSetPosTarget(part, v, currentPosition);
7756
7757 break;
7149 case (int)ScriptBaseClass.PRIM_SIZE: 7758 case (int)ScriptBaseClass.PRIM_SIZE:
7150 if (remain < 1) 7759 if (remain < 1)
7151 return; 7760 return;
@@ -7512,7 +8121,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7512 if (part.ParentGroup.RootPart == part) 8121 if (part.ParentGroup.RootPart == part)
7513 { 8122 {
7514 SceneObjectGroup parent = part.ParentGroup; 8123 SceneObjectGroup parent = part.ParentGroup;
7515 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z)); 8124 Util.FireAndForget(delegate(object x) {
8125 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
8126 });
7516 } 8127 }
7517 else 8128 else
7518 { 8129 {
@@ -7523,6 +8134,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7523 } 8134 }
7524 } 8135 }
7525 } 8136 }
8137
8138 if (positionChanged)
8139 {
8140 if (part.ParentGroup.RootPart == part)
8141 {
8142 SceneObjectGroup parent = part.ParentGroup;
8143 Util.FireAndForget(delegate(object x) {
8144 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
8145 });
8146 }
8147 else
8148 {
8149 part.OffsetPosition = new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z);
8150 SceneObjectGroup parent = part.ParentGroup;
8151 parent.HasGroupChanged = true;
8152 parent.ScheduleGroupForTerseUpdate();
8153 }
8154 }
7526 } 8155 }
7527 8156
7528 public LSL_String llStringToBase64(string str) 8157 public LSL_String llStringToBase64(string str)
@@ -7683,13 +8312,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7683 public LSL_Integer llGetNumberOfPrims() 8312 public LSL_Integer llGetNumberOfPrims()
7684 { 8313 {
7685 m_host.AddScriptLPS(1); 8314 m_host.AddScriptLPS(1);
7686 int avatarCount = 0; 8315 int avatarCount = m_host.ParentGroup.GetLinkedAvatars().Count;
7687 World.ForEachRootScenePresence(delegate(ScenePresence presence) 8316
7688 {
7689 if (presence.ParentID != 0 && m_host.ParentGroup.HasChildPrim(presence.ParentID))
7690 avatarCount++;
7691 });
7692
7693 return m_host.ParentGroup.PrimCount + avatarCount; 8317 return m_host.ParentGroup.PrimCount + avatarCount;
7694 } 8318 }
7695 8319
@@ -7705,55 +8329,98 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7705 m_host.AddScriptLPS(1); 8329 m_host.AddScriptLPS(1);
7706 UUID objID = UUID.Zero; 8330 UUID objID = UUID.Zero;
7707 LSL_List result = new LSL_List(); 8331 LSL_List result = new LSL_List();
8332
8333 // If the ID is not valid, return null result
7708 if (!UUID.TryParse(obj, out objID)) 8334 if (!UUID.TryParse(obj, out objID))
7709 { 8335 {
7710 result.Add(new LSL_Vector()); 8336 result.Add(new LSL_Vector());
7711 result.Add(new LSL_Vector()); 8337 result.Add(new LSL_Vector());
7712 return result; 8338 return result;
7713 } 8339 }
8340
8341 // Check if this is an attached prim. If so, replace
8342 // the UUID with the avatar UUID and report it's bounding box
8343 SceneObjectPart part = World.GetSceneObjectPart(objID);
8344 if (part != null && part.ParentGroup.IsAttachment)
8345 objID = part.ParentGroup.AttachedAvatar;
8346
8347 // Find out if this is an avatar ID. If so, return it's box
7714 ScenePresence presence = World.GetScenePresence(objID); 8348 ScenePresence presence = World.GetScenePresence(objID);
7715 if (presence != null) 8349 if (presence != null)
7716 { 8350 {
7717 if (presence.ParentID == 0) // not sat on an object 8351 // As per LSL Wiki, there is no difference between sitting
8352 // and standing avatar since server 1.36
8353 LSL_Vector lower;
8354 LSL_Vector upper;
8355 if (presence.Animator.Animations.DefaultAnimation.AnimID
8356 == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
7718 { 8357 {
7719 LSL_Vector lower; 8358 // This is for ground sitting avatars
7720 LSL_Vector upper; 8359 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7721 if (presence.Animator.Animations.DefaultAnimation.AnimID 8360 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7722 == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) 8361 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7723 {
7724 // This is for ground sitting avatars
7725 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7726 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7727 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7728 }
7729 else
7730 {
7731 // This is for standing/flying avatars
7732 float height = presence.Appearance.AvatarHeight / 2.0f;
7733 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7734 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7735 }
7736 result.Add(lower);
7737 result.Add(upper);
7738 return result;
7739 } 8362 }
7740 else 8363 else
7741 { 8364 {
7742 // sitting on an object so we need the bounding box of that 8365 // This is for standing/flying avatars
7743 // which should include the avatar so set the UUID to the 8366 float height = presence.Appearance.AvatarHeight / 2.0f;
7744 // UUID of the object the avatar is sat on and allow it to fall through 8367 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7745 // to processing an object 8368 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7746 SceneObjectPart p = World.GetSceneObjectPart(presence.ParentID);
7747 objID = p.UUID;
7748 } 8369 }
8370
8371 // Adjust to the documented error offsets (see LSL Wiki)
8372 lower += new LSL_Vector(0.05f, 0.05f, 0.05f);
8373 upper -= new LSL_Vector(0.05f, 0.05f, 0.05f);
8374
8375 if (lower.x > upper.x)
8376 lower.x = upper.x;
8377 if (lower.y > upper.y)
8378 lower.y = upper.y;
8379 if (lower.z > upper.z)
8380 lower.z = upper.z;
8381
8382 result.Add(lower);
8383 result.Add(upper);
8384 return result;
7749 } 8385 }
7750 SceneObjectPart part = World.GetSceneObjectPart(objID); 8386
8387 part = World.GetSceneObjectPart(objID);
7751 // Currently only works for single prims without a sitting avatar 8388 // Currently only works for single prims without a sitting avatar
7752 if (part != null) 8389 if (part != null)
7753 { 8390 {
7754 Vector3 halfSize = part.Scale / 2.0f; 8391 float minX;
7755 LSL_Vector lower = new LSL_Vector(halfSize.X * -1.0f, halfSize.Y * -1.0f, halfSize.Z * -1.0f); 8392 float maxX;
7756 LSL_Vector upper = new LSL_Vector(halfSize.X, halfSize.Y, halfSize.Z); 8393 float minY;
8394 float maxY;
8395 float minZ;
8396 float maxZ;
8397
8398 // This BBox is in sim coordinates, with the offset being
8399 // a contained point.
8400 Vector3[] offsets = Scene.GetCombinedBoundingBox(new List<SceneObjectGroup> { part.ParentGroup },
8401 out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
8402
8403 minX -= offsets[0].X;
8404 maxX -= offsets[0].X;
8405 minY -= offsets[0].Y;
8406 maxY -= offsets[0].Y;
8407 minZ -= offsets[0].Z;
8408 maxZ -= offsets[0].Z;
8409
8410 LSL_Vector lower;
8411 LSL_Vector upper;
8412
8413 // Adjust to the documented error offsets (see LSL Wiki)
8414 lower = new LSL_Vector(minX + 0.05f, minY + 0.05f, minZ + 0.05f);
8415 upper = new LSL_Vector(maxX - 0.05f, maxY - 0.05f, maxZ - 0.05f);
8416
8417 if (lower.x > upper.x)
8418 lower.x = upper.x;
8419 if (lower.y > upper.y)
8420 lower.y = upper.y;
8421 if (lower.z > upper.z)
8422 lower.z = upper.z;
8423
7757 result.Add(lower); 8424 result.Add(lower);
7758 result.Add(upper); 8425 result.Add(upper);
7759 return result; 8426 return result;
@@ -7833,13 +8500,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7833 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X, 8500 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X,
7834 part.AbsolutePosition.Y, 8501 part.AbsolutePosition.Y,
7835 part.AbsolutePosition.Z); 8502 part.AbsolutePosition.Z);
7836 // For some reason, the part.AbsolutePosition.* values do not change if the
7837 // linkset is rotated; they always reflect the child prim's world position
7838 // as though the linkset is unrotated. This is incompatible behavior with SL's
7839 // implementation, so will break scripts imported from there (not to mention it
7840 // makes it more difficult to determine a child prim's actual inworld position).
7841 if (part.ParentID != 0)
7842 v = ((v - llGetRootPosition()) * llGetRootRotation()) + llGetRootPosition();
7843 res.Add(v); 8503 res.Add(v);
7844 break; 8504 break;
7845 8505
@@ -8010,56 +8670,92 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8010 case (int)ScriptBaseClass.PRIM_BUMP_SHINY: 8670 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
8011 if (remain < 1) 8671 if (remain < 1)
8012 return res; 8672 return res;
8013 8673 face = (int)rules.GetLSLIntegerItem(idx++);
8014 face=(int)rules.GetLSLIntegerItem(idx++);
8015 8674
8016 tex = part.Shape.Textures; 8675 tex = part.Shape.Textures;
8676 int shiny;
8017 if (face == ScriptBaseClass.ALL_SIDES) 8677 if (face == ScriptBaseClass.ALL_SIDES)
8018 { 8678 {
8019 for (face = 0; face < GetNumberOfSides(part); face++) 8679 for (face = 0; face < GetNumberOfSides(part); face++)
8020 { 8680 {
8021 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8681 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8022 // Convert Shininess to PRIM_SHINY_* 8682 if (shinyness == Shininess.High)
8023 res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); 8683 {
8024 // PRIM_BUMP_* 8684 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8025 res.Add(new LSL_Integer((int)texface.Bump)); 8685 }
8686 else if (shinyness == Shininess.Medium)
8687 {
8688 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8689 }
8690 else if (shinyness == Shininess.Low)
8691 {
8692 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8693 }
8694 else
8695 {
8696 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8697 }
8698 res.Add(new LSL_Integer(shiny));
8699 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8026 } 8700 }
8027 } 8701 }
8028 else 8702 else
8029 { 8703 {
8030 if (face >= 0 && face < GetNumberOfSides(part)) 8704 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8705 if (shinyness == Shininess.High)
8031 { 8706 {
8032 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8707 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8033 // Convert Shininess to PRIM_SHINY_*
8034 res.Add(new LSL_Integer((uint)texface.Shiny >> 6));
8035 // PRIM_BUMP_*
8036 res.Add(new LSL_Integer((int)texface.Bump));
8037 } 8708 }
8709 else if (shinyness == Shininess.Medium)
8710 {
8711 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8712 }
8713 else if (shinyness == Shininess.Low)
8714 {
8715 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8716 }
8717 else
8718 {
8719 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8720 }
8721 res.Add(new LSL_Integer(shiny));
8722 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8038 } 8723 }
8039 break; 8724 break;
8040 8725
8041 case (int)ScriptBaseClass.PRIM_FULLBRIGHT: 8726 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
8042 if (remain < 1) 8727 if (remain < 1)
8043 return res; 8728 return res;
8044 8729 face = (int)rules.GetLSLIntegerItem(idx++);
8045 face=(int)rules.GetLSLIntegerItem(idx++);
8046 8730
8047 tex = part.Shape.Textures; 8731 tex = part.Shape.Textures;
8732 int fullbright;
8048 if (face == ScriptBaseClass.ALL_SIDES) 8733 if (face == ScriptBaseClass.ALL_SIDES)
8049 { 8734 {
8050 for (face = 0; face < GetNumberOfSides(part); face++) 8735 for (face = 0; face < GetNumberOfSides(part); face++)
8051 { 8736 {
8052 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8737 if (tex.GetFace((uint)face).Fullbright == true)
8053 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0)); 8738 {
8739 fullbright = ScriptBaseClass.TRUE;
8740 }
8741 else
8742 {
8743 fullbright = ScriptBaseClass.FALSE;
8744 }
8745 res.Add(new LSL_Integer(fullbright));
8054 } 8746 }
8055 } 8747 }
8056 else 8748 else
8057 { 8749 {
8058 if (face >= 0 && face < GetNumberOfSides(part)) 8750 if (tex.GetFace((uint)face).Fullbright == true)
8059 { 8751 {
8060 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8752 fullbright = ScriptBaseClass.TRUE;
8061 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0)); 8753 }
8754 else
8755 {
8756 fullbright = ScriptBaseClass.FALSE;
8062 } 8757 }
8758 res.Add(new LSL_Integer(fullbright));
8063 } 8759 }
8064 break; 8760 break;
8065 8761
@@ -8081,27 +8777,35 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8081 break; 8777 break;
8082 8778
8083 case (int)ScriptBaseClass.PRIM_TEXGEN: 8779 case (int)ScriptBaseClass.PRIM_TEXGEN:
8780 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
8084 if (remain < 1) 8781 if (remain < 1)
8085 return res; 8782 return res;
8086 8783 face = (int)rules.GetLSLIntegerItem(idx++);
8087 face=(int)rules.GetLSLIntegerItem(idx++);
8088 8784
8089 tex = part.Shape.Textures; 8785 tex = part.Shape.Textures;
8090 if (face == ScriptBaseClass.ALL_SIDES) 8786 if (face == ScriptBaseClass.ALL_SIDES)
8091 { 8787 {
8092 for (face = 0; face < GetNumberOfSides(part); face++) 8788 for (face = 0; face < GetNumberOfSides(part); face++)
8093 { 8789 {
8094 MappingType texgen = tex.GetFace((uint)face).TexMapType; 8790 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8095 // Convert MappingType to PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR etc. 8791 {
8096 res.Add(new LSL_Integer((uint)texgen >> 1)); 8792 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8793 }
8794 else
8795 {
8796 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8797 }
8097 } 8798 }
8098 } 8799 }
8099 else 8800 else
8100 { 8801 {
8101 if (face >= 0 && face < GetNumberOfSides(part)) 8802 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8803 {
8804 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8805 }
8806 else
8102 { 8807 {
8103 MappingType texgen = tex.GetFace((uint)face).TexMapType; 8808 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8104 res.Add(new LSL_Integer((uint)texgen >> 1));
8105 } 8809 }
8106 } 8810 }
8107 break; 8811 break;
@@ -8124,28 +8828,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8124 case (int)ScriptBaseClass.PRIM_GLOW: 8828 case (int)ScriptBaseClass.PRIM_GLOW:
8125 if (remain < 1) 8829 if (remain < 1)
8126 return res; 8830 return res;
8127 8831 face = (int)rules.GetLSLIntegerItem(idx++);
8128 face=(int)rules.GetLSLIntegerItem(idx++);
8129 8832
8130 tex = part.Shape.Textures; 8833 tex = part.Shape.Textures;
8834 float primglow;
8131 if (face == ScriptBaseClass.ALL_SIDES) 8835 if (face == ScriptBaseClass.ALL_SIDES)
8132 { 8836 {
8133 for (face = 0; face < GetNumberOfSides(part); face++) 8837 for (face = 0; face < GetNumberOfSides(part); face++)
8134 { 8838 {
8135 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8839 primglow = tex.GetFace((uint)face).Glow;
8136 res.Add(new LSL_Float(texface.Glow)); 8840 res.Add(new LSL_Float(primglow));
8137 } 8841 }
8138 } 8842 }
8139 else 8843 else
8140 { 8844 {
8141 if (face >= 0 && face < GetNumberOfSides(part)) 8845 primglow = tex.GetFace((uint)face).Glow;
8142 { 8846 res.Add(new LSL_Float(primglow));
8143 Primitive.TextureEntryFace texface = tex.GetFace((uint)face);
8144 res.Add(new LSL_Float(texface.Glow));
8145 }
8146 } 8847 }
8147 break; 8848 break;
8148
8149 case (int)ScriptBaseClass.PRIM_TEXT: 8849 case (int)ScriptBaseClass.PRIM_TEXT:
8150 Color4 textColor = part.GetTextColor(); 8850 Color4 textColor = part.GetTextColor();
8151 res.Add(new LSL_String(part.Text)); 8851 res.Add(new LSL_String(part.Text));
@@ -8757,8 +9457,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8757 // The function returns an ordered list 9457 // The function returns an ordered list
8758 // representing the tokens found in the supplied 9458 // representing the tokens found in the supplied
8759 // sources string. If two successive tokenizers 9459 // sources string. If two successive tokenizers
8760 // are encountered, then a NULL entry is added 9460 // are encountered, then a null-string entry is
8761 // to the list. 9461 // added to the list.
8762 // 9462 //
8763 // It is a precondition that the source and 9463 // It is a precondition that the source and
8764 // toekizer lisst are non-null. If they are null, 9464 // toekizer lisst are non-null. If they are null,
@@ -8766,7 +9466,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8766 // while their lengths are being determined. 9466 // while their lengths are being determined.
8767 // 9467 //
8768 // A small amount of working memoryis required 9468 // A small amount of working memoryis required
8769 // of approximately 8*#tokenizers. 9469 // of approximately 8*#tokenizers + 8*srcstrlen.
8770 // 9470 //
8771 // There are many ways in which this function 9471 // There are many ways in which this function
8772 // can be implemented, this implementation is 9472 // can be implemented, this implementation is
@@ -8782,155 +9482,124 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8782 // and eliminates redundant tokenizers as soon 9482 // and eliminates redundant tokenizers as soon
8783 // as is possible. 9483 // as is possible.
8784 // 9484 //
8785 // The implementation tries to avoid any copying 9485 // The implementation tries to minimize temporary
8786 // of arrays or other objects. 9486 // garbage generation.
8787 // </remarks> 9487 // </remarks>
8788 9488
8789 private LSL_List ParseString(string src, LSL_List separators, LSL_List spacers, bool keepNulls) 9489 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8790 { 9490 {
8791 int beginning = 0; 9491 return ParseString2List(src, separators, spacers, true);
8792 int srclen = src.Length; 9492 }
8793 int seplen = separators.Length;
8794 object[] separray = separators.Data;
8795 int spclen = spacers.Length;
8796 object[] spcarray = spacers.Data;
8797 int mlen = seplen+spclen;
8798
8799 int[] offset = new int[mlen+1];
8800 bool[] active = new bool[mlen];
8801
8802 int best;
8803 int j;
8804
8805 // Initial capacity reduces resize cost
8806 9493
8807 LSL_List tokens = new LSL_List(); 9494 private LSL_List ParseString2List(string src, LSL_List separators, LSL_List spacers, bool keepNulls)
9495 {
9496 int srclen = src.Length;
9497 int seplen = separators.Length;
9498 object[] separray = separators.Data;
9499 int spclen = spacers.Length;
9500 object[] spcarray = spacers.Data;
9501 int dellen = 0;
9502 string[] delarray = new string[seplen+spclen];
8808 9503
8809 // All entries are initially valid 9504 int outlen = 0;
9505 string[] outarray = new string[srclen*2+1];
8810 9506
8811 for (int i = 0; i < mlen; i++) 9507 int i, j;
8812 active[i] = true; 9508 string d;
8813 9509
8814 offset[mlen] = srclen; 9510 m_host.AddScriptLPS(1);
8815 9511
8816 while (beginning < srclen) 9512 /*
9513 * Convert separator and spacer lists to C# strings.
9514 * Also filter out null strings so we don't hang.
9515 */
9516 for (i = 0; i < seplen; i ++)
8817 { 9517 {
9518 d = separray[i].ToString();
9519 if (d.Length > 0)
9520 {
9521 delarray[dellen++] = d;
9522 }
9523 }
9524 seplen = dellen;
8818 9525
8819 best = mlen; // as bad as it gets 9526 for (i = 0; i < spclen; i ++)
9527 {
9528 d = spcarray[i].ToString();
9529 if (d.Length > 0)
9530 {
9531 delarray[dellen++] = d;
9532 }
9533 }
8820 9534
8821 // Scan for separators 9535 /*
9536 * Scan through source string from beginning to end.
9537 */
9538 for (i = 0;;)
9539 {
8822 9540
8823 for (j = 0; j < seplen; j++) 9541 /*
9542 * Find earliest delimeter in src starting at i (if any).
9543 */
9544 int earliestDel = -1;
9545 int earliestSrc = srclen;
9546 string earliestStr = null;
9547 for (j = 0; j < dellen; j ++)
8824 { 9548 {
8825 if (separray[j].ToString() == String.Empty) 9549 d = delarray[j];
8826 active[j] = false; 9550 if (d != null)
8827
8828 if (active[j])
8829 { 9551 {
8830 // scan all of the markers 9552 int index = src.IndexOf(d, i);
8831 if ((offset[j] = src.IndexOf(separray[j].ToString(), beginning)) == -1) 9553 if (index < 0)
8832 { 9554 {
8833 // not present at all 9555 delarray[j] = null; // delim nowhere in src, don't check it anymore
8834 active[j] = false;
8835 } 9556 }
8836 else 9557 else if (index < earliestSrc)
8837 { 9558 {
8838 // present and correct 9559 earliestSrc = index; // where delimeter starts in source string
8839 if (offset[j] < offset[best]) 9560 earliestDel = j; // where delimeter is in delarray[]
8840 { 9561 earliestStr = d; // the delimeter string from delarray[]
8841 // closest so far 9562 if (index == i) break; // can't do any better than found at beg of string
8842 best = j;
8843 if (offset[best] == beginning)
8844 break;
8845 }
8846 } 9563 }
8847 } 9564 }
8848 } 9565 }
8849 9566
8850 // Scan for spacers 9567 /*
8851 9568 * Output source string starting at i through start of earliest delimeter.
8852 if (offset[best] != beginning) 9569 */
9570 if (keepNulls || (earliestSrc > i))
8853 { 9571 {
8854 for (j = seplen; (j < mlen) && (offset[best] > beginning); j++) 9572 outarray[outlen++] = src.Substring(i, earliestSrc - i);
8855 {
8856 if (spcarray[j-seplen].ToString() == String.Empty)
8857 active[j] = false;
8858
8859 if (active[j])
8860 {
8861 // scan all of the markers
8862 if ((offset[j] = src.IndexOf(spcarray[j-seplen].ToString(), beginning)) == -1)
8863 {
8864 // not present at all
8865 active[j] = false;
8866 }
8867 else
8868 {
8869 // present and correct
8870 if (offset[j] < offset[best])
8871 {
8872 // closest so far
8873 best = j;
8874 }
8875 }
8876 }
8877 }
8878 } 9573 }
8879 9574
8880 // This is the normal exit from the scanning loop 9575 /*
9576 * If no delimeter found at or after i, we're done scanning.
9577 */
9578 if (earliestDel < 0) break;
8881 9579
8882 if (best == mlen) 9580 /*
9581 * If delimeter was a spacer, output the spacer.
9582 */
9583 if (earliestDel >= seplen)
8883 { 9584 {
8884 // no markers were found on this pass 9585 outarray[outlen++] = earliestStr;
8885 // so we're pretty much done
8886 if ((keepNulls) || ((!keepNulls) && (srclen - beginning) > 0))
8887 tokens.Add(new LSL_String(src.Substring(beginning, srclen - beginning)));
8888 break;
8889 } 9586 }
8890 9587
8891 // Otherwise we just add the newly delimited token 9588 /*
8892 // and recalculate where the search should continue. 9589 * Look at rest of src string following delimeter.
8893 if ((keepNulls) || ((!keepNulls) && (offset[best] - beginning) > 0)) 9590 */
8894 tokens.Add(new LSL_String(src.Substring(beginning,offset[best]-beginning))); 9591 i = earliestSrc + earliestStr.Length;
8895
8896 if (best < seplen)
8897 {
8898 beginning = offset[best] + (separray[best].ToString()).Length;
8899 }
8900 else
8901 {
8902 beginning = offset[best] + (spcarray[best - seplen].ToString()).Length;
8903 string str = spcarray[best - seplen].ToString();
8904 if ((keepNulls) || ((!keepNulls) && (str.Length > 0)))
8905 tokens.Add(new LSL_String(str));
8906 }
8907 } 9592 }
8908 9593
8909 // This an awkward an not very intuitive boundary case. If the 9594 /*
8910 // last substring is a tokenizer, then there is an implied trailing 9595 * Make up an exact-sized output array suitable for an LSL_List object.
8911 // null list entry. Hopefully the single comparison will not be too 9596 */
8912 // arduous. Alternatively the 'break' could be replced with a return 9597 object[] outlist = new object[outlen];
8913 // but that's shabby programming. 9598 for (i = 0; i < outlen; i ++)
8914
8915 if ((beginning == srclen) && (keepNulls))
8916 { 9599 {
8917 if (srclen != 0) 9600 outlist[i] = new LSL_String(outarray[i]);
8918 tokens.Add(new LSL_String(""));
8919 } 9601 }
8920 9602 return new LSL_List(outlist);
8921 return tokens;
8922 }
8923
8924 public LSL_List llParseString2List(string src, LSL_List separators, LSL_List spacers)
8925 {
8926 m_host.AddScriptLPS(1);
8927 return this.ParseString(src, separators, spacers, false);
8928 }
8929
8930 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8931 {
8932 m_host.AddScriptLPS(1);
8933 return this.ParseString(src, separators, spacers, true);
8934 } 9603 }
8935 9604
8936 public LSL_Integer llGetObjectPermMask(int mask) 9605 public LSL_Integer llGetObjectPermMask(int mask)
@@ -9007,28 +9676,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9007 { 9676 {
9008 m_host.AddScriptLPS(1); 9677 m_host.AddScriptLPS(1);
9009 9678
9010 lock (m_host.TaskInventory) 9679 m_host.TaskInventory.LockItemsForRead(true);
9680 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9011 { 9681 {
9012 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9682 if (inv.Value.Name == item)
9013 { 9683 {
9014 if (inv.Value.Name == item) 9684 m_host.TaskInventory.LockItemsForRead(false);
9685 switch (mask)
9015 { 9686 {
9016 switch (mask) 9687 case 0:
9017 { 9688 return (int)inv.Value.BasePermissions;
9018 case 0: 9689 case 1:
9019 return (int)inv.Value.BasePermissions; 9690 return (int)inv.Value.CurrentPermissions;
9020 case 1: 9691 case 2:
9021 return (int)inv.Value.CurrentPermissions; 9692 return (int)inv.Value.GroupPermissions;
9022 case 2: 9693 case 3:
9023 return (int)inv.Value.GroupPermissions; 9694 return (int)inv.Value.EveryonePermissions;
9024 case 3: 9695 case 4:
9025 return (int)inv.Value.EveryonePermissions; 9696 return (int)inv.Value.NextPermissions;
9026 case 4:
9027 return (int)inv.Value.NextPermissions;
9028 }
9029 } 9697 }
9030 } 9698 }
9031 } 9699 }
9700 m_host.TaskInventory.LockItemsForRead(false);
9032 9701
9033 return -1; 9702 return -1;
9034 } 9703 }
@@ -9075,16 +9744,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9075 { 9744 {
9076 m_host.AddScriptLPS(1); 9745 m_host.AddScriptLPS(1);
9077 9746
9078 lock (m_host.TaskInventory) 9747 m_host.TaskInventory.LockItemsForRead(true);
9748 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9079 { 9749 {
9080 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9750 if (inv.Value.Name == item)
9081 { 9751 {
9082 if (inv.Value.Name == item) 9752 m_host.TaskInventory.LockItemsForRead(false);
9083 { 9753 return inv.Value.CreatorID.ToString();
9084 return inv.Value.CreatorID.ToString();
9085 }
9086 } 9754 }
9087 } 9755 }
9756 m_host.TaskInventory.LockItemsForRead(false);
9088 9757
9089 llSay(0, "No item name '" + item + "'"); 9758 llSay(0, "No item name '" + item + "'");
9090 9759
@@ -9232,7 +9901,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9232 } 9901 }
9233 9902
9234 /// <summary> 9903 /// <summary>
9235 /// illListReplaceList removes the sub-list defined by the inclusive indices 9904 /// llListReplaceList removes the sub-list defined by the inclusive indices
9236 /// start and end and inserts the src list in its place. The inclusive 9905 /// start and end and inserts the src list in its place. The inclusive
9237 /// nature of the indices means that at least one element must be deleted 9906 /// nature of the indices means that at least one element must be deleted
9238 /// if the indices are within the bounds of the existing list. I.e. 2,2 9907 /// if the indices are within the bounds of the existing list. I.e. 2,2
@@ -9289,16 +9958,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9289 // based upon end. Note that if end exceeds the upper 9958 // based upon end. Note that if end exceeds the upper
9290 // bound in this case, the entire destination list 9959 // bound in this case, the entire destination list
9291 // is removed. 9960 // is removed.
9292 else 9961 else if (start == 0)
9293 { 9962 {
9294 if (end + 1 < dest.Length) 9963 if (end + 1 < dest.Length)
9295 {
9296 return src + dest.GetSublist(end + 1, -1); 9964 return src + dest.GetSublist(end + 1, -1);
9297 }
9298 else 9965 else
9299 {
9300 return src; 9966 return src;
9301 } 9967 }
9968 else // Start < 0
9969 {
9970 if (end + 1 < dest.Length)
9971 return dest.GetSublist(end + 1, -1);
9972 else
9973 return new LSL_List();
9302 } 9974 }
9303 } 9975 }
9304 // Finally, if start > end, we strip away a prefix and 9976 // Finally, if start > end, we strip away a prefix and
@@ -9349,17 +10021,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9349 int width = 0; 10021 int width = 0;
9350 int height = 0; 10022 int height = 0;
9351 10023
9352 ParcelMediaCommandEnum? commandToSend = null; 10024 uint commandToSend = 0;
9353 float time = 0.0f; // default is from start 10025 float time = 0.0f; // default is from start
9354 10026
9355 ScenePresence presence = null; 10027 ScenePresence presence = null;
9356 10028
9357 for (int i = 0; i < commandList.Data.Length; i++) 10029 for (int i = 0; i < commandList.Data.Length; i++)
9358 { 10030 {
9359 ParcelMediaCommandEnum command = (ParcelMediaCommandEnum)commandList.Data[i]; 10031 uint command = (uint)(commandList.GetLSLIntegerItem(i));
9360 switch (command) 10032 switch (command)
9361 { 10033 {
9362 case ParcelMediaCommandEnum.Agent: 10034 case (uint)ParcelMediaCommandEnum.Agent:
9363 // we send only to one agent 10035 // we send only to one agent
9364 if ((i + 1) < commandList.Length) 10036 if ((i + 1) < commandList.Length)
9365 { 10037 {
@@ -9376,25 +10048,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9376 } 10048 }
9377 break; 10049 break;
9378 10050
9379 case ParcelMediaCommandEnum.Loop: 10051 case (uint)ParcelMediaCommandEnum.Loop:
9380 loop = 1; 10052 loop = 1;
9381 commandToSend = command; 10053 commandToSend = command;
9382 update = true; //need to send the media update packet to set looping 10054 update = true; //need to send the media update packet to set looping
9383 break; 10055 break;
9384 10056
9385 case ParcelMediaCommandEnum.Play: 10057 case (uint)ParcelMediaCommandEnum.Play:
9386 loop = 0; 10058 loop = 0;
9387 commandToSend = command; 10059 commandToSend = command;
9388 update = true; //need to send the media update packet to make sure it doesn't loop 10060 update = true; //need to send the media update packet to make sure it doesn't loop
9389 break; 10061 break;
9390 10062
9391 case ParcelMediaCommandEnum.Pause: 10063 case (uint)ParcelMediaCommandEnum.Pause:
9392 case ParcelMediaCommandEnum.Stop: 10064 case (uint)ParcelMediaCommandEnum.Stop:
9393 case ParcelMediaCommandEnum.Unload: 10065 case (uint)ParcelMediaCommandEnum.Unload:
9394 commandToSend = command; 10066 commandToSend = command;
9395 break; 10067 break;
9396 10068
9397 case ParcelMediaCommandEnum.Url: 10069 case (uint)ParcelMediaCommandEnum.Url:
9398 if ((i + 1) < commandList.Length) 10070 if ((i + 1) < commandList.Length)
9399 { 10071 {
9400 if (commandList.Data[i + 1] is LSL_String) 10072 if (commandList.Data[i + 1] is LSL_String)
@@ -9407,7 +10079,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9407 } 10079 }
9408 break; 10080 break;
9409 10081
9410 case ParcelMediaCommandEnum.Texture: 10082 case (uint)ParcelMediaCommandEnum.Texture:
9411 if ((i + 1) < commandList.Length) 10083 if ((i + 1) < commandList.Length)
9412 { 10084 {
9413 if (commandList.Data[i + 1] is LSL_String) 10085 if (commandList.Data[i + 1] is LSL_String)
@@ -9420,7 +10092,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9420 } 10092 }
9421 break; 10093 break;
9422 10094
9423 case ParcelMediaCommandEnum.Time: 10095 case (uint)ParcelMediaCommandEnum.Time:
9424 if ((i + 1) < commandList.Length) 10096 if ((i + 1) < commandList.Length)
9425 { 10097 {
9426 if (commandList.Data[i + 1] is LSL_Float) 10098 if (commandList.Data[i + 1] is LSL_Float)
@@ -9432,7 +10104,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9432 } 10104 }
9433 break; 10105 break;
9434 10106
9435 case ParcelMediaCommandEnum.AutoAlign: 10107 case (uint)ParcelMediaCommandEnum.AutoAlign:
9436 if ((i + 1) < commandList.Length) 10108 if ((i + 1) < commandList.Length)
9437 { 10109 {
9438 if (commandList.Data[i + 1] is LSL_Integer) 10110 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9446,7 +10118,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9446 } 10118 }
9447 break; 10119 break;
9448 10120
9449 case ParcelMediaCommandEnum.Type: 10121 case (uint)ParcelMediaCommandEnum.Type:
9450 if ((i + 1) < commandList.Length) 10122 if ((i + 1) < commandList.Length)
9451 { 10123 {
9452 if (commandList.Data[i + 1] is LSL_String) 10124 if (commandList.Data[i + 1] is LSL_String)
@@ -9459,7 +10131,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9459 } 10131 }
9460 break; 10132 break;
9461 10133
9462 case ParcelMediaCommandEnum.Desc: 10134 case (uint)ParcelMediaCommandEnum.Desc:
9463 if ((i + 1) < commandList.Length) 10135 if ((i + 1) < commandList.Length)
9464 { 10136 {
9465 if (commandList.Data[i + 1] is LSL_String) 10137 if (commandList.Data[i + 1] is LSL_String)
@@ -9472,7 +10144,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9472 } 10144 }
9473 break; 10145 break;
9474 10146
9475 case ParcelMediaCommandEnum.Size: 10147 case (uint)ParcelMediaCommandEnum.Size:
9476 if ((i + 2) < commandList.Length) 10148 if ((i + 2) < commandList.Length)
9477 { 10149 {
9478 if (commandList.Data[i + 1] is LSL_Integer) 10150 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9542,7 +10214,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9542 } 10214 }
9543 } 10215 }
9544 10216
9545 if (commandToSend != null) 10217 if (commandToSend != 0)
9546 { 10218 {
9547 // the commandList contained a start/stop/... command, too 10219 // the commandList contained a start/stop/... command, too
9548 if (presence == null) 10220 if (presence == null)
@@ -9579,7 +10251,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9579 10251
9580 if (aList.Data[i] != null) 10252 if (aList.Data[i] != null)
9581 { 10253 {
9582 switch ((ParcelMediaCommandEnum) aList.Data[i]) 10254 switch ((ParcelMediaCommandEnum) Convert.ToInt32(aList.Data[i].ToString()))
9583 { 10255 {
9584 case ParcelMediaCommandEnum.Url: 10256 case ParcelMediaCommandEnum.Url:
9585 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL)); 10257 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL));
@@ -9622,16 +10294,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9622 { 10294 {
9623 m_host.AddScriptLPS(1); 10295 m_host.AddScriptLPS(1);
9624 10296
9625 lock (m_host.TaskInventory) 10297 m_host.TaskInventory.LockItemsForRead(true);
10298 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9626 { 10299 {
9627 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 10300 if (inv.Value.Name == name)
9628 { 10301 {
9629 if (inv.Value.Name == name) 10302 m_host.TaskInventory.LockItemsForRead(false);
9630 { 10303 return inv.Value.Type;
9631 return inv.Value.Type;
9632 }
9633 } 10304 }
9634 } 10305 }
10306 m_host.TaskInventory.LockItemsForRead(false);
9635 10307
9636 return -1; 10308 return -1;
9637 } 10309 }
@@ -9642,15 +10314,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9642 10314
9643 if (quick_pay_buttons.Data.Length < 4) 10315 if (quick_pay_buttons.Data.Length < 4)
9644 { 10316 {
9645 LSLError("List must have at least 4 elements"); 10317 int x;
9646 return; 10318 for (x=quick_pay_buttons.Data.Length; x<= 4; x++)
10319 {
10320 quick_pay_buttons.Add(ScriptBaseClass.PAY_HIDE);
10321 }
9647 } 10322 }
9648 m_host.ParentGroup.RootPart.PayPrice[0]=price; 10323 int[] nPrice = new int[5];
9649 10324 nPrice[0] = price;
9650 m_host.ParentGroup.RootPart.PayPrice[1]=(LSL_Integer)quick_pay_buttons.Data[0]; 10325 nPrice[1] = quick_pay_buttons.GetLSLIntegerItem(0);
9651 m_host.ParentGroup.RootPart.PayPrice[2]=(LSL_Integer)quick_pay_buttons.Data[1]; 10326 nPrice[2] = quick_pay_buttons.GetLSLIntegerItem(1);
9652 m_host.ParentGroup.RootPart.PayPrice[3]=(LSL_Integer)quick_pay_buttons.Data[2]; 10327 nPrice[3] = quick_pay_buttons.GetLSLIntegerItem(2);
9653 m_host.ParentGroup.RootPart.PayPrice[4]=(LSL_Integer)quick_pay_buttons.Data[3]; 10328 nPrice[4] = quick_pay_buttons.GetLSLIntegerItem(3);
10329 m_host.ParentGroup.RootPart.PayPrice = nPrice;
9654 m_host.ParentGroup.HasGroupChanged = true; 10330 m_host.ParentGroup.HasGroupChanged = true;
9655 } 10331 }
9656 10332
@@ -9662,17 +10338,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9662 if (invItemID == UUID.Zero) 10338 if (invItemID == UUID.Zero)
9663 return new LSL_Vector(); 10339 return new LSL_Vector();
9664 10340
9665 lock (m_host.TaskInventory) 10341 m_host.TaskInventory.LockItemsForRead(true);
10342 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9666 { 10343 {
9667 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 10344 m_host.TaskInventory.LockItemsForRead(false);
9668 return new LSL_Vector(); 10345 return new LSL_Vector();
10346 }
9669 10347
9670 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 10348 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9671 { 10349 {
9672 ShoutError("No permissions to track the camera"); 10350 ShoutError("No permissions to track the camera");
9673 return new LSL_Vector(); 10351 m_host.TaskInventory.LockItemsForRead(false);
9674 } 10352 return new LSL_Vector();
9675 } 10353 }
10354 m_host.TaskInventory.LockItemsForRead(false);
9676 10355
9677 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 10356 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9678 if (presence != null) 10357 if (presence != null)
@@ -9690,17 +10369,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9690 if (invItemID == UUID.Zero) 10369 if (invItemID == UUID.Zero)
9691 return new LSL_Rotation(); 10370 return new LSL_Rotation();
9692 10371
9693 lock (m_host.TaskInventory) 10372 m_host.TaskInventory.LockItemsForRead(true);
10373 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9694 { 10374 {
9695 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 10375 m_host.TaskInventory.LockItemsForRead(false);
9696 return new LSL_Rotation(); 10376 return new LSL_Rotation();
9697 10377 }
9698 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 10378 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9699 { 10379 {
9700 ShoutError("No permissions to track the camera"); 10380 ShoutError("No permissions to track the camera");
9701 return new LSL_Rotation(); 10381 m_host.TaskInventory.LockItemsForRead(false);
9702 } 10382 return new LSL_Rotation();
9703 } 10383 }
10384 m_host.TaskInventory.LockItemsForRead(false);
9704 10385
9705 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 10386 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9706 if (presence != null) 10387 if (presence != null)
@@ -9762,8 +10443,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9762 { 10443 {
9763 m_host.AddScriptLPS(1); 10444 m_host.AddScriptLPS(1);
9764 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0); 10445 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0);
9765 if (detectedParams == null) return; // only works on the first detected avatar 10446 if (detectedParams == null)
9766 10447 {
10448 if (m_host.ParentGroup.IsAttachment == true)
10449 {
10450 detectedParams = new DetectParams();
10451 detectedParams.Key = m_host.OwnerID;
10452 }
10453 else
10454 {
10455 return;
10456 }
10457 }
10458
9767 ScenePresence avatar = World.GetScenePresence(detectedParams.Key); 10459 ScenePresence avatar = World.GetScenePresence(detectedParams.Key);
9768 if (avatar != null) 10460 if (avatar != null)
9769 { 10461 {
@@ -9771,6 +10463,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9771 new Vector3((float)pos.x, (float)pos.y, (float)pos.z), 10463 new Vector3((float)pos.x, (float)pos.y, (float)pos.z),
9772 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z)); 10464 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z));
9773 } 10465 }
10466
9774 ScriptSleep(1000); 10467 ScriptSleep(1000);
9775 } 10468 }
9776 10469
@@ -9882,14 +10575,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9882 if (objectID == UUID.Zero) return; 10575 if (objectID == UUID.Zero) return;
9883 10576
9884 UUID agentID; 10577 UUID agentID;
9885 lock (m_host.TaskInventory) 10578 m_host.TaskInventory.LockItemsForRead(true);
9886 { 10579 // we need the permission first, to know which avatar we want to set the camera for
9887 // we need the permission first, to know which avatar we want to set the camera for 10580 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9888 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9889 10581
9890 if (agentID == UUID.Zero) return; 10582 if (agentID == UUID.Zero)
9891 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 10583 {
10584 m_host.TaskInventory.LockItemsForRead(false);
10585 return;
10586 }
10587 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
10588 {
10589 m_host.TaskInventory.LockItemsForRead(false);
10590 return;
9892 } 10591 }
10592 m_host.TaskInventory.LockItemsForRead(false);
9893 10593
9894 ScenePresence presence = World.GetScenePresence(agentID); 10594 ScenePresence presence = World.GetScenePresence(agentID);
9895 10595
@@ -9898,12 +10598,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9898 10598
9899 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>(); 10599 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>();
9900 object[] data = rules.Data; 10600 object[] data = rules.Data;
9901 for (int i = 0; i < data.Length; ++i) { 10601 for (int i = 0; i < data.Length; ++i)
10602 {
9902 int type = Convert.ToInt32(data[i++].ToString()); 10603 int type = Convert.ToInt32(data[i++].ToString());
9903 if (i >= data.Length) break; // odd number of entries => ignore the last 10604 if (i >= data.Length) break; // odd number of entries => ignore the last
9904 10605
9905 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3) 10606 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3)
9906 switch (type) { 10607 switch (type)
10608 {
9907 case ScriptBaseClass.CAMERA_FOCUS: 10609 case ScriptBaseClass.CAMERA_FOCUS:
9908 case ScriptBaseClass.CAMERA_FOCUS_OFFSET: 10610 case ScriptBaseClass.CAMERA_FOCUS_OFFSET:
9909 case ScriptBaseClass.CAMERA_POSITION: 10611 case ScriptBaseClass.CAMERA_POSITION:
@@ -9939,12 +10641,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9939 10641
9940 // we need the permission first, to know which avatar we want to clear the camera for 10642 // we need the permission first, to know which avatar we want to clear the camera for
9941 UUID agentID; 10643 UUID agentID;
9942 lock (m_host.TaskInventory) 10644 m_host.TaskInventory.LockItemsForRead(true);
10645 agentID = m_host.TaskInventory[invItemID].PermsGranter;
10646 if (agentID == UUID.Zero)
9943 { 10647 {
9944 agentID = m_host.TaskInventory[invItemID].PermsGranter; 10648 m_host.TaskInventory.LockItemsForRead(false);
9945 if (agentID == UUID.Zero) return; 10649 return;
9946 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return;
9947 } 10650 }
10651 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
10652 {
10653 m_host.TaskInventory.LockItemsForRead(false);
10654 return;
10655 }
10656 m_host.TaskInventory.LockItemsForRead(false);
9948 10657
9949 ScenePresence presence = World.GetScenePresence(agentID); 10658 ScenePresence presence = World.GetScenePresence(agentID);
9950 10659
@@ -10011,19 +10720,65 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10011 public LSL_String llXorBase64StringsCorrect(string str1, string str2) 10720 public LSL_String llXorBase64StringsCorrect(string str1, string str2)
10012 { 10721 {
10013 m_host.AddScriptLPS(1); 10722 m_host.AddScriptLPS(1);
10014 string ret = String.Empty; 10723
10015 string src1 = llBase64ToString(str1); 10724 if (str1 == String.Empty)
10016 string src2 = llBase64ToString(str2); 10725 return String.Empty;
10017 int c = 0; 10726 if (str2 == String.Empty)
10018 for (int i = 0; i < src1.Length; i++) 10727 return str1;
10728
10729 int len = str2.Length;
10730 if ((len % 4) != 0) // LL is EVIL!!!!
10019 { 10731 {
10020 ret += (char) (src1[i] ^ src2[c]); 10732 while (str2.EndsWith("="))
10733 str2 = str2.Substring(0, str2.Length - 1);
10021 10734
10022 c++; 10735 len = str2.Length;
10023 if (c >= src2.Length) 10736 int mod = len % 4;
10024 c = 0; 10737
10738 if (mod == 1)
10739 str2 = str2.Substring(0, str2.Length - 1);
10740 else if (mod == 2)
10741 str2 += "==";
10742 else if (mod == 3)
10743 str2 += "=";
10025 } 10744 }
10026 return llStringToBase64(ret); 10745
10746 byte[] data1;
10747 byte[] data2;
10748 try
10749 {
10750 data1 = Convert.FromBase64String(str1);
10751 data2 = Convert.FromBase64String(str2);
10752 }
10753 catch (Exception)
10754 {
10755 return new LSL_String(String.Empty);
10756 }
10757
10758 byte[] d2 = new Byte[data1.Length];
10759 int pos = 0;
10760
10761 if (data1.Length <= data2.Length)
10762 {
10763 Array.Copy(data2, 0, d2, 0, data1.Length);
10764 }
10765 else
10766 {
10767 while (pos < data1.Length)
10768 {
10769 len = data1.Length - pos;
10770 if (len > data2.Length)
10771 len = data2.Length;
10772
10773 Array.Copy(data2, 0, d2, pos, len);
10774 pos += len;
10775 }
10776 }
10777
10778 for (pos = 0 ; pos < data1.Length ; pos++ )
10779 data1[pos] ^= d2[pos];
10780
10781 return Convert.ToBase64String(data1);
10027 } 10782 }
10028 10783
10029 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body) 10784 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body)
@@ -10080,12 +10835,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10080 Regex r = new Regex(authregex); 10835 Regex r = new Regex(authregex);
10081 int[] gnums = r.GetGroupNumbers(); 10836 int[] gnums = r.GetGroupNumbers();
10082 Match m = r.Match(url); 10837 Match m = r.Match(url);
10083 if (m.Success) { 10838 if (m.Success)
10084 for (int i = 1; i < gnums.Length; i++) { 10839 {
10840 for (int i = 1; i < gnums.Length; i++)
10841 {
10085 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]]; 10842 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]];
10086 //CaptureCollection cc = g.Captures; 10843 //CaptureCollection cc = g.Captures;
10087 } 10844 }
10088 if (m.Groups.Count == 5) { 10845 if (m.Groups.Count == 5)
10846 {
10089 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString()))); 10847 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString())));
10090 url = m.Groups[1].ToString() + m.Groups[4].ToString(); 10848 url = m.Groups[1].ToString() + m.Groups[4].ToString();
10091 } 10849 }
@@ -10371,15 +11129,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10371 11129
10372 internal UUID ScriptByName(string name) 11130 internal UUID ScriptByName(string name)
10373 { 11131 {
10374 lock (m_host.TaskInventory) 11132 m_host.TaskInventory.LockItemsForRead(true);
11133
11134 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
10375 { 11135 {
10376 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 11136 if (item.Type == 10 && item.Name == name)
10377 { 11137 {
10378 if (item.Type == 10 && item.Name == name) 11138 m_host.TaskInventory.LockItemsForRead(false);
10379 return item.ItemID; 11139 return item.ItemID;
10380 } 11140 }
10381 } 11141 }
10382 11142
11143 m_host.TaskInventory.LockItemsForRead(false);
11144
10383 return UUID.Zero; 11145 return UUID.Zero;
10384 } 11146 }
10385 11147
@@ -10420,6 +11182,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10420 { 11182 {
10421 m_host.AddScriptLPS(1); 11183 m_host.AddScriptLPS(1);
10422 11184
11185 //Clone is thread safe
10423 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 11186 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10424 11187
10425 UUID assetID = UUID.Zero; 11188 UUID assetID = UUID.Zero;
@@ -10482,6 +11245,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10482 { 11245 {
10483 m_host.AddScriptLPS(1); 11246 m_host.AddScriptLPS(1);
10484 11247
11248 //Clone is thread safe
10485 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 11249 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10486 11250
10487 UUID assetID = UUID.Zero; 11251 UUID assetID = UUID.Zero;
@@ -10562,15 +11326,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10562 return GetLinkPrimitiveParams(obj, rules); 11326 return GetLinkPrimitiveParams(obj, rules);
10563 } 11327 }
10564 11328
10565 public void print(string str) 11329 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
10566 { 11330 {
10567 // yes, this is a real LSL function. See: http://wiki.secondlife.com/wiki/Print 11331 List<SceneObjectPart> parts = GetLinkParts(link);
10568 IOSSL_Api ossl = (IOSSL_Api)m_ScriptEngine.GetApi(m_itemID, "OSSL"); 11332 if (parts.Count < 1)
10569 if (ossl != null) 11333 return 0;
10570 { 11334
10571 ossl.CheckThreatLevel(ThreatLevel.High, "print"); 11335 return GetNumberOfSides(parts[0]);
10572 m_log.Info("LSL print():" + str);
10573 }
10574 } 11336 }
10575 11337
10576 private string Name2Username(string name) 11338 private string Name2Username(string name)
@@ -10616,153 +11378,397 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10616 return rq.ToString(); 11378 return rq.ToString();
10617 } 11379 }
10618 11380
11381 private void SayShoutTimerElapsed(Object sender, ElapsedEventArgs args)
11382 {
11383 m_SayShoutCount = 0;
11384 }
11385
11386 private struct Tri
11387 {
11388 public Vector3 p1;
11389 public Vector3 p2;
11390 public Vector3 p3;
11391 }
11392
11393 private bool InBoundingBox(ScenePresence avatar, Vector3 point)
11394 {
11395 float height = avatar.Appearance.AvatarHeight;
11396 Vector3 b1 = avatar.AbsolutePosition + new Vector3(-0.22f, -0.22f, -height/2);
11397 Vector3 b2 = avatar.AbsolutePosition + new Vector3(0.22f, 0.22f, height/2);
11398
11399 if (point.X > b1.X && point.X < b2.X &&
11400 point.Y > b1.Y && point.Y < b2.Y &&
11401 point.Z > b1.Z && point.Z < b2.Z)
11402 return true;
11403 return false;
11404 }
11405
11406 private ContactResult[] AvatarIntersection(Vector3 rayStart, Vector3 rayEnd)
11407 {
11408 List<ContactResult> contacts = new List<ContactResult>();
11409
11410 Vector3 ab = rayEnd - rayStart;
11411
11412 World.ForEachScenePresence(delegate(ScenePresence sp)
11413 {
11414 Vector3 ac = sp.AbsolutePosition - rayStart;
11415 Vector3 bc = sp.AbsolutePosition - rayEnd;
11416
11417 double d = Math.Abs(Vector3.Mag(Vector3.Cross(ab, ac)) / Vector3.Distance(rayStart, rayEnd));
11418
11419 if (d > 1.5)
11420 return;
11421
11422 double d2 = Vector3.Dot(Vector3.Negate(ab), ac);
11423
11424 if (d2 > 0)
11425 return;
11426
11427 double dp = Math.Sqrt(Vector3.Mag(ac) * Vector3.Mag(ac) - d * d);
11428 Vector3 p = rayStart + Vector3.Divide(Vector3.Multiply(ab, (float)dp), (float)Vector3.Mag(ab));
11429
11430 if (!InBoundingBox(sp, p))
11431 return;
11432
11433 ContactResult result = new ContactResult ();
11434 result.ConsumerID = sp.LocalId;
11435 result.Depth = Vector3.Distance(rayStart, p);
11436 result.Normal = Vector3.Zero;
11437 result.Pos = p;
11438
11439 contacts.Add(result);
11440 });
11441
11442 return contacts.ToArray();
11443 }
11444
11445 private ContactResult[] ObjectIntersection(Vector3 rayStart, Vector3 rayEnd, bool includePhysical, bool includeNonPhysical, bool includePhantom)
11446 {
11447 Ray ray = new Ray(rayStart, Vector3.Normalize(rayEnd - rayStart));
11448 List<ContactResult> contacts = new List<ContactResult>();
11449
11450 Vector3 ab = rayEnd - rayStart;
11451
11452 World.ForEachSOG(delegate(SceneObjectGroup group)
11453 {
11454 if (m_host.ParentGroup == group)
11455 return;
11456
11457 if (group.IsAttachment)
11458 return;
11459
11460 if (group.RootPart.PhysActor == null)
11461 {
11462 if (!includePhantom)
11463 return;
11464 }
11465 else
11466 {
11467 if (group.RootPart.PhysActor.IsPhysical)
11468 {
11469 if (!includePhysical)
11470 return;
11471 }
11472 else
11473 {
11474 if (!includeNonPhysical)
11475 return;
11476 }
11477 }
11478
11479 // Find the radius ouside of which we don't even need to hit test
11480 float minX;
11481 float maxX;
11482 float minY;
11483 float maxY;
11484 float minZ;
11485 float maxZ;
11486
11487 float radius = 0.0f;
11488
11489 group.GetAxisAlignedBoundingBoxRaw(out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
11490
11491 if (Math.Abs(minX) > radius)
11492 radius = Math.Abs(minX);
11493 if (Math.Abs(minY) > radius)
11494 radius = Math.Abs(minY);
11495 if (Math.Abs(minZ) > radius)
11496 radius = Math.Abs(minZ);
11497 if (Math.Abs(maxX) > radius)
11498 radius = Math.Abs(maxX);
11499 if (Math.Abs(maxY) > radius)
11500 radius = Math.Abs(maxY);
11501 if (Math.Abs(maxZ) > radius)
11502 radius = Math.Abs(maxZ);
11503
11504 Vector3 ac = group.AbsolutePosition - rayStart;
11505 Vector3 bc = group.AbsolutePosition - rayEnd;
11506
11507 double d = Math.Abs(Vector3.Mag(Vector3.Cross(ab, ac)) / Vector3.Distance(rayStart, rayEnd));
11508
11509 // Too far off ray, don't bother
11510 if (d > radius)
11511 return;
11512
11513 // Behind ray, drop
11514 double d2 = Vector3.Dot(Vector3.Negate(ab), ac);
11515 if (d2 > 0)
11516 return;
11517
11518 EntityIntersection intersection = group.TestIntersection(ray, true, false);
11519 // Miss.
11520 if (!intersection.HitTF)
11521 return;
11522
11523 ContactResult result = new ContactResult ();
11524 result.ConsumerID = group.LocalId;
11525 result.Depth = intersection.distance;
11526 result.Normal = intersection.normal;
11527 result.Pos = intersection.ipoint;
11528
11529 contacts.Add(result);
11530 });
11531
11532 return contacts.ToArray();
11533 }
11534
11535 private ContactResult? GroundIntersection(Vector3 rayStart, Vector3 rayEnd)
11536 {
11537 double[,] heightfield = World.Heightmap.GetDoubles();
11538 List<ContactResult> contacts = new List<ContactResult>();
11539
11540 double min = 2048.0;
11541 double max = 0.0;
11542
11543 // Find the min and max of the heightfield
11544 for (int x = 0 ; x < World.Heightmap.Width ; x++)
11545 {
11546 for (int y = 0 ; y < World.Heightmap.Height ; y++)
11547 {
11548 if (heightfield[x, y] > max)
11549 max = heightfield[x, y];
11550 if (heightfield[x, y] < min)
11551 min = heightfield[x, y];
11552 }
11553 }
11554
11555
11556 // A ray extends past rayEnd, but doesn't go back before
11557 // rayStart. If the start is above the highest point of the ground
11558 // and the ray goes up, we can't hit the ground. Ever.
11559 if (rayStart.Z > max && rayEnd.Z >= rayStart.Z)
11560 return null;
11561
11562 // Same for going down
11563 if (rayStart.Z < min && rayEnd.Z <= rayStart.Z)
11564 return null;
11565
11566 List<Tri> trilist = new List<Tri>();
11567
11568 // Create our triangle list
11569 for (int x = 1 ; x < World.Heightmap.Width ; x++)
11570 {
11571 for (int y = 1 ; y < World.Heightmap.Height ; y++)
11572 {
11573 Tri t1 = new Tri();
11574 Tri t2 = new Tri();
11575
11576 Vector3 p1 = new Vector3(x-1, y-1, (float)heightfield[x-1, y-1]);
11577 Vector3 p2 = new Vector3(x, y-1, (float)heightfield[x, y-1]);
11578 Vector3 p3 = new Vector3(x, y, (float)heightfield[x, y]);
11579 Vector3 p4 = new Vector3(x-1, y, (float)heightfield[x-1, y]);
11580
11581 t1.p1 = p1;
11582 t1.p2 = p2;
11583 t1.p3 = p3;
11584
11585 t2.p1 = p3;
11586 t2.p2 = p4;
11587 t2.p3 = p1;
11588
11589 trilist.Add(t1);
11590 trilist.Add(t2);
11591 }
11592 }
11593
11594 // Ray direction
11595 Vector3 rayDirection = rayEnd - rayStart;
11596
11597 foreach (Tri t in trilist)
11598 {
11599 // Compute triangle plane normal and edges
11600 Vector3 u = t.p2 - t.p1;
11601 Vector3 v = t.p3 - t.p1;
11602 Vector3 n = Vector3.Cross(u, v);
11603
11604 if (n == Vector3.Zero)
11605 continue;
11606
11607 Vector3 w0 = rayStart - t.p1;
11608 double a = -Vector3.Dot(n, w0);
11609 double b = Vector3.Dot(n, rayDirection);
11610
11611 // Not intersecting the plane, or in plane (same thing)
11612 // Ignoring this MAY cause the ground to not be detected
11613 // sometimes
11614 if (Math.Abs(b) < 0.000001)
11615 continue;
11616
11617 double r = a / b;
11618
11619 // ray points away from plane
11620 if (r < 0.0)
11621 continue;
11622
11623 Vector3 ip = rayStart + Vector3.Multiply(rayDirection, (float)r);
11624
11625 float uu = Vector3.Dot(u, u);
11626 float uv = Vector3.Dot(u, v);
11627 float vv = Vector3.Dot(v, v);
11628 Vector3 w = ip - t.p1;
11629 float wu = Vector3.Dot(w, u);
11630 float wv = Vector3.Dot(w, v);
11631 float d = uv * uv - uu * vv;
11632
11633 float cs = (uv * wv - vv * wu) / d;
11634 if (cs < 0 || cs > 1.0)
11635 continue;
11636 float ct = (uv * wu - uu * wv) / d;
11637 if (ct < 0 || (cs + ct) > 1.0)
11638 continue;
11639
11640 // Add contact point
11641 ContactResult result = new ContactResult ();
11642 result.ConsumerID = 0;
11643 result.Depth = Vector3.Distance(rayStart, ip);
11644 result.Normal = n;
11645 result.Pos = ip;
11646
11647 contacts.Add(result);
11648 }
11649
11650 if (contacts.Count == 0)
11651 return null;
11652
11653 contacts.Sort(delegate(ContactResult a, ContactResult b)
11654 {
11655 return (int)(a.Depth - b.Depth);
11656 });
11657
11658 return contacts[0];
11659 }
11660
10619 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options) 11661 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options)
10620 { 11662 {
11663 LSL_List list = new LSL_List();
11664
10621 m_host.AddScriptLPS(1); 11665 m_host.AddScriptLPS(1);
10622 11666
10623 Vector3 dir = new Vector3((float)(end-start).x, (float)(end-start).y, (float)(end-start).z); 11667 Vector3 rayStart = new Vector3((float)start.x, (float)start.y, (float)start.z);
10624 Vector3 startvector = new Vector3((float)start.x, (float)start.y, (float)start.z); 11668 Vector3 rayEnd = new Vector3((float)end.x, (float)end.y, (float)end.z);
10625 Vector3 endvector = new Vector3((float)end.x, (float)end.y, (float)end.z); 11669 Vector3 dir = rayEnd - rayStart;
10626 11670
10627 int count = 0; 11671 float dist = Vector3.Mag(dir);
10628// int detectPhantom = 0; 11672
11673 int count = 1;
11674 bool detectPhantom = false;
10629 int dataFlags = 0; 11675 int dataFlags = 0;
10630 int rejectTypes = 0; 11676 int rejectTypes = 0;
10631 11677
10632 for (int i = 0; i < options.Length; i += 2) 11678 for (int i = 0; i < options.Length; i += 2)
10633 { 11679 {
10634 if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_MAX_HITS) 11680 if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_MAX_HITS)
10635 {
10636 count = options.GetLSLIntegerItem(i + 1); 11681 count = options.GetLSLIntegerItem(i + 1);
10637 } 11682 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DETECT_PHANTOM)
10638// else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DETECT_PHANTOM) 11683 detectPhantom = (options.GetLSLIntegerItem(i + 1) > 0);
10639// {
10640// detectPhantom = options.GetLSLIntegerItem(i + 1);
10641// }
10642 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DATA_FLAGS) 11684 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DATA_FLAGS)
10643 {
10644 dataFlags = options.GetLSLIntegerItem(i + 1); 11685 dataFlags = options.GetLSLIntegerItem(i + 1);
10645 }
10646 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_REJECT_TYPES) 11686 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_REJECT_TYPES)
10647 {
10648 rejectTypes = options.GetLSLIntegerItem(i + 1); 11687 rejectTypes = options.GetLSLIntegerItem(i + 1);
10649 }
10650 } 11688 }
10651 11689
10652 LSL_List list = new LSL_List(); 11690 if (count > 16)
10653 List<ContactResult> results = World.PhysicsScene.RaycastWorld(startvector, dir, dir.Length(), count); 11691 count = 16;
10654
10655 double distance = Util.GetDistanceTo(startvector, endvector);
10656 11692
10657 if (distance == 0) 11693 List<ContactResult> results = new List<ContactResult>();
10658 distance = 0.001;
10659
10660 Vector3 posToCheck = startvector;
10661 ITerrainChannel channel = World.RequestModuleInterface<ITerrainChannel>();
10662 11694
10663 bool checkTerrain = !((rejectTypes & ScriptBaseClass.RC_REJECT_LAND) == ScriptBaseClass.RC_REJECT_LAND); 11695 bool checkTerrain = !((rejectTypes & ScriptBaseClass.RC_REJECT_LAND) == ScriptBaseClass.RC_REJECT_LAND);
10664 bool checkAgents = !((rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) == ScriptBaseClass.RC_REJECT_AGENTS); 11696 bool checkAgents = !((rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) == ScriptBaseClass.RC_REJECT_AGENTS);
10665 bool checkNonPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_NONPHYSICAL) == ScriptBaseClass.RC_REJECT_NONPHYSICAL); 11697 bool checkNonPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_NONPHYSICAL) == ScriptBaseClass.RC_REJECT_NONPHYSICAL);
10666 bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL); 11698 bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL);
10667 11699
10668 for (float i = 0; i <= distance; i += 0.1f) 11700 if (checkTerrain)
10669 { 11701 {
10670 posToCheck = startvector + (dir * (i / (float)distance)); 11702 ContactResult? groundContact = GroundIntersection(rayStart, rayEnd);
11703 if (groundContact != null)
11704 results.Add((ContactResult)groundContact);
11705 }
10671 11706
10672 if (checkTerrain && channel[(int)(posToCheck.X + startvector.X), (int)(posToCheck.Y + startvector.Y)] < posToCheck.Z) 11707 if (checkAgents)
10673 { 11708 {
10674 ContactResult result = new ContactResult(); 11709 ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
10675 result.ConsumerID = 0; 11710 foreach (ContactResult r in agentHits)
10676 result.Depth = 0; 11711 results.Add(r);
10677 result.Normal = Vector3.Zero; 11712 }
10678 result.Pos = posToCheck;
10679 results.Add(result);
10680 checkTerrain = false;
10681 }
10682 11713
10683 if (checkAgents) 11714 if (checkPhysical || checkNonPhysical)
10684 { 11715 {
10685 World.ForEachRootScenePresence(delegate(ScenePresence sp) 11716 ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, checkPhysical, checkNonPhysical, detectPhantom);
10686 { 11717 foreach (ContactResult r in objectHits)
10687 if (sp.AbsolutePosition.ApproxEquals(posToCheck, sp.PhysicsActor.Size.X)) 11718 results.Add(r);
10688 {
10689 ContactResult result = new ContactResult ();
10690 result.ConsumerID = sp.LocalId;
10691 result.Depth = 0;
10692 result.Normal = Vector3.Zero;
10693 result.Pos = posToCheck;
10694 results.Add(result);
10695 }
10696 });
10697 }
10698 } 11719 }
10699 11720
10700 int refcount = 0; 11721 results.Sort(delegate(ContactResult a, ContactResult b)
11722 {
11723 return (int)(a.Depth - b.Depth);
11724 });
11725
11726 int values = 0;
10701 foreach (ContactResult result in results) 11727 foreach (ContactResult result in results)
10702 { 11728 {
10703 if ((rejectTypes & ScriptBaseClass.RC_REJECT_LAND) 11729 if (result.Depth > dist)
10704 == ScriptBaseClass.RC_REJECT_LAND && result.ConsumerID == 0)
10705 continue; 11730 continue;
10706 11731
10707 ISceneEntity entity = World.GetSceneObjectPart(result.ConsumerID); 11732 UUID itemID = UUID.Zero;
11733 int linkNum = 0;
10708 11734
10709 if (entity == null && (rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) != ScriptBaseClass.RC_REJECT_AGENTS) 11735 SceneObjectPart part = World.GetSceneObjectPart(result.ConsumerID);
10710 entity = World.GetScenePresence(result.ConsumerID); //Only check if we should be looking for agents 11736 // It's a prim!
10711 11737 if (part != null)
10712 if (entity == null)
10713 { 11738 {
10714 list.Add(UUID.Zero); 11739 if ((dataFlags & ScriptBaseClass.RC_GET_ROOT_KEY) == ScriptBaseClass.RC_GET_ROOT_KEY)
10715 11740 itemID = part.ParentGroup.UUID;
10716 if ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) == ScriptBaseClass.RC_GET_LINK_NUM) 11741 else
10717 list.Add(0); 11742 itemID = part.UUID;
10718
10719 list.Add(result.Pos);
10720
10721 if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL)
10722 list.Add(result.Normal);
10723 11743
10724 continue; //Can't find it, so add UUID.Zero 11744 linkNum = part.LinkNum;
10725 } 11745 }
10726 11746 else
10727 /*if (detectPhantom == 0 && intersection.obj is ISceneChildEntity &&
10728 ((ISceneChildEntity)intersection.obj).PhysActor == null)
10729 continue;*/ //Can't do this ATM, physics engine knows only of non phantom objects
10730
10731 if (entity is SceneObjectPart)
10732 { 11747 {
10733 if (((SceneObjectPart)entity).PhysActor != null && ((SceneObjectPart)entity).PhysActor.IsPhysical) 11748 ScenePresence sp = World.GetScenePresence(result.ConsumerID);
10734 { 11749 /// It it a boy? a girl?
10735 if (!checkPhysical) 11750 if (sp != null)
10736 continue; 11751 itemID = sp.UUID;
10737 }
10738 else
10739 {
10740 if (!checkNonPhysical)
10741 continue;
10742 }
10743 } 11752 }
10744 11753
10745 refcount++; 11754 list.Add(new LSL_String(itemID.ToString()));
10746 if ((dataFlags & ScriptBaseClass.RC_GET_ROOT_KEY) == ScriptBaseClass.RC_GET_ROOT_KEY && entity is SceneObjectPart) 11755 list.Add(new LSL_String(result.Pos.ToString()));
10747 list.Add(((SceneObjectPart)entity).ParentGroup.UUID);
10748 else
10749 list.Add(entity.UUID);
10750 11756
10751 if ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) == ScriptBaseClass.RC_GET_LINK_NUM) 11757 if ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) == ScriptBaseClass.RC_GET_LINK_NUM)
10752 { 11758 list.Add(new LSL_Integer(linkNum));
10753 if (entity is SceneObjectPart)
10754 list.Add(((SceneObjectPart)entity).LinkNum);
10755 else
10756 list.Add(0);
10757 }
10758 11759
10759 list.Add(result.Pos);
10760 11760
10761 if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL) 11761 if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL)
10762 list.Add(result.Normal); 11762 list.Add(new LSL_Vector(result.Normal.X, result.Normal.Y, result.Normal.Z));
11763
11764 values++;
11765 count--;
11766
11767 if (count == 0)
11768 break;
10763 } 11769 }
10764 11770
10765 list.Add(refcount); //The status code, either the # of contacts, RCERR_SIM_PERF_LOW, or RCERR_CAST_TIME_EXCEEDED 11771 list.Add(new LSL_Integer(values));
10766 11772
10767 return list; 11773 return list;
10768 } 11774 }
@@ -10802,7 +11808,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10802 case ScriptBaseClass.ESTATE_ACCESS_ALLOWED_AGENT_ADD: 11808 case ScriptBaseClass.ESTATE_ACCESS_ALLOWED_AGENT_ADD:
10803 if (!isAccount) return 0; 11809 if (!isAccount) return 0;
10804 if (estate.HasAccess(id)) return 1; 11810 if (estate.HasAccess(id)) return 1;
10805 if (estate.IsBanned(id)) 11811 if (estate.IsBanned(id, World.GetUserFlags(id)))
10806 estate.RemoveBan(id); 11812 estate.RemoveBan(id);
10807 estate.AddEstateUser(id); 11813 estate.AddEstateUser(id);
10808 break; 11814 break;
@@ -10821,14 +11827,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10821 break; 11827 break;
10822 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_ADD: 11828 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_ADD:
10823 if (!isAccount) return 0; 11829 if (!isAccount) return 0;
10824 if (estate.IsBanned(id)) return 1; 11830 if (estate.IsBanned(id, World.GetUserFlags(id))) return 1;
10825 EstateBan ban = new EstateBan(); 11831 EstateBan ban = new EstateBan();
10826 ban.EstateID = estate.EstateID; 11832 ban.EstateID = estate.EstateID;
10827 ban.BannedUserID = id; 11833 ban.BannedUserID = id;
10828 estate.AddBan(ban); 11834 estate.AddBan(ban);
10829 break; 11835 break;
10830 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_REMOVE: 11836 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_REMOVE:
10831 if (!isAccount || !estate.IsBanned(id)) return 0; 11837 if (!isAccount || !estate.IsBanned(id, World.GetUserFlags(id))) return 0;
10832 estate.RemoveBan(id); 11838 estate.RemoveBan(id);
10833 break; 11839 break;
10834 default: return 0; 11840 default: return 0;
@@ -10854,22 +11860,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10854 NotImplemented("llGetSPMaxMemory"); 11860 NotImplemented("llGetSPMaxMemory");
10855 } 11861 }
10856 11862
10857 public void llGetUsedMemory() 11863 public virtual LSL_Integer llGetUsedMemory()
10858 { 11864 {
10859 m_host.AddScriptLPS(1); 11865 m_host.AddScriptLPS(1);
10860 NotImplemented("llGetUsedMemory"); 11866 NotImplemented("llGetUsedMemory");
11867 return 0;
10861 } 11868 }
10862 11869
10863 public void llScriptProfiler(LSL_Integer flags) 11870 public void llScriptProfiler(LSL_Integer flags)
10864 { 11871 {
10865 m_host.AddScriptLPS(1); 11872 m_host.AddScriptLPS(1);
10866 NotImplemented("llScriptProfiler"); 11873 //NotImplemented("llScriptProfiler");
10867 } 11874 }
10868 11875
10869 public void llSetSoundQueueing(int queue) 11876 public void llSetSoundQueueing(int queue)
10870 { 11877 {
10871 m_host.AddScriptLPS(1); 11878 m_host.AddScriptLPS(1);
10872 NotImplemented("llSetSoundQueueing");
10873 } 11879 }
10874 11880
10875 public void llCollisionSprite(string impact_sprite) 11881 public void llCollisionSprite(string impact_sprite)
@@ -10881,10 +11887,274 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10881 public void llGodLikeRezObject(string inventory, LSL_Vector pos) 11887 public void llGodLikeRezObject(string inventory, LSL_Vector pos)
10882 { 11888 {
10883 m_host.AddScriptLPS(1); 11889 m_host.AddScriptLPS(1);
10884 NotImplemented("llGodLikeRezObject"); 11890
11891 if (!World.Permissions.IsGod(m_host.OwnerID))
11892 NotImplemented("llGodLikeRezObject");
11893
11894 AssetBase rezAsset = World.AssetService.Get(inventory);
11895 if (rezAsset == null)
11896 {
11897 llSay(0, "Asset not found");
11898 return;
11899 }
11900
11901 SceneObjectGroup group = null;
11902
11903 try
11904 {
11905 string xmlData = Utils.BytesToString(rezAsset.Data);
11906 group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
11907 }
11908 catch
11909 {
11910 llSay(0, "Asset not found");
11911 return;
11912 }
11913
11914 if (group == null)
11915 {
11916 llSay(0, "Asset not found");
11917 return;
11918 }
11919
11920 group.RootPart.AttachPoint = group.RootPart.Shape.State;
11921 group.RootPart.AttachOffset = group.AbsolutePosition;
11922
11923 group.ResetIDs();
11924
11925 Vector3 llpos = new Vector3((float)pos.x, (float)pos.y, (float)pos.z);
11926 World.AddNewSceneObject(group, true, llpos, Quaternion.Identity, Vector3.Zero);
11927 group.CreateScriptInstances(0, true, World.DefaultScriptEngine, 3);
11928 group.ScheduleGroupForFullUpdate();
11929
11930 // objects rezzed with this method are die_at_edge by default.
11931 group.RootPart.SetDieAtEdge(true);
11932
11933 group.ResumeScripts();
11934
11935 m_ScriptEngine.PostObjectEvent(m_host.LocalId, new EventParams(
11936 "object_rez", new Object[] {
11937 new LSL_String(
11938 group.RootPart.UUID.ToString()) },
11939 new DetectParams[0]));
11940 }
11941
11942 public LSL_String llTransferLindenDollars(string destination, int amount)
11943 {
11944 UUID txn = UUID.Random();
11945
11946 Util.FireAndForget(delegate(object x)
11947 {
11948 int replycode = 0;
11949 string replydata = destination + "," + amount.ToString();
11950
11951 try
11952 {
11953 UUID invItemID=InventorySelf();
11954 if (invItemID == UUID.Zero)
11955 {
11956 replydata = "SERVICE_ERROR";
11957 return;
11958 }
11959
11960 m_host.AddScriptLPS(1);
11961
11962 m_host.TaskInventory.LockItemsForRead(true);
11963 TaskInventoryItem item = m_host.TaskInventory[invItemID];
11964 m_host.TaskInventory.LockItemsForRead(false);
11965
11966 if (item.PermsGranter == UUID.Zero)
11967 {
11968 replydata = "MISSING_PERMISSION_DEBIT";
11969 return;
11970 }
11971
11972 if ((item.PermsMask & ScriptBaseClass.PERMISSION_DEBIT) == 0)
11973 {
11974 replydata = "MISSING_PERMISSION_DEBIT";
11975 return;
11976 }
11977
11978 UUID toID = new UUID();
11979
11980 if (!UUID.TryParse(destination, out toID))
11981 {
11982 replydata = "INVALID_AGENT";
11983 return;
11984 }
11985
11986 IMoneyModule money = World.RequestModuleInterface<IMoneyModule>();
11987
11988 if (money == null)
11989 {
11990 replydata = "TRANSFERS_DISABLED";
11991 return;
11992 }
11993
11994 bool result = money.ObjectGiveMoney(
11995 m_host.ParentGroup.RootPart.UUID, m_host.ParentGroup.RootPart.OwnerID, toID, amount);
11996
11997 if (result)
11998 {
11999 replycode = 1;
12000 return;
12001 }
12002
12003 replydata = "LINDENDOLLAR_INSUFFICIENTFUNDS";
12004 }
12005 finally
12006 {
12007 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
12008 "transaction_result", new Object[] {
12009 new LSL_String(txn.ToString()),
12010 new LSL_Integer(replycode),
12011 new LSL_String(replydata) },
12012 new DetectParams[0]));
12013 }
12014 });
12015
12016 return txn.ToString();
10885 } 12017 }
10886 12018
10887 #endregion 12019 #endregion
12020
12021 public void llSetKeyframedMotion(LSL_List frames, LSL_List options)
12022 {
12023 SceneObjectGroup group = m_host.ParentGroup;
12024
12025 if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical)
12026 return;
12027 if (group.IsAttachment)
12028 return;
12029
12030 if (frames.Data.Length > 0) // We are getting a new motion
12031 {
12032 if (group.RootPart.KeyframeMotion != null)
12033 group.RootPart.KeyframeMotion.Stop();
12034 group.RootPart.KeyframeMotion = null;
12035
12036 int idx = 0;
12037
12038 KeyframeMotion.PlayMode mode = KeyframeMotion.PlayMode.Forward;
12039 KeyframeMotion.DataFormat data = KeyframeMotion.DataFormat.Translation | KeyframeMotion.DataFormat.Rotation;
12040
12041 while (idx < options.Data.Length)
12042 {
12043 int option = (int)options.GetLSLIntegerItem(idx++);
12044 int remain = options.Data.Length - idx;
12045
12046 switch (option)
12047 {
12048 case ScriptBaseClass.KFM_MODE:
12049 if (remain < 1)
12050 break;
12051 int modeval = (int)options.GetLSLIntegerItem(idx++);
12052 switch(modeval)
12053 {
12054 case ScriptBaseClass.KFM_FORWARD:
12055 mode = KeyframeMotion.PlayMode.Forward;
12056 break;
12057 case ScriptBaseClass.KFM_REVERSE:
12058 mode = KeyframeMotion.PlayMode.Reverse;
12059 break;
12060 case ScriptBaseClass.KFM_LOOP:
12061 mode = KeyframeMotion.PlayMode.Loop;
12062 break;
12063 case ScriptBaseClass.KFM_PING_PONG:
12064 mode = KeyframeMotion.PlayMode.PingPong;
12065 break;
12066 }
12067 break;
12068 case ScriptBaseClass.KFM_DATA:
12069 if (remain < 1)
12070 break;
12071 int dataval = (int)options.GetLSLIntegerItem(idx++);
12072 data = (KeyframeMotion.DataFormat)dataval;
12073 break;
12074 }
12075 }
12076
12077 group.RootPart.KeyframeMotion = new KeyframeMotion(group, mode, data);
12078
12079 idx = 0;
12080
12081 int elemLength = 2;
12082 if (data == (KeyframeMotion.DataFormat.Translation | KeyframeMotion.DataFormat.Rotation))
12083 elemLength = 3;
12084
12085 List<KeyframeMotion.Keyframe> keyframes = new List<KeyframeMotion.Keyframe>();
12086 while (idx < frames.Data.Length)
12087 {
12088 int remain = frames.Data.Length - idx;
12089
12090 if (remain < elemLength)
12091 break;
12092
12093 KeyframeMotion.Keyframe frame = new KeyframeMotion.Keyframe();
12094 frame.Position = null;
12095 frame.Rotation = null;
12096
12097 if ((data & KeyframeMotion.DataFormat.Translation) != 0)
12098 {
12099 LSL_Types.Vector3 tempv = frames.GetVector3Item(idx++);
12100 frame.Position = new Vector3((float)tempv.x, (float)tempv.y, (float)tempv.z);
12101 }
12102 if ((data & KeyframeMotion.DataFormat.Rotation) != 0)
12103 {
12104 LSL_Types.Quaternion tempq = frames.GetQuaternionItem(idx++);
12105 frame.Rotation = new Quaternion((float)tempq.x, (float)tempq.y, (float)tempq.z, (float)tempq.s);
12106 }
12107
12108 float tempf = (float)frames.GetLSLFloatItem(idx++);
12109 frame.TimeMS = (int)(tempf * 1000.0f);
12110
12111 keyframes.Add(frame);
12112 }
12113
12114 group.RootPart.KeyframeMotion.SetKeyframes(keyframes.ToArray());
12115 group.RootPart.KeyframeMotion.Start();
12116 }
12117 else
12118 {
12119 if (group.RootPart.KeyframeMotion == null)
12120 return;
12121
12122 if (options.Data.Length == 0)
12123 {
12124 group.RootPart.KeyframeMotion.Stop();
12125 return;
12126 }
12127
12128 int code = (int)options.GetLSLIntegerItem(0);
12129
12130 int idx = 0;
12131
12132 while (idx < options.Data.Length)
12133 {
12134 int option = (int)options.GetLSLIntegerItem(idx++);
12135 int remain = options.Data.Length - idx;
12136
12137 switch (option)
12138 {
12139 case ScriptBaseClass.KFM_COMMAND:
12140 int cmd = (int)options.GetLSLIntegerItem(idx++);
12141 switch (cmd)
12142 {
12143 case ScriptBaseClass.KFM_CMD_PLAY:
12144 group.RootPart.KeyframeMotion.Start();
12145 break;
12146 case ScriptBaseClass.KFM_CMD_STOP:
12147 group.RootPart.KeyframeMotion.Stop();
12148 break;
12149 case ScriptBaseClass.KFM_CMD_PAUSE:
12150 group.RootPart.KeyframeMotion.Pause();
12151 break;
12152 }
12153 break;
12154 }
12155 }
12156 }
12157 }
10888 } 12158 }
10889 12159
10890 public class NotecardCache 12160 public class NotecardCache
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index 8edd146..ecc5fb5 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -137,6 +137,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
137 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow; 137 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow;
138 internal float m_ScriptDelayFactor = 1.0f; 138 internal float m_ScriptDelayFactor = 1.0f;
139 internal float m_ScriptDistanceFactor = 1.0f; 139 internal float m_ScriptDistanceFactor = 1.0f;
140 internal bool m_debuggerSafe = false;
140 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >(); 141 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >();
141 142
142 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID) 143 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
@@ -145,6 +146,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
145 m_host = host; 146 m_host = host;
146 m_localID = localID; 147 m_localID = localID;
147 m_itemID = itemID; 148 m_itemID = itemID;
149 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
148 150
149 if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false)) 151 if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false))
150 m_OSFunctionsEnabled = true; 152 m_OSFunctionsEnabled = true;
@@ -206,7 +208,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
206 208
207 internal void OSSLError(string msg) 209 internal void OSSLError(string msg)
208 { 210 {
209 throw new Exception("OSSL Runtime Error: " + msg); 211 if (m_debuggerSafe)
212 {
213 OSSLShoutError(msg);
214 }
215 else
216 {
217 throw new Exception("OSSL Runtime Error: " + msg);
218 }
210 } 219 }
211 220
212 private void InitLSL() 221 private void InitLSL()
@@ -917,18 +926,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
917 if (target != null) 926 if (target != null)
918 { 927 {
919 UUID animID=UUID.Zero; 928 UUID animID=UUID.Zero;
920 lock (m_host.TaskInventory) 929 m_host.TaskInventory.LockItemsForRead(true);
930 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
921 { 931 {
922 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 932 if (inv.Value.Name == animation)
923 { 933 {
924 if (inv.Value.Name == animation) 934 if (inv.Value.Type == (int)AssetType.Animation)
925 { 935 animID = inv.Value.AssetID;
926 if (inv.Value.Type == (int)AssetType.Animation) 936 continue;
927 animID = inv.Value.AssetID;
928 continue;
929 }
930 } 937 }
931 } 938 }
939 m_host.TaskInventory.LockItemsForRead(false);
932 if (animID == UUID.Zero) 940 if (animID == UUID.Zero)
933 target.Animator.AddAnimation(animation, m_host.UUID); 941 target.Animator.AddAnimation(animation, m_host.UUID);
934 else 942 else
@@ -955,18 +963,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
955 if (target != null) 963 if (target != null)
956 { 964 {
957 UUID animID = UUID.Zero; 965 UUID animID = UUID.Zero;
958 lock (m_host.TaskInventory) 966 m_host.TaskInventory.LockItemsForRead(true);
967 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
959 { 968 {
960 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 969 if (inv.Value.Name == animation)
961 { 970 {
962 if (inv.Value.Name == animation) 971 if (inv.Value.Type == (int)AssetType.Animation)
963 { 972 animID = inv.Value.AssetID;
964 if (inv.Value.Type == (int)AssetType.Animation) 973 continue;
965 animID = inv.Value.AssetID;
966 continue;
967 }
968 } 974 }
969 } 975 }
976 m_host.TaskInventory.LockItemsForRead(false);
970 977
971 if (animID == UUID.Zero) 978 if (animID == UUID.Zero)
972 target.Animator.RemoveAnimation(animation); 979 target.Animator.RemoveAnimation(animation);
@@ -1798,6 +1805,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1798 1805
1799 if (!UUID.TryParse(notecardNameOrUuid, out assetID)) 1806 if (!UUID.TryParse(notecardNameOrUuid, out assetID))
1800 { 1807 {
1808 m_host.TaskInventory.LockItemsForRead(true);
1801 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1809 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1802 { 1810 {
1803 if (item.Type == 7 && item.Name == notecardNameOrUuid) 1811 if (item.Type == 7 && item.Name == notecardNameOrUuid)
@@ -1805,6 +1813,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1805 assetID = item.AssetID; 1813 assetID = item.AssetID;
1806 } 1814 }
1807 } 1815 }
1816 m_host.TaskInventory.LockItemsForRead(false);
1808 } 1817 }
1809 1818
1810 if (assetID == UUID.Zero) 1819 if (assetID == UUID.Zero)
@@ -2258,7 +2267,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2258 CheckThreatLevel(ThreatLevel.High, "osNpcCreate"); 2267 CheckThreatLevel(ThreatLevel.High, "osNpcCreate");
2259 m_host.AddScriptLPS(1); 2268 m_host.AddScriptLPS(1);
2260 2269
2261 return NpcCreate(firstname, lastname, position, notecard, false, false); 2270 return NpcCreate(firstname, lastname, position, notecard, true, false);
2262 } 2271 }
2263 2272
2264 public LSL_Key osNpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, int options) 2273 public LSL_Key osNpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, int options)
@@ -2269,24 +2278,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2269 return NpcCreate( 2278 return NpcCreate(
2270 firstname, lastname, position, notecard, 2279 firstname, lastname, position, notecard,
2271 (options & ScriptBaseClass.OS_NPC_NOT_OWNED) == 0, 2280 (options & ScriptBaseClass.OS_NPC_NOT_OWNED) == 0,
2272 (options & ScriptBaseClass.OS_NPC_SENSE_AS_AGENT) != 0); 2281 false);
2282// (options & ScriptBaseClass.OS_NPC_SENSE_AS_AGENT) != 0);
2273 } 2283 }
2274 2284
2275 private LSL_Key NpcCreate( 2285 private LSL_Key NpcCreate(
2276 string firstname, string lastname, LSL_Vector position, string notecard, bool owned, bool senseAsAgent) 2286 string firstname, string lastname, LSL_Vector position, string notecard, bool owned, bool senseAsAgent)
2277 { 2287 {
2288 if (!owned)
2289 OSSLError("Unowned NPCs are unsupported");
2290
2291 string groupTitle = String.Empty;
2292
2293 if (!World.Permissions.CanRezObject(1, m_host.OwnerID, new Vector3((float)position.x, (float)position.y, (float)position.z)))
2294 return new LSL_Key(UUID.Zero.ToString());
2295
2296 if (firstname != String.Empty || lastname != String.Empty)
2297 {
2298 if (firstname != "Shown outfit:")
2299 groupTitle = "- NPC -";
2300 }
2301
2278 INPCModule module = World.RequestModuleInterface<INPCModule>(); 2302 INPCModule module = World.RequestModuleInterface<INPCModule>();
2279 if (module != null) 2303 if (module != null)
2280 { 2304 {
2281 AvatarAppearance appearance = null; 2305 AvatarAppearance appearance = null;
2282 2306
2283 UUID id; 2307// UUID id;
2284 if (UUID.TryParse(notecard, out id)) 2308// if (UUID.TryParse(notecard, out id))
2285 { 2309// {
2286 ScenePresence clonePresence = World.GetScenePresence(id); 2310// ScenePresence clonePresence = World.GetScenePresence(id);
2287 if (clonePresence != null) 2311// if (clonePresence != null)
2288 appearance = clonePresence.Appearance; 2312// appearance = clonePresence.Appearance;
2289 } 2313// }
2290 2314
2291 if (appearance == null) 2315 if (appearance == null)
2292 { 2316 {
@@ -2314,6 +2338,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2314 World, 2338 World,
2315 appearance); 2339 appearance);
2316 2340
2341 ScenePresence sp;
2342 if (World.TryGetScenePresence(x, out sp))
2343 {
2344 sp.Grouptitle = groupTitle;
2345 sp.SendAvatarDataToAllAgents();
2346 }
2317 return new LSL_Key(x.ToString()); 2347 return new LSL_Key(x.ToString());
2318 } 2348 }
2319 2349
@@ -2582,16 +2612,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2582 CheckThreatLevel(ThreatLevel.High, "osNpcRemove"); 2612 CheckThreatLevel(ThreatLevel.High, "osNpcRemove");
2583 m_host.AddScriptLPS(1); 2613 m_host.AddScriptLPS(1);
2584 2614
2585 INPCModule module = World.RequestModuleInterface<INPCModule>(); 2615 ManualResetEvent ev = new ManualResetEvent(false);
2586 if (module != null)
2587 {
2588 UUID npcId = new UUID(npc.m_string);
2589 2616
2590 if (!module.CheckPermissions(npcId, m_host.OwnerID)) 2617 Util.FireAndForget(delegate(object x) {
2591 return; 2618 try
2619 {
2620 INPCModule module = World.RequestModuleInterface<INPCModule>();
2621 if (module != null)
2622 {
2623 UUID npcId = new UUID(npc.m_string);
2592 2624
2593 module.DeleteNPC(npcId, World); 2625 ILandObject l = World.LandChannel.GetLandObject(m_host.GroupPosition.X, m_host.GroupPosition.Y);
2594 } 2626 if (l == null || m_host.OwnerID != l.LandData.OwnerID)
2627 {
2628 if (!module.CheckPermissions(npcId, m_host.OwnerID))
2629 return;
2630 }
2631
2632 module.DeleteNPC(npcId, World);
2633 }
2634 }
2635 finally
2636 {
2637 ev.Set();
2638 }
2639 });
2640 ev.WaitOne();
2595 } 2641 }
2596 2642
2597 public void osNpcPlayAnimation(LSL_Key npc, string animation) 2643 public void osNpcPlayAnimation(LSL_Key npc, string animation)
@@ -2944,4 +2990,4 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2944 return date.ToString("yyyy-MM-ddTHH:mm:ss.fffffffZ"); 2990 return date.ToString("yyyy-MM-ddTHH:mm:ss.fffffffZ");
2945 } 2991 }
2946 } 2992 }
2947} \ No newline at end of file 2993}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
index fbb7c39..e25255c 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
@@ -210,7 +210,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
210 // Is the sensor type is AGENT and not SCRIPTED then include agents 210 // Is the sensor type is AGENT and not SCRIPTED then include agents
211 if ((ts.type & (AGENT | AGENT_BY_USERNAME | NPC)) != 0 && (ts.type & SCRIPTED) == 0) 211 if ((ts.type & (AGENT | AGENT_BY_USERNAME | NPC)) != 0 && (ts.type & SCRIPTED) == 0)
212 { 212 {
213 sensedEntities.AddRange(doAgentSensor(ts)); 213 sensedEntities.AddRange(doAgentSensor(ts));
214 } 214 }
215 215
216 // If SCRIPTED or PASSIVE or ACTIVE check objects 216 // If SCRIPTED or PASSIVE or ACTIVE check objects
@@ -307,13 +307,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
307 float dy; 307 float dy;
308 float dz; 308 float dz;
309 309
310 Quaternion q = SensePoint.RotationOffset; 310// Quaternion q = SensePoint.RotationOffset;
311 Quaternion q = SensePoint.GetWorldRotation(); // non-attached prim Sensor *always* uses World rotation!
311 if (SensePoint.ParentGroup.IsAttachment) 312 if (SensePoint.ParentGroup.IsAttachment)
312 { 313 {
313 // In attachments, the sensor cone always orients with the 314 // In attachments, the sensor cone always orients with the
314 // avatar rotation. This may include a nonzero elevation if 315 // avatar rotation. This may include a nonzero elevation if
315 // in mouselook. 316 // in mouselook.
316 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); 317 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
318 fromRegionPos = avatar.AbsolutePosition;
317 q = avatar.Rotation; 319 q = avatar.Rotation;
318 } 320 }
319 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 321 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
@@ -436,6 +438,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
436 // avatar rotation. This may include a nonzero elevation if 438 // avatar rotation. This may include a nonzero elevation if
437 // in mouselook. 439 // in mouselook.
438 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); 440 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
441 if (avatar == null)
442 return sensedEntities;
443 fromRegionPos = avatar.AbsolutePosition;
439 q = avatar.Rotation; 444 q = avatar.Rotation;
440 } 445 }
441 446
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
index eeb59d9..2fd33fe 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
@@ -109,25 +109,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
109 if (Timers.Count == 0) 109 if (Timers.Count == 0)
110 return; 110 return;
111 111
112 Dictionary<string, TimerClass>.ValueCollection tvals;
112 lock (TimerListLock) 113 lock (TimerListLock)
113 { 114 {
114 // Go through all timers 115 // Go through all timers
115 Dictionary<string, TimerClass>.ValueCollection tvals = Timers.Values; 116 tvals = Timers.Values;
116 foreach (TimerClass ts in tvals) 117 }
118
119 foreach (TimerClass ts in tvals)
120 {
121 // Time has passed?
122 if (ts.next < DateTime.Now.Ticks)
117 { 123 {
118 // Time has passed? 124 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next);
119 if (ts.next < DateTime.Now.Ticks) 125 // Add it to queue
120 { 126 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
121 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next); 127 new EventParams("timer", new Object[0],
122 // Add it to queue 128 new DetectParams[0]));
123 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, 129 // set next interval
124 new EventParams("timer", new Object[0], 130
125 new DetectParams[0])); 131 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
126 // set next interval 132 ts.next = DateTime.Now.Ticks + ts.interval;
127
128 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
129 ts.next = DateTime.Now.Ticks + ts.interval;
130 }
131 } 133 }
132 } 134 }
133 } 135 }
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs
new file mode 100644
index 0000000..ab215f3
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs
@@ -0,0 +1,46 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Collections;
29using OpenSim.Region.ScriptEngine.Interfaces;
30
31using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
32using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
33using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
34using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
35using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
36using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
37using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
38
39namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
40{
41 public interface ICM_Api
42 {
43 string cmDetectedCountry(int num);
44 string cmGetAgentCountry(key key);
45 }
46}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
index 0f53bc3..8d97a7c 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
@@ -124,6 +124,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
124 LSL_Float llGetEnergy(); 124 LSL_Float llGetEnergy();
125 LSL_Vector llGetForce(); 125 LSL_Vector llGetForce();
126 LSL_Integer llGetFreeMemory(); 126 LSL_Integer llGetFreeMemory();
127 LSL_Integer llGetUsedMemory();
127 LSL_Integer llGetFreeURLs(); 128 LSL_Integer llGetFreeURLs();
128 LSL_Vector llGetGeometricCenter(); 129 LSL_Vector llGetGeometricCenter();
129 LSL_Float llGetGMTclock(); 130 LSL_Float llGetGMTclock();
@@ -203,6 +204,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
203 void llGiveInventory(string destination, string inventory); 204 void llGiveInventory(string destination, string inventory);
204 void llGiveInventoryList(string destination, string category, LSL_List inventory); 205 void llGiveInventoryList(string destination, string category, LSL_List inventory);
205 LSL_Integer llGiveMoney(string destination, int amount); 206 LSL_Integer llGiveMoney(string destination, int amount);
207 LSL_String llTransferLindenDollars(string destination, int amount);
206 void llGodLikeRezObject(string inventory, LSL_Vector pos); 208 void llGodLikeRezObject(string inventory, LSL_Vector pos);
207 LSL_Float llGround(LSL_Vector offset); 209 LSL_Float llGround(LSL_Vector offset);
208 LSL_Vector llGroundContour(LSL_Vector offset); 210 LSL_Vector llGroundContour(LSL_Vector offset);
@@ -348,6 +350,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
348 void llSetParcelMusicURL(string url); 350 void llSetParcelMusicURL(string url);
349 void llSetPayPrice(int price, LSL_List quick_pay_buttons); 351 void llSetPayPrice(int price, LSL_List quick_pay_buttons);
350 void llSetPos(LSL_Vector pos); 352 void llSetPos(LSL_Vector pos);
353 LSL_Integer llSetRegionPos(LSL_Vector pos);
351 LSL_Integer llSetPrimMediaParams(LSL_Integer face, LSL_List rules); 354 LSL_Integer llSetPrimMediaParams(LSL_Integer face, LSL_List rules);
352 void llSetPrimitiveParams(LSL_List rules); 355 void llSetPrimitiveParams(LSL_List rules);
353 void llSetLinkPrimitiveParamsFast(int linknum, LSL_List rules); 356 void llSetLinkPrimitiveParamsFast(int linknum, LSL_List rules);
@@ -396,6 +399,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
396 void llTargetOmega(LSL_Vector axis, double spinrate, double gain); 399 void llTargetOmega(LSL_Vector axis, double spinrate, double gain);
397 void llTargetRemove(int number); 400 void llTargetRemove(int number);
398 void llTeleportAgentHome(string agent); 401 void llTeleportAgentHome(string agent);
402 void llTeleportAgent(string agent, string simname, LSL_Vector pos, LSL_Vector lookAt);
399 void llTextBox(string avatar, string message, int chat_channel); 403 void llTextBox(string avatar, string message, int chat_channel);
400 LSL_String llToLower(string source); 404 LSL_String llToLower(string source);
401 LSL_String llToUpper(string source); 405 LSL_String llToUpper(string source);
@@ -412,9 +416,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
412 LSL_Vector llWind(LSL_Vector offset); 416 LSL_Vector llWind(LSL_Vector offset);
413 LSL_String llXorBase64Strings(string str1, string str2); 417 LSL_String llXorBase64Strings(string str1, string str2);
414 LSL_String llXorBase64StringsCorrect(string str1, string str2); 418 LSL_String llXorBase64StringsCorrect(string str1, string str2);
415 void print(string str); 419 LSL_Integer llGetLinkNumberOfSides(LSL_Integer link);
416 420
417 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 421 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
418 LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 422 LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
423 void llSetKeyframedMotion(LSL_List frames, LSL_List options);
419 } 424 }
420} 425}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
index 82a6caf..fb52600 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
@@ -85,7 +85,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
85 // Avatar Info Commands 85 // Avatar Info Commands
86 string osGetAgentIP(string agent); 86 string osGetAgentIP(string agent);
87 LSL_List osGetAgents(); 87 LSL_List osGetAgents();
88 88
89 // Teleport commands 89 // Teleport commands
90 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 90 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
91 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 91 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs
new file mode 100644
index 0000000..4132dfa
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs
@@ -0,0 +1,71 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Runtime.Remoting.Lifetime;
30using System.Threading;
31using System.Reflection;
32using System.Collections;
33using System.Collections.Generic;
34using OpenSim.Framework;
35using OpenSim.Region.Framework.Interfaces;
36using OpenSim.Region.ScriptEngine.Interfaces;
37using OpenSim.Region.ScriptEngine.Shared.Api.Interfaces;
38using integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
39using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
40using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
41using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
42using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
43using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
44using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
45using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
46
47namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
48{
49 public partial class ScriptBaseClass : MarshalByRefObject
50 {
51 public ICM_Api m_CM_Functions;
52
53 public void ApiTypeCM(IScriptApi api)
54 {
55 if (!(api is ICM_Api))
56 return;
57
58 m_CM_Functions = (ICM_Api)api;
59 }
60
61 public string cmDetectedCountry(int num)
62 {
63 return m_CM_Functions.cmDetectedCountry(num);
64 }
65
66 public string cmGetAgentCountry(key key)
67 {
68 return m_CM_Functions.cmGetAgentCountry(key);
69 }
70 }
71}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
index 9615315..943d7a2 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Diagnostics; //for [DebuggerNonUserCode]
30using System.Reflection; 31using System.Reflection;
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using OpenSim.Region.ScriptEngine.Shared; 33using OpenSim.Region.ScriptEngine.Shared;
@@ -132,6 +133,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
132 return (eventFlags); 133 return (eventFlags);
133 } 134 }
134 135
136 [DebuggerNonUserCode]
135 public void ExecuteEvent(string state, string FunctionName, object[] args) 137 public void ExecuteEvent(string state, string FunctionName, object[] args)
136 { 138 {
137 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory. 139 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory.
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
index 5a53e15..a5e160d 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
@@ -282,6 +282,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
282 public const int CHANGED_REGION_START = 1024; //LL Changed the constant from CHANGED_REGION_RESTART 282 public const int CHANGED_REGION_START = 1024; //LL Changed the constant from CHANGED_REGION_RESTART
283 public const int CHANGED_MEDIA = 2048; 283 public const int CHANGED_MEDIA = 2048;
284 public const int CHANGED_ANIMATION = 16384; 284 public const int CHANGED_ANIMATION = 16384;
285 public const int CHANGED_POSITION = 32768;
285 public const int TYPE_INVALID = 0; 286 public const int TYPE_INVALID = 0;
286 public const int TYPE_INTEGER = 1; 287 public const int TYPE_INTEGER = 1;
287 public const int TYPE_FLOAT = 2; 288 public const int TYPE_FLOAT = 2;
@@ -640,5 +641,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
640 public static readonly LSLInteger RCERR_UNKNOWN = -1; 641 public static readonly LSLInteger RCERR_UNKNOWN = -1;
641 public static readonly LSLInteger RCERR_SIM_PERF_LOW = -2; 642 public static readonly LSLInteger RCERR_SIM_PERF_LOW = -2;
642 public static readonly LSLInteger RCERR_CAST_TIME_EXCEEDED = 3; 643 public static readonly LSLInteger RCERR_CAST_TIME_EXCEEDED = 3;
644
645 public const int KFM_MODE = 1;
646 public const int KFM_LOOP = 1;
647 public const int KFM_REVERSE = 3;
648 public const int KFM_FORWARD = 0;
649 public const int KFM_PING_PONG = 2;
650 public const int KFM_DATA = 2;
651 public const int KFM_TRANSLATION = 2;
652 public const int KFM_ROTATION = 1;
653 public const int KFM_COMMAND = 0;
654 public const int KFM_CMD_PLAY = 0;
655 public const int KFM_CMD_STOP = 1;
656 public const int KFM_CMD_PAUSE = 2;
643 } 657 }
644} 658}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
index f8e3c36..a8d1ddb 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Diagnostics; //for [DebuggerNonUserCode]
29using System.Runtime.Remoting.Lifetime; 30using System.Runtime.Remoting.Lifetime;
30using System.Threading; 31using System.Threading;
31using System.Reflection; 32using System.Reflection;
@@ -164,6 +165,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
164 m_LSL_Functions.llBreakLink(linknum); 165 m_LSL_Functions.llBreakLink(linknum);
165 } 166 }
166 167
168 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options)
169 {
170 return m_LSL_Functions.llCastRay(start, end, options);
171 }
172
167 public LSL_Integer llCeil(double f) 173 public LSL_Integer llCeil(double f)
168 { 174 {
169 return m_LSL_Functions.llCeil(f); 175 return m_LSL_Functions.llCeil(f);
@@ -314,6 +320,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
314 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel); 320 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel);
315 } 321 }
316 322
323 [DebuggerNonUserCode]
317 public void llDie() 324 public void llDie()
318 { 325 {
319 m_LSL_Functions.llDie(); 326 m_LSL_Functions.llDie();
@@ -464,6 +471,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
464 return m_LSL_Functions.llGetFreeMemory(); 471 return m_LSL_Functions.llGetFreeMemory();
465 } 472 }
466 473
474 public LSL_Integer llGetUsedMemory()
475 {
476 return m_LSL_Functions.llGetUsedMemory();
477 }
478
467 public LSL_Integer llGetFreeURLs() 479 public LSL_Integer llGetFreeURLs()
468 { 480 {
469 return m_LSL_Functions.llGetFreeURLs(); 481 return m_LSL_Functions.llGetFreeURLs();
@@ -849,6 +861,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
849 return m_LSL_Functions.llGiveMoney(destination, amount); 861 return m_LSL_Functions.llGiveMoney(destination, amount);
850 } 862 }
851 863
864 public LSL_String llTransferLindenDollars(string destination, int amount)
865 {
866 return m_LSL_Functions.llTransferLindenDollars(destination, amount);
867 }
868
852 public void llGodLikeRezObject(string inventory, LSL_Vector pos) 869 public void llGodLikeRezObject(string inventory, LSL_Vector pos)
853 { 870 {
854 m_LSL_Functions.llGodLikeRezObject(inventory, pos); 871 m_LSL_Functions.llGodLikeRezObject(inventory, pos);
@@ -1563,6 +1580,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1563 m_LSL_Functions.llSetPos(pos); 1580 m_LSL_Functions.llSetPos(pos);
1564 } 1581 }
1565 1582
1583 public LSL_Integer llSetRegionPos(LSL_Vector pos)
1584 {
1585 return m_LSL_Functions.llSetRegionPos(pos);
1586 }
1587
1566 public void llSetPrimitiveParams(LSL_List rules) 1588 public void llSetPrimitiveParams(LSL_List rules)
1567 { 1589 {
1568 m_LSL_Functions.llSetPrimitiveParams(rules); 1590 m_LSL_Functions.llSetPrimitiveParams(rules);
@@ -1798,6 +1820,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1798 m_LSL_Functions.llTargetRemove(number); 1820 m_LSL_Functions.llTargetRemove(number);
1799 } 1821 }
1800 1822
1823 public void llTeleportAgent(string agent, string simname, LSL_Vector pos, LSL_Vector lookAt)
1824 {
1825 m_LSL_Functions.llTeleportAgent(agent, simname, pos, lookAt);
1826 }
1827
1801 public void llTeleportAgentHome(string agent) 1828 public void llTeleportAgentHome(string agent)
1802 { 1829 {
1803 m_LSL_Functions.llTeleportAgentHome(agent); 1830 m_LSL_Functions.llTeleportAgentHome(agent);
@@ -1913,9 +1940,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1913 return m_LSL_Functions.llClearLinkMedia(link, face); 1940 return m_LSL_Functions.llClearLinkMedia(link, face);
1914 } 1941 }
1915 1942
1916 public void print(string str) 1943 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
1944 {
1945 return m_LSL_Functions.llGetLinkNumberOfSides(link);
1946 }
1947
1948 public void llSetKeyframedMotion(LSL_List frames, LSL_List options)
1917 { 1949 {
1918 m_LSL_Functions.print(str); 1950 m_LSL_Functions.llSetKeyframedMotion(frames, options);
1919 } 1951 }
1920 } 1952 }
1921} 1953}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
index 143b497..2e27f16 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
@@ -72,9 +72,30 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
72 { 72 {
73 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target); 73 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
74 } 74 }
75
75 public void lsClearWindlightScene() 76 public void lsClearWindlightScene()
76 { 77 {
77 m_LS_Functions.lsClearWindlightScene(); 78 m_LS_Functions.lsClearWindlightScene();
78 } 79 }
80
81 public LSL_List cmGetWindlightScene(LSL_List rules)
82 {
83 return m_LS_Functions.lsGetWindlightScene(rules);
84 }
85
86 public int cmSetWindlightScene(LSL_List rules)
87 {
88 return m_LS_Functions.lsSetWindlightScene(rules);
89 }
90
91 public int cmSetWindlightSceneTargeted(LSL_List rules, key target)
92 {
93 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
94 }
95
96 public void cmClearWindlightScene()
97 {
98 m_LS_Functions.lsClearWindlightScene();
99 }
79 } 100 }
80} 101}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
index edbbc2a..b138da3 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
@@ -33,6 +33,7 @@ using System.Threading;
33using System.Reflection; 33using System.Reflection;
34using System.Collections; 34using System.Collections;
35using System.Collections.Generic; 35using System.Collections.Generic;
36using System.Diagnostics; //for [DebuggerNonUserCode]
36using OpenSim.Region.ScriptEngine.Interfaces; 37using OpenSim.Region.ScriptEngine.Interfaces;
37using OpenSim.Region.ScriptEngine.Shared; 38using OpenSim.Region.ScriptEngine.Shared;
38using OpenSim.Region.ScriptEngine.Shared.Api.Runtime; 39using OpenSim.Region.ScriptEngine.Shared.Api.Runtime;
@@ -90,6 +91,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
90 return (int)m_Executor.GetStateEventFlags(state); 91 return (int)m_Executor.GetStateEventFlags(state);
91 } 92 }
92 93
94 [DebuggerNonUserCode]
93 public void ExecuteEvent(string state, string FunctionName, object[] args) 95 public void ExecuteEvent(string state, string FunctionName, object[] args)
94 { 96 {
95 m_Executor.ExecuteEvent(state, FunctionName, args); 97 m_Executor.ExecuteEvent(state, FunctionName, args);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Helpers.cs b/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
index 8cebb4a..7e7e278 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
@@ -35,6 +35,7 @@ using OpenMetaverse;
35using OpenSim.Framework; 35using OpenSim.Framework;
36using OpenSim.Region.CoreModules; 36using OpenSim.Region.CoreModules;
37using OpenSim.Region.Framework.Scenes; 37using OpenSim.Region.Framework.Scenes;
38using OpenSim.Services.Interfaces;
38 39
39namespace OpenSim.Region.ScriptEngine.Shared 40namespace OpenSim.Region.ScriptEngine.Shared
40{ 41{
@@ -95,6 +96,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
95 Type = 0; 96 Type = 0;
96 Velocity = new LSL_Types.Vector3(); 97 Velocity = new LSL_Types.Vector3();
97 initializeSurfaceTouch(); 98 initializeSurfaceTouch();
99 Country = String.Empty;
98 } 100 }
99 101
100 public UUID Key; 102 public UUID Key;
@@ -126,6 +128,8 @@ namespace OpenSim.Region.ScriptEngine.Shared
126 private int touchFace; 128 private int touchFace;
127 public int TouchFace { get { return touchFace; } } 129 public int TouchFace { get { return touchFace; } }
128 130
131 public string Country;
132
129 // This can be done in two places including the constructor 133 // This can be done in two places including the constructor
130 // so be carefull what gets added here 134 // so be carefull what gets added here
131 private void initializeSurfaceTouch() 135 private void initializeSurfaceTouch()
@@ -173,6 +177,10 @@ namespace OpenSim.Region.ScriptEngine.Shared
173 return; 177 return;
174 178
175 Name = presence.Firstname + " " + presence.Lastname; 179 Name = presence.Firstname + " " + presence.Lastname;
180 UserAccount account = scene.UserAccountService.GetUserAccount(scene.RegionInfo.ScopeID, Key);
181 if (account != null)
182 Country = account.UserCountry;
183
176 Owner = Key; 184 Owner = Key;
177 Position = new LSL_Types.Vector3( 185 Position = new LSL_Types.Vector3(
178 presence.AbsolutePosition.X, 186 presence.AbsolutePosition.X,
diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
index bc1902b..da2ef7b 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.IO; 29using System.IO;
30using System.Diagnostics; //for [DebuggerNonUserCode]
30using System.Runtime.Remoting; 31using System.Runtime.Remoting;
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using System.Threading; 33using System.Threading;
@@ -264,13 +265,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
264 265
265 if (part != null) 266 if (part != null)
266 { 267 {
267 lock (part.TaskInventory) 268 part.TaskInventory.LockItemsForRead(true);
269 if (part.TaskInventory.ContainsKey(m_ItemID))
268 { 270 {
269 if (part.TaskInventory.ContainsKey(m_ItemID)) 271 m_thisScriptTask = part.TaskInventory[m_ItemID];
270 {
271 m_thisScriptTask = part.TaskInventory[m_ItemID];
272 }
273 } 272 }
273 part.TaskInventory.LockItemsForRead(false);
274 } 274 }
275 275
276 ApiManager am = new ApiManager(); 276 ApiManager am = new ApiManager();
@@ -469,14 +469,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
469 { 469 {
470 int permsMask; 470 int permsMask;
471 UUID permsGranter; 471 UUID permsGranter;
472 lock (part.TaskInventory) 472 part.TaskInventory.LockItemsForRead(true);
473 if (!part.TaskInventory.ContainsKey(m_ItemID))
473 { 474 {
474 if (!part.TaskInventory.ContainsKey(m_ItemID)) 475 part.TaskInventory.LockItemsForRead(false);
475 return; 476 return;
476
477 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
478 permsMask = part.TaskInventory[m_ItemID].PermsMask;
479 } 477 }
478 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
479 permsMask = part.TaskInventory[m_ItemID].PermsMask;
480 part.TaskInventory.LockItemsForRead(false);
480 481
481 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0) 482 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0)
482 { 483 {
@@ -588,6 +589,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
588 return true; 589 return true;
589 } 590 }
590 591
592 [DebuggerNonUserCode] //Prevents the debugger from farting in this function
591 public void SetState(string state) 593 public void SetState(string state)
592 { 594 {
593 if (state == State) 595 if (state == State)
@@ -599,7 +601,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
599 new DetectParams[0])); 601 new DetectParams[0]));
600 PostEvent(new EventParams("state_entry", new Object[0], 602 PostEvent(new EventParams("state_entry", new Object[0],
601 new DetectParams[0])); 603 new DetectParams[0]));
602 604
603 throw new EventAbortException(); 605 throw new EventAbortException();
604 } 606 }
605 607
@@ -682,41 +684,42 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
682 /// <returns></returns> 684 /// <returns></returns>
683 public object EventProcessor() 685 public object EventProcessor()
684 { 686 {
685 lock (m_Script) 687 EventParams data = null;
686 {
687// m_log.DebugFormat("[XEngine]: EventProcessor() invoked for {0}.{1}", PrimName, ScriptName);
688 688
689 if (Suspended) 689// m_log.DebugFormat("[XEngine]: EventProcessor() invoked for {0}.{1}", PrimName, ScriptName);
690 return 0;
691 690
692 EventParams data = null; 691 if (Suspended)
692 return 0;
693 693
694 lock (m_EventQueue) 694 lock (m_EventQueue)
695 {
696 data = (EventParams) m_EventQueue.Dequeue();
697 if (data == null) // Shouldn't happen
695 { 698 {
696 data = (EventParams) m_EventQueue.Dequeue(); 699 if ((m_EventQueue.Count > 0) && m_RunEvents && (!m_ShuttingDown))
697 if (data == null) // Shouldn't happen
698 { 700 {
699 if ((m_EventQueue.Count > 0) && m_RunEvents && (!m_ShuttingDown)) 701 m_CurrentResult = m_Engine.QueueEventHandler(this);
700 {
701 m_CurrentResult = m_Engine.QueueEventHandler(this);
702 }
703 else
704 {
705 m_CurrentResult = null;
706 }
707 return 0;
708 } 702 }
709 703 else
710 if (data.EventName == "timer")
711 m_TimerQueued = false;
712 if (data.EventName == "control")
713 { 704 {
714 if (m_ControlEventsInQueue > 0) 705 m_CurrentResult = null;
715 m_ControlEventsInQueue--;
716 } 706 }
717 if (data.EventName == "collision") 707 return 0;
718 m_CollisionInQueue = false; 708 }
709
710 if (data.EventName == "timer")
711 m_TimerQueued = false;
712 if (data.EventName == "control")
713 {
714 if (m_ControlEventsInQueue > 0)
715 m_ControlEventsInQueue--;
719 } 716 }
717 if (data.EventName == "collision")
718 m_CollisionInQueue = false;
719 }
720
721 lock(m_Script)
722 {
720 723
721// m_log.DebugFormat("[XEngine]: Processing event {0} for {1}", data.EventName, this); 724// m_log.DebugFormat("[XEngine]: Processing event {0} for {1}", data.EventName, this);
722 725
@@ -876,6 +879,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
876 new Object[0], new DetectParams[0])); 879 new Object[0], new DetectParams[0]));
877 } 880 }
878 881
882 [DebuggerNonUserCode] //Stops the VS debugger from farting in this function
879 public void ApiResetScript() 883 public void ApiResetScript()
880 { 884 {
881 // bool running = Running; 885 // bool running = Running;
@@ -907,10 +911,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
907 911
908 public Dictionary<string, object> GetVars() 912 public Dictionary<string, object> GetVars()
909 { 913 {
910 if (m_Script != null) 914 return m_Script.GetVars();
911 return m_Script.GetVars();
912 else
913 return new Dictionary<string, object>();
914 } 915 }
915 916
916 public void SetVars(Dictionary<string, object> vars) 917 public void SetVars(Dictionary<string, object> vars)
diff --git a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
index d848b2a..8adf4c5 100644
--- a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
@@ -83,19 +83,19 @@ namespace OpenSim.Region.ScriptEngine.Shared
83 83
84 public override string ToString() 84 public override string ToString()
85 { 85 {
86 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", x, y, z); 86 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", x, y, z);
87 return s; 87 return s;
88 } 88 }
89 89
90 public static explicit operator LSLString(Vector3 vec) 90 public static explicit operator LSLString(Vector3 vec)
91 { 91 {
92 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", vec.x, vec.y, vec.z); 92 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", vec.x, vec.y, vec.z);
93 return new LSLString(s); 93 return new LSLString(s);
94 } 94 }
95 95
96 public static explicit operator string(Vector3 vec) 96 public static explicit operator string(Vector3 vec)
97 { 97 {
98 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", vec.x, vec.y, vec.z); 98 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", vec.x, vec.y, vec.z);
99 return s; 99 return s;
100 } 100 }
101 101
@@ -342,19 +342,19 @@ namespace OpenSim.Region.ScriptEngine.Shared
342 342
343 public override string ToString() 343 public override string ToString()
344 { 344 {
345 string st=String.Format(Culture.FormatProvider, "<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", x, y, z, s); 345 string st=String.Format(Culture.FormatProvider, "<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", x, y, z, s);
346 return st; 346 return st;
347 } 347 }
348 348
349 public static explicit operator string(Quaternion r) 349 public static explicit operator string(Quaternion r)
350 { 350 {
351 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", r.x, r.y, r.z, r.s); 351 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", r.x, r.y, r.z, r.s);
352 return s; 352 return s;
353 } 353 }
354 354
355 public static explicit operator LSLString(Quaternion r) 355 public static explicit operator LSLString(Quaternion r)
356 { 356 {
357 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", r.x, r.y, r.z, r.s); 357 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", r.x, r.y, r.z, r.s);
358 return new LSLString(s); 358 return new LSLString(s);
359 } 359 }
360 360
@@ -459,6 +459,8 @@ namespace OpenSim.Region.ScriptEngine.Shared
459 size += 64; 459 size += 64;
460 else if (o is int) 460 else if (o is int)
461 size += 4; 461 size += 4;
462 else if (o is uint)
463 size += 4;
462 else if (o is string) 464 else if (o is string)
463 size += ((string)o).Length; 465 size += ((string)o).Length;
464 else if (o is float) 466 else if (o is float)
@@ -613,24 +615,16 @@ namespace OpenSim.Region.ScriptEngine.Shared
613 615
614 public static bool operator ==(list a, list b) 616 public static bool operator ==(list a, list b)
615 { 617 {
616 int la = -1; 618 int la = a.Length;
617 int lb = -1; 619 int lb = b.Length;
618 try { la = a.Length; }
619 catch (NullReferenceException) { }
620 try { lb = b.Length; }
621 catch (NullReferenceException) { }
622 620
623 return la == lb; 621 return la == lb;
624 } 622 }
625 623
626 public static bool operator !=(list a, list b) 624 public static bool operator !=(list a, list b)
627 { 625 {
628 int la = -1; 626 int la = a.Length;
629 int lb = -1; 627 int lb = b.Length;
630 try { la = a.Length; }
631 catch (NullReferenceException) { }
632 try {lb = b.Length;}
633 catch (NullReferenceException) { }
634 628
635 return la != lb; 629 return la != lb;
636 } 630 }
@@ -864,7 +858,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
864 ret = Math.Sign(Quaternion.Mag(l) - Quaternion.Mag(r)); 858 ret = Math.Sign(Quaternion.Mag(l) - Quaternion.Mag(r));
865 } 859 }
866 860
867 if (ascending == 0) 861 if (ascending != 1)
868 { 862 {
869 ret = 0 - ret; 863 ret = 0 - ret;
870 } 864 }
@@ -897,6 +891,9 @@ namespace OpenSim.Region.ScriptEngine.Shared
897 stride = 1; 891 stride = 1;
898 } 892 }
899 893
894 if ((Data.Length % stride) != 0)
895 return new list(ret);
896
900 // we can optimize here in the case where stride == 1 and the list 897 // we can optimize here in the case where stride == 1 and the list
901 // consists of homogeneous types 898 // consists of homogeneous types
902 899
@@ -916,7 +913,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
916 if (homogeneous) 913 if (homogeneous)
917 { 914 {
918 Array.Sort(ret, new HomogeneousComparer()); 915 Array.Sort(ret, new HomogeneousComparer());
919 if (ascending == 0) 916 if (ascending != 1)
920 { 917 {
921 Array.Reverse(ret); 918 Array.Reverse(ret);
922 } 919 }
@@ -1064,7 +1061,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
1064 { 1061 {
1065 list ret = new list(); 1062 list ret = new list();
1066 double entry; 1063 double entry;
1067 for (int i = 0; i < src.Data.Length - 1; i++) 1064 for (int i = 0; i < src.Data.Length; i++)
1068 { 1065 {
1069 if (double.TryParse(src.Data[i].ToString(), NumberStyles.Float, Culture.NumberFormatInfo, out entry)) 1066 if (double.TryParse(src.Data[i].ToString(), NumberStyles.Float, Culture.NumberFormatInfo, out entry))
1070 { 1067 {
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index c68f03f..02d47bd 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.Collections; 29using System.Collections;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Diagnostics; //for [DebuggerNonUserCode]
31using System.Globalization; 32using System.Globalization;
32using System.IO; 33using System.IO;
33using System.Reflection; 34using System.Reflection;
@@ -109,6 +110,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
109 private Dictionary<UUID, IScriptInstance> m_Scripts = 110 private Dictionary<UUID, IScriptInstance> m_Scripts =
110 new Dictionary<UUID, IScriptInstance>(); 111 new Dictionary<UUID, IScriptInstance>();
111 112
113 private OpenMetaverse.ReaderWriterLockSlim m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
114
112 // Maps the asset ID to the assembly 115 // Maps the asset ID to the assembly
113 116
114 private Dictionary<UUID, string> m_Assemblies = 117 private Dictionary<UUID, string> m_Assemblies =
@@ -131,6 +134,71 @@ namespace OpenSim.Region.ScriptEngine.XEngine
131 IWorkItemResult m_CurrentCompile = null; 134 IWorkItemResult m_CurrentCompile = null;
132 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>(); 135 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>();
133 136
137 private void lockScriptsForRead(bool locked)
138 {
139 if (locked)
140 {
141 if (m_scriptsLock.RecursiveReadCount > 0)
142 {
143 m_log.Error("[XEngine.m_Scripts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
144 m_scriptsLock.ExitReadLock();
145 }
146 if (m_scriptsLock.RecursiveWriteCount > 0)
147 {
148 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
149 m_scriptsLock.ExitWriteLock();
150 }
151
152 while (!m_scriptsLock.TryEnterReadLock(60000))
153 {
154 m_log.Error("[XEngine.m_Scripts] Thread lock detected while trying to aquire READ lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
155 if (m_scriptsLock.IsWriteLockHeld)
156 {
157 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
158 }
159 }
160 }
161 else
162 {
163 if (m_scriptsLock.RecursiveReadCount > 0)
164 {
165 m_scriptsLock.ExitReadLock();
166 }
167 }
168 }
169 private void lockScriptsForWrite(bool locked)
170 {
171 if (locked)
172 {
173 if (m_scriptsLock.RecursiveReadCount > 0)
174 {
175 m_log.Error("[XEngine.m_Scripts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
176 m_scriptsLock.ExitReadLock();
177 }
178 if (m_scriptsLock.RecursiveWriteCount > 0)
179 {
180 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
181 m_scriptsLock.ExitWriteLock();
182 }
183
184 while (!m_scriptsLock.TryEnterWriteLock(60000))
185 {
186 m_log.Error("[XEngine.m_Scripts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
187 if (m_scriptsLock.IsWriteLockHeld)
188 {
189 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
190 }
191 }
192 }
193 else
194 {
195 if (m_scriptsLock.RecursiveWriteCount > 0)
196 {
197 m_scriptsLock.ExitWriteLock();
198 }
199 }
200 }
201
134 public string ScriptEngineName 202 public string ScriptEngineName
135 { 203 {
136 get { return "XEngine"; } 204 get { return "XEngine"; }
@@ -501,44 +569,37 @@ namespace OpenSim.Region.ScriptEngine.XEngine
501 { 569 {
502 if (!m_Enabled) 570 if (!m_Enabled)
503 return; 571 return;
504 572 lockScriptsForRead(true);
505 lock (m_Scripts) 573 foreach (IScriptInstance instance in m_Scripts.Values)
506 { 574 {
507 m_log.InfoFormat( 575 // Force a final state save
508 "[XEngine]: Shutting down {0} scripts in {1}", m_Scripts.Count, m_Scene.RegionInfo.RegionName); 576 //
509 577 if (m_Assemblies.ContainsKey(instance.AssetID))
510 foreach (IScriptInstance instance in m_Scripts.Values)
511 { 578 {
512 // Force a final state save 579 string assembly = m_Assemblies[instance.AssetID];
513 // 580 instance.SaveState(assembly);
514 if (m_Assemblies.ContainsKey(instance.AssetID)) 581 }
515 {
516 string assembly = m_Assemblies[instance.AssetID];
517 instance.SaveState(assembly);
518 }
519 582
520 // Clear the event queue and abort the instance thread 583 // Clear the event queue and abort the instance thread
521 // 584 //
522 instance.ClearQueue(); 585 instance.ClearQueue();
523 instance.Stop(0); 586 instance.Stop(0);
524 587
525 // Release events, timer, etc 588 // Release events, timer, etc
526 // 589 //
527 instance.DestroyScriptInstance(); 590 instance.DestroyScriptInstance();
528 591
529 // Unload scripts and app domains. 592 // Unload scripts and app domains
530 // Must be done explicitly because they have infinite 593 // Must be done explicitly because they have infinite
531 // lifetime. 594 // lifetime
532 // However, don't bother to do this if the simulator is shutting 595 //
533 // down since it takes a long time with many scripts. 596 if (!m_SimulatorShuttingDown)
534 if (!m_SimulatorShuttingDown) 597 {
598 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
599 if (m_DomainScripts[instance.AppDomain].Count == 0)
535 { 600 {
536 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID); 601 m_DomainScripts.Remove(instance.AppDomain);
537 if (m_DomainScripts[instance.AppDomain].Count == 0) 602 UnloadAppDomain(instance.AppDomain);
538 {
539 m_DomainScripts.Remove(instance.AppDomain);
540 UnloadAppDomain(instance.AppDomain);
541 }
542 } 603 }
543 } 604 }
544 605
@@ -547,6 +608,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
547 m_Assemblies.Clear(); 608 m_Assemblies.Clear();
548 m_DomainScripts.Clear(); 609 m_DomainScripts.Clear();
549 } 610 }
611 lockScriptsForRead(false);
612 lockScriptsForWrite(true);
613 m_Scripts.Clear();
614 lockScriptsForWrite(false);
615 m_PrimObjects.Clear();
616 m_Assemblies.Clear();
617 m_DomainScripts.Clear();
618
550 lock (m_ScriptEngines) 619 lock (m_ScriptEngines)
551 { 620 {
552 m_ScriptEngines.Remove(this); 621 m_ScriptEngines.Remove(this);
@@ -611,22 +680,20 @@ namespace OpenSim.Region.ScriptEngine.XEngine
611 680
612 List<IScriptInstance> instances = new List<IScriptInstance>(); 681 List<IScriptInstance> instances = new List<IScriptInstance>();
613 682
614 lock (m_Scripts) 683 lockScriptsForRead(true);
615 { 684 foreach (IScriptInstance instance in m_Scripts.Values)
616 foreach (IScriptInstance instance in m_Scripts.Values)
617 instances.Add(instance); 685 instances.Add(instance);
618 } 686 lockScriptsForRead(false);
619 687
620 foreach (IScriptInstance i in instances) 688 foreach (IScriptInstance i in instances)
621 { 689 {
622 string assembly = String.Empty; 690 string assembly = String.Empty;
623 691
624 lock (m_Scripts) 692
625 {
626 if (!m_Assemblies.ContainsKey(i.AssetID)) 693 if (!m_Assemblies.ContainsKey(i.AssetID))
627 continue; 694 continue;
628 assembly = m_Assemblies[i.AssetID]; 695 assembly = m_Assemblies[i.AssetID];
629 } 696
630 697
631 i.SaveState(assembly); 698 i.SaveState(assembly);
632 } 699 }
@@ -970,92 +1037,95 @@ namespace OpenSim.Region.ScriptEngine.XEngine
970 } 1037 }
971 1038
972 ScriptInstance instance = null; 1039 ScriptInstance instance = null;
973 lock (m_Scripts) 1040 // Create the object record
1041 lockScriptsForRead(true);
1042 if ((!m_Scripts.ContainsKey(itemID)) ||
1043 (m_Scripts[itemID].AssetID != assetID))
974 { 1044 {
975 // Create the object record 1045 lockScriptsForRead(false);
976 1046
977 if ((!m_Scripts.ContainsKey(itemID)) || 1047 UUID appDomain = assetID;
978 (m_Scripts[itemID].AssetID != assetID))
979 {
980 UUID appDomain = assetID;
981 1048
982 if (part.ParentGroup.IsAttachment) 1049 if (part.ParentGroup.IsAttachment)
983 appDomain = part.ParentGroup.RootPart.UUID; 1050 appDomain = part.ParentGroup.RootPart.UUID;
984 1051
985 if (!m_AppDomains.ContainsKey(appDomain)) 1052 if (!m_AppDomains.ContainsKey(appDomain))
1053 {
1054 try
986 { 1055 {
987 try 1056 AppDomainSetup appSetup = new AppDomainSetup();
988 { 1057 appSetup.PrivateBinPath = Path.Combine(
989 AppDomainSetup appSetup = new AppDomainSetup(); 1058 m_ScriptEnginesPath,
990 appSetup.PrivateBinPath = Path.Combine( 1059 m_Scene.RegionInfo.RegionID.ToString());
991 m_ScriptEnginesPath, 1060
992 m_Scene.RegionInfo.RegionID.ToString()); 1061 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence;
993 1062 Evidence evidence = new Evidence(baseEvidence);
994 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence; 1063
995 Evidence evidence = new Evidence(baseEvidence); 1064 AppDomain sandbox;
996 1065 if (m_AppDomainLoading)
997 AppDomain sandbox; 1066 sandbox = AppDomain.CreateDomain(
998 if (m_AppDomainLoading) 1067 m_Scene.RegionInfo.RegionID.ToString(),
999 sandbox = AppDomain.CreateDomain( 1068 evidence, appSetup);
1000 m_Scene.RegionInfo.RegionID.ToString(), 1069 else
1001 evidence, appSetup); 1070 sandbox = AppDomain.CurrentDomain;
1002 else 1071
1003 sandbox = AppDomain.CurrentDomain; 1072 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
1004 1073 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
1005 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel(); 1074 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
1006 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition(); 1075 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
1007 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet"); 1076 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
1008 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet); 1077 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
1009 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement); 1078 //sandbox.SetAppDomainPolicy(sandboxPolicy);
1010 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup; 1079
1011 //sandbox.SetAppDomainPolicy(sandboxPolicy); 1080 m_AppDomains[appDomain] = sandbox;
1012 1081
1013 m_AppDomains[appDomain] = sandbox; 1082 m_AppDomains[appDomain].AssemblyResolve +=
1014 1083 new ResolveEventHandler(
1015 m_AppDomains[appDomain].AssemblyResolve += 1084 AssemblyResolver.OnAssemblyResolve);
1016 new ResolveEventHandler( 1085 m_DomainScripts[appDomain] = new List<UUID>();
1017 AssemblyResolver.OnAssemblyResolve); 1086 }
1018 m_DomainScripts[appDomain] = new List<UUID>(); 1087 catch (Exception e)
1019 } 1088 {
1020 catch (Exception e) 1089 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
1090 m_ScriptErrorMessage += "Exception creating app domain:\n";
1091 m_ScriptFailCount++;
1092 lock (m_AddingAssemblies)
1021 { 1093 {
1022 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString()); 1094 m_AddingAssemblies[assembly]--;
1023 m_ScriptErrorMessage += "Exception creating app domain:\n";
1024 m_ScriptFailCount++;
1025 lock (m_AddingAssemblies)
1026 {
1027 m_AddingAssemblies[assembly]--;
1028 }
1029 return false;
1030 } 1095 }
1096 return false;
1031 } 1097 }
1032 m_DomainScripts[appDomain].Add(itemID); 1098 }
1033 1099 m_DomainScripts[appDomain].Add(itemID);
1034 instance = new ScriptInstance(this, part, 1100
1035 itemID, assetID, assembly, 1101 instance = new ScriptInstance(this, part,
1036 m_AppDomains[appDomain], 1102 itemID, assetID, assembly,
1037 part.ParentGroup.RootPart.Name, 1103 m_AppDomains[appDomain],
1038 item.Name, startParam, postOnRez, 1104 part.ParentGroup.RootPart.Name,
1039 stateSource, m_MaxScriptQueue); 1105 item.Name, startParam, postOnRez,
1040 1106 stateSource, m_MaxScriptQueue);
1041 m_log.DebugFormat( 1107
1042 "[XEngine] Loaded script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5}", 1108 m_log.DebugFormat(
1043 part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID, 1109 "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}",
1110 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID,
1044 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName); 1111 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
1045 1112
1046 if (presence != null) 1113 if (presence != null)
1047 { 1114 {
1048 ShowScriptSaveResponse(item.OwnerID, 1115 ShowScriptSaveResponse(item.OwnerID,
1049 assetID, "Compile successful", true); 1116 assetID, "Compile successful", true);
1050 }
1051
1052 instance.AppDomain = appDomain;
1053 instance.LineMap = linemap;
1054
1055 m_Scripts[itemID] = instance;
1056 } 1117 }
1057 }
1058 1118
1119 instance.AppDomain = appDomain;
1120 instance.LineMap = linemap;
1121 lockScriptsForWrite(true);
1122 m_Scripts[itemID] = instance;
1123 lockScriptsForWrite(false);
1124 }
1125 else
1126 {
1127 lockScriptsForRead(false);
1128 }
1059 lock (m_PrimObjects) 1129 lock (m_PrimObjects)
1060 { 1130 {
1061 if (!m_PrimObjects.ContainsKey(localID)) 1131 if (!m_PrimObjects.ContainsKey(localID))
@@ -1074,9 +1144,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1074 m_AddingAssemblies[assembly]--; 1144 m_AddingAssemblies[assembly]--;
1075 } 1145 }
1076 1146
1077 if (instance != null) 1147 if (instance!=null)
1078 instance.Init(); 1148 instance.Init();
1079 1149
1080 return true; 1150 return true;
1081 } 1151 }
1082 1152
@@ -1089,20 +1159,31 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1089 m_CompileDict.Remove(itemID); 1159 m_CompileDict.Remove(itemID);
1090 } 1160 }
1091 1161
1092 IScriptInstance instance = null; 1162 lockScriptsForRead(true);
1093 1163 // Do we even have it?
1094 lock (m_Scripts) 1164 if (!m_Scripts.ContainsKey(itemID))
1095 { 1165 {
1096 // Do we even have it? 1166 // Do we even have it?
1097 if (!m_Scripts.ContainsKey(itemID)) 1167 if (!m_Scripts.ContainsKey(itemID))
1098 return; 1168 return;
1099 1169
1100 instance = m_Scripts[itemID]; 1170 lockScriptsForRead(false);
1171 lockScriptsForWrite(true);
1101 m_Scripts.Remove(itemID); 1172 m_Scripts.Remove(itemID);
1173 lockScriptsForWrite(false);
1174
1175 return;
1102 } 1176 }
1177
1103 1178
1179 IScriptInstance instance=m_Scripts[itemID];
1180 lockScriptsForRead(false);
1181 lockScriptsForWrite(true);
1182 m_Scripts.Remove(itemID);
1183 lockScriptsForWrite(false);
1104 instance.ClearQueue(); 1184 instance.ClearQueue();
1105 instance.Stop(0); 1185 instance.Stop(0);
1186
1106// bool objectRemoved = false; 1187// bool objectRemoved = false;
1107 1188
1108 lock (m_PrimObjects) 1189 lock (m_PrimObjects)
@@ -1138,10 +1219,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1138 ObjectRemoved handlerObjectRemoved = OnObjectRemoved; 1219 ObjectRemoved handlerObjectRemoved = OnObjectRemoved;
1139 if (handlerObjectRemoved != null) 1220 if (handlerObjectRemoved != null)
1140 { 1221 {
1141 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID); 1222 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
1142 handlerObjectRemoved(part.UUID); 1223 handlerObjectRemoved(part.UUID);
1143 } 1224 }
1144 1225
1226 CleanAssemblies();
1227
1145 ScriptRemoved handlerScriptRemoved = OnScriptRemoved; 1228 ScriptRemoved handlerScriptRemoved = OnScriptRemoved;
1146 if (handlerScriptRemoved != null) 1229 if (handlerScriptRemoved != null)
1147 handlerScriptRemoved(itemID); 1230 handlerScriptRemoved(itemID);
@@ -1283,7 +1366,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1283 return false; 1366 return false;
1284 1367
1285 uuids = m_PrimObjects[localID]; 1368 uuids = m_PrimObjects[localID];
1286 } 1369
1287 1370
1288 foreach (UUID itemID in uuids) 1371 foreach (UUID itemID in uuids)
1289 { 1372 {
@@ -1301,6 +1384,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1301 result = true; 1384 result = true;
1302 } 1385 }
1303 } 1386 }
1387 }
1304 1388
1305 return result; 1389 return result;
1306 } 1390 }
@@ -1402,12 +1486,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1402 private IScriptInstance GetInstance(UUID itemID) 1486 private IScriptInstance GetInstance(UUID itemID)
1403 { 1487 {
1404 IScriptInstance instance; 1488 IScriptInstance instance;
1405 lock (m_Scripts) 1489 lockScriptsForRead(true);
1490 if (!m_Scripts.ContainsKey(itemID))
1406 { 1491 {
1407 if (!m_Scripts.ContainsKey(itemID)) 1492 lockScriptsForRead(false);
1408 return null; 1493 return null;
1409 instance = m_Scripts[itemID];
1410 } 1494 }
1495 instance = m_Scripts[itemID];
1496 lockScriptsForRead(false);
1411 return instance; 1497 return instance;
1412 } 1498 }
1413 1499
@@ -1431,6 +1517,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1431 return false; 1517 return false;
1432 } 1518 }
1433 1519
1520 [DebuggerNonUserCode]
1434 public void ApiResetScript(UUID itemID) 1521 public void ApiResetScript(UUID itemID)
1435 { 1522 {
1436 IScriptInstance instance = GetInstance(itemID); 1523 IScriptInstance instance = GetInstance(itemID);
@@ -1482,6 +1569,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1482 return UUID.Zero; 1569 return UUID.Zero;
1483 } 1570 }
1484 1571
1572 [DebuggerNonUserCode]
1485 public void SetState(UUID itemID, string newState) 1573 public void SetState(UUID itemID, string newState)
1486 { 1574 {
1487 IScriptInstance instance = GetInstance(itemID); 1575 IScriptInstance instance = GetInstance(itemID);
@@ -1504,11 +1592,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1504 1592
1505 List<IScriptInstance> instances = new List<IScriptInstance>(); 1593 List<IScriptInstance> instances = new List<IScriptInstance>();
1506 1594
1507 lock (m_Scripts) 1595 lockScriptsForRead(true);
1508 { 1596 foreach (IScriptInstance instance in m_Scripts.Values)
1509 foreach (IScriptInstance instance in m_Scripts.Values)
1510 instances.Add(instance); 1597 instances.Add(instance);
1511 } 1598 lockScriptsForRead(false);
1512 1599
1513 foreach (IScriptInstance i in instances) 1600 foreach (IScriptInstance i in instances)
1514 { 1601 {
@@ -1893,5 +1980,17 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1893// else 1980// else
1894// m_log.DebugFormat("[XEngine]: Could not find script with ID {0} to resume", itemID); 1981// m_log.DebugFormat("[XEngine]: Could not find script with ID {0} to resume", itemID);
1895 } 1982 }
1983
1984 public bool HasScript(UUID itemID, out bool running)
1985 {
1986 running = true;
1987
1988 IScriptInstance instance = GetInstance(itemID);
1989 if (instance == null)
1990 return false;
1991
1992 running = instance.Running;
1993 return true;
1994 }
1896 } 1995 }
1897} \ No newline at end of file 1996}