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-rw-r--r--OpenSim/Region/Application/OpenSim.cs4
-rw-r--r--OpenSim/Region/Application/OpenSimBase.cs92
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs3
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs729
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs12
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs4
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs4
-rw-r--r--OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs16
-rw-r--r--OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs127
-rw-r--r--OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs77
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs68
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs115
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs19
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs204
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs26
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs102
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs60
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs5
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs63
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs32
-rw-r--r--OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs3
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs60
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs19
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs62
-rw-r--r--OpenSim/Region/CoreModules/LightShare/LightShareModule.cs3
-rw-r--r--OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs16
-rw-r--r--OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs152
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs23
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs15
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs6
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs12
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs15
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs18
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs8
-rw-r--r--OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs72
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs458
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandObject.cs79
-rw-r--r--OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs4
-rw-r--r--OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs7
-rw-r--r--OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Region/RestartModule.cs35
-rw-r--r--OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs8
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs2
-rw-r--r--OpenSim/Region/Examples/SimpleModule/ComplexObject.cs5
-rw-r--r--OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs11
-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs20
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs3
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs4
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEstateModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IInterregionComms.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/IScriptModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISnmpModule.cs27
-rw-r--r--OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs13
-rw-r--r--OpenSim/Region/Framework/ModuleLoader.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs226
-rw-r--r--OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs7
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs342
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Permissions.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs542
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs50
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs225
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs7
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs911
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs215
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs758
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs1231
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneViewer.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs23
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs76
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
-rw-r--r--OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs10
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs4
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs22
-rw-r--r--OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs16
-rw-r--r--OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs4
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs13
-rw-r--r--OpenSim/Region/OptionalModules/World/TreePopulator/TreePopulatorModule.cs4
-rw-r--r--OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs3
-rw-r--r--OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs2
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs1437
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs3874
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs384
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs (renamed from OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs)46
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs3841
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs122
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs98
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsScene.cs3
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODECharacter.cs1
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs6
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs11
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSPrim.cs2
-rw-r--r--OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs82
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs20
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs118
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs2248
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs43
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs7
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs32
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs46
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs3
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs71
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs3
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs11
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs21
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Helpers.cs8
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs52
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs32
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs353
119 files changed, 17831 insertions, 2900 deletions
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index fe1525b..fae8be7 100644
--- a/OpenSim/Region/Application/OpenSim.cs
+++ b/OpenSim/Region/Application/OpenSim.cs
@@ -456,7 +456,7 @@ namespace OpenSim
456 if (alert != null) 456 if (alert != null)
457 presence.ControllingClient.Kick(alert); 457 presence.ControllingClient.Kick(alert);
458 else 458 else
459 presence.ControllingClient.Kick("\nThe OpenSim manager kicked you out.\n"); 459 presence.ControllingClient.Kick("\nYou have been logged out by an administrator.\n");
460 460
461 // ...and close on our side 461 // ...and close on our side
462 presence.Scene.IncomingCloseAgent(presence.UUID); 462 presence.Scene.IncomingCloseAgent(presence.UUID);
@@ -1159,7 +1159,7 @@ namespace OpenSim
1159 MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z)); 1159 MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z));
1160 } 1160 }
1161 } 1161 }
1162 m_sceneManager.LoadCurrentSceneFromXml(cmdparams[2], generateNewIDS, loadOffset); 1162 m_sceneManager.LoadCurrentSceneFromXml(cmdparams[0], generateNewIDS, loadOffset);
1163 } 1163 }
1164 else 1164 else
1165 { 1165 {
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index 00b080c..dbfd0f2 100644
--- a/OpenSim/Region/Application/OpenSimBase.cs
+++ b/OpenSim/Region/Application/OpenSimBase.cs
@@ -88,6 +88,10 @@ namespace OpenSim
88 88
89 protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>(); 89 protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>();
90 90
91 private List<string> m_permsModules;
92
93 private bool m_securePermissionsLoading = true;
94
91 /// <value> 95 /// <value>
92 /// The config information passed into the OpenSimulator region server. 96 /// The config information passed into the OpenSimulator region server.
93 /// </value> 97 /// </value>
@@ -185,6 +189,11 @@ namespace OpenSim
185 CreatePIDFile(pidFile); 189 CreatePIDFile(pidFile);
186 190
187 userStatsURI = startupConfig.GetString("Stats_URI", String.Empty); 191 userStatsURI = startupConfig.GetString("Stats_URI", String.Empty);
192
193 m_securePermissionsLoading = startupConfig.GetBoolean("SecurePermissionsLoading", true);
194
195 string permissionModules = startupConfig.GetString("permissionmodules", "DefaultPermissionsModule");
196 m_permsModules = new List<string>(permissionModules.Split(','));
188 } 197 }
189 198
190 // Load the simulation data service 199 // Load the simulation data service
@@ -213,6 +222,12 @@ namespace OpenSim
213 m_moduleLoader = new ModuleLoader(m_config.Source); 222 m_moduleLoader = new ModuleLoader(m_config.Source);
214 223
215 LoadPlugins(); 224 LoadPlugins();
225
226 if (m_plugins.Count == 0) // We failed to load any modules. Mono Addins glitch!
227 {
228 Environment.Exit(1);
229 }
230
216 foreach (IApplicationPlugin plugin in m_plugins) 231 foreach (IApplicationPlugin plugin in m_plugins)
217 { 232 {
218 plugin.PostInitialise(); 233 plugin.PostInitialise();
@@ -360,7 +375,41 @@ namespace OpenSim
360 } 375 }
361 else m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing..."); 376 else m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing...");
362 377
378 if (m_securePermissionsLoading)
379 {
380 foreach (string s in m_permsModules)
381 {
382 if (!scene.RegionModules.ContainsKey(s))
383 {
384 bool found = false;
385 foreach (IRegionModule m in modules)
386 {
387 if (m.Name == s)
388 {
389 found = true;
390 }
391 }
392 if (!found)
393 {
394 m_log.Fatal("[MODULES]: Required module " + s + " not found.");
395 Environment.Exit(0);
396 }
397 }
398 }
399 }
400
363 scene.SetModuleInterfaces(); 401 scene.SetModuleInterfaces();
402// First Step of bootreport sequence
403 if (scene.SnmpService != null)
404 {
405 scene.SnmpService.ColdStart(1,scene);
406 scene.SnmpService.LinkDown(scene);
407 }
408
409 if (scene.SnmpService != null)
410 {
411 scene.SnmpService.BootInfo("Loading prins", scene);
412 }
364 413
365 // Prims have to be loaded after module configuration since some modules may be invoked during the load 414 // Prims have to be loaded after module configuration since some modules may be invoked during the load
366 scene.LoadPrimsFromStorage(regionInfo.originRegionID); 415 scene.LoadPrimsFromStorage(regionInfo.originRegionID);
@@ -368,6 +417,10 @@ namespace OpenSim
368 // TODO : Try setting resource for region xstats here on scene 417 // TODO : Try setting resource for region xstats here on scene
369 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo)); 418 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo));
370 419
420 if (scene.SnmpService != null)
421 {
422 scene.SnmpService.BootInfo("Grid Registration in progress", scene);
423 }
371 try 424 try
372 { 425 {
373 scene.RegisterRegionWithGrid(); 426 scene.RegisterRegionWithGrid();
@@ -378,11 +431,20 @@ namespace OpenSim
378 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}", 431 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}",
379 e.Message, e.StackTrace); 432 e.Message, e.StackTrace);
380 433
434 if (scene.SnmpService != null)
435 {
436 scene.SnmpService.Critical("Grid registration failed. Startup aborted.", scene);
437 }
381 // Carrying on now causes a lot of confusion down the 438 // Carrying on now causes a lot of confusion down the
382 // line - we need to get the user's attention 439 // line - we need to get the user's attention
383 Environment.Exit(1); 440 Environment.Exit(1);
384 } 441 }
385 442
443 if (scene.SnmpService != null)
444 {
445 scene.SnmpService.BootInfo("Grid Registration done", scene);
446 }
447
386 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID); 448 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
387 scene.EventManager.TriggerParcelPrimCountUpdate(); 449 scene.EventManager.TriggerParcelPrimCountUpdate();
388 450
@@ -390,6 +452,11 @@ namespace OpenSim
390 // scripting engines. 452 // scripting engines.
391 scene.CreateScriptInstances(); 453 scene.CreateScriptInstances();
392 454
455 if (scene.SnmpService != null)
456 {
457 scene.SnmpService.BootInfo("ScriptEngine started", scene);
458 }
459
393 m_sceneManager.Add(scene); 460 m_sceneManager.Add(scene);
394 461
395 if (m_autoCreateClientStack) 462 if (m_autoCreateClientStack)
@@ -398,6 +465,10 @@ namespace OpenSim
398 clientServer.Start(); 465 clientServer.Start();
399 } 466 }
400 467
468 if (scene.SnmpService != null)
469 {
470 scene.SnmpService.BootInfo("Initializing region modules", scene);
471 }
401 if (do_post_init) 472 if (do_post_init)
402 { 473 {
403 foreach (IRegionModule module in modules) 474 foreach (IRegionModule module in modules)
@@ -409,7 +480,14 @@ namespace OpenSim
409 480
410 mscene = scene; 481 mscene = scene;
411 482
483 if (scene.SnmpService != null)
484 {
485 scene.SnmpService.BootInfo("The region is operational", scene);
486 scene.SnmpService.LinkUp(scene);
487 }
488
412 scene.StartTimer(); 489 scene.StartTimer();
490 scene.StartTimerWatchdog();
413 491
414 return clientServer; 492 return clientServer;
415 } 493 }
@@ -417,6 +495,11 @@ namespace OpenSim
417 private void ShutdownRegion(Scene scene) 495 private void ShutdownRegion(Scene scene)
418 { 496 {
419 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName); 497 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName);
498 if (scene.SnmpService != null)
499 {
500 scene.SnmpService.BootInfo("The region is shutting down", scene);
501 scene.SnmpService.LinkDown(scene);
502 }
420 IRegionModulesController controller; 503 IRegionModulesController controller;
421 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller)) 504 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller))
422 { 505 {
@@ -860,7 +943,7 @@ namespace OpenSim
860 = MainConsole.Instance.CmdPrompt( 943 = MainConsole.Instance.CmdPrompt(
861 string.Format( 944 string.Format(
862 "Do you wish to join region {0} to an existing estate (yes/no)?", regInfo.RegionName), 945 "Do you wish to join region {0} to an existing estate (yes/no)?", regInfo.RegionName),
863 "yes", 946 "no",
864 new List<string>() { "yes", "no" }); 947 new List<string>() { "yes", "no" });
865 948
866 if (response == "no") 949 if (response == "no")
@@ -876,12 +959,15 @@ namespace OpenSim
876 = MainConsole.Instance.CmdPrompt( 959 = MainConsole.Instance.CmdPrompt(
877 string.Format( 960 string.Format(
878 "Name of estate to join. Existing estate names are ({0})", string.Join(", ", estateNames.ToArray())), 961 "Name of estate to join. Existing estate names are ({0})", string.Join(", ", estateNames.ToArray())),
879 estateNames[0]); 962 "None");
963
964 if (response == "None")
965 continue;
880 966
881 List<int> estateIDs = EstateDataService.GetEstates(response); 967 List<int> estateIDs = EstateDataService.GetEstates(response);
882 if (estateIDs.Count < 1) 968 if (estateIDs.Count < 1)
883 { 969 {
884 MainConsole.Instance.Output("The name you have entered matches no known estate. Please try again."); 970 MainConsole.Instance.Output("The name you have entered matches no known estate. Please try again.");
885 continue; 971 continue;
886 } 972 }
887 973
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs b/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
index e9e2dca..9dd6663 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
@@ -202,6 +202,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
202 m_stopPacket = TexturePacketCount(); 202 m_stopPacket = TexturePacketCount();
203 } 203 }
204 204
205 //Give them at least two packets, to play nice with some broken viewers (SL also behaves this way)
206 if (m_stopPacket == 1 && Layers[0].End > FIRST_PACKET_SIZE) m_stopPacket++;
207
205 m_currentPacket = StartPacket; 208 m_currentPacket = StartPacket;
206 } 209 }
207 } 210 }
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index e9ee7be..5c94fba 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -157,6 +157,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
157 public event RequestTaskInventory OnRequestTaskInventory; 157 public event RequestTaskInventory OnRequestTaskInventory;
158 public event UpdateInventoryItem OnUpdateInventoryItem; 158 public event UpdateInventoryItem OnUpdateInventoryItem;
159 public event CopyInventoryItem OnCopyInventoryItem; 159 public event CopyInventoryItem OnCopyInventoryItem;
160 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
160 public event MoveInventoryItem OnMoveInventoryItem; 161 public event MoveInventoryItem OnMoveInventoryItem;
161 public event RemoveInventoryItem OnRemoveInventoryItem; 162 public event RemoveInventoryItem OnRemoveInventoryItem;
162 public event RemoveInventoryFolder OnRemoveInventoryFolder; 163 public event RemoveInventoryFolder OnRemoveInventoryFolder;
@@ -254,7 +255,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
254 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 255 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
255 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 256 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
256 public event ClassifiedDelete OnClassifiedDelete; 257 public event ClassifiedDelete OnClassifiedDelete;
257 public event ClassifiedDelete OnClassifiedGodDelete; 258 public event ClassifiedGodDelete OnClassifiedGodDelete;
258 public event EventNotificationAddRequest OnEventNotificationAddRequest; 259 public event EventNotificationAddRequest OnEventNotificationAddRequest;
259 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 260 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
260 public event EventGodDelete OnEventGodDelete; 261 public event EventGodDelete OnEventGodDelete;
@@ -330,7 +331,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
330 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an 331 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an
331 /// ownerless phantom. 332 /// ownerless phantom.
332 /// 333 ///
333 /// All manipulation of this set has to occur under a lock 334 /// All manipulation of this set has to occur under an m_entityUpdates.SyncRoot lock
334 /// 335 ///
335 /// </value> 336 /// </value>
336 protected HashSet<uint> m_killRecord; 337 protected HashSet<uint> m_killRecord;
@@ -338,6 +339,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
338// protected HashSet<uint> m_attachmentsSent; 339// protected HashSet<uint> m_attachmentsSent;
339 340
340 private int m_moneyBalance; 341 private int m_moneyBalance;
342 private bool m_deliverPackets = true;
341 private int m_animationSequenceNumber = 1; 343 private int m_animationSequenceNumber = 1;
342 private bool m_SendLogoutPacketWhenClosing = true; 344 private bool m_SendLogoutPacketWhenClosing = true;
343 private AgentUpdateArgs lastarg; 345 private AgentUpdateArgs lastarg;
@@ -378,6 +380,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
378 get { return m_startpos; } 380 get { return m_startpos; }
379 set { m_startpos = value; } 381 set { m_startpos = value; }
380 } 382 }
383 public bool DeliverPackets
384 {
385 get { return m_deliverPackets; }
386 set {
387 m_deliverPackets = value;
388 m_udpClient.m_deliverPackets = value;
389 }
390 }
381 public UUID AgentId { get { return m_agentId; } } 391 public UUID AgentId { get { return m_agentId; } }
382 public UUID ActiveGroupId { get { return m_activeGroupID; } } 392 public UUID ActiveGroupId { get { return m_activeGroupID; } }
383 public string ActiveGroupName { get { return m_activeGroupName; } } 393 public string ActiveGroupName { get { return m_activeGroupName; } }
@@ -484,18 +494,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
484 494
485 #region Client Methods 495 #region Client Methods
486 496
497
487 /// <summary> 498 /// <summary>
488 /// Shut down the client view 499 /// Shut down the client view
489 /// </summary> 500 /// </summary>
490 public void Close() 501 public void Close()
491 { 502 {
503 Close(true);
504 }
505
506 /// <summary>
507 /// Shut down the client view
508 /// </summary>
509 public void Close(bool sendStop)
510 {
492 m_log.DebugFormat( 511 m_log.DebugFormat(
493 "[CLIENT]: Close has been called for {0} attached to scene {1}", 512 "[CLIENT]: Close has been called for {0} attached to scene {1}",
494 Name, m_scene.RegionInfo.RegionName); 513 Name, m_scene.RegionInfo.RegionName);
495 514
496 // Send the STOP packet 515 if (sendStop)
497 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator); 516 {
498 OutPacket(disable, ThrottleOutPacketType.Unknown); 517 // Send the STOP packet
518 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator);
519 OutPacket(disable, ThrottleOutPacketType.Unknown);
520 }
499 521
500 IsActive = false; 522 IsActive = false;
501 523
@@ -796,7 +818,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
796 reply.ChatData.OwnerID = fromAgentID; 818 reply.ChatData.OwnerID = fromAgentID;
797 reply.ChatData.SourceID = fromAgentID; 819 reply.ChatData.SourceID = fromAgentID;
798 820
799 OutPacket(reply, ThrottleOutPacketType.Task); 821 OutPacket(reply, ThrottleOutPacketType.Unknown);
800 } 822 }
801 823
802 /// <summary> 824 /// <summary>
@@ -1082,6 +1104,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1082 public virtual void SendLayerData(float[] map) 1104 public virtual void SendLayerData(float[] map)
1083 { 1105 {
1084 Util.FireAndForget(DoSendLayerData, map); 1106 Util.FireAndForget(DoSendLayerData, map);
1107
1108 // Send it sync, and async. It's not that much data
1109 // and it improves user experience just so much!
1110 DoSendLayerData(map);
1085 } 1111 }
1086 1112
1087 /// <summary> 1113 /// <summary>
@@ -1094,16 +1120,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1094 1120
1095 try 1121 try
1096 { 1122 {
1097 //for (int y = 0; y < 16; y++) 1123 for (int y = 0; y < 16; y++)
1098 //{ 1124 {
1099 // for (int x = 0; x < 16; x++) 1125 for (int x = 0; x < 16; x+=4)
1100 // { 1126 {
1101 // SendLayerData(x, y, map); 1127 SendLayerPacket(x, y, map);
1102 // } 1128 }
1103 //} 1129 }
1104
1105 // Send LayerData in a spiral pattern. Fun!
1106 SendLayerTopRight(map, 0, 0, 15, 15);
1107 } 1130 }
1108 catch (Exception e) 1131 catch (Exception e)
1109 { 1132 {
@@ -1111,51 +1134,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1111 } 1134 }
1112 } 1135 }
1113 1136
1114 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
1115 {
1116 // Row
1117 for (int i = x1; i <= x2; i++)
1118 SendLayerData(i, y1, map);
1119
1120 // Column
1121 for (int j = y1 + 1; j <= y2; j++)
1122 SendLayerData(x2, j, map);
1123
1124 if (x2 - x1 > 0)
1125 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
1126 }
1127
1128 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
1129 {
1130 // Row in reverse
1131 for (int i = x2; i >= x1; i--)
1132 SendLayerData(i, y2, map);
1133
1134 // Column in reverse
1135 for (int j = y2 - 1; j >= y1; j--)
1136 SendLayerData(x1, j, map);
1137
1138 if (x2 - x1 > 0)
1139 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
1140 }
1141
1142 /// <summary> 1137 /// <summary>
1143 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 1138 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
1144 /// </summary> 1139 /// </summary>
1145 /// <param name="map">heightmap</param> 1140 /// <param name="map">heightmap</param>
1146 /// <param name="px">X coordinate for patches 0..12</param> 1141 /// <param name="px">X coordinate for patches 0..12</param>
1147 /// <param name="py">Y coordinate for patches 0..15</param> 1142 /// <param name="py">Y coordinate for patches 0..15</param>
1148 // private void SendLayerPacket(float[] map, int y, int x) 1143 private void SendLayerPacket(int x, int y, float[] map)
1149 // { 1144 {
1150 // int[] patches = new int[4]; 1145 int[] patches = new int[4];
1151 // patches[0] = x + 0 + y * 16; 1146 patches[0] = x + 0 + y * 16;
1152 // patches[1] = x + 1 + y * 16; 1147 patches[1] = x + 1 + y * 16;
1153 // patches[2] = x + 2 + y * 16; 1148 patches[2] = x + 2 + y * 16;
1154 // patches[3] = x + 3 + y * 16; 1149 patches[3] = x + 3 + y * 16;
1155 1150
1156 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 1151 float[] heightmap = (map.Length == 65536) ?
1157 // OutPacket(layerpack, ThrottleOutPacketType.Land); 1152 map :
1158 // } 1153 LLHeightFieldMoronize(map);
1154
1155 try
1156 {
1157 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1158 OutPacket(layerpack, ThrottleOutPacketType.Land);
1159 }
1160 catch
1161 {
1162 for (int px = x ; px < x + 4 ; px++)
1163 SendLayerData(px, y, map);
1164 }
1165 }
1159 1166
1160 /// <summary> 1167 /// <summary>
1161 /// Sends a specified patch to a client 1168 /// Sends a specified patch to a client
@@ -1175,7 +1182,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1175 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); 1182 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1176 layerpack.Header.Reliable = true; 1183 layerpack.Header.Reliable = true;
1177 1184
1178 OutPacket(layerpack, ThrottleOutPacketType.Land); 1185 OutPacket(layerpack, ThrottleOutPacketType.Task);
1179 } 1186 }
1180 catch (Exception e) 1187 catch (Exception e)
1181 { 1188 {
@@ -1536,38 +1543,49 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1536 OutPacket(pc, ThrottleOutPacketType.Unknown); 1543 OutPacket(pc, ThrottleOutPacketType.Unknown);
1537 } 1544 }
1538 1545
1539 public void SendKillObject(ulong regionHandle, uint localID) 1546 public void SendKillObject(ulong regionHandle, List<uint> localIDs)
1540 { 1547 {
1541// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, localID, regionHandle); 1548// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, localID, regionHandle);
1542 1549
1543 KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject); 1550 KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject);
1544 // TODO: don't create new blocks if recycling an old packet 1551 // TODO: don't create new blocks if recycling an old packet
1545 kill.ObjectData = new KillObjectPacket.ObjectDataBlock[1]; 1552 kill.ObjectData = new KillObjectPacket.ObjectDataBlock[localIDs.Count];
1546 kill.ObjectData[0] = new KillObjectPacket.ObjectDataBlock(); 1553 for (int i = 0 ; i < localIDs.Count ; i++ )
1547 kill.ObjectData[0].ID = localID; 1554 {
1555 kill.ObjectData[i] = new KillObjectPacket.ObjectDataBlock();
1556 kill.ObjectData[i].ID = localIDs[i];
1557 }
1548 kill.Header.Reliable = true; 1558 kill.Header.Reliable = true;
1549 kill.Header.Zerocoded = true; 1559 kill.Header.Zerocoded = true;
1550 1560
1551 if (m_scene.GetScenePresence(localID) == null) 1561 lock (m_killRecord)
1552 { 1562 {
1553 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race 1563 if (localIDs.Count == 1)
1554 // condition where a kill can be processed before an out-of-date update for the same object.
1555 lock (m_killRecord)
1556 { 1564 {
1557 m_killRecord.Add(localID); 1565 if (m_scene.GetScenePresence(localIDs[0]) != null)
1558 1566 {
1559 // The throttle queue used here must match that being used for updates. Otherwise, there is a 1567 OutPacket(kill, ThrottleOutPacketType.State);
1560 // chance that a kill packet put on a separate queue will be sent to the client before an existing 1568 return;
1561 // update packet on another queue. Receiving updates after kills results in unowned and undeletable 1569 }
1562 // scene objects in a viewer until that viewer is relogged in. 1570 m_killRecord.Add(localIDs[0]);
1563 OutPacket(kill, ThrottleOutPacketType.Task); 1571 }
1572 else
1573 {
1574 lock (m_entityUpdates.SyncRoot)
1575 {
1576 foreach (uint localID in localIDs)
1577 m_killRecord.Add(localID);
1578 }
1564 } 1579 }
1565 } 1580 }
1566 else 1581
1567 { 1582 // The throttle queue used here must match that being used for
1568 // OutPacket(kill, ThrottleOutPacketType.State); 1583 // updates. Otherwise, there is a chance that a kill packet put
1569 OutPacket(kill, ThrottleOutPacketType.Task); 1584 // on a separate queue will be sent to the client before an
1570 } 1585 // existing update packet on another queue. Receiving updates
1586 // after kills results in unowned and undeletable
1587 // scene objects in a viewer until that viewer is relogged in.
1588 OutPacket(kill, ThrottleOutPacketType.Task);
1571 } 1589 }
1572 1590
1573 /// <summary> 1591 /// <summary>
@@ -2292,6 +2310,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2292 OutPacket(sound, ThrottleOutPacketType.Task); 2310 OutPacket(sound, ThrottleOutPacketType.Task);
2293 } 2311 }
2294 2312
2313 public void SendTransferAbort(TransferRequestPacket transferRequest)
2314 {
2315 TransferAbortPacket abort = (TransferAbortPacket)PacketPool.Instance.GetPacket(PacketType.TransferAbort);
2316 abort.TransferInfo.TransferID = transferRequest.TransferInfo.TransferID;
2317 abort.TransferInfo.ChannelType = transferRequest.TransferInfo.ChannelType;
2318 m_log.Debug("[Assets] Aborting transfer; asset request failed");
2319 OutPacket(abort, ThrottleOutPacketType.Task);
2320 }
2321
2295 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain) 2322 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain)
2296 { 2323 {
2297 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger); 2324 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger);
@@ -3594,7 +3621,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3594 /// </summary> 3621 /// </summary>
3595 public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) 3622 public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
3596 { 3623 {
3597 //double priority = m_prioritizer.GetUpdatePriority(this, entity); 3624 if (entity is SceneObjectPart)
3625 {
3626 SceneObjectPart e = (SceneObjectPart)entity;
3627 SceneObjectGroup g = e.ParentGroup;
3628 if (g.RootPart.Shape.State > 30) // HUD
3629 if (g.OwnerID != AgentId)
3630 return; // Don't send updates for other people's HUDs
3631 }
3632
3598 uint priority = m_prioritizer.GetUpdatePriority(this, entity); 3633 uint priority = m_prioritizer.GetUpdatePriority(this, entity);
3599 3634
3600 lock (m_entityUpdates.SyncRoot) 3635 lock (m_entityUpdates.SyncRoot)
@@ -3661,211 +3696,230 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3661 3696
3662 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race 3697 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
3663 // condition where a kill can be processed before an out-of-date update for the same object. 3698 // condition where a kill can be processed before an out-of-date update for the same object.
3664 lock (m_killRecord) 3699 float avgTimeDilation = 1.0f;
3700 IEntityUpdate iupdate;
3701 Int32 timeinqueue; // this is just debugging code & can be dropped later
3702
3703 while (updatesThisCall < maxUpdates)
3665 { 3704 {
3666 float avgTimeDilation = 1.0f; 3705 lock (m_entityUpdates.SyncRoot)
3667 IEntityUpdate iupdate; 3706 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3668 Int32 timeinqueue; // this is just debugging code & can be dropped later 3707 break;
3669
3670 while (updatesThisCall < maxUpdates)
3671 {
3672 lock (m_entityUpdates.SyncRoot)
3673 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3674 break;
3675 3708
3676 EntityUpdate update = (EntityUpdate)iupdate; 3709 EntityUpdate update = (EntityUpdate)iupdate;
3677 3710
3678 avgTimeDilation += update.TimeDilation; 3711 avgTimeDilation += update.TimeDilation;
3679 avgTimeDilation *= 0.5f; 3712 avgTimeDilation *= 0.5f;
3680 3713
3681 if (update.Entity is SceneObjectPart) 3714 if (update.Entity is SceneObjectPart)
3715 {
3716 SceneObjectPart part = (SceneObjectPart)update.Entity;
3717
3718 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3719 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3720 // safety measure.
3721 //
3722 // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
3723 // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
3724 // updates and kills on different threads with different scheduling strategies, hence this protection.
3725 //
3726 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3727 // after the root prim has been deleted.
3728 lock (m_killRecord)
3682 { 3729 {
3683 SceneObjectPart part = (SceneObjectPart)update.Entity;
3684
3685 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3686 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3687 // safety measure.
3688 //
3689 // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
3690 // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
3691 // updates and kills on different threads with different scheduling strategies, hence this protection.
3692 //
3693 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3694 // after the root prim has been deleted.
3695 if (m_killRecord.Contains(part.LocalId)) 3730 if (m_killRecord.Contains(part.LocalId))
3696 {
3697 // m_log.WarnFormat(
3698 // "[CLIENT]: Preventing update for prim with local id {0} after client for user {1} told it was deleted",
3699 // part.LocalId, Name);
3700 continue; 3731 continue;
3701 } 3732 if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
3702 3733 continue;
3703 if (part.ParentGroup.IsAttachment && m_disableFacelights) 3734 }
3735
3736 if (part.ParentGroup.IsDeleted)
3737 continue;
3738
3739 if (part.ParentGroup.IsAttachment)
3740 { // Someone else's HUD, why are we getting these?
3741 if (part.ParentGroup.OwnerID != AgentId &&
3742 part.ParentGroup.RootPart.Shape.State >= 30)
3743 continue;
3744 ScenePresence sp;
3745 // Owner is not in the sim, don't update it to
3746 // anyone
3747 if (!m_scene.TryGetScenePresence(part.OwnerID, out sp))
3748 continue;
3749
3750 List<SceneObjectGroup> atts = sp.Attachments;
3751 bool found = false;
3752 foreach (SceneObjectGroup att in atts)
3704 { 3753 {
3705 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand && 3754 if (att == part.ParentGroup)
3706 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3707 { 3755 {
3708 part.Shape.LightEntry = false; 3756 found = true;
3757 break;
3709 } 3758 }
3710 } 3759 }
3760
3761 // It's an attachment of a valid avatar, but
3762 // doesn't seem to be attached, skip
3763 if (!found)
3764 continue;
3711 } 3765 }
3712 3766 if (part.ParentGroup.IsAttachment && m_disableFacelights)
3713 ++updatesThisCall;
3714
3715 #region UpdateFlags to packet type conversion
3716
3717 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
3718
3719 bool canUseCompressed = true;
3720 bool canUseImproved = true;
3721
3722 // Compressed object updates only make sense for LL primitives
3723 if (!(update.Entity is SceneObjectPart))
3724 {
3725 canUseCompressed = false;
3726 }
3727
3728 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
3729 {
3730 canUseCompressed = false;
3731 canUseImproved = false;
3732 }
3733 else
3734 { 3767 {
3735 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) || 3768 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
3736 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) || 3769 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3737 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3738 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3739 { 3770 {
3740 canUseCompressed = false; 3771 part.Shape.LightEntry = false;
3741 }
3742
3743 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3744 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3745 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3746 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3747 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3748 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3749 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3750 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3751 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3752 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3753 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3754 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3755 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3756 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3757 {
3758 canUseImproved = false;
3759 } 3772 }
3760 } 3773 }
3761 3774 }
3762 #endregion UpdateFlags to packet type conversion 3775
3763 3776 ++updatesThisCall;
3764 #region Block Construction 3777
3765 3778 #region UpdateFlags to packet type conversion
3766 // TODO: Remove this once we can build compressed updates 3779
3780 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
3781
3782 bool canUseCompressed = true;
3783 bool canUseImproved = true;
3784
3785 // Compressed object updates only make sense for LL primitives
3786 if (!(update.Entity is SceneObjectPart))
3787 {
3767 canUseCompressed = false; 3788 canUseCompressed = false;
3768 3789 }
3769 if (!canUseImproved && !canUseCompressed) 3790
3770 { 3791 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
3771 if (update.Entity is ScenePresence) 3792 {
3772 { 3793 canUseCompressed = false;
3773 objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity)); 3794 canUseImproved = false;
3774 objectUpdates.Value.Add(update); 3795 }
3775 } 3796 else
3776 else 3797 {
3777 { 3798 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
3778 objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId)); 3799 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
3779 objectUpdates.Value.Add(update); 3800 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3780 } 3801 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3781 }
3782 else if (!canUseImproved)
3783 { 3802 {
3784 compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags)); 3803 canUseCompressed = false;
3785 compressedUpdates.Value.Add(update);
3786 } 3804 }
3787 else 3805
3806 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3807 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3808 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3809 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3810 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3811 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3812 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3813 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3814 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3815 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3816 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3817 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3818 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3819 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3788 { 3820 {
3789 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId) 3821 canUseImproved = false;
3790 {
3791 // Self updates go into a special list
3792 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3793 terseAgentUpdates.Value.Add(update);
3794 }
3795 else
3796 {
3797 // Everything else goes here
3798 terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3799 terseUpdates.Value.Add(update);
3800 }
3801 } 3822 }
3802
3803 #endregion Block Construction
3804 } 3823 }
3805
3806
3807 #region Packet Sending
3808 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
3809 3824
3810 if (terseAgentUpdateBlocks.IsValueCreated) 3825 #endregion UpdateFlags to packet type conversion
3811 {
3812 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
3813 3826
3814 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 3827 #region Block Construction
3815 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3816 packet.RegionData.TimeDilation = timeDilation;
3817 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3818 3828
3819 for (int i = 0; i < blocks.Count; i++) 3829 // TODO: Remove this once we can build compressed updates
3820 packet.ObjectData[i] = blocks[i]; 3830 canUseCompressed = false;
3821 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3822 OutPacket(packet, ThrottleOutPacketType.Unknown, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseAgentUpdates.Value, oPacket); });
3823 }
3824 3831
3825 if (objectUpdateBlocks.IsValueCreated) 3832 if (!canUseImproved && !canUseCompressed)
3826 { 3833 {
3827 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value; 3834 if (update.Entity is ScenePresence)
3828 3835 {
3829 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate); 3836 objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
3830 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3837 }
3831 packet.RegionData.TimeDilation = timeDilation; 3838 else
3832 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3839 {
3833 3840 objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
3834 for (int i = 0; i < blocks.Count; i++) 3841 }
3835 packet.ObjectData[i] = blocks[i];
3836 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3837 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(objectUpdates.Value, oPacket); });
3838 } 3842 }
3839 3843 else if (!canUseImproved)
3840 if (compressedUpdateBlocks.IsValueCreated)
3841 { 3844 {
3842 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value; 3845 compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags));
3843
3844 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
3845 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3846 packet.RegionData.TimeDilation = timeDilation;
3847 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
3848
3849 for (int i = 0; i < blocks.Count; i++)
3850 packet.ObjectData[i] = blocks[i];
3851 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3852 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(compressedUpdates.Value, oPacket); });
3853 } 3846 }
3854 3847 else
3855 if (terseUpdateBlocks.IsValueCreated)
3856 { 3848 {
3857 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value; 3849 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId)
3858 3850 // Self updates go into a special list
3859 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 3851 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3860 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3852 else
3861 packet.RegionData.TimeDilation = timeDilation; 3853 // Everything else goes here
3862 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3854 terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3863
3864 for (int i = 0; i < blocks.Count; i++)
3865 packet.ObjectData[i] = blocks[i];
3866 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3867 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseUpdates.Value, oPacket); });
3868 } 3855 }
3856
3857 #endregion Block Construction
3858 }
3859
3860 #region Packet Sending
3861
3862 const float TIME_DILATION = 1.0f;
3863 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
3864
3865 if (terseAgentUpdateBlocks.IsValueCreated)
3866 {
3867 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
3868
3869 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3870 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3871 packet.RegionData.TimeDilation = timeDilation;
3872 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3873
3874 for (int i = 0; i < blocks.Count; i++)
3875 packet.ObjectData[i] = blocks[i];
3876
3877 OutPacket(packet, ThrottleOutPacketType.Unknown, true);
3878 }
3879
3880 if (objectUpdateBlocks.IsValueCreated)
3881 {
3882 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value;
3883
3884 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate);
3885 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3886 packet.RegionData.TimeDilation = timeDilation;
3887 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3888
3889 for (int i = 0; i < blocks.Count; i++)
3890 packet.ObjectData[i] = blocks[i];
3891
3892 OutPacket(packet, ThrottleOutPacketType.Task, true);
3893 }
3894
3895 if (compressedUpdateBlocks.IsValueCreated)
3896 {
3897 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value;
3898
3899 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
3900 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3901 packet.RegionData.TimeDilation = timeDilation;
3902 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
3903
3904 for (int i = 0; i < blocks.Count; i++)
3905 packet.ObjectData[i] = blocks[i];
3906
3907 OutPacket(packet, ThrottleOutPacketType.Task, true);
3908 }
3909
3910 if (terseUpdateBlocks.IsValueCreated)
3911 {
3912 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value;
3913
3914 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3915 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3916 packet.RegionData.TimeDilation = timeDilation;
3917 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3918
3919 for (int i = 0; i < blocks.Count; i++)
3920 packet.ObjectData[i] = blocks[i];
3921
3922 OutPacket(packet, ThrottleOutPacketType.Task, true);
3869 } 3923 }
3870 3924
3871 #endregion Packet Sending 3925 #endregion Packet Sending
@@ -4349,37 +4403,44 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4349 if (bl[i].BannedUserID == UUID.Zero) 4403 if (bl[i].BannedUserID == UUID.Zero)
4350 continue; 4404 continue;
4351 BannedUsers.Add(bl[i].BannedUserID); 4405 BannedUsers.Add(bl[i].BannedUserID);
4352 }
4353 4406
4354 EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket(); 4407 if (BannedUsers.Count >= 50 || (i == (bl.Length - 1) && BannedUsers.Count > 0))
4355 packet.AgentData.TransactionID = UUID.Random(); 4408 {
4356 packet.AgentData.AgentID = AgentId; 4409 EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket();
4357 packet.AgentData.SessionID = SessionId; 4410 packet.AgentData.TransactionID = UUID.Random();
4358 packet.MethodData.Invoice = invoice; 4411 packet.AgentData.AgentID = AgentId;
4359 packet.MethodData.Method = Utils.StringToBytes("setaccess"); 4412 packet.AgentData.SessionID = SessionId;
4413 packet.MethodData.Invoice = invoice;
4414 packet.MethodData.Method = Utils.StringToBytes("setaccess");
4360 4415
4361 EstateOwnerMessagePacket.ParamListBlock[] returnblock = new EstateOwnerMessagePacket.ParamListBlock[6 + BannedUsers.Count]; 4416 EstateOwnerMessagePacket.ParamListBlock[] returnblock = new EstateOwnerMessagePacket.ParamListBlock[6 + BannedUsers.Count];
4362 4417
4363 for (int i = 0; i < (6 + BannedUsers.Count); i++) 4418 int j;
4364 { 4419 for (j = 0; j < (6 + BannedUsers.Count); j++)
4365 returnblock[i] = new EstateOwnerMessagePacket.ParamListBlock(); 4420 {
4366 } 4421 returnblock[j] = new EstateOwnerMessagePacket.ParamListBlock();
4367 int j = 0; 4422 }
4423 j = 0;
4368 4424
4369 returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++; 4425 returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++;
4370 returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++; 4426 returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++;
4371 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4427 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4372 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4428 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4373 returnblock[j].Parameter = Utils.StringToBytes(BannedUsers.Count.ToString()); j++; 4429 returnblock[j].Parameter = Utils.StringToBytes(BannedUsers.Count.ToString()); j++;
4374 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4430 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4375 4431
4376 foreach (UUID banned in BannedUsers) 4432 foreach (UUID banned in BannedUsers)
4377 { 4433 {
4378 returnblock[j].Parameter = banned.GetBytes(); j++; 4434 returnblock[j].Parameter = banned.GetBytes(); j++;
4435 }
4436 packet.ParamList = returnblock;
4437 packet.Header.Reliable = true;
4438 OutPacket(packet, ThrottleOutPacketType.Task);
4439
4440 BannedUsers.Clear();
4441 }
4379 } 4442 }
4380 packet.ParamList = returnblock; 4443
4381 packet.Header.Reliable = false;
4382 OutPacket(packet, ThrottleOutPacketType.Task);
4383 } 4444 }
4384 4445
4385 public void SendRegionInfoToEstateMenu(RegionInfoForEstateMenuArgs args) 4446 public void SendRegionInfoToEstateMenu(RegionInfoForEstateMenuArgs args)
@@ -4548,7 +4609,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4548 4609
4549 if (landData.SimwideArea > 0) 4610 if (landData.SimwideArea > 0)
4550 { 4611 {
4551 int simulatorCapacity = (int)(((float)landData.SimwideArea / 65536.0f) * (float)m_scene.RegionInfo.ObjectCapacity * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 4612 int simulatorCapacity = (int)((double)(landData.SimwideArea * m_scene.RegionInfo.ObjectCapacity) * m_scene.RegionInfo.RegionSettings.ObjectBonus) / 65536;
4613 // Never report more than sim total capacity
4614 if (simulatorCapacity > m_scene.RegionInfo.ObjectCapacity)
4615 simulatorCapacity = m_scene.RegionInfo.ObjectCapacity;
4552 updateMessage.SimWideMaxPrims = simulatorCapacity; 4616 updateMessage.SimWideMaxPrims = simulatorCapacity;
4553 } 4617 }
4554 else 4618 else
@@ -4677,14 +4741,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4677 4741
4678 if (notifyCount > 0) 4742 if (notifyCount > 0)
4679 { 4743 {
4680 if (notifyCount > 32) 4744// if (notifyCount > 32)
4681 { 4745// {
4682 m_log.InfoFormat( 4746// m_log.InfoFormat(
4683 "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}" 4747// "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}"
4684 + " - a developer might want to investigate whether this is a hard limit", 32); 4748// + " - a developer might want to investigate whether this is a hard limit", 32);
4685 4749//
4686 notifyCount = 32; 4750// notifyCount = 32;
4687 } 4751// }
4688 4752
4689 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock 4753 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock
4690 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount]; 4754 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount];
@@ -5212,6 +5276,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5212 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false); 5276 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false);
5213 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false); 5277 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false);
5214 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode); 5278 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode);
5279 AddLocalPacketHandler(PacketType.CreateNewOutfitAttachments, HandleCreateNewOutfitAttachments);
5215 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false); 5280 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false);
5216 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents); 5281 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents);
5217 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery); 5282 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery);
@@ -5313,6 +5378,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5313 (x.CameraLeftAxis != lastarg.CameraLeftAxis) || 5378 (x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
5314 (x.CameraUpAxis != lastarg.CameraUpAxis) || 5379 (x.CameraUpAxis != lastarg.CameraUpAxis) ||
5315 (x.ControlFlags != lastarg.ControlFlags) || 5380 (x.ControlFlags != lastarg.ControlFlags) ||
5381 (x.ControlFlags != 0) ||
5316 (x.Far != lastarg.Far) || 5382 (x.Far != lastarg.Far) ||
5317 (x.Flags != lastarg.Flags) || 5383 (x.Flags != lastarg.Flags) ||
5318 (x.State != lastarg.State) || 5384 (x.State != lastarg.State) ||
@@ -5690,7 +5756,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5690 args.Channel = ch; 5756 args.Channel = ch;
5691 args.From = String.Empty; 5757 args.From = String.Empty;
5692 args.Message = Utils.BytesToString(msg); 5758 args.Message = Utils.BytesToString(msg);
5693 args.Type = ChatTypeEnum.Shout; 5759 args.Type = ChatTypeEnum.Region; //Behaviour in SL is that the response can be heard from any distance
5694 args.Position = new Vector3(); 5760 args.Position = new Vector3();
5695 args.Scene = Scene; 5761 args.Scene = Scene;
5696 args.Sender = this; 5762 args.Sender = this;
@@ -9695,7 +9761,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9695 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID, 9761 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID,
9696 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName), 9762 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName),
9697 UpdateMuteListEntry.MuteData.MuteType, 9763 UpdateMuteListEntry.MuteData.MuteType,
9698 UpdateMuteListEntry.AgentData.AgentID); 9764 UpdateMuteListEntry.MuteData.MuteFlags);
9699 return true; 9765 return true;
9700 } 9766 }
9701 return false; 9767 return false;
@@ -9710,8 +9776,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9710 { 9776 {
9711 handlerRemoveMuteListEntry(this, 9777 handlerRemoveMuteListEntry(this,
9712 RemoveMuteListEntry.MuteData.MuteID, 9778 RemoveMuteListEntry.MuteData.MuteID,
9713 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName), 9779 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName));
9714 RemoveMuteListEntry.AgentData.AgentID);
9715 return true; 9780 return true;
9716 } 9781 }
9717 return false; 9782 return false;
@@ -9759,6 +9824,37 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9759 { 9824 {
9760 return true; 9825 return true;
9761 } 9826 }
9827
9828 private bool HandleCreateNewOutfitAttachments(IClientAPI sender, Packet Pack)
9829 {
9830 CreateNewOutfitAttachmentsPacket packet = (CreateNewOutfitAttachmentsPacket)Pack;
9831
9832 #region Packet Session and User Check
9833 if (m_checkPackets)
9834 {
9835 if (packet.AgentData.SessionID != SessionId ||
9836 packet.AgentData.AgentID != AgentId)
9837 return true;
9838 }
9839 #endregion
9840 MoveItemsAndLeaveCopy handlerMoveItemsAndLeaveCopy = null;
9841 List<InventoryItemBase> items = new List<InventoryItemBase>();
9842 foreach (CreateNewOutfitAttachmentsPacket.ObjectDataBlock n in packet.ObjectData)
9843 {
9844 InventoryItemBase b = new InventoryItemBase();
9845 b.ID = n.OldItemID;
9846 b.Folder = n.OldFolderID;
9847 items.Add(b);
9848 }
9849
9850 handlerMoveItemsAndLeaveCopy = OnMoveItemsAndLeaveCopy;
9851 if (handlerMoveItemsAndLeaveCopy != null)
9852 {
9853 handlerMoveItemsAndLeaveCopy(this, items, packet.HeaderData.NewFolderID);
9854 }
9855
9856 return true;
9857 }
9762 9858
9763 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack) 9859 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack)
9764 { 9860 {
@@ -10185,6 +10281,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10185 groupProfileReply.GroupData.MaturePublish = d.MaturePublish; 10281 groupProfileReply.GroupData.MaturePublish = d.MaturePublish;
10186 groupProfileReply.GroupData.OwnerRole = d.OwnerRole; 10282 groupProfileReply.GroupData.OwnerRole = d.OwnerRole;
10187 10283
10284 Scene scene = (Scene)m_scene;
10285 if (scene.Permissions.IsGod(sender.AgentId) && (!sender.IsGroupMember(groupProfileRequest.GroupData.GroupID)))
10286 {
10287 ScenePresence p;
10288 if (scene.TryGetScenePresence(sender.AgentId, out p))
10289 {
10290 if (p.GodLevel >= 200)
10291 {
10292 groupProfileReply.GroupData.OpenEnrollment = true;
10293 groupProfileReply.GroupData.MembershipFee = 0;
10294 }
10295 }
10296 }
10297
10188 OutPacket(groupProfileReply, ThrottleOutPacketType.Task); 10298 OutPacket(groupProfileReply, ThrottleOutPacketType.Task);
10189 } 10299 }
10190 return true; 10300 return true;
@@ -10757,11 +10867,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10757 10867
10758 StartLure handlerStartLure = OnStartLure; 10868 StartLure handlerStartLure = OnStartLure;
10759 if (handlerStartLure != null) 10869 if (handlerStartLure != null)
10760 handlerStartLure(startLureRequest.Info.LureType, 10870 {
10761 Utils.BytesToString( 10871 for (int i = 0 ; i < startLureRequest.TargetData.Length ; i++)
10762 startLureRequest.Info.Message), 10872 {
10763 startLureRequest.TargetData[0].TargetID, 10873 handlerStartLure(startLureRequest.Info.LureType,
10764 this); 10874 Utils.BytesToString(
10875 startLureRequest.Info.Message),
10876 startLureRequest.TargetData[i].TargetID,
10877 this);
10878 }
10879 }
10765 return true; 10880 return true;
10766 } 10881 }
10767 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack) 10882 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack)
@@ -10875,10 +10990,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10875 } 10990 }
10876 #endregion 10991 #endregion
10877 10992
10878 ClassifiedDelete handlerClassifiedGodDelete = OnClassifiedGodDelete; 10993 ClassifiedGodDelete handlerClassifiedGodDelete = OnClassifiedGodDelete;
10879 if (handlerClassifiedGodDelete != null) 10994 if (handlerClassifiedGodDelete != null)
10880 handlerClassifiedGodDelete( 10995 handlerClassifiedGodDelete(
10881 classifiedGodDelete.Data.ClassifiedID, 10996 classifiedGodDelete.Data.ClassifiedID,
10997 classifiedGodDelete.Data.QueryID,
10882 this); 10998 this);
10883 return true; 10999 return true;
10884 } 11000 }
@@ -11261,7 +11377,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11261 { 11377 {
11262 // It's a ghost! tell the client to delete it from view. 11378 // It's a ghost! tell the client to delete it from view.
11263 simClient.SendKillObject(Scene.RegionInfo.RegionHandle, 11379 simClient.SendKillObject(Scene.RegionInfo.RegionHandle,
11264 localId); 11380 new List<uint>() { localId });
11265 } 11381 }
11266 else 11382 else
11267 { 11383 {
@@ -11651,22 +11767,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11651 /// <param name="Pack">OpenMetaverse.packet</param> 11767 /// <param name="Pack">OpenMetaverse.packet</param>
11652 public void ProcessInPacket(Packet packet) 11768 public void ProcessInPacket(Packet packet)
11653 { 11769 {
11654 if (m_debugPacketLevel > 0) 11770 if (m_debugPacketLevel >= 255)
11655 { 11771 m_log.DebugFormat("[CLIENT]: Packet IN {0}", packet.Type);
11656 bool outputPacket = true;
11657
11658 if (m_debugPacketLevel <= 255 && packet.Type == PacketType.AgentUpdate)
11659 outputPacket = false;
11660
11661 if (m_debugPacketLevel <= 200 && packet.Type == PacketType.RequestImage)
11662 outputPacket = false;
11663
11664 if (m_debugPacketLevel <= 100 && (packet.Type == PacketType.ViewerEffect || packet.Type == PacketType.AgentAnimation))
11665 outputPacket = false;
11666
11667 if (outputPacket)
11668 m_log.DebugFormat("[CLIENT]: Packet IN {0}", packet.Type);
11669 }
11670 11772
11671 if (!ProcessPacketMethod(packet)) 11773 if (!ProcessPacketMethod(packet))
11672 m_log.Warn("[CLIENT]: unhandled packet " + packet.Type); 11774 m_log.Warn("[CLIENT]: unhandled packet " + packet.Type);
@@ -11908,7 +12010,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11908 12010
11909// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID); 12011// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID);
11910 12012
12013
12014 //Note, the bool returned from the below function is useless since it is always false.
11911 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived); 12015 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived);
12016
11912 } 12017 }
11913 12018
11914 /// <summary> 12019 /// <summary>
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
index ca5501d..758fd93 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
@@ -430,6 +431,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
430 if (category >= 0 && category < m_packetOutboxes.Length) 431 if (category >= 0 && category < m_packetOutboxes.Length)
431 { 432 {
432 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category]; 433 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category];
434
435 if (m_deliverPackets == false)
436 {
437 queue.Enqueue(packet);
438 return true;
439 }
440
433 TokenBucket bucket = m_throttleCategories[category]; 441 TokenBucket bucket = m_throttleCategories[category];
434 442
435 // Don't send this packet if there is already a packet waiting in the queue 443 // Don't send this packet if there is already a packet waiting in the queue
@@ -479,6 +487,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
479 /// <returns>True if any packets were sent, otherwise false</returns> 487 /// <returns>True if any packets were sent, otherwise false</returns>
480 public bool DequeueOutgoing() 488 public bool DequeueOutgoing()
481 { 489 {
490 if (m_deliverPackets == false) return false;
491
482 OutgoingPacket packet; 492 OutgoingPacket packet;
483 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue; 493 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue;
484 TokenBucket bucket; 494 TokenBucket bucket;
@@ -511,7 +521,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
511 // No dequeued packet waiting to be sent, try to pull one off 521 // No dequeued packet waiting to be sent, try to pull one off
512 // this queue 522 // this queue
513 queue = m_packetOutboxes[i]; 523 queue = m_packetOutboxes[i];
514 if (queue.Dequeue(out packet)) 524 if (queue != null && queue.Dequeue(out packet))
515 { 525 {
516 // A packet was pulled off the queue. See if we have 526 // A packet was pulled off the queue. See if we have
517 // enough tokens in the bucket to send it out 527 // enough tokens in the bucket to send it out
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index f2388cd..fead4d9 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -989,7 +989,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
989 if (m_scene.TryGetClient(udpClient.AgentID, out client)) 989 if (m_scene.TryGetClient(udpClient.AgentID, out client))
990 { 990 {
991 client.IsLoggingOut = true; 991 client.IsLoggingOut = true;
992 client.Close(); 992 client.Close(false);
993 } 993 }
994 } 994 }
995 995
@@ -1001,6 +1001,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1001 1001
1002 while (base.IsRunning) 1002 while (base.IsRunning)
1003 { 1003 {
1004 m_scene.ThreadAlive(1);
1004 try 1005 try
1005 { 1006 {
1006 IncomingPacket incomingPacket = null; 1007 IncomingPacket incomingPacket = null;
@@ -1043,6 +1044,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1043 1044
1044 while (base.IsRunning) 1045 while (base.IsRunning)
1045 { 1046 {
1047 m_scene.ThreadAlive(2);
1046 try 1048 try
1047 { 1049 {
1048 m_packetSent = false; 1050 m_packetSent = false;
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
index 6eebd9d..d2779ba 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
@@ -100,10 +100,6 @@ namespace OpenMetaverse
100 const int SIO_UDP_CONNRESET = -1744830452; 100 const int SIO_UDP_CONNRESET = -1744830452;
101 101
102 IPEndPoint ipep = new IPEndPoint(m_localBindAddress, m_udpPort); 102 IPEndPoint ipep = new IPEndPoint(m_localBindAddress, m_udpPort);
103
104 m_log.DebugFormat(
105 "[UDPBASE]: Binding UDP listener using internal IP address config {0}:{1}",
106 ipep.Address, ipep.Port);
107 103
108 m_udpSocket = new Socket( 104 m_udpSocket = new Socket(
109 AddressFamily.InterNetwork, 105 AddressFamily.InterNetwork,
diff --git a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs
index 9d8082b..ff4ec4c 100644
--- a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs
+++ b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs
@@ -168,6 +168,19 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
168 { 168 {
169 if (XferUploaders.ContainsKey(transactionID)) 169 if (XferUploaders.ContainsKey(transactionID))
170 { 170 {
171// m_log.DebugFormat("[XFER]: Asked to update item {0} ({1})",
172// item.Name, item.ID);
173
174 // Here we need to get the old asset to extract the
175 // texture UUIDs if it's a wearable.
176 if (item.AssetType == (int)AssetType.Bodypart ||
177 item.AssetType == (int)AssetType.Clothing)
178 {
179 AssetBase oldAsset = m_Scene.AssetService.Get(item.AssetID.ToString());
180 if (oldAsset != null)
181 XferUploaders[transactionID].SetOldData(oldAsset.Data);
182 }
183
171 AssetBase asset = GetTransactionAsset(transactionID); 184 AssetBase asset = GetTransactionAsset(transactionID);
172 185
173 if (asset != null) 186 if (asset != null)
@@ -182,6 +195,9 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
182 195
183 IInventoryService invService = m_Scene.InventoryService; 196 IInventoryService invService = m_Scene.InventoryService;
184 invService.UpdateItem(item); 197 invService.UpdateItem(item);
198
199// m_log.DebugFormat("[XFER]: Updated item {0} ({1}) with asset {2}",
200// item.Name, item.ID, asset.FullID);
185 } 201 }
186 } 202 }
187 } 203 }
diff --git a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
index a7929ba..a5dcdcc 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 private AssetBase m_asset; 51 private AssetBase m_asset;
@@ -55,6 +63,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
55 private UUID TransactionID = UUID.Zero; 63 private UUID TransactionID = UUID.Zero;
56 private sbyte type = 0; 64 private sbyte type = 0;
57 private byte wearableType = 0; 65 private byte wearableType = 0;
66 private byte[] m_oldData = null;
58 public ulong XferID; 67 public ulong XferID;
59 private Scene m_Scene; 68 private Scene m_Scene;
60 69
@@ -219,6 +228,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
219 228
220 private void DoCreateItem(uint callbackID) 229 private void DoCreateItem(uint callbackID)
221 { 230 {
231 ValidateAssets();
222 m_Scene.AssetService.Store(m_asset); 232 m_Scene.AssetService.Store(m_asset);
223 233
224 InventoryItemBase item = new InventoryItemBase(); 234 InventoryItemBase item = new InventoryItemBase();
@@ -239,12 +249,84 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
239 item.Flags = (uint) wearableType; 249 item.Flags = (uint) wearableType;
240 item.CreationDate = Util.UnixTimeSinceEpoch(); 250 item.CreationDate = Util.UnixTimeSinceEpoch();
241 251
252 m_log.DebugFormat("[XFER]: Created item {0} with asset {1}",
253 item.ID, item.AssetID);
254
242 if (m_Scene.AddInventoryItem(item)) 255 if (m_Scene.AddInventoryItem(item))
243 ourClient.SendInventoryItemCreateUpdate(item, callbackID); 256 ourClient.SendInventoryItemCreateUpdate(item, callbackID);
244 else 257 else
245 ourClient.SendAlertMessage("Unable to create inventory item"); 258 ourClient.SendAlertMessage("Unable to create inventory item");
246 } 259 }
247 260
261 private void ValidateAssets()
262 {
263 if (m_asset.Type == (sbyte)AssetType.Clothing ||
264 m_asset.Type == (sbyte)AssetType.Bodypart)
265 {
266 string content = System.Text.Encoding.ASCII.GetString(m_asset.Data);
267 string[] lines = content.Split(new char[] {'\n'});
268
269 List<string> validated = new List<string>();
270
271 Dictionary<int, UUID> allowed = ExtractTexturesFromOldData();
272
273 int textures = 0;
274
275 foreach (string line in lines)
276 {
277 try
278 {
279 if (line.StartsWith("textures "))
280 {
281 textures = Convert.ToInt32(line.Substring(9));
282 validated.Add(line);
283 }
284 else if (textures > 0)
285 {
286 string[] parts = line.Split(new char[] {' '});
287
288 UUID tx = new UUID(parts[1]);
289 int id = Convert.ToInt32(parts[0]);
290
291 if (defaultIDs.Contains(tx) || tx == UUID.Zero ||
292 (allowed.ContainsKey(id) && allowed[id] == tx))
293 {
294 validated.Add(parts[0] + " " + tx.ToString());
295 }
296 else
297 {
298 int perms = m_Scene.InventoryService.GetAssetPermissions(ourClient.AgentId, tx);
299 int full = (int)(PermissionMask.Modify | PermissionMask.Transfer | PermissionMask.Copy);
300
301 if ((perms & full) != full)
302 {
303 m_log.ErrorFormat("[ASSET UPLOADER]: REJECTED update with texture {0} from {1} because they do not own the texture", tx, ourClient.AgentId);
304 validated.Add(parts[0] + " " + UUID.Zero.ToString());
305 }
306 else
307 {
308 validated.Add(line);
309 }
310 }
311 textures--;
312 }
313 else
314 {
315 validated.Add(line);
316 }
317 }
318 catch
319 {
320 // If it's malformed, skip it
321 }
322 }
323
324 string final = String.Join("\n", validated.ToArray());
325
326 m_asset.Data = System.Text.Encoding.ASCII.GetBytes(final);
327 }
328 }
329
248 /// <summary> 330 /// <summary>
249 /// Get the asset data uploaded in this transfer. 331 /// Get the asset data uploaded in this transfer.
250 /// </summary> 332 /// </summary>
@@ -253,10 +335,55 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
253 { 335 {
254 if (m_finished) 336 if (m_finished)
255 { 337 {
338 ValidateAssets();
256 return m_asset; 339 return m_asset;
257 } 340 }
258 341
259 return null; 342 return null;
260 } 343 }
344
345 public void SetOldData(byte[] d)
346 {
347 m_oldData = d;
348 }
349
350 private Dictionary<int,UUID> ExtractTexturesFromOldData()
351 {
352 Dictionary<int,UUID> result = new Dictionary<int,UUID>();
353 if (m_oldData == null)
354 return result;
355
356 string content = System.Text.Encoding.ASCII.GetString(m_oldData);
357 string[] lines = content.Split(new char[] {'\n'});
358
359 int textures = 0;
360
361 foreach (string line in lines)
362 {
363 try
364 {
365 if (line.StartsWith("textures "))
366 {
367 textures = Convert.ToInt32(line.Substring(9));
368 }
369 else if (textures > 0)
370 {
371 string[] parts = line.Split(new char[] {' '});
372
373 UUID tx = new UUID(parts[1]);
374 int id = Convert.ToInt32(parts[0]);
375 result[id] = tx;
376 textures--;
377 }
378 }
379 catch
380 {
381 // If it's malformed, skip it
382 }
383 }
384
385 return result;
386 }
261 } 387 }
262} 388}
389
diff --git a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
index 22c301b..a0648f7 100644
--- a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
+++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
@@ -257,46 +257,63 @@ 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 LogException(e);
300 } 317 }
301 } 318 }
302 catch (Exception e) 319 catch (Exception e)
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index 4881499..8be0455 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;
@@ -202,6 +203,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
202 return; 203 return;
203 } 204 }
204 205
206 if (part.OwnerID != remoteClient.AgentId) // Not ours
207 {
208 remoteClient.SendAgentAlertMessage(
209 "You don't have sufficient permissions to attach this object", false);
210 return;
211 }
212
205 // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should 213 // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should
206 // be removed when that functionality is implemented in opensim 214 // be removed when that functionality is implemented in opensim
207 AttachmentPt &= 0x7f; 215 AttachmentPt &= 0x7f;
@@ -332,25 +340,20 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
332 public ISceneEntity RezSingleAttachmentFromInventory( 340 public ISceneEntity RezSingleAttachmentFromInventory(
333 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus) 341 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus)
334 { 342 {
335// m_log.DebugFormat( 343 return RezSingleAttachmentFromInventory(remoteClient, itemID, AttachmentPt, true, null);
336// "[ATTACHMENTS MODULE]: Rezzing attachment to point {0} from item {1} for {2}", 344 }
337// (AttachmentPoint)AttachmentPt, itemID, remoteClient.Name);
338 345
346 public UUID RezSingleAttachmentFromInventory(
347 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc)
339 ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); 348 ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
340 349
341 if (sp == null) 350 {
342 { 351 if (sp == null) { m_log.ErrorFormat( "[ATTACHMENTS MODULE]: Could not find presence for client {0} {1} in RezSingleAttachmentFromInventory()", remoteClient.Name, remoteClient.AgentId); return null; }
343 m_log.ErrorFormat(
344 "[ATTACHMENTS MODULE]: Could not find presence for client {0} {1} in RezSingleAttachmentFromInventory()",
345 remoteClient.Name, remoteClient.AgentId);
346 return null;
347 }
348
349 // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should 352 // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should
350 // be removed when that functionality is implemented in opensim 353 // be removed when that functionality is implemented in opensim
351 AttachmentPt &= 0x7f; 354 AttachmentPt &= 0x7f;
352 355
353 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt); 356 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(remoteClient, itemID, AttachmentPt, doc);
354 357
355 if (updateInventoryStatus) 358 if (updateInventoryStatus)
356 { 359 {
@@ -363,8 +366,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
363 return att; 366 return att;
364 } 367 }
365 368
366 private SceneObjectGroup RezSingleAttachmentFromInventoryInternal( 369 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
367 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt) 370 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, XmlDocument doc)
368 { 371 {
369 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>(); 372 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
370 if (invAccess != null) 373 if (invAccess != null)
@@ -414,6 +417,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
414 if (tainted) 417 if (tainted)
415 objatt.HasGroupChanged = true; 418 objatt.HasGroupChanged = true;
416 419
420 if (doc != null)
421 {
422 objatt.LoadScriptState(doc);
423 objatt.ResetOwnerChangeFlag();
424 }
425
417 // Fire after attach, so we don't get messy perms dialogs 426 // Fire after attach, so we don't get messy perms dialogs
418 // 4 == AttachedRez 427 // 4 == AttachedRez
419 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); 428 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
@@ -453,8 +462,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
453 if (!att.IsDeleted) 462 if (!att.IsDeleted)
454 attachmentPoint = att.AttachmentPoint; 463 attachmentPoint = att.AttachmentPoint;
455 464
465 ScenePresence presence;
466 if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence))
467 {
456 InventoryItemBase item = new InventoryItemBase(itemID, sp.UUID); 468 InventoryItemBase item = new InventoryItemBase(itemID, sp.UUID);
457 item = m_scene.InventoryService.GetItem(item); 469 if (m_scene.InventoryService != null)
470 item = m_scene.InventoryService.GetItem(item);
458 471
459 bool changed = sp.Appearance.SetAttachment((int)attachmentPoint, itemID, item.AssetID); 472 bool changed = sp.Appearance.SetAttachment((int)attachmentPoint, itemID, item.AssetID);
460 if (changed && m_scene.AvatarFactory != null) 473 if (changed && m_scene.AvatarFactory != null)
@@ -489,7 +502,18 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
489 return; 502 return;
490 } 503 }
491 504
505 if (null == att.RootPart)
506 {
507 m_log.Error("[ATTACHMENTS MODULE]: Unable to save attachment for a prim without the rootpart!");
508 return;
509 }
492 InventoryItemBase item = new InventoryItemBase(itemID, sp.UUID); 510 InventoryItemBase item = new InventoryItemBase(itemID, sp.UUID);
511
512
513
514
515
516
493 item = m_scene.InventoryService.GetItem(item); 517 item = m_scene.InventoryService.GetItem(item);
494 bool changed = sp.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID); 518 bool changed = sp.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID);
495 if (changed && m_scene.AvatarFactory != null) 519 if (changed && m_scene.AvatarFactory != null)
@@ -611,7 +635,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
611 if (group.GetFromItemID() == itemID) 635 if (group.GetFromItemID() == itemID)
612 { 636 {
613 m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero); 637 m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero);
614 sp.RemoveAttachment(group); 638 // CM / XMREngine!!!! Needed to conclude attach event
639 //SceneObjectSerializer.ToOriginalXmlFormat(group);
640 group.DetachToInventoryPrep();
641 m_log.Debug("[ATTACHMENTS MODULE]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString());
615 642
616 // Prepare sog for storage 643 // Prepare sog for storage
617 group.AttachedAvatar = UUID.Zero; 644 group.AttachedAvatar = UUID.Zero;
@@ -755,15 +782,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
755 782
756 if (!silent) 783 if (!silent)
757 { 784 {
758 // Killing it here will cause the client to deselect it
759 // It then reappears on the avatar, deselected
760 // through the full update below
761 //
762 if (so.IsSelected)
763 {
764 m_scene.SendKillObject(so.RootPart.LocalId);
765 }
766
767 so.IsSelected = false; // fudge.... 785 so.IsSelected = false; // fudge....
768 so.ScheduleGroupForFullUpdate(); 786 so.ScheduleGroupForFullUpdate();
769 } 787 }
diff --git a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
index 4359c01..35a3f43 100644
--- a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
@@ -49,7 +49,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
49 private int m_shoutdistance = 100; 49 private int m_shoutdistance = 100;
50 private int m_whisperdistance = 10; 50 private int m_whisperdistance = 10;
51 private List<Scene> m_scenes = new List<Scene>(); 51 private List<Scene> m_scenes = new List<Scene>();
52 52 private List<string> FreezeCache = new List<string>();
53 private string m_adminPrefix = "";
53 internal object m_syncy = new object(); 54 internal object m_syncy = new object();
54 55
55 internal IConfig m_config; 56 internal IConfig m_config;
@@ -76,6 +77,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
76 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance); 77 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance);
77 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance); 78 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance);
78 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance); 79 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance);
80 m_adminPrefix = config.Configs["Chat"].GetString("admin_prefix", "");
79 } 81 }
80 82
81 public virtual void AddRegion(Scene scene) 83 public virtual void AddRegion(Scene scene)
@@ -171,7 +173,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
171 return; 173 return;
172 } 174 }
173 175
174 DeliverChatToAvatars(ChatSourceType.Agent, c); 176 if (FreezeCache.Contains(c.Sender.AgentId.ToString()))
177 {
178 if (c.Type != ChatTypeEnum.StartTyping || c.Type != ChatTypeEnum.StopTyping)
179 c.Sender.SendAgentAlertMessage("You may not talk as you are frozen.", false);
180 }
181 else
182 {
183 DeliverChatToAvatars(ChatSourceType.Agent, c);
184 }
175 } 185 }
176 186
177 public virtual void OnChatFromWorld(Object sender, OSChatMessage c) 187 public virtual void OnChatFromWorld(Object sender, OSChatMessage c)
@@ -185,6 +195,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
185 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c) 195 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c)
186 { 196 {
187 string fromName = c.From; 197 string fromName = c.From;
198 string fromNamePrefix = "";
188 UUID fromID = UUID.Zero; 199 UUID fromID = UUID.Zero;
189 string message = c.Message; 200 string message = c.Message;
190 IScene scene = c.Scene; 201 IScene scene = c.Scene;
@@ -207,7 +218,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
207 fromPos = avatar.AbsolutePosition; 218 fromPos = avatar.AbsolutePosition;
208 fromName = avatar.Name; 219 fromName = avatar.Name;
209 fromID = c.Sender.AgentId; 220 fromID = c.Sender.AgentId;
210 221 if (avatar.GodLevel >= 200)
222 {
223 fromNamePrefix = m_adminPrefix;
224 }
211 break; 225 break;
212 226
213 case ChatSourceType.Object: 227 case ChatSourceType.Object:
@@ -231,8 +245,20 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
231 s.ForEachScenePresence( 245 s.ForEachScenePresence(
232 delegate(ScenePresence presence) 246 delegate(ScenePresence presence)
233 { 247 {
234 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, c.Type, message, sourceType)) 248 ILandObject Presencecheck = s.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
235 receiverIDs.Add(presence.UUID); 249 if (Presencecheck != null)
250 {
251 // This will pass all chat from objects. Not
252 // perfect, but it will do. For now. Better
253 // than the prior behavior of muting all
254 // objects on a parcel with access restrictions
255 if (c.Sender == null || Presencecheck.IsEitherBannedOrRestricted(c.Sender.AgentId) != true)
256 {
257 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromNamePrefix + fromName, c.Type, message, sourceType))
258 receiverIDs.Add(presence.UUID);
259 }
260 }
261
236 } 262 }
237 ); 263 );
238 } 264 }
@@ -276,31 +302,34 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
276 } 302 }
277 303
278 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType); 304 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType);
279
280 HashSet<UUID> receiverIDs = new HashSet<UUID>(); 305 HashSet<UUID> receiverIDs = new HashSet<UUID>();
281 306
282 ((Scene)c.Scene).ForEachScenePresence( 307 if (c.Scene != null)
283 delegate(ScenePresence presence) 308 {
284 { 309 ((Scene)c.Scene).ForEachScenePresence
285 // ignore chat from child agents 310 (
286 if (presence.IsChildAgent) return; 311 delegate(ScenePresence presence)
287 312 {
288 IClientAPI client = presence.ControllingClient; 313 // ignore chat from child agents
289 314 if (presence.IsChildAgent) return;
290 // don't forward SayOwner chat from objects to 315
291 // non-owner agents 316 IClientAPI client = presence.ControllingClient;
292 if ((c.Type == ChatTypeEnum.Owner) && 317
293 (null != c.SenderObject) && 318 // don't forward SayOwner chat from objects to
294 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId)) 319 // non-owner agents
295 return; 320 if ((c.Type == ChatTypeEnum.Owner) &&
296 321 (null != c.SenderObject) &&
297 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID, 322 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId))
298 (byte)sourceType, (byte)ChatAudibleLevel.Fully); 323 return;
299 receiverIDs.Add(presence.UUID); 324
300 }); 325 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID,
301 326 (byte)sourceType, (byte)ChatAudibleLevel.Fully);
302 (c.Scene as Scene).EventManager.TriggerOnChatToClients( 327 receiverIDs.Add(presence.UUID);
303 fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully); 328 }
329 );
330 (c.Scene as Scene).EventManager.TriggerOnChatToClients(
331 fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully);
332 }
304 } 333 }
305 334
306 /// <summary> 335 /// <summary>
@@ -343,5 +372,35 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
343 372
344 return true; 373 return true;
345 } 374 }
375
376 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
377 public void ParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
378 {
379 System.Threading.Timer Timer;
380 if (flags == 0)
381 {
382 FreezeCache.Add(target.ToString());
383 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
384 Timer = new System.Threading.Timer(timeCB, target, 30000, 0);
385 Timers.Add(target, Timer);
386 }
387 else
388 {
389 FreezeCache.Remove(target.ToString());
390 Timers.TryGetValue(target, out Timer);
391 Timers.Remove(target);
392 Timer.Dispose();
393 }
394 }
395
396 private void OnEndParcelFrozen(object avatar)
397 {
398 UUID target = (UUID)avatar;
399 FreezeCache.Remove(target.ToString());
400 System.Threading.Timer Timer;
401 Timers.TryGetValue(target, out Timer);
402 Timers.Remove(target);
403 Timer.Dispose();
404 }
346 } 405 }
347} 406}
diff --git a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
index 36fe040..f343f80 100644
--- a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
@@ -218,4 +218,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
218 return result; 218 return result;
219 } 219 }
220 } 220 }
221} \ No newline at end of file 221}
diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
index 3a7178c..4350cde 100644
--- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
@@ -304,7 +304,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
304 //m_log.DebugFormat("[XXX]: OnClientLogin!"); 304 //m_log.DebugFormat("[XXX]: OnClientLogin!");
305 // Inform the friends that this user is online 305 // Inform the friends that this user is online
306 StatusChange(agentID, true); 306 StatusChange(agentID, true);
307 307
308 // Register that we need to send the list of online friends to this user 308 // Register that we need to send the list of online friends to this user
309 lock (m_NeedsListOfFriends) 309 lock (m_NeedsListOfFriends)
310 m_NeedsListOfFriends.Add(agentID); 310 m_NeedsListOfFriends.Add(agentID);
@@ -579,6 +579,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
579 579
580 StoreFriendships(agentID, friendID); 580 StoreFriendships(agentID, friendID);
581 581
582 ICallingCardModule ccm = client.Scene.RequestModuleInterface<ICallingCardModule>();
583 if (ccm != null)
584 {
585 ccm.CreateCallingCard(agentID, friendID, UUID.Zero);
586 }
587
582 // Update the local cache 588 // Update the local cache
583 RefetchFriends(client); 589 RefetchFriends(client);
584 590
@@ -755,6 +761,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
755 (byte)OpenMetaverse.InstantMessageDialog.FriendshipAccepted, userID.ToString(), false, Vector3.Zero); 761 (byte)OpenMetaverse.InstantMessageDialog.FriendshipAccepted, userID.ToString(), false, Vector3.Zero);
756 friendClient.SendInstantMessage(im); 762 friendClient.SendInstantMessage(im);
757 763
764 ICallingCardModule ccm = friendClient.Scene.RequestModuleInterface<ICallingCardModule>();
765 if (ccm != null)
766 {
767 ccm.CreateCallingCard(friendID, userID, UUID.Zero);
768 }
769
770
758 // Update the local cache 771 // Update the local cache
759 RefetchFriends(friendClient); 772 RefetchFriends(friendClient);
760 773
@@ -777,7 +790,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
777 // we're done 790 // we're done
778 return true; 791 return true;
779 } 792 }
780 793
781 return false; 794 return false;
782 } 795 }
783 796
@@ -830,7 +843,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
830 843
831 public bool LocalStatusNotification(UUID userID, UUID friendID, bool online) 844 public bool LocalStatusNotification(UUID userID, UUID friendID, bool online)
832 { 845 {
833// m_log.DebugFormat("[FRIENDS]: Local Status Notify {0} that user {1} is {2}", friendID, userID, online); 846 //m_log.DebugFormat("[FRIENDS]: Local Status Notify {0} that user {1} is {2}", friendID, userID, online);
834 IClientAPI friendClient = LocateClientObject(friendID); 847 IClientAPI friendClient = LocateClientObject(friendID);
835 if (friendClient != null) 848 if (friendClient != null)
836 { 849 {
diff --git a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
index 5ec64d5..a83b3df 100644
--- a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
@@ -31,16 +31,40 @@ using OpenMetaverse;
31using OpenSim.Framework; 31using OpenSim.Framework;
32using OpenSim.Region.Framework.Scenes; 32using OpenSim.Region.Framework.Scenes;
33using OpenSim.Region.Framework.Interfaces; 33using OpenSim.Region.Framework.Interfaces;
34using System;
35using System.Reflection;
36using System.Collections;
37using System.Collections.Specialized;
38using System.Reflection;
39using System.IO;
40using System.Web;
41using System.Xml;
42using log4net;
43using Mono.Addins;
44using OpenMetaverse.Messages.Linden;
45using OpenMetaverse.StructuredData;
46using OpenSim.Framework.Capabilities;
47using OpenSim.Framework.Servers;
48using OpenSim.Framework.Servers.HttpServer;
49using Caps = OpenSim.Framework.Capabilities.Caps;
50using OSDArray = OpenMetaverse.StructuredData.OSDArray;
51using OSDMap = OpenMetaverse.StructuredData.OSDMap;
34 52
35namespace OpenSim.Region.CoreModules.Avatar.Gods 53namespace OpenSim.Region.CoreModules.Avatar.Gods
36{ 54{
37 public class GodsModule : IRegionModule, IGodsModule 55 public class GodsModule : IRegionModule, IGodsModule
38 { 56 {
57 private static readonly ILog m_log =
58 LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
59
39 /// <summary>Special UUID for actions that apply to all agents</summary> 60 /// <summary>Special UUID for actions that apply to all agents</summary>
40 private static readonly UUID ALL_AGENTS = new UUID("44e87126-e794-4ded-05b3-7c42da3d5cdb"); 61 private static readonly UUID ALL_AGENTS = new UUID("44e87126-e794-4ded-05b3-7c42da3d5cdb");
41 62
42 protected Scene m_scene; 63 protected Scene m_scene;
43 protected IDialogModule m_dialogModule; 64 protected IDialogModule m_dialogModule;
65
66 protected Dictionary<UUID, string> m_capsDict =
67 new Dictionary<UUID, string>();
44 68
45 public void Initialise(Scene scene, IConfigSource source) 69 public void Initialise(Scene scene, IConfigSource source)
46 { 70 {
@@ -48,6 +72,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
48 m_dialogModule = m_scene.RequestModuleInterface<IDialogModule>(); 72 m_dialogModule = m_scene.RequestModuleInterface<IDialogModule>();
49 m_scene.RegisterModuleInterface<IGodsModule>(this); 73 m_scene.RegisterModuleInterface<IGodsModule>(this);
50 m_scene.EventManager.OnNewClient += SubscribeToClientEvents; 74 m_scene.EventManager.OnNewClient += SubscribeToClientEvents;
75 m_scene.EventManager.OnRegisterCaps += OnRegisterCaps;
76 m_scene.EventManager.OnClientClosed += OnClientClosed;
77 scene.EventManager.OnIncomingInstantMessage +=
78 OnIncomingInstantMessage;
51 } 79 }
52 80
53 public void PostInitialise() {} 81 public void PostInitialise() {}
@@ -67,6 +95,54 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
67 client.OnRequestGodlikePowers -= RequestGodlikePowers; 95 client.OnRequestGodlikePowers -= RequestGodlikePowers;
68 } 96 }
69 97
98 private void OnClientClosed(UUID agentID, Scene scene)
99 {
100 m_capsDict.Remove(agentID);
101 }
102
103 private void OnRegisterCaps(UUID agentID, Caps caps)
104 {
105 string uri = "/CAPS/" + UUID.Random();
106 m_capsDict[agentID] = uri;
107
108 caps.RegisterHandler("UntrustedSimulatorMessage",
109 new RestStreamHandler("POST", uri,
110 HandleUntrustedSimulatorMessage));
111 }
112
113 private string HandleUntrustedSimulatorMessage(string request,
114 string path, string param, OSHttpRequest httpRequest,
115 OSHttpResponse httpResponse)
116 {
117 OSDMap osd = (OSDMap)OSDParser.DeserializeLLSDXml(request);
118
119 string message = osd["message"].AsString();
120
121 if (message == "GodKickUser")
122 {
123 OSDMap body = (OSDMap)osd["body"];
124 OSDArray userInfo = (OSDArray)body["UserInfo"];
125 OSDMap userData = (OSDMap)userInfo[0];
126
127 UUID agentID = userData["AgentID"].AsUUID();
128 UUID godID = userData["GodID"].AsUUID();
129 UUID godSessionID = userData["GodSessionID"].AsUUID();
130 uint kickFlags = userData["KickFlags"].AsUInteger();
131 string reason = userData["Reason"].AsString();
132
133 ScenePresence god = m_scene.GetScenePresence(godID);
134 if (god == null || god.ControllingClient.SessionId != godSessionID)
135 return String.Empty;
136
137 KickUser(godID, godSessionID, agentID, kickFlags, Util.StringToBytes1024(reason));
138 }
139 else
140 {
141 m_log.ErrorFormat("[GOD]: Unhandled UntrustedSimulatorMessage: {0}", message);
142 }
143 return String.Empty;
144 }
145
70 public void RequestGodlikePowers( 146 public void RequestGodlikePowers(
71 UUID agentID, UUID sessionID, UUID token, bool godLike, IClientAPI controllingClient) 147 UUID agentID, UUID sessionID, UUID token, bool godLike, IClientAPI controllingClient)
72 { 148 {
@@ -115,71 +191,85 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
115 /// <param name="reason">The message to send to the user after it's been turned into a field</param> 191 /// <param name="reason">The message to send to the user after it's been turned into a field</param>
116 public void KickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason) 192 public void KickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason)
117 { 193 {
118 UUID kickUserID = ALL_AGENTS; 194 if (!m_scene.Permissions.IsGod(godID))
119 195 return;
196
120 ScenePresence sp = m_scene.GetScenePresence(agentID); 197 ScenePresence sp = m_scene.GetScenePresence(agentID);
121 198
122 if (sp != null || agentID == kickUserID) 199 if (sp == null && agentID != ALL_AGENTS)
123 { 200 {
124 if (m_scene.Permissions.IsGod(godID)) 201 IMessageTransferModule transferModule =
202 m_scene.RequestModuleInterface<IMessageTransferModule>();
203 if (transferModule != null)
125 { 204 {
126 if (kickflags == 0) 205 m_log.DebugFormat("[GODS]: Sending nonlocal kill for agent {0}", agentID);
127 { 206 transferModule.SendInstantMessage(new GridInstantMessage(
128 if (agentID == kickUserID) 207 m_scene, godID, "God", agentID, (byte)250, false,
129 { 208 Utils.BytesToString(reason), UUID.Zero, true,
130 string reasonStr = Utils.BytesToString(reason); 209 new Vector3(), new byte[] {(byte)kickflags}),
131 210 delegate(bool success) {} );
132 m_scene.ForEachClient( 211 }
133 delegate(IClientAPI controller) 212 return;
134 { 213 }
135 if (controller.AgentId != godID)
136 controller.Kick(reasonStr);
137 }
138 );
139
140 // This is a bit crude. It seems the client will be null before it actually stops the thread
141 // The thread will kill itself eventually :/
142 // Is there another way to make sure *all* clients get this 'inter region' message?
143 m_scene.ForEachScenePresence(
144 delegate(ScenePresence p)
145 {
146 if (p.UUID != godID && !p.IsChildAgent)
147 {
148 // Possibly this should really be p.Close() though that method doesn't send a close
149 // to the client
150 p.ControllingClient.Close();
151 }
152 }
153 );
154 }
155 else
156 {
157 m_scene.SceneGraph.removeUserCount(!sp.IsChildAgent);
158 214
159 sp.ControllingClient.Kick(Utils.BytesToString(reason)); 215 switch (kickflags)
160 sp.ControllingClient.Close(); 216 {
161 } 217 case 0:
162 } 218 if (sp != null)
163 219 {
164 if (kickflags == 1) 220 KickPresence(sp, Utils.BytesToString(reason));
165 {
166 sp.AllowMovement = false;
167 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
168 m_dialogModule.SendAlertToUser(godID, "User Frozen");
169 }
170
171 if (kickflags == 2)
172 {
173 sp.AllowMovement = true;
174 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
175 m_dialogModule.SendAlertToUser(godID, "User Unfrozen");
176 }
177 } 221 }
178 else 222 else if (agentID == ALL_AGENTS)
179 { 223 {
180 m_dialogModule.SendAlertToUser(godID, "Kick request denied"); 224 m_scene.ForEachScenePresence(
225 delegate(ScenePresence p)
226 {
227 if (p.UUID != godID && (!m_scene.Permissions.IsGod(p.UUID)))
228 KickPresence(p, Utils.BytesToString(reason));
229 }
230 );
181 } 231 }
232 break;
233 case 1:
234 if (sp != null)
235 {
236 sp.AllowMovement = false;
237 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
238 m_dialogModule.SendAlertToUser(godID, "User Frozen");
239 }
240 break;
241 case 2:
242 if (sp != null)
243 {
244 sp.AllowMovement = true;
245 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
246 m_dialogModule.SendAlertToUser(godID, "User Unfrozen");
247 }
248 break;
249 default:
250 break;
251 }
252 }
253
254 private void KickPresence(ScenePresence sp, string reason)
255 {
256 if (sp.IsChildAgent)
257 return;
258 sp.ControllingClient.Kick(reason);
259 sp.Scene.IncomingCloseAgent(sp.UUID);
260 }
261
262 private void OnIncomingInstantMessage(GridInstantMessage msg)
263 {
264 if (msg.dialog == (uint)250) // Nonlocal kick
265 {
266 UUID agentID = new UUID(msg.toAgentID);
267 string reason = msg.message;
268 UUID godID = new UUID(msg.fromAgentID);
269 uint kickMode = (uint)msg.binaryBucket[0];
270
271 KickUser(godID, UUID.Zero, agentID, kickMode, Util.StringToBytes1024(reason));
182 } 272 }
183 } 273 }
184 } 274 }
185} \ No newline at end of file 275}
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
index af39565..feb5fb8 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
@@ -156,6 +156,32 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
156 return; 156 return;
157 } 157 }
158 158
159 //DateTime dt = DateTime.UtcNow;
160
161 // Ticks from UtcNow, but make it look like local. Evil, huh?
162 //dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
163
164 //try
165 //{
166 // // Convert that to the PST timezone
167 // TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
168 // dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
169 //}
170 //catch
171 //{
172 // //m_log.Info("[OFFLINE MESSAGING]: No PST timezone found on this machine. Saving with local timestamp.");
173 //}
174
175 //// And make it look local again to fool the unix time util
176 //dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
177
178 // If client is null, this message comes from storage and IS offline
179 if (client != null)
180 im.offline = 0;
181
182 if (im.offline == 0)
183 im.timestamp = (uint)Util.UnixTimeSinceEpoch();
184
159 if (m_TransferModule != null) 185 if (m_TransferModule != null)
160 { 186 {
161 if (client != null) 187 if (client != null)
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
index 77c7147..c1caf44 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
@@ -47,6 +47,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
47 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 47 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
48 48
49 private bool m_Enabled = false; 49 private bool m_Enabled = false;
50 protected string m_MessageKey = String.Empty;
50 protected List<Scene> m_Scenes = new List<Scene>(); 51 protected List<Scene> m_Scenes = new List<Scene>();
51 protected Dictionary<UUID, UUID> m_UserRegionMap = new Dictionary<UUID, UUID>(); 52 protected Dictionary<UUID, UUID> m_UserRegionMap = new Dictionary<UUID, UUID>();
52 53
@@ -66,14 +67,17 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
66 public virtual void Initialise(IConfigSource config) 67 public virtual void Initialise(IConfigSource config)
67 { 68 {
68 IConfig cnf = config.Configs["Messaging"]; 69 IConfig cnf = config.Configs["Messaging"];
69 if (cnf != null && cnf.GetString( 70 if (cnf != null)
70 "MessageTransferModule", "MessageTransferModule") !=
71 "MessageTransferModule")
72 { 71 {
73 m_log.Debug("[MESSAGE TRANSFER]: Disabled by configuration"); 72 if (cnf.GetString("MessageTransferModule",
74 return; 73 "MessageTransferModule") != "MessageTransferModule")
75 } 74 {
75 return;
76 }
76 77
78 m_MessageKey = cnf.GetString("MessageKey", String.Empty);
79 }
80 m_log.Debug("[MESSAGE TRANSFER]: Module enabled");
77 m_Enabled = true; 81 m_Enabled = true;
78 } 82 }
79 83
@@ -145,8 +149,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
145 ScenePresence user = (ScenePresence) scene.Entities[toAgentID]; 149 ScenePresence user = (ScenePresence) scene.Entities[toAgentID];
146 if (!user.IsChildAgent) 150 if (!user.IsChildAgent)
147 { 151 {
148 // Local message 152 // m_log.DebugFormat("[INSTANT MESSAGE]: Delivering to client");
149// m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to root agent {0} {1}", user.Name, toAgentID);
150 user.ControllingClient.SendInstantMessage(im); 153 user.ControllingClient.SendInstantMessage(im);
151 154
152 // Message sent 155 // Message sent
@@ -168,7 +171,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
168 // Local message 171 // Local message
169 ScenePresence user = (ScenePresence) scene.Entities[toAgentID]; 172 ScenePresence user = (ScenePresence) scene.Entities[toAgentID];
170 173
171// m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to child agent {0} {1}", user.Name, toAgentID); 174 // m_log.DebugFormat("[INSTANT MESSAGE]: Delivering to client");
172 user.ControllingClient.SendInstantMessage(im); 175 user.ControllingClient.SendInstantMessage(im);
173 176
174 // Message sent 177 // Message sent
@@ -251,6 +254,19 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
251 && requestData.ContainsKey("position_z") && requestData.ContainsKey("region_id") 254 && requestData.ContainsKey("position_z") && requestData.ContainsKey("region_id")
252 && requestData.ContainsKey("binary_bucket")) 255 && requestData.ContainsKey("binary_bucket"))
253 { 256 {
257 if (m_MessageKey != String.Empty)
258 {
259 XmlRpcResponse error_resp = new XmlRpcResponse();
260 Hashtable error_respdata = new Hashtable();
261 error_respdata["success"] = "FALSE";
262 error_resp.Value = error_respdata;
263
264 if (!requestData.Contains("message_key"))
265 return error_resp;
266 if (m_MessageKey != (string)requestData["message_key"])
267 return error_resp;
268 }
269
254 // Do the easy way of validating the UUIDs 270 // Do the easy way of validating the UUIDs
255 UUID.TryParse((string)requestData["from_agent_id"], out fromAgentID); 271 UUID.TryParse((string)requestData["from_agent_id"], out fromAgentID);
256 UUID.TryParse((string)requestData["to_agent_id"], out toAgentID); 272 UUID.TryParse((string)requestData["to_agent_id"], out toAgentID);
@@ -433,24 +449,37 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
433 return resp; 449 return resp;
434 } 450 }
435 451
436 /// <summary> 452 private delegate void GridInstantMessageDelegate(GridInstantMessage im, MessageResultNotification result);
437 /// delegate for sending a grid instant message asynchronously
438 /// </summary>
439 public delegate void GridInstantMessageDelegate(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID);
440 453
441 protected virtual void GridInstantMessageCompleted(IAsyncResult iar) 454 private class GIM {
442 { 455 public GridInstantMessage im;
443 GridInstantMessageDelegate icon = 456 public MessageResultNotification result;
444 (GridInstantMessageDelegate)iar.AsyncState; 457 };
445 icon.EndInvoke(iar);
446 }
447 458
459 private Queue<GIM> pendingInstantMessages = new Queue<GIM>();
460 private int numInstantMessageThreads = 0;
448 461
449 protected virtual void SendGridInstantMessageViaXMLRPC(GridInstantMessage im, MessageResultNotification result) 462 private void SendGridInstantMessageViaXMLRPC(GridInstantMessage im, MessageResultNotification result)
450 { 463 {
451 GridInstantMessageDelegate d = SendGridInstantMessageViaXMLRPCAsync; 464 lock (pendingInstantMessages) {
465 if (numInstantMessageThreads >= 4) {
466 GIM gim = new GIM();
467 gim.im = im;
468 gim.result = result;
469 pendingInstantMessages.Enqueue(gim);
470 } else {
471 ++ numInstantMessageThreads;
472 //m_log.DebugFormat("[SendGridInstantMessageViaXMLRPC]: ++numInstantMessageThreads={0}", numInstantMessageThreads);
473 GridInstantMessageDelegate d = SendGridInstantMessageViaXMLRPCAsyncMain;
474 d.BeginInvoke(im, result, GridInstantMessageCompleted, d);
475 }
476 }
477 }
452 478
453 d.BeginInvoke(im, result, UUID.Zero, GridInstantMessageCompleted, d); 479 private void GridInstantMessageCompleted(IAsyncResult iar)
480 {
481 GridInstantMessageDelegate d = (GridInstantMessageDelegate)iar.AsyncState;
482 d.EndInvoke(iar);
454 } 483 }
455 484
456 /// <summary> 485 /// <summary>
@@ -465,8 +494,31 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
465 /// Pass in 0 the first time this method is called. It will be called recursively with the last 494 /// Pass in 0 the first time this method is called. It will be called recursively with the last
466 /// regionhandle tried 495 /// regionhandle tried
467 /// </param> 496 /// </param>
468 protected virtual void SendGridInstantMessageViaXMLRPCAsync(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID) 497 private void SendGridInstantMessageViaXMLRPCAsyncMain(GridInstantMessage im, MessageResultNotification result)
469 { 498 {
499 GIM gim;
500 do {
501 try {
502 SendGridInstantMessageViaXMLRPCAsync(im, result, UUID.Zero);
503 } catch (Exception e) {
504 m_log.Error("[SendGridInstantMessageViaXMLRPC]: exception " + e.Message);
505 }
506 lock (pendingInstantMessages) {
507 if (pendingInstantMessages.Count > 0) {
508 gim = pendingInstantMessages.Dequeue();
509 im = gim.im;
510 result = gim.result;
511 } else {
512 gim = null;
513 -- numInstantMessageThreads;
514 //m_log.DebugFormat("[SendGridInstantMessageViaXMLRPC]: --numInstantMessageThreads={0}", numInstantMessageThreads);
515 }
516 }
517 } while (gim != null);
518 }
519 private void SendGridInstantMessageViaXMLRPCAsync(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID)
520 {
521
470 UUID toAgentID = new UUID(im.toAgentID); 522 UUID toAgentID = new UUID(im.toAgentID);
471 523
472 PresenceInfo upd = null; 524 PresenceInfo upd = null;
@@ -533,7 +585,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
533 585
534 if (upd != null) 586 if (upd != null)
535 { 587 {
536 GridRegion reginfo = m_Scenes[0].GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, 588 GridRegion reginfo = m_Scenes[0].GridService.GetRegionByUUID(UUID.Zero,
537 upd.RegionID); 589 upd.RegionID);
538 if (reginfo != null) 590 if (reginfo != null)
539 { 591 {
@@ -682,6 +734,8 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
682 gim["position_z"] = msg.Position.Z.ToString(); 734 gim["position_z"] = msg.Position.Z.ToString();
683 gim["region_id"] = msg.RegionID.ToString(); 735 gim["region_id"] = msg.RegionID.ToString();
684 gim["binary_bucket"] = Convert.ToBase64String(msg.binaryBucket,Base64FormattingOptions.None); 736 gim["binary_bucket"] = Convert.ToBase64String(msg.binaryBucket,Base64FormattingOptions.None);
737 if (m_MessageKey != String.Empty)
738 gim["message_key"] = m_MessageKey;
685 return gim; 739 return gim;
686 } 740 }
687 741
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
index 8d055d4..d9dcee7 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
@@ -179,9 +183,8 @@ 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."); 187 {
184
185 foreach (GridInstantMessage im in msglist) 188 foreach (GridInstantMessage im in msglist)
186 { 189 {
187 // client.SendInstantMessage(im); 190 // client.SendInstantMessage(im);
@@ -192,6 +195,9 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
192 // Needed for proper state management for stored group 195 // Needed for proper state management for stored group
193 // invitations 196 // invitations
194 // 197 //
198
199 im.offline = 1;
200
195 Scene s = FindScene(client.AgentId); 201 Scene s = FindScene(client.AgentId);
196 if (s != null) 202 if (s != null)
197 s.EventManager.TriggerIncomingInstantMessage(im); 203 s.EventManager.TriggerIncomingInstantMessage(im);
@@ -201,26 +207,40 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
201 207
202 private void UndeliveredMessage(GridInstantMessage im) 208 private void UndeliveredMessage(GridInstantMessage im)
203 { 209 {
204 if ((im.offline != 0) 210 if (im.dialog != (byte)InstantMessageDialog.MessageFromObject &&
205 && (!im.fromGroup || (im.fromGroup && m_ForwardOfflineGroupMessages))) 211 im.dialog != (byte)InstantMessageDialog.MessageFromAgent &&
212 im.dialog != (byte)InstantMessageDialog.GroupNotice &&
213 im.dialog != (byte)InstantMessageDialog.GroupInvitation &&
214 im.dialog != (byte)InstantMessageDialog.InventoryOffered)
206 { 215 {
207 bool success = SynchronousRestObjectRequester.MakeRequest<GridInstantMessage, bool>( 216 bool success = SynchronousRestObjectRequester.MakeRequest<GridInstantMessage, bool>(
208 "POST", m_RestURL+"/SaveMessage/", im); 217 "POST", m_RestURL+"/SaveMessage/", im);
218 return;
219 }
209 220
210 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent) 221 // It's not delivered. Make sure the scope id is saved
211 { 222 // We don't need the imSessionID here anymore, overwrite it
212 IClientAPI client = FindClient(new UUID(im.fromAgentID)); 223 Scene scene = FindScene(new UUID(im.fromAgentID));
213 if (client == null) 224 if (scene == null)
214 return; 225 scene = m_SceneList[0];
215 226
216 client.SendInstantMessage(new GridInstantMessage( 227 bool success = SynchronousRestObjectPoster.BeginPostObject<GridInstantMessage, bool>(
217 null, new UUID(im.toAgentID), 228 "POST", m_RestURL+"/SaveMessage/?scope=" +
218 "System", new UUID(im.fromAgentID), 229 scene.RegionInfo.ScopeID.ToString(), im);
219 (byte)InstantMessageDialog.MessageFromAgent, 230
220 "User is not logged in. "+ 231 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent)
221 (success ? "Message saved." : "Message not saved"), 232 {
222 false, new Vector3())); 233 IClientAPI client = FindClient(new UUID(im.fromAgentID));
223 } 234 if (client == null)
235 return;
236
237 client.SendInstantMessage(new GridInstantMessage(
238 null, new UUID(im.toAgentID),
239 "System", new UUID(im.fromAgentID),
240 (byte)InstantMessageDialog.MessageFromAgent,
241 "User is not logged in. "+
242 (success ? "Message saved." : "Message not saved"),
243 false, new Vector3()));
224 } 244 }
225 } 245 }
226 } 246 }
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
index 6b24718..a19bbfd 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
@@ -632,4 +632,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
632 m_assetsLoaded = true; 632 m_assetsLoaded = true;
633 } 633 }
634 } 634 }
635} \ No newline at end of file 635}
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
index 36ecb3b..63fde07 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
@@ -178,9 +178,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
178 InventoryFolderBase inventoryFolder, string path, bool saveThisFolderItself, 178 InventoryFolderBase inventoryFolder, string path, bool saveThisFolderItself,
179 Dictionary<string, object> options, IUserAccountService userAccountService) 179 Dictionary<string, object> options, IUserAccountService userAccountService)
180 { 180 {
181 if (options.ContainsKey("verbose"))
182 m_log.InfoFormat("[INVENTORY ARCHIVER]: Saving folder {0}", inventoryFolder.Name);
183
184 if (saveThisFolderItself) 181 if (saveThisFolderItself)
185 { 182 {
186 path += CreateArchiveFolderName(inventoryFolder); 183 path += CreateArchiveFolderName(inventoryFolder);
@@ -449,4 +446,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
449 return s; 446 return s;
450 } 447 }
451 } 448 }
452} \ No newline at end of file 449}
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
index f46d9f7..120fd43 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
@@ -175,8 +175,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
175 if (im.binaryBucket.Length < 17) // Invalid 175 if (im.binaryBucket.Length < 17) // Invalid
176 return; 176 return;
177 177
178 UUID receipientID = new UUID(im.toAgentID); 178 UUID recipientID = new UUID(im.toAgentID);
179 ScenePresence user = scene.GetScenePresence(receipientID); 179 ScenePresence user = scene.GetScenePresence(recipientID);
180 UUID copyID; 180 UUID copyID;
181 181
182 // First byte is the asset type 182 // First byte is the asset type
@@ -191,7 +191,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
191 folderID, new UUID(im.toAgentID)); 191 folderID, new UUID(im.toAgentID));
192 192
193 InventoryFolderBase folderCopy 193 InventoryFolderBase folderCopy
194 = scene.GiveInventoryFolder(receipientID, client.AgentId, folderID, UUID.Zero); 194 = scene.GiveInventoryFolder(recipientID, client.AgentId, folderID, UUID.Zero);
195 195
196 if (folderCopy == null) 196 if (folderCopy == null)
197 { 197 {
@@ -244,6 +244,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
244 im.imSessionID = itemID.Guid; 244 im.imSessionID = itemID.Guid;
245 } 245 }
246 246
247 im.offline = 1; // Remember these
248
247 // Send the IM to the recipient. The item is already 249 // Send the IM to the recipient. The item is already
248 // in their inventory, so it will not be lost if 250 // in their inventory, so it will not be lost if
249 // they are offline. 251 // they are offline.
@@ -427,22 +429,67 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
427 /// 429 ///
428 /// </summary> 430 /// </summary>
429 /// <param name="msg"></param> 431 /// <param name="msg"></param>
430 private void OnGridInstantMessage(GridInstantMessage msg) 432 private void OnGridInstantMessage(GridInstantMessage im)
431 { 433 {
432 // Check if this is ours to handle 434 // Check if this is ours to handle
433 // 435 //
434 Scene scene = FindClientScene(new UUID(msg.toAgentID)); 436 Scene scene = FindClientScene(new UUID(im.toAgentID));
435 437
436 if (scene == null) 438 if (scene == null)
437 return; 439 return;
438 440
439 // Find agent to deliver to 441 // Find agent to deliver to
440 // 442 //
441 ScenePresence user = scene.GetScenePresence(new UUID(msg.toAgentID)); 443 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
444 if (user == null)
445 return;
446
447 // This requires a little bit of processing because we have to make the
448 // new item visible in the recipient's inventory here
449 //
450 if (im.dialog == (byte) InstantMessageDialog.InventoryOffered)
451 {
452 if (im.binaryBucket.Length < 17) // Invalid
453 return;
454
455 UUID recipientID = new UUID(im.toAgentID);
456
457 // First byte is the asset type
458 AssetType assetType = (AssetType)im.binaryBucket[0];
459
460 if (AssetType.Folder == assetType)
461 {
462 UUID folderID = new UUID(im.binaryBucket, 1);
463
464 InventoryFolderBase given =
465 new InventoryFolderBase(folderID, recipientID);
466 InventoryFolderBase folder =
467 scene.InventoryService.GetFolder(given);
468
469 if (folder != null)
470 user.ControllingClient.SendBulkUpdateInventory(folder);
471 }
472 else
473 {
474 UUID itemID = new UUID(im.binaryBucket, 1);
442 475
443 // Just forward to local handling 476 InventoryItemBase given =
444 OnInstantMessage(user.ControllingClient, msg); 477 new InventoryItemBase(itemID, recipientID);
478 InventoryItemBase item =
479 scene.InventoryService.GetItem(given);
445 480
481 if (item != null)
482 {
483 user.ControllingClient.SendBulkUpdateInventory(item);
484 }
485 }
486 user.ControllingClient.SendInstantMessage(im);
487 }
488 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted ||
489 im.dialog == (byte) InstantMessageDialog.InventoryDeclined)
490 {
491 user.ControllingClient.SendInstantMessage(im);
492 }
446 } 493 }
447 } 494 }
448} 495}
diff --git a/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs b/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
index d295384..dcfdf8f 100644
--- a/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
@@ -155,16 +155,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
155 scene.RegionInfo.RegionHandle, 155 scene.RegionInfo.RegionHandle,
156 (uint)presence.AbsolutePosition.X, 156 (uint)presence.AbsolutePosition.X,
157 (uint)presence.AbsolutePosition.Y, 157 (uint)presence.AbsolutePosition.Y,
158 (uint)presence.AbsolutePosition.Z); 158 (uint)presence.AbsolutePosition.Z + 2);
159 159
160 m_log.DebugFormat("TP invite with message {0}", message); 160 m_log.DebugFormat("[LURE]: TP invite with message {0}", message);
161
162 GridInstantMessage m;
163
164 if (scene.Permissions.IsAdministrator(client.AgentId) && presence.GodLevel >= 200 && (!scene.Permissions.IsAdministrator(targetid)))
165 {
166 m = new GridInstantMessage(scene, client.AgentId,
167 client.FirstName+" "+client.LastName, targetid,
168 (byte)InstantMessageDialog.GodLikeRequestTeleport, false,
169 message, dest, false, presence.AbsolutePosition,
170 new Byte[0]);
171 }
172 else
173 {
174 m = new GridInstantMessage(scene, client.AgentId,
175 client.FirstName+" "+client.LastName, targetid,
176 (byte)InstantMessageDialog.RequestTeleport, false,
177 message, dest, false, presence.AbsolutePosition,
178 new Byte[0]);
179 }
161 180
162 GridInstantMessage m = new GridInstantMessage(scene, client.AgentId,
163 client.FirstName+" "+client.LastName, targetid,
164 (byte)InstantMessageDialog.RequestTeleport, false,
165 message, dest, false, presence.AbsolutePosition,
166 new Byte[0]);
167
168 if (m_TransferModule != null) 181 if (m_TransferModule != null)
169 { 182 {
170 m_TransferModule.SendInstantMessage(m, 183 m_TransferModule.SendInstantMessage(m,
@@ -199,7 +212,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
199 { 212 {
200 // Forward remote teleport requests 213 // Forward remote teleport requests
201 // 214 //
202 if (msg.dialog != 22) 215 if (msg.dialog != (byte)InstantMessageDialog.RequestTeleport &&
216 msg.dialog != (byte)InstantMessageDialog.GodLikeRequestTeleport)
203 return; 217 return;
204 218
205 if (m_TransferModule != null) 219 if (m_TransferModule != null)
diff --git a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
index eb776fe..7ae304c 100644
--- a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
@@ -97,7 +97,8 @@ namespace OpenSim.Region.CoreModules.Framework
97 97
98 public void CreateCaps(UUID agentId) 98 public void CreateCaps(UUID agentId)
99 { 99 {
100 if (m_scene.RegionInfo.EstateSettings.IsBanned(agentId)) 100 int flags = m_scene.GetUserFlags(agentId);
101 if (m_scene.RegionInfo.EstateSettings.IsBanned(agentId, flags))
101 return; 102 return;
102 103
103 String capsObjectPath = GetCapsPath(agentId); 104 String capsObjectPath = GetCapsPath(agentId);
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index 45506ed..faccab2 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -128,7 +128,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
128 128
129 protected virtual void OnNewClient(IClientAPI client) 129 protected virtual void OnNewClient(IClientAPI client)
130 { 130 {
131 client.OnTeleportHomeRequest += TeleportHome; 131 client.OnTeleportHomeRequest += TriggerTeleportHome;
132 client.OnTeleportLandmarkRequest += RequestTeleportLandmark; 132 client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
133 } 133 }
134 134
@@ -206,6 +206,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
206 sp.ControllingClient.SendTeleportStart(teleportFlags); 206 sp.ControllingClient.SendTeleportStart(teleportFlags);
207 207
208 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags); 208 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
209 sp.TeleportFlags = (TeleportFlags)teleportFlags;
209 sp.Teleport(position); 210 sp.Teleport(position);
210 211
211 foreach (SceneObjectGroup grp in sp.GetAttachments()) 212 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
@@ -564,7 +565,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
564 565
565 protected void KillEntity(Scene scene, uint localID) 566 protected void KillEntity(Scene scene, uint localID)
566 { 567 {
567 scene.SendKillObject(localID); 568 scene.SendKillObject(new List<uint>() { localID });
568 } 569 }
569 570
570 protected virtual GridRegion GetFinalDestination(GridRegion region) 571 protected virtual GridRegion GetFinalDestination(GridRegion region)
@@ -625,7 +626,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
625 626
626 #region Teleport Home 627 #region Teleport Home
627 628
628 public virtual void TeleportHome(UUID id, IClientAPI client) 629 public virtual void TriggerTeleportHome(UUID id, IClientAPI client)
630 {
631 TeleportHome(id, client);
632 }
633
634 public virtual bool TeleportHome(UUID id, IClientAPI client)
629 { 635 {
630 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName); 636 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName);
631 637
@@ -634,12 +640,18 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
634 640
635 if (uinfo != null) 641 if (uinfo != null)
636 { 642 {
643 if (uinfo.HomeRegionID == UUID.Zero)
644 {
645 // can't find the Home region: Tell viewer and abort
646 client.SendTeleportFailed("You don't have a home position set.");
647 return false;
648 }
637 GridRegion regionInfo = m_aScene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID); 649 GridRegion regionInfo = m_aScene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID);
638 if (regionInfo == null) 650 if (regionInfo == null)
639 { 651 {
640 // can't find the Home region: Tell viewer and abort 652 // can't find the Home region: Tell viewer and abort
641 client.SendTeleportFailed("Your home region could not be found."); 653 client.SendTeleportFailed("Your home region could not be found.");
642 return; 654 return false;
643 } 655 }
644 656
645 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: User's home region is {0} {1} ({2}-{3})", 657 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: User's home region is {0} {1} ({2}-{3})",
@@ -650,6 +662,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
650 client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt, 662 client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt,
651 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome)); 663 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
652 } 664 }
665 else
666 {
667 // can't find the Home region: Tell viewer and abort
668 client.SendTeleportFailed("Your home region could not be found.");
669 return false;
670 }
671 return true;
653 } 672 }
654 673
655 #endregion 674 #endregion
@@ -986,15 +1005,19 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
986 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID); 1005 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
987 1006
988 IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>(); 1007 IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>();
989 if (eq != null) 1008 IPEndPoint neighbourExternal = neighbourRegion.ExternalEndPoint;
1009 if (neighbourExternal != null)
990 { 1010 {
991 eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, 1011 if (eq != null)
992 capsPath, agent.UUID, agent.ControllingClient.SessionId); 1012 {
993 } 1013 eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourExternal,
994 else 1014 capsPath, agent.UUID, agent.ControllingClient.SessionId);
995 { 1015 }
996 agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, 1016 else
997 capsPath); 1017 {
1018 agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourExternal,
1019 capsPath);
1020 }
998 } 1021 }
999 1022
1000 if (!WaitForCallback(agent.UUID)) 1023 if (!WaitForCallback(agent.UUID))
@@ -1109,10 +1132,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1109 agent.Id0 = currentAgentCircuit.Id0; 1132 agent.Id0 = currentAgentCircuit.Id0;
1110 } 1133 }
1111 1134
1112 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1135 IPEndPoint external = region.ExternalEndPoint;
1113 d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true, 1136 if (external != null)
1137 {
1138 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1139 d.BeginInvoke(sp, agent, region, external, true,
1114 InformClientOfNeighbourCompleted, 1140 InformClientOfNeighbourCompleted,
1115 d); 1141 d);
1142 }
1116 } 1143 }
1117 #endregion 1144 #endregion
1118 1145
@@ -1246,6 +1273,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1246 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1273 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1247 try 1274 try
1248 { 1275 {
1276 //neighbour.ExternalEndPoint may return null, which will be caught
1249 d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent, 1277 d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent,
1250 InformClientOfNeighbourCompleted, 1278 InformClientOfNeighbourCompleted,
1251 d); 1279 d);
@@ -1349,8 +1377,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1349 1377
1350 m_log.Debug("[ENTITY TRANSFER MODULE]: Completed inform client about neighbour " + endPoint.ToString()); 1378 m_log.Debug("[ENTITY TRANSFER MODULE]: Completed inform client about neighbour " + endPoint.ToString());
1351 } 1379 }
1352 if (!regionAccepted)
1353 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Region {0} did not accept agent: {1}", reg.RegionName, reason);
1354 } 1380 }
1355 1381
1356 /// <summary> 1382 /// <summary>
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
index a87279a..6daae62 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
@@ -84,7 +84,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
84 84
85 protected override void OnNewClient(IClientAPI client) 85 protected override void OnNewClient(IClientAPI client)
86 { 86 {
87 client.OnTeleportHomeRequest += TeleportHome; 87 client.OnTeleportHomeRequest += TriggerTeleportHome;
88 client.OnTeleportLandmarkRequest += RequestTeleportLandmark; 88 client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
89 client.OnConnectionClosed += new Action<IClientAPI>(OnConnectionClosed); 89 client.OnConnectionClosed += new Action<IClientAPI>(OnConnectionClosed);
90 } 90 }
@@ -179,7 +179,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
179 return m_aScene.SimulationService.CreateAgent(reg, agentCircuit, teleportFlags, out reason); 179 return m_aScene.SimulationService.CreateAgent(reg, agentCircuit, teleportFlags, out reason);
180 } 180 }
181 181
182 public override void TeleportHome(UUID id, IClientAPI client) 182 public void TriggerTeleportHome(UUID id, IClientAPI client)
183 {
184 TeleportHome(id, client);
185 }
186
187 public override bool TeleportHome(UUID id, IClientAPI client)
183 { 188 {
184 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName); 189 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName);
185 190
@@ -189,8 +194,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
189 { 194 {
190 // local grid user 195 // local grid user
191 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local"); 196 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local");
192 base.TeleportHome(id, client); 197 return base.TeleportHome(id, client);
193 return;
194 } 198 }
195 199
196 // Foreign user wants to go home 200 // Foreign user wants to go home
@@ -200,7 +204,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
200 { 204 {
201 client.SendTeleportFailed("Your information has been lost"); 205 client.SendTeleportFailed("Your information has been lost");
202 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information"); 206 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information");
203 return; 207 return false;
204 } 208 }
205 209
206 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString()); 210 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString());
@@ -210,7 +214,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
210 { 214 {
211 client.SendTeleportFailed("Your home region could not be found"); 215 client.SendTeleportFailed("Your home region could not be found");
212 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found"); 216 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found");
213 return; 217 return false;
214 } 218 }
215 219
216 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId); 220 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId);
@@ -218,7 +222,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
218 { 222 {
219 client.SendTeleportFailed("Internal error"); 223 client.SendTeleportFailed("Internal error");
220 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be"); 224 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be");
221 return; 225 return false;
222 } 226 }
223 227
224 IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>(); 228 IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();
@@ -228,6 +232,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
228 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ExternalHostName, homeGatekeeper.HttpPort, homeGatekeeper.RegionName); 232 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ExternalHostName, homeGatekeeper.HttpPort, homeGatekeeper.RegionName);
229 233
230 DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome), eq); 234 DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome), eq);
235 return true;
231 } 236 }
232 237
233 /// <summary> 238 /// <summary>
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 4e8466d..654e202 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -675,19 +675,21 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
675 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment) 675 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment)
676 { 676 {
677// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID); 677// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID);
678
679 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 678 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
680 item = m_Scene.InventoryService.GetItem(item); 679 item = m_Scene.InventoryService.GetItem(item);
681 680
682 if (item == null) 681 if (item == null)
683 { 682 {
684 m_log.WarnFormat(
685 "[InventoryAccessModule]: Could not find item {0} for {1} in RezObject()",
686 itemID, remoteClient.Name);
687 683
688 return null; 684 return null;
689 } 685 }
690 686
687
688
689
690
691
692
691 item.Owner = remoteClient.AgentId; 693 item.Owner = remoteClient.AgentId;
692 694
693 return RezObject( 695 return RezObject(
@@ -854,9 +856,19 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
854// group.Name, group.LocalId, group.UUID, remoteClient.Name); 856// group.Name, group.LocalId, group.UUID, remoteClient.Name);
855 } 857 }
856 858
859 group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
860 // TODO: Remove the magic number badness
857 if (item != null) 861 if (item != null)
858 DoPostRezWhenFromItem(item, attachment); 862 DoPostRezWhenFromItem(item, attachment);
859 863
864 if ((rootPart.OwnerID != item.Owner) ||
865 (item.CurrentPermissions & 16) != 0 || // Magic number
866 (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0)
867 {
868 //Need to kill the for sale here
869 rootPart.ObjectSaleType = 0;
870 rootPart.SalePrice = 10;
871
860 return group; 872 return group;
861 } 873 }
862 874
@@ -1003,6 +1015,48 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
1003 } 1015 }
1004 } 1016 }
1005 } 1017 }
1018 if ((rootPart.OwnerID != item.Owner) ||
1019 (item.CurrentPermissions & 16) != 0 || // Magic number
1020 (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0)
1021 {
1022 //Need to kill the for sale here
1023 rootPart.ObjectSaleType = 0;
1024 rootPart.SalePrice = 10;
1025
1026 if (m_Scene.Permissions.PropagatePermissions())
1027 {
1028 foreach (SceneObjectPart part in group.Parts)
1029 {
1030 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
1031 {
1032 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
1033 part.EveryoneMask = item.EveryOnePermissions;
1034 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
1035 part.NextOwnerMask = item.NextPermissions;
1036 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
1037 part.GroupMask = item.GroupPermissions;
1038 }
1039 }
1040
1041 foreach (SceneObjectPart part in group.Parts)
1042 {
1043 part.LastOwnerID = part.OwnerID;
1044 part.OwnerID = item.Owner;
1045 part.Inventory.ChangeInventoryOwner(item.Owner);
1046 }
1047
1048 group.ApplyNextOwnerPermissions();
1049 }
1050 }
1051 foreach (SceneObjectPart part in group.Parts)
1052 {
1053 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
1054 part.EveryoneMask = item.EveryOnePermissions;
1055 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
1056 part.NextOwnerMask = item.NextPermissions;
1057 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
1058 part.GroupMask = item.GroupPermissions;
1059 }
1006 } 1060 }
1007 1061
1008 protected void AddUserData(SceneObjectGroup sog) 1062 protected void AddUserData(SceneObjectGroup sog)
diff --git a/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs b/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
index 2de8d7a..93e65c3 100644
--- a/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
+++ b/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
@@ -181,7 +181,8 @@ namespace OpenSim.Region.CoreModules.World.LightShare
181 } 181 }
182 private void EventManager_OnMakeRootAgent(ScenePresence presence) 182 private void EventManager_OnMakeRootAgent(ScenePresence presence)
183 { 183 {
184 m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client"); 184 if (m_enableWindlight && m_scene.RegionInfo.WindlightSettings.valid)
185 m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client");
185 SendProfileToClient(presence); 186 SendProfileToClient(presence);
186 } 187 }
187 private void EventManager_OnSendNewWindlightProfileTargeted(RegionLightShareData wl, UUID pUUID) 188 private void EventManager_OnSendNewWindlightProfileTargeted(RegionLightShareData wl, UUID pUUID)
diff --git a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
index 43672d1..5e28ee1 100644
--- a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
+++ b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
@@ -366,6 +366,10 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
366 try 366 try
367 { 367 {
368 Request = (HttpWebRequest) WebRequest.Create(Url); 368 Request = (HttpWebRequest) WebRequest.Create(Url);
369
370 //This works around some buggy HTTP Servers like Lighttpd
371 Request.ServicePoint.Expect100Continue = false;
372
369 Request.Method = HttpMethod; 373 Request.Method = HttpMethod;
370 Request.ContentType = HttpMIMEType; 374 Request.ContentType = HttpMIMEType;
371 375
@@ -440,7 +444,17 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
440 { 444 {
441 HttpWebResponse webRsp = (HttpWebResponse)((WebException)e).Response; 445 HttpWebResponse webRsp = (HttpWebResponse)((WebException)e).Response;
442 Status = (int)webRsp.StatusCode; 446 Status = (int)webRsp.StatusCode;
443 ResponseBody = webRsp.StatusDescription; 447 try
448 {
449 using (Stream responseStream = webRsp.GetResponseStream())
450 {
451 ResponseBody = responseStream.GetStreamString();
452 }
453 }
454 catch
455 {
456 ResponseBody = webRsp.StatusDescription;
457 }
444 } 458 }
445 else 459 else
446 { 460 {
diff --git a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
index a552a28..b6af1f2 100644
--- a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
@@ -60,6 +60,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
60 //public ManualResetEvent ev; 60 //public ManualResetEvent ev;
61 public bool requestDone; 61 public bool requestDone;
62 public int startTime; 62 public int startTime;
63 public bool responseSent;
63 public string uri; 64 public string uri;
64 } 65 }
65 66
@@ -76,7 +77,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
76 new Dictionary<string, UrlData>(); 77 new Dictionary<string, UrlData>();
77 78
78 79
79 private int m_TotalUrls = 100; 80 private int m_TotalUrls = 5000;
80 81
81 private uint https_port = 0; 82 private uint https_port = 0;
82 private IHttpServer m_HttpServer = null; 83 private IHttpServer m_HttpServer = null;
@@ -155,7 +156,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
155 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" }); 156 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" });
156 return urlcode; 157 return urlcode;
157 } 158 }
158 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString() + "/"; 159 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString();
159 160
160 UrlData urlData = new UrlData(); 161 UrlData urlData = new UrlData();
161 urlData.hostID = host.UUID; 162 urlData.hostID = host.UUID;
@@ -165,10 +166,9 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
165 urlData.urlcode = urlcode; 166 urlData.urlcode = urlcode;
166 urlData.requests = new Dictionary<UUID, RequestData>(); 167 urlData.requests = new Dictionary<UUID, RequestData>();
167 168
168
169 m_UrlMap[url] = urlData; 169 m_UrlMap[url] = urlData;
170 170
171 string uri = "/lslhttp/" + urlcode.ToString() + "/"; 171 string uri = "/lslhttp/" + urlcode.ToString();
172 172
173 m_HttpServer.AddPollServiceHTTPHandler(uri,HandleHttpPoll, 173 m_HttpServer.AddPollServiceHTTPHandler(uri,HandleHttpPoll,
174 new PollServiceEventArgs(HttpRequestHandler,HasEvents, GetEvents, NoEvents, 174 new PollServiceEventArgs(HttpRequestHandler,HasEvents, GetEvents, NoEvents,
@@ -233,9 +233,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
233 return; 233 return;
234 } 234 }
235 235
236 foreach (UUID req in data.requests.Keys) 236 lock (m_RequestMap)
237 m_RequestMap.Remove(req); 237 {
238 238 foreach (UUID req in data.requests.Keys)
239 m_RequestMap.Remove(req);
240 }
241
239 RemoveUrl(data); 242 RemoveUrl(data);
240 m_UrlMap.Remove(url); 243 m_UrlMap.Remove(url);
241 } 244 }
@@ -243,32 +246,42 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
243 246
244 public void HttpResponse(UUID request, int status, string body) 247 public void HttpResponse(UUID request, int status, string body)
245 { 248 {
246 if (m_RequestMap.ContainsKey(request)) 249 lock (m_RequestMap)
247 {
248 UrlData urlData = m_RequestMap[request];
249 urlData.requests[request].responseCode = status;
250 urlData.requests[request].responseBody = body;
251 //urlData.requests[request].ev.Set();
252 urlData.requests[request].requestDone =true;
253 }
254 else
255 { 250 {
256 m_log.Info("[HttpRequestHandler] There is no http-in request with id " + request.ToString()); 251 if (m_RequestMap.ContainsKey(request))
252 {
253 UrlData urlData = m_RequestMap[request];
254 if (!urlData.requests[request].responseSent)
255 {
256 urlData.requests[request].responseCode = status;
257 urlData.requests[request].responseBody = body;
258 //urlData.requests[request].ev.Set();
259 urlData.requests[request].requestDone = true;
260 urlData.requests[request].responseSent = true;
261 }
262 }
263 else
264 {
265 m_log.Info("[HttpRequestHandler] There is no http-in request with id " + request.ToString());
266 }
257 } 267 }
258 } 268 }
259 269
260 public string GetHttpHeader(UUID requestId, string header) 270 public string GetHttpHeader(UUID requestId, string header)
261 { 271 {
262 if (m_RequestMap.ContainsKey(requestId)) 272 lock (m_RequestMap)
263 {
264 UrlData urlData=m_RequestMap[requestId];
265 string value;
266 if (urlData.requests[requestId].headers.TryGetValue(header,out value))
267 return value;
268 }
269 else
270 { 273 {
271 m_log.Warn("[HttpRequestHandler] There was no http-in request with id " + requestId); 274 if (m_RequestMap.ContainsKey(requestId))
275 {
276 UrlData urlData = m_RequestMap[requestId];
277 string value;
278 if (urlData.requests[requestId].headers.TryGetValue(header, out value))
279 return value;
280 }
281 else
282 {
283 m_log.Warn("[HttpRequestHandler] There was no http-in request with id " + requestId);
284 }
272 } 285 }
273 return String.Empty; 286 return String.Empty;
274 } 287 }
@@ -290,8 +303,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
290 { 303 {
291 RemoveUrl(url.Value); 304 RemoveUrl(url.Value);
292 removeURLs.Add(url.Key); 305 removeURLs.Add(url.Key);
293 foreach (UUID req in url.Value.requests.Keys) 306 lock (m_RequestMap)
294 m_RequestMap.Remove(req); 307 {
308 foreach (UUID req in url.Value.requests.Keys)
309 m_RequestMap.Remove(req);
310 }
295 } 311 }
296 } 312 }
297 313
@@ -312,8 +328,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
312 { 328 {
313 RemoveUrl(url.Value); 329 RemoveUrl(url.Value);
314 removeURLs.Add(url.Key); 330 removeURLs.Add(url.Key);
315 foreach (UUID req in url.Value.requests.Keys) 331 lock (m_RequestMap)
316 m_RequestMap.Remove(req); 332 {
333 foreach (UUID req in url.Value.requests.Keys)
334 m_RequestMap.Remove(req);
335 }
317 } 336 }
318 } 337 }
319 338
@@ -332,14 +351,16 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
332 { 351 {
333 Hashtable response = new Hashtable(); 352 Hashtable response = new Hashtable();
334 UrlData url; 353 UrlData url;
354 int startTime = 0;
335 lock (m_RequestMap) 355 lock (m_RequestMap)
336 { 356 {
337 if (!m_RequestMap.ContainsKey(requestID)) 357 if (!m_RequestMap.ContainsKey(requestID))
338 return response; 358 return response;
339 url = m_RequestMap[requestID]; 359 url = m_RequestMap[requestID];
360 startTime = url.requests[requestID].startTime;
340 } 361 }
341 362
342 if (System.Environment.TickCount - url.requests[requestID].startTime > 25000) 363 if (System.Environment.TickCount - startTime > 25000)
343 { 364 {
344 response["int_response_code"] = 500; 365 response["int_response_code"] = 500;
345 response["str_response_string"] = "Script timeout"; 366 response["str_response_string"] = "Script timeout";
@@ -348,9 +369,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
348 response["reusecontext"] = false; 369 response["reusecontext"] = false;
349 370
350 //remove from map 371 //remove from map
351 lock (url) 372 lock (url.requests)
352 { 373 {
353 url.requests.Remove(requestID); 374 url.requests.Remove(requestID);
375 }
376 lock (m_RequestMap)
377 {
354 m_RequestMap.Remove(requestID); 378 m_RequestMap.Remove(requestID);
355 } 379 }
356 380
@@ -372,22 +396,25 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
372 return false; 396 return false;
373 } 397 }
374 url = m_RequestMap[requestID]; 398 url = m_RequestMap[requestID];
399 }
400 lock (url.requests)
401 {
375 if (!url.requests.ContainsKey(requestID)) 402 if (!url.requests.ContainsKey(requestID))
376 { 403 {
377 return false; 404 return false;
378 } 405 }
406 else
407 {
408 if (System.Environment.TickCount - url.requests[requestID].startTime > 25000)
409 {
410 return true;
411 }
412 if (url.requests[requestID].requestDone)
413 return true;
414 else
415 return false;
416 }
379 } 417 }
380
381 if (System.Environment.TickCount-url.requests[requestID].startTime>25000)
382 {
383 return true;
384 }
385
386 if (url.requests[requestID].requestDone)
387 return true;
388 else
389 return false;
390
391 } 418 }
392 private Hashtable GetEvents(UUID requestID, UUID sessionID, string request) 419 private Hashtable GetEvents(UUID requestID, UUID sessionID, string request)
393 { 420 {
@@ -399,9 +426,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
399 if (!m_RequestMap.ContainsKey(requestID)) 426 if (!m_RequestMap.ContainsKey(requestID))
400 return NoEvents(requestID,sessionID); 427 return NoEvents(requestID,sessionID);
401 url = m_RequestMap[requestID]; 428 url = m_RequestMap[requestID];
429 }
430 lock (url.requests)
431 {
402 requestData = url.requests[requestID]; 432 requestData = url.requests[requestID];
403 } 433 }
404 434
405 if (!requestData.requestDone) 435 if (!requestData.requestDone)
406 return NoEvents(requestID,sessionID); 436 return NoEvents(requestID,sessionID);
407 437
@@ -424,14 +454,18 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
424 response["reusecontext"] = false; 454 response["reusecontext"] = false;
425 455
426 //remove from map 456 //remove from map
427 lock (url) 457 lock (url.requests)
428 { 458 {
429 url.requests.Remove(requestID); 459 url.requests.Remove(requestID);
460 }
461 lock (m_RequestMap)
462 {
430 m_RequestMap.Remove(requestID); 463 m_RequestMap.Remove(requestID);
431 } 464 }
432 465
433 return response; 466 return response;
434 } 467 }
468
435 public void HttpRequestHandler(UUID requestID, Hashtable request) 469 public void HttpRequestHandler(UUID requestID, Hashtable request)
436 { 470 {
437 lock (request) 471 lock (request)
@@ -447,8 +481,8 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
447 481
448 int pos1 = uri.IndexOf("/");// /lslhttp 482 int pos1 = uri.IndexOf("/");// /lslhttp
449 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/ 483 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/
450 int pos3 = uri.IndexOf("/", pos2 + 1);// /lslhttp/<UUID>/ 484 int pos3 = pos2 + 37; // /lslhttp/urlcode
451 string uri_tmp = uri.Substring(0, pos3 + 1); 485 string uri_tmp = uri.Substring(0, pos3);
452 //HTTP server code doesn't provide us with QueryStrings 486 //HTTP server code doesn't provide us with QueryStrings
453 string pathInfo; 487 string pathInfo;
454 string queryString; 488 string queryString;
@@ -457,10 +491,21 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
457 pathInfo = uri.Substring(pos3); 491 pathInfo = uri.Substring(pos3);
458 492
459 UrlData url = null; 493 UrlData url = null;
494 string urlkey;
460 if (!is_ssl) 495 if (!is_ssl)
461 url = m_UrlMap["http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp]; 496 urlkey = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp;
497 //m_UrlMap[];
462 else 498 else
463 url = m_UrlMap["https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp]; 499 urlkey = "https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp;
500
501 if (m_UrlMap.ContainsKey(urlkey))
502 {
503 url = m_UrlMap[urlkey];
504 }
505 else
506 {
507 m_log.Warn("[HttpRequestHandler]: http-in request failed; no such url: "+urlkey.ToString());
508 }
464 509
465 //for llGetHttpHeader support we need to store original URI here 510 //for llGetHttpHeader support we need to store original URI here
466 //to make x-path-info / x-query-string / x-script-url / x-remote-ip headers 511 //to make x-path-info / x-query-string / x-script-url / x-remote-ip headers
@@ -490,7 +535,14 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
490 if (request.ContainsKey(key)) 535 if (request.ContainsKey(key))
491 { 536 {
492 string val = (String)request[key]; 537 string val = (String)request[key];
493 queryString = queryString + key + "=" + val + "&"; 538 if (key != "")
539 {
540 queryString = queryString + key + "=" + val + "&";
541 }
542 else
543 {
544 queryString = queryString + val + "&";
545 }
494 } 546 }
495 } 547 }
496 if (queryString.Length > 1) 548 if (queryString.Length > 1)
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
index 2cf02b5..9714c36 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
@@ -272,7 +272,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
272 if (s.RegionInfo.RegionID == destination.RegionID) 272 if (s.RegionInfo.RegionID == destination.RegionID)
273 return s.QueryAccess(id, position, out reason); 273 return s.QueryAccess(id, position, out reason);
274 } 274 }
275 //m_log.Debug("[LOCAL COMMS]: region not found for QueryAccess");
276 return false; 275 return false;
277 } 276 }
278 277
@@ -302,10 +301,24 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
302 if (s.RegionInfo.RegionID == destination.RegionID) 301 if (s.RegionInfo.RegionID == destination.RegionID)
303 { 302 {
304 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent"); 303 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent");
305 // Let's spawn a threadlet right here, because this may take 304 return s.IncomingCloseAgent(id);
306 // a while 305 }
307 Util.FireAndForget(delegate { s.IncomingCloseAgent(id); }); 306 }
308 return true; 307 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
308 return false;
309 }
310
311 public bool CloseChildAgent(GridRegion destination, UUID id)
312 {
313 if (destination == null)
314 return false;
315
316 foreach (Scene s in m_sceneList)
317 {
318 if (s.RegionInfo.RegionID == destination.RegionID)
319 {
320 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent");
321 return s.IncomingCloseChildAgent(id);
309 } 322 }
310 } 323 }
311 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent"); 324 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
index f8cea71..391b1a1 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
@@ -261,6 +261,21 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
261 return false; 261 return false;
262 } 262 }
263 263
264 public bool CloseChildAgent(GridRegion destination, UUID id)
265 {
266 if (destination == null)
267 return false;
268
269 // Try local first
270 if (m_localBackend.CloseChildAgent(destination, id))
271 return true;
272
273 // else do the remote thing
274 if (!m_localBackend.IsLocalRegion(destination.RegionHandle))
275 return m_remoteConnector.CloseChildAgent(destination, id);
276
277 return false;
278 }
264 279
265 public bool CloseAgent(GridRegion destination, UUID id) 280 public bool CloseAgent(GridRegion destination, UUID id)
266 { 281 {
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
index 30ebb21..535a637 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
@@ -120,6 +120,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
120 return; 120 return;
121 121
122 scene.RegisterModuleInterface<IUserAccountService>(m_UserService); 122 scene.RegisterModuleInterface<IUserAccountService>(m_UserService);
123 scene.RegisterModuleInterface<IUserAccountCacheModule>(m_Cache);
123 } 124 }
124 125
125 public void RemoveRegion(Scene scene) 126 public void RemoveRegion(Scene scene)
@@ -172,6 +173,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
172 return m_UserService.GetUserAccount(scopeID, Email); 173 return m_UserService.GetUserAccount(scopeID, Email);
173 } 174 }
174 175
176 public List<UserAccount> GetUserAccountsWhere(UUID scopeID, string query)
177 {
178 return null;
179 }
180
175 public List<UserAccount> GetUserAccounts(UUID scopeID, string query) 181 public List<UserAccount> GetUserAccounts(UUID scopeID, string query)
176 { 182 {
177 return m_UserService.GetUserAccounts(scopeID, query); 183 return m_UserService.GetUserAccounts(scopeID, query);
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 48130e7..f85a917 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
@@ -292,6 +292,23 @@ namespace OpenSim.Region.CoreModules.World.Archiver
292 // being no copy/no mod for everyone 292 // being no copy/no mod for everyone
293 lock (part.TaskInventory) 293 lock (part.TaskInventory)
294 { 294 {
295 if (!ResolveUserUuid(part.CreatorID))
296 part.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner;
297
298 if (!ResolveUserUuid(part.OwnerID))
299 part.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
300
301 if (!ResolveUserUuid(part.LastOwnerID))
302 part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
303
304 // And zap any troublesome sit target information
305 part.SitTargetOrientation = new Quaternion(0, 0, 0, 1);
306 part.SitTargetPosition = new Vector3(0, 0, 0);
307
308 // Fix ownership/creator of inventory items
309 // Not doing so results in inventory items
310 // being no copy/no mod for everyone
311 part.TaskInventory.LockItemsForRead(true);
295 TaskInventoryDictionary inv = part.TaskInventory; 312 TaskInventoryDictionary inv = part.TaskInventory;
296 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv) 313 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
297 { 314 {
@@ -307,6 +324,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
307 if (UserManager != null) 324 if (UserManager != null)
308 UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData); 325 UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData);
309 } 326 }
327 part.TaskInventory.LockItemsForRead(false);
310 } 328 }
311 } 329 }
312 330
diff --git a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
index 6a9c3d0..f8f3713 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
@@ -251,18 +251,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver
251 251
252 if (asset != null) 252 if (asset != null)
253 { 253 {
254 if (m_options.ContainsKey("verbose")) 254// m_log.DebugFormat("[ARCHIVER]: Writing asset {0}", id);
255 m_log.InfoFormat("[ARCHIVER]: Writing asset {0}", id);
256
257 m_foundAssetUuids.Add(asset.FullID); 255 m_foundAssetUuids.Add(asset.FullID);
258 256
259 m_assetsArchiver.WriteAsset(PostProcess(asset)); 257 m_assetsArchiver.WriteAsset(PostProcess(asset));
260 } 258 }
261 else 259 else
262 { 260 {
263 if (m_options.ContainsKey("verbose")) 261// m_log.DebugFormat("[ARCHIVER]: Recording asset {0} as not found", id);
264 m_log.InfoFormat("[ARCHIVER]: Recording asset {0} as not found", id);
265
266 m_notFoundAssetUuids.Add(new UUID(id)); 262 m_notFoundAssetUuids.Add(new UUID(id));
267 } 263 }
268 264
diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
index d0605e3..fb32288 100644
--- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
@@ -30,6 +30,7 @@ using System.Collections.Generic;
30using System.IO; 30using System.IO;
31using System.Reflection; 31using System.Reflection;
32using System.Security; 32using System.Security;
33using System.Timers;
33using log4net; 34using log4net;
34using Mono.Addins; 35using Mono.Addins;
35using Nini.Config; 36using Nini.Config;
@@ -47,6 +48,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
47 48
48 private delegate void LookupUUIDS(List<UUID> uuidLst); 49 private delegate void LookupUUIDS(List<UUID> uuidLst);
49 50
51 private Timer m_regionChangeTimer = new Timer();
50 public Scene Scene { get; private set; } 52 public Scene Scene { get; private set; }
51 public IUserManagement UserManager { get; private set; } 53 public IUserManagement UserManager { get; private set; }
52 54
@@ -60,8 +62,15 @@ namespace OpenSim.Region.CoreModules.World.Estate
60 62
61 #region Packet Data Responders 63 #region Packet Data Responders
62 64
65 private void clientSendDetailedEstateData(IClientAPI remote_client, UUID invoice)
66 {
67 sendDetailedEstateData(remote_client, invoice);
68 sendEstateLists(remote_client, invoice);
69 }
70
63 private void sendDetailedEstateData(IClientAPI remote_client, UUID invoice) 71 private void sendDetailedEstateData(IClientAPI remote_client, UUID invoice)
64 { 72 {
73 m_log.DebugFormat("[ESTATE]: Invoice is {0}", invoice.ToString());
65 uint sun = 0; 74 uint sun = 0;
66 75
67 if (!Scene.RegionInfo.EstateSettings.UseGlobalTime) 76 if (!Scene.RegionInfo.EstateSettings.UseGlobalTime)
@@ -81,7 +90,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
81 Scene.RegionInfo.RegionSettings.Covenant, 90 Scene.RegionInfo.RegionSettings.Covenant,
82 Scene.RegionInfo.EstateSettings.AbuseEmail, 91 Scene.RegionInfo.EstateSettings.AbuseEmail,
83 estateOwner); 92 estateOwner);
93 }
84 94
95 private void sendEstateLists(IClientAPI remote_client, UUID invoice)
96 {
85 remote_client.SendEstateList(invoice, 97 remote_client.SendEstateList(invoice,
86 (int)Constants.EstateAccessCodex.EstateManagers, 98 (int)Constants.EstateAccessCodex.EstateManagers,
87 Scene.RegionInfo.EstateSettings.EstateManagers, 99 Scene.RegionInfo.EstateSettings.EstateManagers,
@@ -256,7 +268,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
256 timeInSeconds -= 15; 268 timeInSeconds -= 15;
257 } 269 }
258 270
259 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), true); 271 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), false);
260 } 272 }
261 } 273 }
262 274
@@ -463,7 +475,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
463 { 475 {
464 if (!s.IsChildAgent) 476 if (!s.IsChildAgent)
465 { 477 {
466 Scene.TeleportClientHome(user, s.ControllingClient); 478 if (!Scene.TeleportClientHome(user, s.ControllingClient))
479 {
480 s.ControllingClient.Kick("Your access to the region was revoked and TP home failed - you have been logged out.");
481 s.ControllingClient.Close();
482 }
467 } 483 }
468 } 484 }
469 485
@@ -472,7 +488,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
472 { 488 {
473 remote_client.SendAlertMessage("User is already on the region ban list"); 489 remote_client.SendAlertMessage("User is already on the region ban list");
474 } 490 }
475 //m_scene.RegionInfo.regionBanlist.Add(Manager(user); 491 //Scene.RegionInfo.regionBanlist.Add(Manager(user);
476 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); 492 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID);
477 } 493 }
478 else 494 else
@@ -527,7 +543,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
527 remote_client.SendAlertMessage("User is not on the region ban list"); 543 remote_client.SendAlertMessage("User is not on the region ban list");
528 } 544 }
529 545
530 //m_scene.RegionInfo.regionBanlist.Add(Manager(user); 546 //Scene.RegionInfo.regionBanlist.Add(Manager(user);
531 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); 547 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID);
532 } 548 }
533 else 549 else
@@ -648,7 +664,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
648 ScenePresence s = Scene.GetScenePresence(prey); 664 ScenePresence s = Scene.GetScenePresence(prey);
649 if (s != null) 665 if (s != null)
650 { 666 {
651 Scene.TeleportClientHome(prey, s.ControllingClient); 667 if (!Scene.TeleportClientHome(prey, s.ControllingClient))
668 {
669 s.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
670 s.ControllingClient.Close();
671 }
652 } 672 }
653 } 673 }
654 } 674 }
@@ -667,7 +687,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
667 // Also make sure they are actually in the region 687 // Also make sure they are actually in the region
668 if (p != null && !p.IsChildAgent) 688 if (p != null && !p.IsChildAgent)
669 { 689 {
670 Scene.TeleportClientHome(p.UUID, p.ControllingClient); 690 if (!Scene.TeleportClientHome(p.UUID, p.ControllingClient))
691 {
692 p.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
693 p.ControllingClient.Close();
694 }
671 } 695 }
672 } 696 }
673 }); 697 });
@@ -912,7 +936,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
912 936
913 for (int i = 0; i < uuidarr.Length; i++) 937 for (int i = 0; i < uuidarr.Length; i++)
914 { 938 {
915 // string lookupname = m_scene.CommsManager.UUIDNameRequestString(uuidarr[i]); 939 // string lookupname = Scene.CommsManager.UUIDNameRequestString(uuidarr[i]);
916 940
917 IUserManagement userManager = Scene.RequestModuleInterface<IUserManagement>(); 941 IUserManagement userManager = Scene.RequestModuleInterface<IUserManagement>();
918 if (userManager != null) 942 if (userManager != null)
@@ -1049,6 +1073,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1049 1073
1050 public void AddRegion(Scene scene) 1074 public void AddRegion(Scene scene)
1051 { 1075 {
1076 m_regionChangeTimer.AutoReset = false;
1077 m_regionChangeTimer.Interval = 2000;
1078 m_regionChangeTimer.Elapsed += RaiseRegionInfoChange;
1079
1052 Scene = scene; 1080 Scene = scene;
1053 Scene.RegisterModuleInterface<IEstateModule>(this); 1081 Scene.RegisterModuleInterface<IEstateModule>(this);
1054 Scene.EventManager.OnNewClient += EventManager_OnNewClient; 1082 Scene.EventManager.OnNewClient += EventManager_OnNewClient;
@@ -1097,7 +1125,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
1097 1125
1098 private void EventManager_OnNewClient(IClientAPI client) 1126 private void EventManager_OnNewClient(IClientAPI client)
1099 { 1127 {
1100 client.OnDetailedEstateDataRequest += sendDetailedEstateData; 1128 client.OnDetailedEstateDataRequest += clientSendDetailedEstateData;
1101 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler; 1129 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler;
1102// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture; 1130// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture;
1103 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture; 1131 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture;
@@ -1148,6 +1176,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1148 flags |= RegionFlags.AllowParcelChanges; 1176 flags |= RegionFlags.AllowParcelChanges;
1149 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch) 1177 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch)
1150 flags |= RegionFlags.BlockParcelSearch; 1178 flags |= RegionFlags.BlockParcelSearch;
1179 if (Scene.RegionInfo.RegionSettings.GodBlockSearch)
1180 flags |= (RegionFlags)(1 << 11);
1181 if (Scene.RegionInfo.RegionSettings.Casino)
1182 flags |= (RegionFlags)(1 << 10);
1151 1183
1152 if (Scene.RegionInfo.RegionSettings.FixedSun) 1184 if (Scene.RegionInfo.RegionSettings.FixedSun)
1153 flags |= RegionFlags.SunFixed; 1185 flags |= RegionFlags.SunFixed;
@@ -1155,11 +1187,15 @@ namespace OpenSim.Region.CoreModules.World.Estate
1155 flags |= RegionFlags.Sandbox; 1187 flags |= RegionFlags.Sandbox;
1156 if (Scene.RegionInfo.EstateSettings.AllowVoice) 1188 if (Scene.RegionInfo.EstateSettings.AllowVoice)
1157 flags |= RegionFlags.AllowVoice; 1189 flags |= RegionFlags.AllowVoice;
1190 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1191 flags |= RegionFlags.AllowLandmark;
1192 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1193 flags |= RegionFlags.AllowSetHome;
1194 if (Scene.RegionInfo.EstateSettings.BlockDwell)
1195 flags |= RegionFlags.BlockDwell;
1196 if (Scene.RegionInfo.EstateSettings.ResetHomeOnTeleport)
1197 flags |= RegionFlags.ResetHomeOnTeleport;
1158 1198
1159 // Fudge these to always on, so the menu options activate
1160 //
1161 flags |= RegionFlags.AllowLandmark;
1162 flags |= RegionFlags.AllowSetHome;
1163 1199
1164 // TODO: SkipUpdateInterestList 1200 // TODO: SkipUpdateInterestList
1165 1201
@@ -1200,6 +1236,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1200 flags |= RegionFlags.ResetHomeOnTeleport; 1236 flags |= RegionFlags.ResetHomeOnTeleport;
1201 if (Scene.RegionInfo.EstateSettings.TaxFree) 1237 if (Scene.RegionInfo.EstateSettings.TaxFree)
1202 flags |= RegionFlags.TaxFree; 1238 flags |= RegionFlags.TaxFree;
1239 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1240 flags |= RegionFlags.AllowLandmark;
1241 if (Scene.RegionInfo.EstateSettings.AllowParcelChanges)
1242 flags |= RegionFlags.AllowParcelChanges;
1243 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1244 flags |= RegionFlags.AllowSetHome;
1203 if (Scene.RegionInfo.EstateSettings.DenyMinors) 1245 if (Scene.RegionInfo.EstateSettings.DenyMinors)
1204 flags |= (RegionFlags)(1 << 30); 1246 flags |= (RegionFlags)(1 << 30);
1205 1247
@@ -1220,6 +1262,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1220 1262
1221 public void TriggerRegionInfoChange() 1263 public void TriggerRegionInfoChange()
1222 { 1264 {
1265 m_regionChangeTimer.Stop();
1266 m_regionChangeTimer.Start();
1267 }
1268
1269 protected void RaiseRegionInfoChange(object sender, ElapsedEventArgs e)
1270 {
1223 ChangeDelegate change = OnRegionInfoChange; 1271 ChangeDelegate change = OnRegionInfoChange;
1224 1272
1225 if (change != null) 1273 if (change != null)
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index 2117827..a3066e7 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -91,11 +91,11 @@ 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 private Dictionary<UUID, Vector3> forcedPosition =
98 new Dictionary<UUID, Vector3>();
99 99
100 #region INonSharedRegionModule Members 100 #region INonSharedRegionModule Members
101 101
@@ -106,6 +106,12 @@ namespace OpenSim.Region.CoreModules.World.Land
106 106
107 public void Initialise(IConfigSource source) 107 public void Initialise(IConfigSource source)
108 { 108 {
109 IConfig cnf = source.Configs["LandManagement"];
110 if (cnf != null)
111 {
112 DefaultGodParcelGroup = new UUID(cnf.GetString("DefaultAdministratorGroupUUID", UUID.Zero.ToString()));
113 DefaultGodParcelName = cnf.GetString("DefaultAdministratorParcelName", "Default Parcel");
114 }
109 } 115 }
110 116
111 public void AddRegion(Scene scene) 117 public void AddRegion(Scene scene)
@@ -157,13 +163,6 @@ namespace OpenSim.Region.CoreModules.World.Land
157 m_scene.UnregisterModuleCommander(m_commander.Name); 163 m_scene.UnregisterModuleCommander(m_commander.Name);
158 } 164 }
159 165
160// private bool OnVerifyUserConnection(ScenePresence scenePresence, out string reason)
161// {
162// ILandObject nearestParcel = m_scene.GetNearestAllowedParcel(scenePresence.UUID, scenePresence.AbsolutePosition.X, scenePresence.AbsolutePosition.Y);
163// reason = "You are not allowed to enter this sim.";
164// return nearestParcel != null;
165// }
166
167 /// <summary> 166 /// <summary>
168 /// Processes commandline input. Do not call directly. 167 /// Processes commandline input. Do not call directly.
169 /// </summary> 168 /// </summary>
@@ -215,36 +214,6 @@ namespace OpenSim.Region.CoreModules.World.Land
215 214
216 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) 215 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
217 { 216 {
218 //If we are forcing a position for them to go
219 if (forcedPosition.ContainsKey(remoteClient.AgentId))
220 {
221 ScenePresence clientAvatar = m_scene.GetScenePresence(remoteClient.AgentId);
222
223 //Putting the user into flying, both keeps the avatar in fligth when it bumps into something and stopped from going another direction AND
224 //When the avatar walks into a ban line on the ground, it prevents getting stuck
225 agentData.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
226
227
228 //Make sure we stop if they get about to the right place to prevent yoyo and prevents getting stuck on banlines
229 if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) < .2)
230 {
231 Debug.WriteLine(string.Format("Stopping force position because {0} is close enough to position {1}", forcedPosition[remoteClient.AgentId], clientAvatar.AbsolutePosition));
232 forcedPosition.Remove(remoteClient.AgentId);
233 }
234 //if we are far away, teleport
235 else if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) > 3)
236 {
237 Debug.WriteLine(string.Format("Teleporting out because {0} is too far from avatar position {1}", forcedPosition[remoteClient.AgentId], clientAvatar.AbsolutePosition));
238 clientAvatar.Teleport(forcedPosition[remoteClient.AgentId]);
239 forcedPosition.Remove(remoteClient.AgentId);
240 }
241 else
242 {
243 //Forces them toward the forced position we want if they aren't there yet
244 agentData.UseClientAgentPosition = true;
245 agentData.ClientAgentPosition = forcedPosition[remoteClient.AgentId];
246 }
247 }
248 } 217 }
249 218
250 public void Close() 219 public void Close()
@@ -363,10 +332,16 @@ namespace OpenSim.Region.CoreModules.World.Land
363 private void ForceAvatarToPosition(ScenePresence avatar, Vector3? position) 332 private void ForceAvatarToPosition(ScenePresence avatar, Vector3? position)
364 { 333 {
365 if (m_scene.Permissions.IsGod(avatar.UUID)) return; 334 if (m_scene.Permissions.IsGod(avatar.UUID)) return;
366 if (position.HasValue) 335
367 { 336 if (!position.HasValue)
368 forcedPosition[avatar.ControllingClient.AgentId] = (Vector3)position; 337 return;
369 } 338
339 bool isFlying = avatar.PhysicsActor.Flying;
340 avatar.RemoveFromPhysicalScene();
341
342 avatar.AbsolutePosition = (Vector3)position;
343
344 avatar.AddToPhysicalScene(isFlying);
370 } 345 }
371 346
372 public void SendYouAreRestrictedNotice(ScenePresence avatar) 347 public void SendYouAreRestrictedNotice(ScenePresence avatar)
@@ -386,29 +361,7 @@ namespace OpenSim.Region.CoreModules.World.Land
386 } 361 }
387 362
388 if (parcelAvatarIsEntering != null) 363 if (parcelAvatarIsEntering != null)
389 { 364 EnforceBans(parcelAvatarIsEntering, avatar);
390 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
391 {
392 if (parcelAvatarIsEntering.IsBannedFromLand(avatar.UUID))
393 {
394 SendYouAreBannedNotice(avatar);
395 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
396 }
397 else if (parcelAvatarIsEntering.IsRestrictedFromLand(avatar.UUID))
398 {
399 SendYouAreRestrictedNotice(avatar);
400 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
401 }
402 else
403 {
404 avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
405 }
406 }
407 else
408 {
409 avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
410 }
411 }
412 } 365 }
413 } 366 }
414 367
@@ -512,6 +465,7 @@ namespace OpenSim.Region.CoreModules.World.Land
512 //when we are finally in a safe place, lets release the forced position lock 465 //when we are finally in a safe place, lets release the forced position lock
513 forcedPosition.Remove(clientAvatar.ControllingClient.AgentId); 466 forcedPosition.Remove(clientAvatar.ControllingClient.AgentId);
514 } 467 }
468 EnforceBans(parcel, clientAvatar);
515 } 469 }
516 } 470 }
517 471
@@ -720,7 +674,7 @@ namespace OpenSim.Region.CoreModules.World.Land
720 int x; 674 int x;
721 int y; 675 int y;
722 676
723 if (x_float >= Constants.RegionSize || x_float < 0 || y_float >= Constants.RegionSize || y_float < 0) 677 if (x_float > Constants.RegionSize || x_float < 0 || y_float > Constants.RegionSize || y_float < 0)
724 return null; 678 return null;
725 679
726 try 680 try
@@ -770,14 +724,13 @@ namespace OpenSim.Region.CoreModules.World.Land
770 { 724 {
771 try 725 try
772 { 726 {
773 return m_landList[m_landIDList[x / 4, y / 4]]; 727 //if (m_landList.ContainsKey(m_landIDList[x / 4, y / 4]))
728 return m_landList[m_landIDList[x / 4, y / 4]];
729 //else
730 // return null;
774 } 731 }
775 catch (IndexOutOfRangeException) 732 catch (IndexOutOfRangeException)
776 { 733 {
777// m_log.WarnFormat(
778// "[LAND MANAGEMENT MODULE]: Tried to retrieve land object from out of bounds co-ordinate ({0},{1}) in {2}",
779// x, y, m_scene.RegionInfo.RegionName);
780
781 return null; 734 return null;
782 } 735 }
783 } 736 }
@@ -1060,6 +1013,10 @@ namespace OpenSim.Region.CoreModules.World.Land
1060 //Owner Flag 1013 //Owner Flag
1061 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER); 1014 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER);
1062 } 1015 }
1016 else if (currentParcelBlock.LandData.IsGroupOwned && remote_client.IsGroupMember(currentParcelBlock.LandData.GroupID))
1017 {
1018 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_GROUP);
1019 }
1063 else if (currentParcelBlock.LandData.SalePrice > 0 && 1020 else if (currentParcelBlock.LandData.SalePrice > 0 &&
1064 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero || 1021 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero ||
1065 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId)) 1022 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId))
@@ -1360,18 +1317,31 @@ namespace OpenSim.Region.CoreModules.World.Land
1360 1317
1361 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data) 1318 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data)
1362 { 1319 {
1363 for (int i = 0; i < data.Count; i++) 1320 lock (m_landList)
1364 { 1321 {
1365 IncomingLandObjectFromStorage(data[i]); 1322 //Remove all the land objects in the sim and then process our new data
1323 foreach (int n in m_landList.Keys)
1324 {
1325 m_scene.EventManager.TriggerLandObjectRemoved(m_landList[n].LandData.GlobalID);
1326 }
1327 m_landIDList.Initialize();
1328 m_landList.Clear();
1329
1330 for (int i = 0; i < data.Count; i++)
1331 {
1332 IncomingLandObjectFromStorage(data[i]);
1333 }
1366 } 1334 }
1367 } 1335 }
1368 1336
1369 public void IncomingLandObjectFromStorage(LandData data) 1337 public void IncomingLandObjectFromStorage(LandData data)
1370 { 1338 {
1339
1371 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene); 1340 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
1372 new_land.LandData = data.Copy(); 1341 new_land.LandData = data.Copy();
1373 new_land.SetLandBitmapFromByteArray(); 1342 new_land.SetLandBitmapFromByteArray();
1374 AddLandObject(new_land); 1343 AddLandObject(new_land);
1344 new_land.SendLandUpdateToAvatarsOverMe();
1375 } 1345 }
1376 1346
1377 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient) 1347 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
@@ -1649,6 +1619,322 @@ namespace OpenSim.Region.CoreModules.World.Land
1649 1619
1650 UpdateLandObject(localID, land.LandData); 1620 UpdateLandObject(localID, land.LandData);
1651 } 1621 }
1622
1623 public void ClientOnParcelGodMark(IClientAPI client, UUID god, int landID)
1624 {
1625 ILandObject land = null;
1626 List<ILandObject> Land = ((Scene)client.Scene).LandChannel.AllParcels();
1627 foreach (ILandObject landObject in Land)
1628 {
1629 if (landObject.LandData.LocalID == landID)
1630 {
1631 land = landObject;
1632 }
1633 }
1634 land.DeedToGroup(DefaultGodParcelGroup);
1635 land.LandData.Name = DefaultGodParcelName;
1636 land.SendLandUpdateToAvatarsOverMe();
1637 }
1638
1639 private void ClientOnSimWideDeletes(IClientAPI client, UUID agentID, int flags, UUID targetID)
1640 {
1641 ScenePresence SP;
1642 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out SP);
1643 List<SceneObjectGroup> returns = new List<SceneObjectGroup>();
1644 if (SP.UserLevel != 0)
1645 {
1646 if (flags == 0) //All parcels, scripted or not
1647 {
1648 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1649 {
1650 if (e.OwnerID == targetID)
1651 {
1652 returns.Add(e);
1653 }
1654 }
1655 );
1656 }
1657 if (flags == 4) //All parcels, scripted object
1658 {
1659 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1660 {
1661 if (e.OwnerID == targetID)
1662 {
1663 if (e.scriptScore >= 0.01)
1664 {
1665 returns.Add(e);
1666 }
1667 }
1668 }
1669 );
1670 }
1671 if (flags == 4) //not target parcel, scripted object
1672 {
1673 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1674 {
1675 if (e.OwnerID == targetID)
1676 {
1677 ILandObject landobject = ((Scene)client.Scene).LandChannel.GetLandObject(e.AbsolutePosition.X, e.AbsolutePosition.Y);
1678 if (landobject.LandData.OwnerID != e.OwnerID)
1679 {
1680 if (e.scriptScore >= 0.01)
1681 {
1682 returns.Add(e);
1683 }
1684 }
1685 }
1686 }
1687 );
1688 }
1689 foreach (SceneObjectGroup ol in returns)
1690 {
1691 ReturnObject(ol, client);
1692 }
1693 }
1694 }
1695 public void ReturnObject(SceneObjectGroup obj, IClientAPI client)
1696 {
1697 SceneObjectGroup[] objs = new SceneObjectGroup[1];
1698 objs[0] = obj;
1699 ((Scene)client.Scene).returnObjects(objs, client.AgentId);
1700 }
1701
1702 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
1703
1704 public void ClientOnParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1705 {
1706 ScenePresence targetAvatar = null;
1707 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1708 ScenePresence parcelManager = null;
1709 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1710 System.Threading.Timer Timer;
1711
1712 if (targetAvatar.UserLevel == 0)
1713 {
1714 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1715 if (!((Scene)client.Scene).Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze))
1716 return;
1717 if (flags == 0)
1718 {
1719 targetAvatar.AllowMovement = false;
1720 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has frozen you for 30 seconds. You cannot move or interact with the world.");
1721 parcelManager.ControllingClient.SendAlertMessage("Avatar Frozen.");
1722 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
1723 Timer = new System.Threading.Timer(timeCB, targetAvatar, 30000, 0);
1724 Timers.Add(targetAvatar.UUID, Timer);
1725 }
1726 else
1727 {
1728 targetAvatar.AllowMovement = true;
1729 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has unfrozen you.");
1730 parcelManager.ControllingClient.SendAlertMessage("Avatar Unfrozen.");
1731 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1732 Timers.Remove(targetAvatar.UUID);
1733 Timer.Dispose();
1734 }
1735 }
1736 }
1737 private void OnEndParcelFrozen(object avatar)
1738 {
1739 ScenePresence targetAvatar = (ScenePresence)avatar;
1740 targetAvatar.AllowMovement = true;
1741 System.Threading.Timer Timer;
1742 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1743 Timers.Remove(targetAvatar.UUID);
1744 targetAvatar.ControllingClient.SendAgentAlertMessage("The freeze has worn off; you may go about your business.", false);
1745 }
1746
1747
1748 public void ClientOnParcelEjectUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1749 {
1750 ScenePresence targetAvatar = null;
1751 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1752 ScenePresence parcelManager = null;
1753 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1754 //Just eject
1755 if (flags == 0)
1756 {
1757 if (targetAvatar.UserLevel == 0)
1758 {
1759 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1760 if (!((Scene)client.Scene).Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze))
1761 return;
1762
1763 Vector3 position = new Vector3(0, 0, 0);
1764 List<ILandObject> allParcels = new List<ILandObject>();
1765 allParcels = AllParcels();
1766 if (allParcels.Count != 1)
1767 {
1768 foreach (ILandObject parcel in allParcels)
1769 {
1770 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1771 {
1772 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1773 {
1774 for (int x = 1; x <= Constants.RegionSize; x += 2)
1775 {
1776 for (int y = 1; y <= Constants.RegionSize; y += 2)
1777 {
1778 if (parcel.ContainsPoint(x, y))
1779 {
1780 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1781 targetAvatar.TeleportWithMomentum(position);
1782 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1783 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1784 return;
1785 }
1786 }
1787 }
1788 }
1789 }
1790 }
1791 }
1792 Vector3 targetVector;
1793 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1794 {
1795 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1796 {
1797 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1798 targetAvatar.TeleportWithMomentum(targetVector);
1799 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1800 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1801 return;
1802 }
1803 else
1804 {
1805 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1806 targetAvatar.TeleportWithMomentum(targetVector);
1807 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1808 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1809 return;
1810 }
1811 }
1812 else
1813 {
1814 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1815 {
1816 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1817 targetAvatar.TeleportWithMomentum(targetVector);
1818 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1819 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1820 return;
1821 }
1822 else
1823 {
1824 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1825 targetAvatar.TeleportWithMomentum(targetVector);
1826 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1827 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1828 return;
1829 }
1830 }
1831 }
1832 }
1833 //Eject and ban
1834 if (flags == 1)
1835 {
1836 if (targetAvatar.UserLevel == 0)
1837 {
1838 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1839 if (!((Scene)client.Scene).Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze))
1840 return;
1841
1842 Vector3 position = new Vector3(0, 0, 0);
1843 List<ILandObject> allParcels = new List<ILandObject>();
1844 allParcels = AllParcels();
1845 if (allParcels.Count != 1)
1846 {
1847 foreach (ILandObject parcel in allParcels)
1848 {
1849 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1850 {
1851 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1852 {
1853 for (int x = 1; x <= Constants.RegionSize; x += 2)
1854 {
1855 for (int y = 1; y <= Constants.RegionSize; y += 2)
1856 {
1857 if (parcel.ContainsPoint(x, y))
1858 {
1859 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1860 targetAvatar.TeleportWithMomentum(position);
1861 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1862 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1863 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1864 entry.AgentID = targetAvatar.UUID;
1865 entry.Flags = AccessList.Ban;
1866 entry.Time = new DateTime();
1867 land.LandData.ParcelAccessList.Add(entry);
1868 return;
1869 }
1870 }
1871 }
1872 }
1873 }
1874 }
1875 }
1876 Vector3 targetVector;
1877 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1878 {
1879 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1880 {
1881 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1882 targetAvatar.TeleportWithMomentum(targetVector);
1883 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1884 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1885 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1886 entry.AgentID = targetAvatar.UUID;
1887 entry.Flags = AccessList.Ban;
1888 entry.Time = new DateTime();
1889 land.LandData.ParcelAccessList.Add(entry);
1890 return;
1891 }
1892 else
1893 {
1894 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1895 targetAvatar.TeleportWithMomentum(targetVector);
1896 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1897 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1898 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1899 entry.AgentID = targetAvatar.UUID;
1900 entry.Flags = AccessList.Ban;
1901 entry.Time = new DateTime();
1902 land.LandData.ParcelAccessList.Add(entry);
1903 return;
1904 }
1905 }
1906 else
1907 {
1908 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1909 {
1910 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1911 targetAvatar.TeleportWithMomentum(targetVector);
1912 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1913 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1914 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1915 entry.AgentID = targetAvatar.UUID;
1916 entry.Flags = AccessList.Ban;
1917 entry.Time = new DateTime();
1918 land.LandData.ParcelAccessList.Add(entry);
1919 return;
1920 }
1921 else
1922 {
1923 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1924 targetAvatar.TeleportWithMomentum(targetVector);
1925 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1926 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1927 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1928 entry.AgentID = targetAvatar.UUID;
1929 entry.Flags = AccessList.Ban;
1930 entry.Time = new DateTime();
1931 land.LandData.ParcelAccessList.Add(entry);
1932 return;
1933 }
1934 }
1935 }
1936 }
1937 }
1652 1938
1653 protected void InstallInterfaces() 1939 protected void InstallInterfaces()
1654 { 1940 {
@@ -1711,5 +1997,27 @@ namespace OpenSim.Region.CoreModules.World.Land
1711 1997
1712 MainConsole.Instance.Output(report.ToString()); 1998 MainConsole.Instance.Output(report.ToString());
1713 } 1999 }
2000
2001 public void EnforceBans(ILandObject land, ScenePresence avatar)
2002 {
2003 if (avatar.AbsolutePosition.Z > LandChannel.BAN_LINE_SAFETY_HIEGHT)
2004 return;
2005
2006 if (land.IsEitherBannedOrRestricted(avatar.UUID))
2007 {
2008 if (land.ContainsPoint(Convert.ToInt32(avatar.lastKnownAllowedPosition.X), Convert.ToInt32(avatar.lastKnownAllowedPosition.Y)))
2009 {
2010 Vector3? pos = m_scene.GetNearestAllowedPosition(avatar);
2011 if (pos == null)
2012 m_scene.TeleportClientHome(avatar.UUID, avatar.ControllingClient);
2013 else
2014 ForceAvatarToPosition(avatar, (Vector3)pos);
2015 }
2016 else
2017 {
2018 ForceAvatarToPosition(avatar, avatar.lastKnownAllowedPosition);
2019 }
2020 }
2021 }
1714 } 2022 }
1715} \ No newline at end of file 2023}
diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
index 8c40171..950dff7 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
@@ -190,10 +190,26 @@ namespace OpenSim.Region.CoreModules.World.Land
190 else 190 else
191 { 191 {
192 // Normal Calculations 192 // Normal Calculations
193 int parcelMax = (int)(((float)LandData.Area / 65536.0f) 193 int parcelMax = (int)((double)(LandData.Area
194 * (float)m_scene.RegionInfo.ObjectCapacity 194 * m_scene.RegionInfo.ObjectCapacity)
195 * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 195 * m_scene.RegionInfo.RegionSettings.ObjectBonus)
196 // TODO: The calculation of ObjectBonus should be refactored. It does still not work in the same manner as SL! 196 / 65536;
197 return parcelMax;
198 }
199 }
200
201 private int GetParcelBasePrimCount()
202 {
203 if (overrideParcelMaxPrimCount != null)
204 {
205 return overrideParcelMaxPrimCount(this);
206 }
207 else
208 {
209 // Normal Calculations
210 int parcelMax = LandData.Area
211 * m_scene.RegionInfo.ObjectCapacity
212 / 65536;
197 return parcelMax; 213 return parcelMax;
198 } 214 }
199 } 215 }
@@ -245,7 +261,7 @@ namespace OpenSim.Region.CoreModules.World.Land
245 remote_client.SendLandProperties(seq_id, 261 remote_client.SendLandProperties(seq_id,
246 snap_selection, request_result, this, 262 snap_selection, request_result, this,
247 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus, 263 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus,
248 GetParcelMaxPrimCount(), 264 GetParcelBasePrimCount(),
249 GetSimulatorMaxPrimCount(), regionFlags); 265 GetSimulatorMaxPrimCount(), regionFlags);
250 } 266 }
251 267
@@ -304,7 +320,7 @@ namespace OpenSim.Region.CoreModules.World.Land
304 320
305 allowedDelta |= (uint)(ParcelFlags.ShowDirectory | 321 allowedDelta |= (uint)(ParcelFlags.ShowDirectory |
306 ParcelFlags.AllowPublish | 322 ParcelFlags.AllowPublish |
307 ParcelFlags.MaturePublish); 323 ParcelFlags.MaturePublish) | (uint)(1 << 23);
308 } 324 }
309 325
310 if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity)) 326 if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity))
@@ -416,9 +432,43 @@ namespace OpenSim.Region.CoreModules.World.Land
416 return false; 432 return false;
417 } 433 }
418 434
435 public bool HasGroupAccess(UUID avatar)
436 {
437 if (LandData.GroupID != UUID.Zero && (LandData.Flags & (uint)ParcelFlags.UseAccessGroup) == (uint)ParcelFlags.UseAccessGroup)
438 {
439 ScenePresence sp;
440 if (!m_scene.TryGetScenePresence(avatar, out sp))
441 {
442 IGroupsModule groupsModule = m_scene.RequestModuleInterface<IGroupsModule>();
443 if (groupsModule == null)
444 return false;
445
446 GroupMembershipData[] membership = groupsModule.GetMembershipData(avatar);
447 if (membership == null || membership.Length == 0)
448 return false;
449
450 foreach (GroupMembershipData d in membership)
451 {
452 if (d.GroupID == LandData.GroupID)
453 return true;
454 }
455 return false;
456 }
457
458 if (!sp.ControllingClient.IsGroupMember(LandData.GroupID))
459 return false;
460
461 return true;
462 }
463 return false;
464 }
465
419 public bool IsBannedFromLand(UUID avatar) 466 public bool IsBannedFromLand(UUID avatar)
420 { 467 {
421 if (m_scene.Permissions.CanEditParcelProperties(avatar, this, 0)) 468 if (m_scene.Permissions.IsAdministrator(avatar))
469 return false;
470
471 if (m_scene.RegionInfo.EstateSettings.IsEstateManager(avatar))
422 return false; 472 return false;
423 473
424 if ((LandData.Flags & (uint) ParcelFlags.UseBanList) > 0) 474 if ((LandData.Flags & (uint) ParcelFlags.UseBanList) > 0)
@@ -429,7 +479,7 @@ namespace OpenSim.Region.CoreModules.World.Land
429 if (e.AgentID == avatar && e.Flags == AccessList.Ban) 479 if (e.AgentID == avatar && e.Flags == AccessList.Ban)
430 return true; 480 return true;
431 return false; 481 return false;
432 }) != -1) 482 }) != -1 && LandData.OwnerID != avatar)
433 { 483 {
434 return true; 484 return true;
435 } 485 }
@@ -439,7 +489,10 @@ namespace OpenSim.Region.CoreModules.World.Land
439 489
440 public bool IsRestrictedFromLand(UUID avatar) 490 public bool IsRestrictedFromLand(UUID avatar)
441 { 491 {
442 if (m_scene.Permissions.CanEditParcelProperties(avatar, this, 0)) 492 if (m_scene.Permissions.IsAdministrator(avatar))
493 return false;
494
495 if (m_scene.RegionInfo.EstateSettings.IsEstateManager(avatar))
443 return false; 496 return false;
444 497
445 if ((LandData.Flags & (uint) ParcelFlags.UseAccessList) > 0) 498 if ((LandData.Flags & (uint) ParcelFlags.UseAccessList) > 0)
@@ -450,11 +503,15 @@ namespace OpenSim.Region.CoreModules.World.Land
450 if (e.AgentID == avatar && e.Flags == AccessList.Access) 503 if (e.AgentID == avatar && e.Flags == AccessList.Access)
451 return true; 504 return true;
452 return false; 505 return false;
453 }) == -1) 506 }) == -1 && LandData.OwnerID != avatar)
454 { 507 {
455 return true; 508 if (!HasGroupAccess(avatar))
509 {
510 return true;
511 }
456 } 512 }
457 } 513 }
514
458 return false; 515 return false;
459 } 516 }
460 517
diff --git a/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs b/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
index efede5c..5122734 100644
--- a/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
@@ -206,7 +206,7 @@ namespace OpenSim.Region.CoreModules.World.Land
206 if (m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts)) 206 if (m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts))
207 { 207 {
208 UUID landOwner = landData.OwnerID; 208 UUID landOwner = landData.OwnerID;
209 int partCount = obj.Parts.Length; 209 int partCount = obj.GetPartCount();
210 210
211 m_SimwideCounts[landOwner] += partCount; 211 m_SimwideCounts[landOwner] += partCount;
212 if (parcelCounts.Users.ContainsKey(obj.OwnerID)) 212 if (parcelCounts.Users.ContainsKey(obj.OwnerID))
@@ -593,4 +593,4 @@ namespace OpenSim.Region.CoreModules.World.Land
593 } 593 }
594 } 594 }
595 } 595 }
596} \ No newline at end of file 596}
diff --git a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
index 8b78701..49e3236 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 b9bd9a4..afb641f 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -362,7 +362,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
362 362
363 public string Name 363 public string Name
364 { 364 {
365 get { return "PermissionsModule"; } 365 get { return "DefaultPermissionsModule"; }
366 } 366 }
367 367
368 public bool IsSharedModule 368 public bool IsSharedModule
diff --git a/OpenSim/Region/CoreModules/World/Region/RestartModule.cs b/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
index 0f37ddd..7f6f4df 100644
--- a/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
+++ b/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
@@ -28,6 +28,8 @@
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Timers; 30using System.Timers;
31using System.IO;
32using System.Diagnostics;
31using System.Threading; 33using System.Threading;
32using System.Collections.Generic; 34using System.Collections.Generic;
33using log4net; 35using log4net;
@@ -56,13 +58,23 @@ namespace OpenSim.Region.CoreModules.World.Region
56 protected UUID m_Initiator; 58 protected UUID m_Initiator;
57 protected bool m_Notice = false; 59 protected bool m_Notice = false;
58 protected IDialogModule m_DialogModule = null; 60 protected IDialogModule m_DialogModule = null;
61 protected string m_MarkerPath = String.Empty;
59 62
60 public void Initialise(IConfigSource config) 63 public void Initialise(IConfigSource config)
61 { 64 {
65 IConfig restartConfig = config.Configs["RestartModule"];
66 if (restartConfig != null)
67 {
68 m_MarkerPath = restartConfig.GetString("MarkerPath", String.Empty);
69 }
62 } 70 }
63 71
64 public void AddRegion(Scene scene) 72 public void AddRegion(Scene scene)
65 { 73 {
74 if (m_MarkerPath != String.Empty)
75 File.Delete(Path.Combine(m_MarkerPath,
76 scene.RegionInfo.RegionID.ToString()));
77
66 m_Scene = scene; 78 m_Scene = scene;
67 79
68 scene.RegisterModuleInterface<IRestartModule>(this); 80 scene.RegisterModuleInterface<IRestartModule>(this);
@@ -121,6 +133,7 @@ namespace OpenSim.Region.CoreModules.World.Region
121 133
122 if (alerts == null) 134 if (alerts == null)
123 { 135 {
136 CreateMarkerFile();
124 m_Scene.RestartNow(); 137 m_Scene.RestartNow();
125 return; 138 return;
126 } 139 }
@@ -134,6 +147,7 @@ namespace OpenSim.Region.CoreModules.World.Region
134 147
135 if (m_Alerts[0] == 0) 148 if (m_Alerts[0] == 0)
136 { 149 {
150 CreateMarkerFile();
137 m_Scene.RestartNow(); 151 m_Scene.RestartNow();
138 return; 152 return;
139 } 153 }
@@ -147,6 +161,7 @@ namespace OpenSim.Region.CoreModules.World.Region
147 { 161 {
148 if (m_Alerts.Count == 0 || m_Alerts[0] == 0) 162 if (m_Alerts.Count == 0 || m_Alerts[0] == 0)
149 { 163 {
164 CreateMarkerFile();
150 m_Scene.RestartNow(); 165 m_Scene.RestartNow();
151 return 0; 166 return 0;
152 } 167 }
@@ -266,5 +281,25 @@ namespace OpenSim.Region.CoreModules.World.Region
266 281
267 ScheduleRestart(UUID.Zero, args[3], times.ToArray(), notice); 282 ScheduleRestart(UUID.Zero, args[3], times.ToArray(), notice);
268 } 283 }
284
285 protected void CreateMarkerFile()
286 {
287 if (m_MarkerPath == String.Empty)
288 return;
289
290 string path = Path.Combine(m_MarkerPath, m_Scene.RegionInfo.RegionID.ToString());
291 try
292 {
293 string pidstring = System.Diagnostics.Process.GetCurrentProcess().Id.ToString();
294 FileStream fs = File.Create(path);
295 System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding();
296 Byte[] buf = enc.GetBytes(pidstring);
297 fs.Write(buf, 0, buf.Length);
298 fs.Close();
299 }
300 catch (Exception)
301 {
302 }
303 }
269 } 304 }
270} 305}
diff --git a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
index c832520..a93ffaa 100644
--- a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
+++ b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
@@ -584,6 +584,8 @@ namespace OpenSim.Region.CoreModules.World.Terrain
584 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised()); 584 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised());
585 m_scene.SaveTerrain(); 585 m_scene.SaveTerrain();
586 586
587 m_scene.EventManager.TriggerTerrainUpdate();
588
587 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out. 589 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out.
588 //m_scene.CreateTerrainTexture(true); 590 //m_scene.CreateTerrainTexture(true);
589 } 591 }
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
index 3804017..c13e9c6 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
@@ -86,9 +86,9 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
86 86
87 private void OnMapNameRequest(IClientAPI remoteClient, string mapName, uint flags) 87 private void OnMapNameRequest(IClientAPI remoteClient, string mapName, uint flags)
88 { 88 {
89 if (mapName.Length < 3) 89 if (mapName.Length < 2)
90 { 90 {
91 remoteClient.SendAlertMessage("Use a search string with at least 3 characters"); 91 remoteClient.SendAlertMessage("Use a search string with at least 2 characters");
92 return; 92 return;
93 } 93 }
94 94
@@ -99,7 +99,7 @@ m_log.DebugFormat("MAP NAME=({0})", mapName);
99 if (regionInfos.Count == 0) 99 if (regionInfos.Count == 0)
100 remoteClient.SendAlertMessage("Hyperlink could not be established."); 100 remoteClient.SendAlertMessage("Hyperlink could not be established.");
101 101
102 m_log.DebugFormat("[MAPSEARCHMODULE]: search {0} returned {1} regions. Flags={2}", mapName, regionInfos.Count, flags); 102 //m_log.DebugFormat("[MAPSEARCHMODULE]: search {0} returned {1} regions", mapName, regionInfos.Count);
103 List<MapBlockData> blocks = new List<MapBlockData>(); 103 List<MapBlockData> blocks = new List<MapBlockData>();
104 104
105 MapBlockData data; 105 MapBlockData data;
@@ -128,7 +128,7 @@ m_log.DebugFormat("MAP NAME=({0})", mapName);
128 data.Agents = 0; 128 data.Agents = 0;
129 data.Access = 255; 129 data.Access = 255;
130 data.MapImageId = UUID.Zero; 130 data.MapImageId = UUID.Zero;
131 data.Name = ""; // mapName; 131 data.Name = mapName;
132 data.RegionFlags = 0; 132 data.RegionFlags = 0;
133 data.WaterHeight = 0; // not used 133 data.WaterHeight = 0; // not used
134 data.X = 0; 134 data.X = 0;
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
index 857079c..21e3ecb 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
@@ -1179,7 +1179,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1179 } 1179 }
1180 else 1180 else
1181 { 1181 {
1182 OSDArray responsearr = new OSDArray(m_scene.GetRootAgentCount()); 1182 OSDArray responsearr = new OSDArray(); // Don't preallocate. MT (m_scene.GetRootAgentCount());
1183 m_scene.ForEachScenePresence(delegate(ScenePresence sp) 1183 m_scene.ForEachScenePresence(delegate(ScenePresence sp)
1184 { 1184 {
1185 OSDMap responsemapdata = new OSDMap(); 1185 OSDMap responsemapdata = new OSDMap();
diff --git a/OpenSim/Region/Examples/SimpleModule/ComplexObject.cs b/OpenSim/Region/Examples/SimpleModule/ComplexObject.cs
index e951bef..7a0ce51 100644
--- a/OpenSim/Region/Examples/SimpleModule/ComplexObject.cs
+++ b/OpenSim/Region/Examples/SimpleModule/ComplexObject.cs
@@ -25,6 +25,7 @@
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.Collections.Generic;
28using OpenMetaverse; 29using OpenMetaverse;
29using OpenSim.Framework; 30using OpenSim.Framework;
30using OpenSim.Region.Framework.Scenes; 31using OpenSim.Region.Framework.Scenes;
@@ -110,7 +111,7 @@ namespace OpenSim.Region.Examples.SimpleModule
110 { 111 {
111 m_parts.Remove(part.UUID); 112 m_parts.Remove(part.UUID);
112 113
113 remoteClient.SendKillObject(m_regionHandle, part.LocalId); 114 remoteClient.SendKillObject(m_regionHandle, new List<uint>() { part.LocalId} );
114 remoteClient.AddMoney(1); 115 remoteClient.AddMoney(1);
115 remoteClient.SendChatMessage("Poof!", 1, AbsolutePosition, "Party Party", UUID.Zero, (byte)ChatSourceType.Object, (byte)ChatAudibleLevel.Fully); 116 remoteClient.SendChatMessage("Poof!", 1, AbsolutePosition, "Party Party", UUID.Zero, (byte)ChatSourceType.Object, (byte)ChatAudibleLevel.Fully);
116 } 117 }
@@ -121,7 +122,7 @@ namespace OpenSim.Region.Examples.SimpleModule
121 { 122 {
122 m_parts.Remove(m_rootPart.UUID); 123 m_parts.Remove(m_rootPart.UUID);
123 m_scene.DeleteSceneObject(this, false); 124 m_scene.DeleteSceneObject(this, false);
124 remoteClient.SendKillObject(m_regionHandle, m_rootPart.LocalId); 125 remoteClient.SendKillObject(m_regionHandle, new List<uint>() { m_rootPart.LocalId });
125 remoteClient.AddMoney(50); 126 remoteClient.AddMoney(50);
126 remoteClient.SendChatMessage("KABLAM!!!", 1, AbsolutePosition, "Groupie Groupie", UUID.Zero, (byte)ChatSourceType.Object, (byte)ChatAudibleLevel.Fully); 127 remoteClient.SendChatMessage("KABLAM!!!", 1, AbsolutePosition, "Groupie Groupie", UUID.Zero, (byte)ChatSourceType.Object, (byte)ChatAudibleLevel.Fully);
127 } 128 }
diff --git a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
index c87790f..3b740e2 100644
--- a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
+++ b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
@@ -79,7 +79,7 @@ namespace OpenSim.Region.Examples.SimpleModule
79 public event DisconnectUser OnDisconnectUser; 79 public event DisconnectUser OnDisconnectUser;
80 public event RequestAvatarProperties OnRequestAvatarProperties; 80 public event RequestAvatarProperties OnRequestAvatarProperties;
81 public event SetAlwaysRun OnSetAlwaysRun; 81 public event SetAlwaysRun OnSetAlwaysRun;
82 82 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
83 public event DeRezObject OnDeRezObject; 83 public event DeRezObject OnDeRezObject;
84 public event Action<IClientAPI> OnRegionHandShakeReply; 84 public event Action<IClientAPI> OnRegionHandShakeReply;
85 public event GenericCall1 OnRequestWearables; 85 public event GenericCall1 OnRequestWearables;
@@ -255,7 +255,7 @@ namespace OpenSim.Region.Examples.SimpleModule
255 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 255 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
256 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 256 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
257 public event ClassifiedDelete OnClassifiedDelete; 257 public event ClassifiedDelete OnClassifiedDelete;
258 public event ClassifiedDelete OnClassifiedGodDelete; 258 public event ClassifiedGodDelete OnClassifiedGodDelete;
259 259
260 public event EventNotificationAddRequest OnEventNotificationAddRequest; 260 public event EventNotificationAddRequest OnEventNotificationAddRequest;
261 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 261 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
@@ -429,7 +429,7 @@ namespace OpenSim.Region.Examples.SimpleModule
429 429
430 } 430 }
431 431
432 public virtual void SendKillObject(ulong regionHandle, uint localID) 432 public virtual void SendKillObject(ulong regionHandle, List<uint> localID)
433 { 433 {
434 } 434 }
435 435
@@ -827,6 +827,11 @@ namespace OpenSim.Region.Examples.SimpleModule
827 827
828 public void Close() 828 public void Close()
829 { 829 {
830 Close(true);
831 }
832
833 public void Close(bool sendStop)
834 {
830 } 835 }
831 836
832 public void Start() 837 public void Start()
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index dd11ded..6bbdd7d 100644
--- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using OpenMetaverse; 30using OpenMetaverse;
30using OpenMetaverse.Packets; 31using OpenMetaverse.Packets;
31using OpenSim.Framework; 32using OpenSim.Framework;
@@ -101,6 +102,10 @@ namespace OpenSim.Region.Framework.Interfaces
101 ISceneEntity RezSingleAttachmentFromInventory( 102 ISceneEntity RezSingleAttachmentFromInventory(
102 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus); 103 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus);
103 104
105 // Same as above, but also load script states from a separate doc
106 UUID RezSingleAttachmentFromInventory(
107 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc);
108
104 /// <summary> 109 /// <summary>
105 /// Rez multiple attachments from a user's inventory 110 /// Rez multiple attachments from a user's inventory
106 /// </summary> 111 /// </summary>
@@ -133,18 +138,15 @@ namespace OpenSim.Region.Framework.Interfaces
133 /// <summary> 138 /// <summary>
134 /// Detach the given item so that it remains in the user's inventory. 139 /// Detach the given item so that it remains in the user's inventory.
135 /// </summary> 140 /// </summary>
136 /// <param name="itemID">/param> 141 /// <param name="itemID">
137 /// <param name="remoteClient"></param> 142 /// A <see cref="UUID"/>
143 /// </param>
144 /// <param name="remoteClient">
145 /// A <see cref="IClientAPI"/>
146 /// </param>
138 void DetachSingleAttachmentToInv(UUID itemID, IClientAPI remoteClient); 147 void DetachSingleAttachmentToInv(UUID itemID, IClientAPI remoteClient);
139 148
140 /// <summary> 149 /// <summary>
141 /// Update the position of an attachment.
142 /// </summary>
143 /// <param name="sog"></param>
144 /// <param name="pos"></param>
145 void UpdateAttachmentPosition(SceneObjectGroup sog, Vector3 pos);
146
147 /// <summary>
148 /// Update the user inventory with a changed attachment 150 /// Update the user inventory with a changed attachment
149 /// </summary> 151 /// </summary>
150 /// <param name="remoteClient"></param> 152 /// <param name="remoteClient"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index 15060fd..4b17b9a 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -115,6 +115,8 @@ namespace OpenSim.Region.Framework.Interfaces
115 /// <param name="stateSource"></param> 115 /// <param name="stateSource"></param>
116 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); 116 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
117 117
118 ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
119
118 /// <summary> 120 /// <summary>
119 /// Stop a script which is in this prim's inventory. 121 /// Stop a script which is in this prim's inventory.
120 /// </summary> 122 /// </summary>
@@ -229,5 +231,6 @@ namespace OpenSim.Region.Framework.Interfaces
229 /// A <see cref="Dictionary`2"/> 231 /// A <see cref="Dictionary`2"/>
230 /// </returns> 232 /// </returns>
231 Dictionary<UUID, string> GetScriptStates(); 233 Dictionary<UUID, string> GetScriptStates();
234 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
232 } 235 }
233} 236}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
index 07e97d5..c38ecd9 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
@@ -40,11 +40,11 @@ namespace OpenSim.Region.Framework.Interfaces
40 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, 40 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position,
41 Vector3 lookAt, uint teleportFlags); 41 Vector3 lookAt, uint teleportFlags);
42 42
43 bool TeleportHome(UUID id, IClientAPI client);
44
43 void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination, 45 void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination,
44 Vector3 position, Vector3 lookAt, uint teleportFlags, IEventQueue eq); 46 Vector3 position, Vector3 lookAt, uint teleportFlags, IEventQueue eq);
45 47
46 void TeleportHome(UUID id, IClientAPI client);
47
48 bool Cross(ScenePresence agent, bool isFlying); 48 bool Cross(ScenePresence agent, bool isFlying);
49 49
50 void AgentArrivedAtDestination(UUID agent); 50 void AgentArrivedAtDestination(UUID agent);
diff --git a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
index 721f0ee..72e79ed 100644
--- a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
@@ -45,5 +45,7 @@ namespace OpenSim.Region.Framework.Interfaces
45 /// Tell all clients about the current state of the region (terrain textures, water height, etc.). 45 /// Tell all clients about the current state of the region (terrain textures, water height, etc.).
46 /// </summary> 46 /// </summary>
47 void sendRegionHandshakeToAll(); 47 void sendRegionHandshakeToAll();
48 void TriggerEstateInfoChange();
49 void TriggerRegionInfoChange();
48 } 50 }
49} 51}
diff --git a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
index 2d6287f..67a500f 100644
--- a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
+++ b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
@@ -68,6 +68,14 @@ namespace OpenSim.Region.Framework.Interfaces
68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri); 68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri);
69 69
70 /// <summary> 70 /// <summary>
71 /// Close chid agent.
72 /// </summary>
73 /// <param name="regionHandle"></param>
74 /// <param name="id"></param>
75 /// <returns></returns>
76 bool SendCloseChildAgent(ulong regionHandle, UUID id);
77
78 /// <summary>
71 /// Close agent. 79 /// Close agent.
72 /// </summary> 80 /// </summary>
73 /// <param name="regionHandle"></param> 81 /// <param name="regionHandle"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
index d9752e6..641e226 100644
--- a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
@@ -51,6 +51,8 @@ namespace OpenSim.Region.Framework.Interfaces
51 51
52 ArrayList GetScriptErrors(UUID itemID); 52 ArrayList GetScriptErrors(UUID itemID);
53 53
54 bool HasScript(UUID itemID, out bool running);
55
54 void SaveAllState(); 56 void SaveAllState();
55 } 57 }
56} 58}
diff --git a/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
new file mode 100644
index 0000000..e01f649
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
@@ -0,0 +1,27 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster LImited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6// Mod 2
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface ISnmpModule
11{
12 void Trap(int code, string Message, Scene scene);
13 void Critical(string Message, Scene scene);
14 void Warning(string Message, Scene scene);
15 void Major(string Message, Scene scene);
16 void ColdStart(int step , Scene scene);
17 void Shutdown(int step , Scene scene);
18 //
19 // Node Start/stop events
20 //
21 void LinkUp(Scene scene);
22 void LinkDown(Scene scene);
23 void BootInfo(string data, Scene scene);
24 void trapDebug(string Module,string data, Scene scene);
25 void trapXMRE(int data, string Message, Scene scene);
26
27}
diff --git a/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
new file mode 100644
index 0000000..d1a4d8e
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
@@ -0,0 +1,13 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster Limited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6//
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface IUserAccountCacheModule
11{
12 void Remove(string name);
13}
diff --git a/OpenSim/Region/Framework/ModuleLoader.cs b/OpenSim/Region/Framework/ModuleLoader.cs
index 14ecd44..32ee674 100644
--- a/OpenSim/Region/Framework/ModuleLoader.cs
+++ b/OpenSim/Region/Framework/ModuleLoader.cs
@@ -227,7 +227,8 @@ namespace OpenSim.Region.Framework
227 pluginAssembly.FullName, e.Message, e.StackTrace); 227 pluginAssembly.FullName, e.Message, e.StackTrace);
228 228
229 // justincc: Right now this is fatal to really get the user's attention 229 // justincc: Right now this is fatal to really get the user's attention
230 throw e; 230 // TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to?
231 //throw e;
231 } 232 }
232 } 233 }
233 234
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index e07d8b4..4925175 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -57,11 +57,17 @@ namespace OpenSim.Region.Framework.Scenes.Animation
57 { 57 {
58 get { return m_movementAnimation; } 58 get { return m_movementAnimation; }
59 } 59 }
60 protected string m_movementAnimation = "DEFAULT"; 60 // protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
61 61 protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
62 private int m_animTickFall; 62 private int m_animTickFall;
63 private int m_animTickJump; 63// private int m_animTickJump;
64 64 public int m_animTickJump; // ScenePresence has to see this to control +Z force
65 public bool m_jumping = false; // Add for jumping
66 public float m_jumpVelocity = 0f; // Add for jumping
67 private int m_landing = 0; // Add for jumping
68 public bool m_falling = false; // Add for falling
69 private float m_fallHeight; // Add for falling
70
65 /// <value> 71 /// <value>
66 /// The scene presence that this animator applies to 72 /// The scene presence that this animator applies to
67 /// </value> 73 /// </value>
@@ -122,7 +128,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
122 128
123 public void ResetAnimations() 129 public void ResetAnimations()
124 { 130 {
131Console.WriteLine("ResetA.............");
125 m_animations.Clear(); 132 m_animations.Clear();
133TrySetMovementAnimation("STAND");
126 } 134 }
127 135
128 /// <summary> 136 /// <summary>
@@ -152,14 +160,14 @@ namespace OpenSim.Region.Framework.Scenes.Animation
152 /// </summary> 160 /// </summary>
153 public string GetMovementAnimation() 161 public string GetMovementAnimation()
154 { 162 {
155 const float FALL_DELAY = 0.33f; 163//Console.WriteLine("GMA-------"); //##
156 const float PREJUMP_DELAY = 0.25f; 164//#@ const float FALL_DELAY = 0.33f;
157 165 const float FALL_DELAY = 800f; //## mS
166//rm for jumping const float PREJUMP_DELAY = 0.25f;
167 const float PREJUMP_DELAY = 200f; // mS add for jumping
168 const float JUMP_PERIOD = 800f; // mS add for jumping
158 #region Inputs 169 #region Inputs
159 if (m_scenePresence.SitGround) 170
160 {
161 return "SIT_GROUND_CONSTRAINED";
162 }
163 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; 171 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
164 PhysicsActor actor = m_scenePresence.PhysicsActor; 172 PhysicsActor actor = m_scenePresence.PhysicsActor;
165 173
@@ -169,11 +177,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
169 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 177 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
170 178
171 // Check control flags 179 // Check control flags
172 bool heldForward = 180 bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
173 (((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)); 181 bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
174 bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; 182 bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
175 bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; 183 bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
176 bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
177 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 184 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
178 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; 185 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
179 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; 186 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
@@ -192,8 +199,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
192 199
193 // Is the avatar trying to move? 200 // Is the avatar trying to move?
194// bool moving = (move != Vector3.Zero); 201// bool moving = (move != Vector3.Zero);
195 bool jumping = m_animTickJump != 0; 202// rm for jumping bool jumping = m_animTickJump != 0;
196
197 #endregion Inputs 203 #endregion Inputs
198 204
199 #region Flying 205 #region Flying
@@ -202,6 +208,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
202 { 208 {
203 m_animTickFall = 0; 209 m_animTickFall = 0;
204 m_animTickJump = 0; 210 m_animTickJump = 0;
211 m_jumping = false; //add for jumping
212 m_falling = true; //add for falling
213 m_jumpVelocity = 0f; //add for jumping
214 actor.Selected = false; //add for jumping flag
215 m_fallHeight = actor.Position.Z; // save latest flying height
205 216
206 if (move.X != 0f || move.Y != 0f) 217 if (move.X != 0f || move.Y != 0f)
207 { 218 {
@@ -213,8 +224,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
213 } 224 }
214 else if (move.Z < 0f) 225 else if (move.Z < 0f)
215 { 226 {
216 if (actor != null && actor.IsColliding) 227 if (actor != null && actor.IsColliding)
228 { //##
229//Console.WriteLine("LAND FLYING"); // ##
217 return "LAND"; 230 return "LAND";
231 } //#
218 else 232 else
219 return "HOVER_DOWN"; 233 return "HOVER_DOWN";
220 } 234 }
@@ -228,48 +242,127 @@ namespace OpenSim.Region.Framework.Scenes.Animation
228 242
229 #region Falling/Floating/Landing 243 #region Falling/Floating/Landing
230 244
231 if (actor == null || !actor.IsColliding) 245// rm for jumping if (actor == null || !actor.IsColliding)
246 if ((actor == null || !actor.IsColliding) && !m_jumping) // add for jumping
232 { 247 {
233 float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 248// rm float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
249 float fallElapsed = (float)(Environment.TickCount - m_animTickFall); // add, in mS
234 float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f; 250 float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f;
251//Console.WriteLine("falling t={0} v={1}", fallElapsed, fallVelocity); //##
235 252
236 if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f)) 253// rm for fall if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f))
254 if (!m_jumping && (fallVelocity < -3.0f) ) m_falling = true; // add for falling and jumping
255
256 if (m_animTickFall == 0 || (fallVelocity >= 0.0f)) // add for jumping
257 // not falling yet or going up
237 { 258 {
238 // Just started falling 259 // reset start of fall time
239 m_animTickFall = Environment.TickCount; 260 m_animTickFall = Environment.TickCount;
240 } 261 }
241 else if (!jumping && fallElapsed > FALL_DELAY) 262// else if (!jumping && fallElapsed > FALL_DELAY)
263 else if (!m_jumping && (fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f) && (m_scenePresence.m_wasFlying)) // add for falling and jumping
242 { 264 {
243 // Falling long enough to trigger the animation 265 // Falling long enough to trigger the animation
266//Console.WriteLine("FALLDOWN"); //##
244 return "FALLDOWN"; 267 return "FALLDOWN";
245 } 268 }
246 else if (m_animTickJump == -1)
247 {
248 m_animTickJump = 0;
249 return "STAND";
250 }
251 269
252 return m_movementAnimation; 270 return m_movementAnimation;
253 } 271 }
254 272
255 #endregion Falling/Floating/Landing 273 #endregion Falling/Floating/Landing
256 274
275
276 #region Jumping // section added for jumping...
277
278 int jumptime;
279 jumptime = Environment.TickCount - m_animTickJump;
280
281
282 if ((move.Z > 0f) && (!m_jumping))
283 {
284//Console.WriteLine("PJ {0}", jumptime); //##
285 // Start jumping, prejump
286 m_animTickFall = 0;
287 m_jumping = true;
288 m_falling = false;
289 actor.Selected = true; // borrowed for jmping flag
290 m_animTickJump = Environment.TickCount;
291 m_jumpVelocity = 0.35f;
292 return "PREJUMP";
293 }
294
295 if(m_jumping)
296 {
297 if ( (jumptime > (JUMP_PERIOD * 1.5f)) && actor.IsColliding)
298 {
299//Console.WriteLine("LA {0}", jumptime); //##
300 // end jumping
301 m_jumping = false;
302 m_falling = false;
303 actor.Selected = false; // borrowed for jumping flag
304 m_jumpVelocity = 0f;
305 m_animTickFall = Environment.TickCount;
306 return "LAND";
307 }
308 else if (jumptime > JUMP_PERIOD)
309 {
310//Console.WriteLine("JD {0}", jumptime); //##
311 // jump down
312 m_jumpVelocity = 0f;
313 return "JUMP";
314 }
315 else if (jumptime > PREJUMP_DELAY)
316 {
317//Console.WriteLine("JU {0}", jumptime); //##
318 // jump up
319 m_jumping = true;
320 m_jumpVelocity = 10f;
321 return "JUMP";
322 }
323 }
324
325 #endregion Jumping // end added section
326
257 #region Ground Movement 327 #region Ground Movement
258 328
259 if (m_movementAnimation == "FALLDOWN") 329 if (m_movementAnimation == "FALLDOWN")
260 { 330 {
331 m_falling = false;
261 m_animTickFall = Environment.TickCount; 332 m_animTickFall = Environment.TickCount;
262
263 // TODO: SOFT_LAND support 333 // TODO: SOFT_LAND support
264 return "LAND"; 334 float fallHeight = m_fallHeight - actor.Position.Z;
335//Console.WriteLine("Hit from {0}", fallHeight); //##
336 if (fallHeight > 15.0f) // add for falling
337 return "STANDUP";
338 else if (fallHeight > 8.0f) // add for falling
339 return "SOFT_LAND"; // add for falling
340 else // add for falling
341 return "LAND"; // add for falling
265 } 342 }
266 else if (m_movementAnimation == "LAND") 343// rm jumping float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
344// rm jumping if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY))
345// rm for landing return "LAND";
346 else if ((m_movementAnimation == "LAND") || (m_movementAnimation == "SOFT_LAND") || (m_movementAnimation == "STANDUP"))
267 { 347 {
268 float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 348 int landElapsed = Environment.TickCount - m_animTickFall; // add for jumping
269 if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY)) 349 int limit = 1000; // add for jumping
270 return "LAND"; 350 if(m_movementAnimation == "LAND") limit = 350; // add for jumping
271 } 351 // NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client
272 352
353 if ((m_animTickFall != 0) && (landElapsed <= limit)) // add for jumping
354 {
355//Console.WriteLine("Lelapse {0}", m_movementAnimation); //##
356 return m_movementAnimation;
357 }
358 else
359 {
360//Console.WriteLine("end/STAND"); //##
361 m_fallHeight = actor.Position.Z; // save latest flying height
362 return "STAND";
363 }
364 }
365/* This section removed, replaced by jumping section
273 m_animTickFall = 0; 366 m_animTickFall = 0;
274 367
275 if (move.Z > 0.2f) 368 if (move.Z > 0.2f)
@@ -281,7 +374,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
281 m_animTickJump = Environment.TickCount; 374 m_animTickJump = Environment.TickCount;
282 return "PREJUMP"; 375 return "PREJUMP";
283 } 376 }
284 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) 377 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f)
285 { 378 {
286 // Start actual jump 379 // Start actual jump
287 if (m_animTickJump == -1) 380 if (m_animTickJump == -1)
@@ -294,37 +387,40 @@ namespace OpenSim.Region.Framework.Scenes.Animation
294 m_animTickJump = -1; 387 m_animTickJump = -1;
295 return "JUMP"; 388 return "JUMP";
296 } 389 }
297 else
298 return "JUMP";
299 } 390 }
300 else 391 else
301 { 392 {
302 // Not jumping 393 // Not jumping
303 m_animTickJump = 0; 394 m_animTickJump = 0;
304 395 */
305 if (move.X != 0f || move.Y != 0f) 396 // next section moved outside paren. and realigned for jumping
306 { 397 if (move.X != 0f || move.Y != 0f)
307 // Walking / crouchwalking / running 398 {
308 if (move.Z < 0) 399 m_fallHeight = actor.Position.Z; // save latest flying height
309 return "CROUCHWALK"; 400 m_falling = false; // Add for falling
310 else if (m_scenePresence.SetAlwaysRun) 401 // Walking / crouchwalking / running
311 return "RUN"; 402 if (move.Z < 0f)
312 else 403 return "CROUCHWALK";
313 return "WALK"; 404 else if (m_scenePresence.SetAlwaysRun)
314 } 405 return "RUN";
315 else 406 else
316 { 407 return "WALK";
317 // Not walking
318 if (move.Z < 0)
319 return "CROUCH";
320 else
321 return "STAND";
322 }
323 } 408 }
324 409// rm for jumping else
410 else if (!m_jumping) // add for jumping
411 {
412 m_falling = false; // Add for falling
413 // Not walking
414 if (move.Z < 0f)
415 return "CROUCH";
416 else
417 return "STAND";
418 }
419 // end section realign for jumping
325 #endregion Ground Movement 420 #endregion Ground Movement
326 421
327 //return m_movementAnimation; 422 m_falling = false; // Add for falling
423 return m_movementAnimation;
328 } 424 }
329 425
330 /// <summary> 426 /// <summary>
@@ -333,9 +429,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation
333 public void UpdateMovementAnimations() 429 public void UpdateMovementAnimations()
334 { 430 {
335 m_movementAnimation = GetMovementAnimation(); 431 m_movementAnimation = GetMovementAnimation();
336// m_log.DebugFormat( 432/* if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
337// "[SCENE PRESENCE ANIMATOR]: Got animation {0} for {1}", m_movementAnimation, m_scenePresence.Name); 433 {
338 TrySetMovementAnimation(m_movementAnimation); 434 // This was the previous behavior before PREJUMP
435 TrySetMovementAnimation("JUMP");
436 }
437 else
438 { removed for jumping */
439 TrySetMovementAnimation(m_movementAnimation);
440// rm for jumping }
339 } 441 }
340 442
341 public UUID[] GetAnimationArray() 443 public UUID[] GetAnimationArray()
diff --git a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
index 3423542..088839d 100644
--- a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
+++ b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
@@ -104,8 +104,15 @@ namespace OpenSim.Region.Framework.Scenes
104 // better than losing the object for now. 104 // better than losing the object for now.
105 if (permissionToDelete) 105 if (permissionToDelete)
106 { 106 {
107 List<uint> killIDs = new List<uint>();
108
107 foreach (SceneObjectGroup g in objectGroups) 109 foreach (SceneObjectGroup g in objectGroups)
110 {
111 killIDs.Add(g.LocalId);
108 g.DeleteGroupFromScene(false); 112 g.DeleteGroupFromScene(false);
113 }
114
115 m_scene.SendKillObject(killIDs);
109 } 116 }
110 } 117 }
111 118
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 96da2c3..65c6a29 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -55,8 +55,12 @@ namespace OpenSim.Region.Framework.Scenes
55 55
56 public delegate void OnTerrainTickDelegate(); 56 public delegate void OnTerrainTickDelegate();
57 57
58 public delegate void OnTerrainUpdateDelegate();
59
58 public event OnTerrainTickDelegate OnTerrainTick; 60 public event OnTerrainTickDelegate OnTerrainTick;
59 61
62 public event OnTerrainUpdateDelegate OnTerrainUpdate;
63
60 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -775,6 +779,26 @@ namespace OpenSim.Region.Framework.Scenes
775 } 779 }
776 } 780 }
777 } 781 }
782 public void TriggerTerrainUpdate()
783 {
784 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
785 if (handlerTerrainUpdate != null)
786 {
787 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
788 {
789 try
790 {
791 d();
792 }
793 catch (Exception e)
794 {
795 m_log.ErrorFormat(
796 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
797 e.Message, e.StackTrace);
798 }
799 }
800 }
801 }
778 802
779 public void TriggerTerrainTick() 803 public void TriggerTerrainTick()
780 { 804 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1b10e3c..0a34a4c 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes
157 157
158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
159 { 159 {
160 uint pqueue = ComputeDistancePriority(client,entity,true); 160 uint pqueue = ComputeDistancePriority(client,entity,false);
161 161
162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
163 if (presence != null) 163 if (presence != null)
@@ -226,7 +226,7 @@ namespace OpenSim.Region.Framework.Scenes
226 226
227 for (int i = 0; i < queues - 1; i++) 227 for (int i = 0; i < queues - 1; i++)
228 { 228 {
229 if (distance < 10 * Math.Pow(2.0,i)) 229 if (distance < 30 * Math.Pow(2.0,i))
230 break; 230 break;
231 pqueue++; 231 pqueue++;
232 } 232 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 4700c3b..89f3683 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -104,34 +104,22 @@ namespace OpenSim.Region.Framework.Scenes
104 /// <param name="item"></param> 104 /// <param name="item"></param>
105 public bool AddInventoryItem(InventoryItemBase item) 105 public bool AddInventoryItem(InventoryItemBase item)
106 { 106 {
107 if (UUID.Zero == item.Folder) 107 InventoryFolderBase folder;
108
109 if (item.Folder == UUID.Zero)
108 { 110 {
109 InventoryFolderBase f = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType); 111 folder = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType);
110 if (f != null) 112 if (folder == null)
111 {
112// m_log.DebugFormat(
113// "[LOCAL INVENTORY SERVICES CONNECTOR]: Found folder {0} type {1} for item {2}",
114// f.Name, (AssetType)f.Type, item.Name);
115
116 item.Folder = f.ID;
117 }
118 else
119 { 113 {
120 f = InventoryService.GetRootFolder(item.Owner); 114 folder = InventoryService.GetRootFolder(item.Owner);
121 if (f != null) 115
122 { 116 if (folder == null)
123 item.Folder = f.ID;
124 }
125 else
126 {
127 m_log.WarnFormat(
128 "[AGENT INVENTORY]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
129 item.Owner, item.Name);
130 return false; 117 return false;
131 }
132 } 118 }
119
120 item.Folder = folder.ID;
133 } 121 }
134 122
135 if (InventoryService.AddItem(item)) 123 if (InventoryService.AddItem(item))
136 { 124 {
137 int userlevel = 0; 125 int userlevel = 0;
@@ -251,8 +239,7 @@ namespace OpenSim.Region.Framework.Scenes
251 239
252 // Update item with new asset 240 // Update item with new asset
253 item.AssetID = asset.FullID; 241 item.AssetID = asset.FullID;
254 if (group.UpdateInventoryItem(item)) 242 group.UpdateInventoryItem(item);
255 remoteClient.SendAgentAlertMessage("Script saved", false);
256 243
257 part.GetProperties(remoteClient); 244 part.GetProperties(remoteClient);
258 245
@@ -263,12 +250,7 @@ namespace OpenSim.Region.Framework.Scenes
263 { 250 {
264 // Needs to determine which engine was running it and use that 251 // Needs to determine which engine was running it and use that
265 // 252 //
266 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 253 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
267 errors = part.Inventory.GetScriptErrors(item.ItemID);
268 }
269 else
270 {
271 remoteClient.SendAgentAlertMessage("Script saved", false);
272 } 254 }
273 part.ParentGroup.ResumeScripts(); 255 part.ParentGroup.ResumeScripts();
274 return errors; 256 return errors;
@@ -327,6 +309,7 @@ namespace OpenSim.Region.Framework.Scenes
327 { 309 {
328 if (UUID.Zero == transactionID) 310 if (UUID.Zero == transactionID)
329 { 311 {
312 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
330 item.Name = itemUpd.Name; 313 item.Name = itemUpd.Name;
331 item.Description = itemUpd.Description; 314 item.Description = itemUpd.Description;
332 if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions)) 315 if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions))
@@ -705,6 +688,8 @@ namespace OpenSim.Region.Framework.Scenes
705 return; 688 return;
706 } 689 }
707 690
691 if (newName == null) newName = item.Name;
692
708 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 693 AssetBase asset = AssetService.Get(item.AssetID.ToString());
709 694
710 if (asset != null) 695 if (asset != null)
@@ -761,6 +746,24 @@ namespace OpenSim.Region.Framework.Scenes
761 } 746 }
762 747
763 /// <summary> 748 /// <summary>
749 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
750 /// </summary>
751 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
752 {
753 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
754 foreach (InventoryItemBase b in items)
755 {
756 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
757 InventoryItemBase n = InventoryService.GetItem(b);
758 n.Folder = destfolder;
759 moveitems.Add(n);
760 remoteClient.SendInventoryItemCreateUpdate(n, 0);
761 }
762
763 MoveInventoryItem(remoteClient, moveitems);
764 }
765
766 /// <summary>
764 /// Move an item within the agent's inventory. 767 /// Move an item within the agent's inventory.
765 /// </summary> 768 /// </summary>
766 /// <param name="remoteClient"></param> 769 /// <param name="remoteClient"></param>
@@ -961,16 +964,19 @@ namespace OpenSim.Region.Framework.Scenes
961 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 964 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
962 { 965 {
963 SceneObjectPart part = GetSceneObjectPart(localID); 966 SceneObjectPart part = GetSceneObjectPart(localID);
964 if (part == null) 967 SceneObjectGroup group = null;
965 return; 968 if (part != null)
966 969 {
967 SceneObjectGroup group = part.ParentGroup; 970 group = part.ParentGroup;
968 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)) 971 }
969 return; 972 if (part != null && group != null)
970 973 {
971 TaskInventoryItem item = group.GetInventoryItem(localID, itemID); 974 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
972 if (item == null) 975 return;
973 return; 976
977 TaskInventoryItem item = group.GetInventoryItem(localID, itemID);
978 if (item == null)
979 return;
974 980
975 if (item.Type == 10) 981 if (item.Type == 10)
976 { 982 {
@@ -1190,6 +1196,10 @@ namespace OpenSim.Region.Framework.Scenes
1190 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)) 1196 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0))
1191 return; 1197 return;
1192 1198
1199 bool overrideNoMod = false;
1200 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1201 overrideNoMod = true;
1202
1193 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0) 1203 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1194 { 1204 {
1195 // object cannot copy items to an object owned by a different owner 1205 // object cannot copy items to an object owned by a different owner
@@ -1199,7 +1209,7 @@ namespace OpenSim.Region.Framework.Scenes
1199 } 1209 }
1200 1210
1201 // must have both move and modify permission to put an item in an object 1211 // must have both move and modify permission to put an item in an object
1202 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1212 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1203 { 1213 {
1204 return; 1214 return;
1205 } 1215 }
@@ -1258,6 +1268,14 @@ namespace OpenSim.Region.Framework.Scenes
1258 1268
1259 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1269 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1260 { 1270 {
1271 SceneObjectPart destPart = GetSceneObjectPart(destID);
1272 if (destPart != null) // Move into a prim
1273 {
1274 foreach(UUID itemID in items)
1275 MoveTaskInventoryItem(destID, host, itemID);
1276 return destID; // Prim folder ID == prim ID
1277 }
1278
1261 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1279 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1262 1280
1263 UUID newFolderID = UUID.Random(); 1281 UUID newFolderID = UUID.Random();
@@ -1437,13 +1455,6 @@ namespace OpenSim.Region.Framework.Scenes
1437 { 1455 {
1438 agentTransactions.HandleTaskItemUpdateFromTransaction( 1456 agentTransactions.HandleTaskItemUpdateFromTransaction(
1439 remoteClient, part, transactionID, currentItem); 1457 remoteClient, part, transactionID, currentItem);
1440
1441 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1442 remoteClient.SendAgentAlertMessage("Notecard saved", false);
1443 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1444 remoteClient.SendAgentAlertMessage("Script saved", false);
1445 else
1446 remoteClient.SendAgentAlertMessage("Item saved", false);
1447 } 1458 }
1448 1459
1449 // Base ALWAYS has move 1460 // Base ALWAYS has move
@@ -1584,7 +1595,7 @@ namespace OpenSim.Region.Framework.Scenes
1584 return; 1595 return;
1585 1596
1586 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1597 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1587 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1598 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1588 remoteClient.AgentId); 1599 remoteClient.AgentId);
1589 AssetService.Store(asset); 1600 AssetService.Store(asset);
1590 1601
@@ -1737,23 +1748,32 @@ namespace OpenSim.Region.Framework.Scenes
1737 // build a list of eligible objects 1748 // build a list of eligible objects
1738 List<uint> deleteIDs = new List<uint>(); 1749 List<uint> deleteIDs = new List<uint>();
1739 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1750 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1740 1751 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1741 // Start with true for both, then remove the flags if objects
1742 // that we can't derez are part of the selection
1743 bool permissionToTake = true;
1744 bool permissionToTakeCopy = true;
1745 bool permissionToDelete = true;
1746 1752
1747 foreach (uint localID in localIDs) 1753 foreach (uint localID in localIDs)
1748 { 1754 {
1755 // Start with true for both, then remove the flags if objects
1756 // that we can't derez are part of the selection
1757 bool permissionToTake = true;
1758 bool permissionToTakeCopy = true;
1759 bool permissionToDelete = true;
1760
1749 // Invalid id 1761 // Invalid id
1750 SceneObjectPart part = GetSceneObjectPart(localID); 1762 SceneObjectPart part = GetSceneObjectPart(localID);
1751 if (part == null) 1763 if (part == null)
1764 {
1765 //Client still thinks the object exists, kill it
1766 deleteIDs.Add(localID);
1752 continue; 1767 continue;
1768 }
1753 1769
1754 // Already deleted by someone else 1770 // Already deleted by someone else
1755 if (part.ParentGroup.IsDeleted) 1771 if (part.ParentGroup.IsDeleted)
1772 {
1773 //Client still thinks the object exists, kill it
1774 deleteIDs.Add(localID);
1756 continue; 1775 continue;
1776 }
1757 1777
1758 // Can't delete child prims 1778 // Can't delete child prims
1759 if (part != part.ParentGroup.RootPart) 1779 if (part != part.ParentGroup.RootPart)
@@ -1761,9 +1781,6 @@ namespace OpenSim.Region.Framework.Scenes
1761 1781
1762 SceneObjectGroup grp = part.ParentGroup; 1782 SceneObjectGroup grp = part.ParentGroup;
1763 1783
1764 deleteIDs.Add(localID);
1765 deleteGroups.Add(grp);
1766
1767 if (remoteClient == null) 1784 if (remoteClient == null)
1768 { 1785 {
1769 // Autoreturn has a null client. Nothing else does. So 1786 // Autoreturn has a null client. Nothing else does. So
@@ -1780,83 +1797,195 @@ namespace OpenSim.Region.Framework.Scenes
1780 } 1797 }
1781 else 1798 else
1782 { 1799 {
1783 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1800 if (action == DeRezAction.TakeCopy)
1801 {
1802 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1803 permissionToTakeCopy = false;
1804 }
1805 else
1806 {
1784 permissionToTakeCopy = false; 1807 permissionToTakeCopy = false;
1785 1808 }
1786 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1809 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1787 permissionToTake = false; 1810 permissionToTake = false;
1788 1811
1789 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1812 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1790 permissionToDelete = false; 1813 permissionToDelete = false;
1791 } 1814 }
1792 }
1793 1815
1794 // Handle god perms 1816 // Handle god perms
1795 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1817 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1796 { 1818 {
1797 permissionToTake = true; 1819 permissionToTake = true;
1798 permissionToTakeCopy = true; 1820 permissionToTakeCopy = true;
1799 permissionToDelete = true; 1821 permissionToDelete = true;
1800 } 1822 }
1801 1823
1802 // If we're re-saving, we don't even want to delete 1824 // If we're re-saving, we don't even want to delete
1803 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1825 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1804 permissionToDelete = false; 1826 permissionToDelete = false;
1805 1827
1806 // if we want to take a copy, we also don't want to delete 1828 // if we want to take a copy, we also don't want to delete
1807 // Note: after this point, the permissionToTakeCopy flag 1829 // Note: after this point, the permissionToTakeCopy flag
1808 // becomes irrelevant. It already includes the permissionToTake 1830 // becomes irrelevant. It already includes the permissionToTake
1809 // permission and after excluding no copy items here, we can 1831 // permission and after excluding no copy items here, we can
1810 // just use that. 1832 // just use that.
1811 if (action == DeRezAction.TakeCopy) 1833 if (action == DeRezAction.TakeCopy)
1812 { 1834 {
1813 // If we don't have permission, stop right here 1835 // If we don't have permission, stop right here
1814 if (!permissionToTakeCopy) 1836 if (!permissionToTakeCopy)
1815 return; 1837 return;
1816 1838
1817 permissionToTake = true; 1839 permissionToTake = true;
1818 // Don't delete 1840 // Don't delete
1819 permissionToDelete = false; 1841 permissionToDelete = false;
1820 } 1842 }
1821 1843
1822 if (action == DeRezAction.Return) 1844 if (action == DeRezAction.Return)
1823 {
1824 if (remoteClient != null)
1825 { 1845 {
1826 if (Permissions.CanReturnObjects( 1846 if (remoteClient != null)
1827 null,
1828 remoteClient.AgentId,
1829 deleteGroups))
1830 { 1847 {
1831 permissionToTake = true; 1848 if (Permissions.CanReturnObjects(
1832 permissionToDelete = true; 1849 null,
1833 1850 remoteClient.AgentId,
1834 foreach (SceneObjectGroup g in deleteGroups) 1851 deleteGroups))
1835 { 1852 {
1836 AddReturn(g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 1853 permissionToTake = true;
1854 permissionToDelete = true;
1855
1856 AddReturn(grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1837 } 1857 }
1838 } 1858 }
1859 else // Auto return passes through here with null agent
1860 {
1861 permissionToTake = true;
1862 permissionToDelete = true;
1863 }
1839 } 1864 }
1840 else // Auto return passes through here with null agent 1865
1866 if (permissionToTake && (!permissionToDelete))
1867 takeGroups.Add(grp);
1868
1869 if (permissionToDelete)
1841 { 1870 {
1842 permissionToTake = true; 1871 if (permissionToTake)
1843 permissionToDelete = true; 1872 deleteGroups.Add(grp);
1873 deleteIDs.Add(grp.LocalId);
1844 } 1874 }
1845 } 1875 }
1846 1876
1847 if (permissionToTake) 1877 SendKillObject(deleteIDs);
1878
1879 if (deleteGroups.Count > 0)
1848 { 1880 {
1881 foreach (SceneObjectGroup g in deleteGroups)
1882 deleteIDs.Remove(g.LocalId);
1883
1849 m_asyncSceneObjectDeleter.DeleteToInventory( 1884 m_asyncSceneObjectDeleter.DeleteToInventory(
1850 action, destinationID, deleteGroups, remoteClient, 1885 action, destinationID, deleteGroups, remoteClient,
1851 permissionToDelete); 1886 true);
1887 }
1888 if (takeGroups.Count > 0)
1889 {
1890 m_asyncSceneObjectDeleter.DeleteToInventory(
1891 action, destinationID, takeGroups, remoteClient,
1892 false);
1852 } 1893 }
1853 else if (permissionToDelete) 1894 if (deleteIDs.Count > 0)
1854 { 1895 {
1855 foreach (SceneObjectGroup g in deleteGroups) 1896 foreach (SceneObjectGroup g in deleteGroups)
1856 DeleteSceneObject(g, false); 1897 DeleteSceneObject(g, true);
1857 } 1898 }
1858 } 1899 }
1859 1900
1901 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
1902 {
1903 itemID = UUID.Zero;
1904 if (grp != null)
1905 {
1906 Vector3 inventoryStoredPosition = new Vector3
1907 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
1908 ? 250
1909 : grp.AbsolutePosition.X)
1910 ,
1911 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
1912 ? 250
1913 : grp.AbsolutePosition.X,
1914 grp.AbsolutePosition.Z);
1915
1916 Vector3 originalPosition = grp.AbsolutePosition;
1917
1918 grp.AbsolutePosition = inventoryStoredPosition;
1919
1920 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
1921
1922 grp.AbsolutePosition = originalPosition;
1923
1924 AssetBase asset = CreateAsset(
1925 grp.GetPartName(grp.LocalId),
1926 grp.GetPartDescription(grp.LocalId),
1927 (sbyte)AssetType.Object,
1928 Utils.StringToBytes(sceneObjectXml),
1929 remoteClient.AgentId);
1930 AssetService.Store(asset);
1931
1932 InventoryItemBase item = new InventoryItemBase();
1933 item.CreatorId = grp.RootPart.CreatorID.ToString();
1934 item.CreatorData = grp.RootPart.CreatorData;
1935 item.Owner = remoteClient.AgentId;
1936 item.ID = UUID.Random();
1937 item.AssetID = asset.FullID;
1938 item.Description = asset.Description;
1939 item.Name = asset.Name;
1940 item.AssetType = asset.Type;
1941 item.InvType = (int)InventoryType.Object;
1942
1943 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
1944 if (folder != null)
1945 item.Folder = folder.ID;
1946 else // oopsies
1947 item.Folder = UUID.Zero;
1948
1949 // Set up base perms properly
1950 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
1951 permsBase &= grp.RootPart.BaseMask;
1952 permsBase |= (uint)PermissionMask.Move;
1953
1954 // Make sure we don't lock it
1955 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
1956
1957 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
1958 {
1959 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
1960 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
1961 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
1962 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
1963 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
1964 }
1965 else
1966 {
1967 item.BasePermissions = permsBase;
1968 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
1969 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
1970 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
1971 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
1972 }
1973 item.CreationDate = Util.UnixTimeSinceEpoch();
1974
1975 // sets itemID so client can show item as 'attached' in inventory
1976 grp.SetFromItemID(item.ID);
1977
1978 if (AddInventoryItem(item))
1979 remoteClient.SendInventoryItemCreateUpdate(item, 0);
1980 else
1981 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
1982
1983 itemID = item.ID;
1984 return item.AssetID;
1985 }
1986 return UUID.Zero;
1987 }
1988
1860 /// <summary> 1989 /// <summary>
1861 /// Event Handler Rez an object into a scene 1990 /// Event Handler Rez an object into a scene
1862 /// Calls the non-void event handler 1991 /// Calls the non-void event handler
@@ -1983,6 +2112,9 @@ namespace OpenSim.Region.Framework.Scenes
1983 2112
1984 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2113 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
1985 { 2114 {
2115 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2116 return;
2117
1986 SceneObjectPart part = GetSceneObjectPart(objectID); 2118 SceneObjectPart part = GetSceneObjectPart(objectID);
1987 if (part == null) 2119 if (part == null)
1988 return; 2120 return;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 29d01d6..9da57a8 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -374,7 +374,10 @@ namespace OpenSim.Region.Framework.Scenes
374 List<UserAccount> accounts = UserAccountService.GetUserAccounts(RegionInfo.ScopeID, query); 374 List<UserAccount> accounts = UserAccountService.GetUserAccounts(RegionInfo.ScopeID, query);
375 375
376 if (accounts == null) 376 if (accounts == null)
377 {
378 m_log.DebugFormat("[LLCIENT]: ProcessAvatarPickerRequest: returned null result");
377 return; 379 return;
380 }
378 381
379 AvatarPickerReplyPacket replyPacket = (AvatarPickerReplyPacket) PacketPool.Instance.GetPacket(PacketType.AvatarPickerReply); 382 AvatarPickerReplyPacket replyPacket = (AvatarPickerReplyPacket) PacketPool.Instance.GetPacket(PacketType.AvatarPickerReply);
380 // TODO: don't create new blocks if recycling an old packet 383 // TODO: don't create new blocks if recycling an old packet
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
index e1fedf4..48beb9c 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
@@ -49,6 +49,7 @@ namespace OpenSim.Region.Framework.Scenes
49 public delegate bool DuplicateObjectHandler(int objectCount, UUID objectID, UUID owner, Scene scene, Vector3 objectPosition); 49 public delegate bool DuplicateObjectHandler(int objectCount, UUID objectID, UUID owner, Scene scene, Vector3 objectPosition);
50 public delegate bool EditObjectHandler(UUID objectID, UUID editorID, Scene scene); 50 public delegate bool EditObjectHandler(UUID objectID, UUID editorID, Scene scene);
51 public delegate bool EditObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene); 51 public delegate bool EditObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene);
52 public delegate bool ViewObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene);
52 public delegate bool MoveObjectHandler(UUID objectID, UUID moverID, Scene scene); 53 public delegate bool MoveObjectHandler(UUID objectID, UUID moverID, Scene scene);
53 public delegate bool ObjectEntryHandler(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene); 54 public delegate bool ObjectEntryHandler(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene);
54 public delegate bool ReturnObjectsHandler(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene); 55 public delegate bool ReturnObjectsHandler(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene);
@@ -116,6 +117,7 @@ namespace OpenSim.Region.Framework.Scenes
116 public event DuplicateObjectHandler OnDuplicateObject; 117 public event DuplicateObjectHandler OnDuplicateObject;
117 public event EditObjectHandler OnEditObject; 118 public event EditObjectHandler OnEditObject;
118 public event EditObjectInventoryHandler OnEditObjectInventory; 119 public event EditObjectInventoryHandler OnEditObjectInventory;
120 public event ViewObjectInventoryHandler OnViewObjectInventory;
119 public event MoveObjectHandler OnMoveObject; 121 public event MoveObjectHandler OnMoveObject;
120 public event ObjectEntryHandler OnObjectEntry; 122 public event ObjectEntryHandler OnObjectEntry;
121 public event ReturnObjectsHandler OnReturnObjects; 123 public event ReturnObjectsHandler OnReturnObjects;
@@ -401,6 +403,21 @@ namespace OpenSim.Region.Framework.Scenes
401 return true; 403 return true;
402 } 404 }
403 405
406 public bool CanViewObjectInventory(UUID objectID, UUID editorID)
407 {
408 ViewObjectInventoryHandler handler = OnViewObjectInventory;
409 if (handler != null)
410 {
411 Delegate[] list = handler.GetInvocationList();
412 foreach (ViewObjectInventoryHandler h in list)
413 {
414 if (h(objectID, editorID, m_scene) == false)
415 return false;
416 }
417 }
418 return true;
419 }
420
404 #endregion 421 #endregion
405 422
406 #region MOVE OBJECT 423 #region MOVE OBJECT
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index d3de37d..26fe61d 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -93,6 +93,7 @@ namespace OpenSim.Region.Framework.Scenes
93 // TODO: need to figure out how allow client agents but deny 93 // TODO: need to figure out how allow client agents but deny
94 // root agents when ACL denies access to root agent 94 // root agents when ACL denies access to root agent
95 public bool m_strictAccessControl = true; 95 public bool m_strictAccessControl = true;
96 public bool m_seeIntoBannedRegion = false;
96 public int MaxUndoCount = 5; 97 public int MaxUndoCount = 5;
97 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 98 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
98 public bool LoginLock = false; 99 public bool LoginLock = false;
@@ -108,12 +109,14 @@ namespace OpenSim.Region.Framework.Scenes
108 109
109 protected int m_splitRegionID; 110 protected int m_splitRegionID;
110 protected Timer m_restartWaitTimer = new Timer(); 111 protected Timer m_restartWaitTimer = new Timer();
112 protected Timer m_timerWatchdog = new Timer();
111 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 113 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
112 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 114 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
113 protected string m_simulatorVersion = "OpenSimulator Server"; 115 protected string m_simulatorVersion = "OpenSimulator Server";
114 protected ModuleLoader m_moduleLoader; 116 protected ModuleLoader m_moduleLoader;
115 protected AgentCircuitManager m_authenticateHandler; 117 protected AgentCircuitManager m_authenticateHandler;
116 protected SceneCommunicationService m_sceneGridService; 118 protected SceneCommunicationService m_sceneGridService;
119 protected ISnmpModule m_snmpService = null;
117 120
118 protected ISimulationDataService m_SimulationDataService; 121 protected ISimulationDataService m_SimulationDataService;
119 protected IEstateDataService m_EstateDataService; 122 protected IEstateDataService m_EstateDataService;
@@ -170,7 +173,7 @@ namespace OpenSim.Region.Framework.Scenes
170 private int m_update_events = 1; 173 private int m_update_events = 1;
171 private int m_update_backup = 200; 174 private int m_update_backup = 200;
172 private int m_update_terrain = 50; 175 private int m_update_terrain = 50;
173// private int m_update_land = 1; 176 private int m_update_land = 10;
174 private int m_update_coarse_locations = 50; 177 private int m_update_coarse_locations = 50;
175 178
176 private int frameMS; 179 private int frameMS;
@@ -184,14 +187,17 @@ namespace OpenSim.Region.Framework.Scenes
184 private int landMS; 187 private int landMS;
185 private int lastCompletedFrame; 188 private int lastCompletedFrame;
186 189
190 public bool CombineRegions = false;
187 private bool m_physics_enabled = true; 191 private bool m_physics_enabled = true;
188 private bool m_scripts_enabled = true; 192 private bool m_scripts_enabled = true;
189 private string m_defaultScriptEngine; 193 private string m_defaultScriptEngine;
190 private int m_LastLogin; 194 private int m_LastLogin;
191 private Thread HeartbeatThread; 195 private Thread HeartbeatThread = null;
192 private volatile bool shuttingdown; 196 private volatile bool shuttingdown;
193 197
194 private int m_lastUpdate; 198 private int m_lastUpdate;
199 private int m_lastIncoming;
200 private int m_lastOutgoing;
195 private bool m_firstHeartbeat = true; 201 private bool m_firstHeartbeat = true;
196 202
197 private object m_deleting_scene_object = new object(); 203 private object m_deleting_scene_object = new object();
@@ -244,6 +250,19 @@ namespace OpenSim.Region.Framework.Scenes
244 get { return m_sceneGridService; } 250 get { return m_sceneGridService; }
245 } 251 }
246 252
253 public ISnmpModule SnmpService
254 {
255 get
256 {
257 if (m_snmpService == null)
258 {
259 m_snmpService = RequestModuleInterface<ISnmpModule>();
260 }
261
262 return m_snmpService;
263 }
264 }
265
247 public ISimulationDataService SimulationDataService 266 public ISimulationDataService SimulationDataService
248 { 267 {
249 get 268 get
@@ -572,7 +591,10 @@ namespace OpenSim.Region.Framework.Scenes
572 m_regInfo = regInfo; 591 m_regInfo = regInfo;
573 m_regionHandle = m_regInfo.RegionHandle; 592 m_regionHandle = m_regInfo.RegionHandle;
574 m_regionName = m_regInfo.RegionName; 593 m_regionName = m_regInfo.RegionName;
594 m_datastore = m_regInfo.DataStore;
575 m_lastUpdate = Util.EnvironmentTickCount(); 595 m_lastUpdate = Util.EnvironmentTickCount();
596 m_lastIncoming = 0;
597 m_lastOutgoing = 0;
576 598
577 m_physicalPrim = physicalPrim; 599 m_physicalPrim = physicalPrim;
578 m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor; 600 m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor;
@@ -588,6 +610,8 @@ namespace OpenSim.Region.Framework.Scenes
588 #region Region Settings 610 #region Region Settings
589 611
590 // Load region settings 612 // Load region settings
613 m_regInfo.WindlightSettings = SimulationDataService.LoadRegionWindlightSettings(m_regInfo.RegionID);
614
591 m_regInfo.RegionSettings = simDataService.LoadRegionSettings(m_regInfo.RegionID); 615 m_regInfo.RegionSettings = simDataService.LoadRegionSettings(m_regInfo.RegionID);
592 if (estateDataService != null) 616 if (estateDataService != null)
593 m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false); 617 m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false);
@@ -669,9 +693,10 @@ namespace OpenSim.Region.Framework.Scenes
669 //Animation states 693 //Animation states
670 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 694 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
671 // TODO: Change default to true once the feature is supported 695 // TODO: Change default to true once the feature is supported
672 m_usePreJump = startupConfig.GetBoolean("enableprejump", false); 696 m_usePreJump = startupConfig.GetBoolean("enableprejump", true);
673
674 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 697 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
698
699 m_log.DebugFormat("[SCENE]: prejump is {0}", m_usePreJump ? "ON" : "OFF");
675 if (RegionInfo.NonphysPrimMax > 0) 700 if (RegionInfo.NonphysPrimMax > 0)
676 { 701 {
677 m_maxNonphys = RegionInfo.NonphysPrimMax; 702 m_maxNonphys = RegionInfo.NonphysPrimMax;
@@ -703,6 +728,7 @@ namespace OpenSim.Region.Framework.Scenes
703 m_persistAfter *= 10000000; 728 m_persistAfter *= 10000000;
704 729
705 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 730 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
731 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
706 732
707 IConfig packetConfig = m_config.Configs["PacketPool"]; 733 IConfig packetConfig = m_config.Configs["PacketPool"];
708 if (packetConfig != null) 734 if (packetConfig != null)
@@ -712,6 +738,8 @@ namespace OpenSim.Region.Framework.Scenes
712 } 738 }
713 739
714 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 740 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
741 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
742 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
715 743
716 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 744 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
717 if (m_generateMaptiles) 745 if (m_generateMaptiles)
@@ -736,9 +764,9 @@ namespace OpenSim.Region.Framework.Scenes
736 } 764 }
737 } 765 }
738 } 766 }
739 catch 767 catch (Exception e)
740 { 768 {
741 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 769 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
742 } 770 }
743 771
744 #endregion Region Config 772 #endregion Region Config
@@ -1113,7 +1141,9 @@ namespace OpenSim.Region.Framework.Scenes
1113 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1141 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1114 if (HeartbeatThread != null) 1142 if (HeartbeatThread != null)
1115 { 1143 {
1144 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1116 HeartbeatThread.Abort(); 1145 HeartbeatThread.Abort();
1146 Watchdog.RemoveThread(HeartbeatThread.ManagedThreadId);
1117 HeartbeatThread = null; 1147 HeartbeatThread = null;
1118 } 1148 }
1119 m_lastUpdate = Util.EnvironmentTickCount(); 1149 m_lastUpdate = Util.EnvironmentTickCount();
@@ -1237,9 +1267,6 @@ namespace OpenSim.Region.Framework.Scenes
1237 { 1267 {
1238 while (!shuttingdown) 1268 while (!shuttingdown)
1239 Update(); 1269 Update();
1240
1241 m_lastUpdate = Util.EnvironmentTickCount();
1242 m_firstHeartbeat = false;
1243 } 1270 }
1244 catch (ThreadAbortException) 1271 catch (ThreadAbortException)
1245 { 1272 {
@@ -1345,12 +1372,12 @@ namespace OpenSim.Region.Framework.Scenes
1345 terrainMS = Util.EnvironmentTickCountSubtract(terMS); 1372 terrainMS = Util.EnvironmentTickCountSubtract(terMS);
1346 } 1373 }
1347 1374
1348 //if (Frame % m_update_land == 0) 1375 // if (Frame % m_update_land == 0)
1349 //{ 1376 // {
1350 // int ldMS = Util.EnvironmentTickCount(); 1377 // int ldMS = Util.EnvironmentTickCount();
1351 // UpdateLand(); 1378 // UpdateLand();
1352 // landMS = Util.EnvironmentTickCountSubtract(ldMS); 1379 // landMS = Util.EnvironmentTickCountSubtract(ldMS);
1353 //} 1380 // }
1354 1381
1355 frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS); 1382 frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS);
1356 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; 1383 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
@@ -1432,12 +1459,16 @@ namespace OpenSim.Region.Framework.Scenes
1432 maintc = Util.EnvironmentTickCountSubtract(maintc); 1459 maintc = Util.EnvironmentTickCountSubtract(maintc);
1433 maintc = (int)(m_timespan * 1000) - maintc; 1460 maintc = (int)(m_timespan * 1000) - maintc;
1434 1461
1462
1463 m_lastUpdate = Util.EnvironmentTickCount();
1464 m_firstHeartbeat = false;
1465
1435 if (maintc > 0) 1466 if (maintc > 0)
1436 Thread.Sleep(maintc); 1467 Thread.Sleep(maintc);
1437 1468
1438 // Tell the watchdog that this thread is still alive 1469 // Tell the watchdog that this thread is still alive
1439 Watchdog.UpdateThread(); 1470 Watchdog.UpdateThread();
1440 } 1471 }
1441 1472
1442 public void AddGroupTarget(SceneObjectGroup grp) 1473 public void AddGroupTarget(SceneObjectGroup grp)
1443 { 1474 {
@@ -1453,9 +1484,9 @@ namespace OpenSim.Region.Framework.Scenes
1453 1484
1454 private void CheckAtTargets() 1485 private void CheckAtTargets()
1455 { 1486 {
1456 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1487 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1457 lock (m_groupsWithTargets) 1488 lock (m_groupsWithTargets)
1458 objs = m_groupsWithTargets.Values; 1489 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1459 1490
1460 foreach (SceneObjectGroup entry in objs) 1491 foreach (SceneObjectGroup entry in objs)
1461 entry.checkAtTargets(); 1492 entry.checkAtTargets();
@@ -1773,14 +1804,24 @@ namespace OpenSim.Region.Framework.Scenes
1773 /// <returns></returns> 1804 /// <returns></returns>
1774 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1805 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1775 { 1806 {
1807
1808 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1809 Vector3 wpos = Vector3.Zero;
1810 // Check for water surface intersection from above
1811 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1812 {
1813 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1814 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1815 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1816 wpos.Z = wheight;
1817 }
1818
1776 Vector3 pos = Vector3.Zero; 1819 Vector3 pos = Vector3.Zero;
1777 if (RayEndIsIntersection == (byte)1) 1820 if (RayEndIsIntersection == (byte)1)
1778 { 1821 {
1779 pos = RayEnd; 1822 pos = RayEnd;
1780 return pos;
1781 } 1823 }
1782 1824 else if (RayTargetID != UUID.Zero)
1783 if (RayTargetID != UUID.Zero)
1784 { 1825 {
1785 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1826 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1786 1827
@@ -1802,7 +1843,7 @@ namespace OpenSim.Region.Framework.Scenes
1802 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1843 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1803 1844
1804 // Un-comment out the following line to Get Raytrace results printed to the console. 1845 // Un-comment out the following line to Get Raytrace results printed to the console.
1805 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1846 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1806 float ScaleOffset = 0.5f; 1847 float ScaleOffset = 0.5f;
1807 1848
1808 // If we hit something 1849 // If we hit something
@@ -1825,13 +1866,10 @@ namespace OpenSim.Region.Framework.Scenes
1825 //pos.Z -= 0.25F; 1866 //pos.Z -= 0.25F;
1826 1867
1827 } 1868 }
1828
1829 return pos;
1830 } 1869 }
1831 else 1870 else
1832 { 1871 {
1833 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1872 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1834
1835 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1873 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1836 1874
1837 // Un-comment the following line to print the raytrace results to the console. 1875 // Un-comment the following line to print the raytrace results to the console.
@@ -1840,13 +1878,12 @@ namespace OpenSim.Region.Framework.Scenes
1840 if (ei.HitTF) 1878 if (ei.HitTF)
1841 { 1879 {
1842 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1880 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1843 } else 1881 }
1882 else
1844 { 1883 {
1845 // fall back to our stupid functionality 1884 // fall back to our stupid functionality
1846 pos = RayEnd; 1885 pos = RayEnd;
1847 } 1886 }
1848
1849 return pos;
1850 } 1887 }
1851 } 1888 }
1852 else 1889 else
@@ -1857,8 +1894,12 @@ namespace OpenSim.Region.Framework.Scenes
1857 //increase height so its above the ground. 1894 //increase height so its above the ground.
1858 //should be getting the normal of the ground at the rez point and using that? 1895 //should be getting the normal of the ground at the rez point and using that?
1859 pos.Z += scale.Z / 2f; 1896 pos.Z += scale.Z / 2f;
1860 return pos; 1897// return pos;
1861 } 1898 }
1899
1900 // check against posible water intercept
1901 if (wpos.Z > pos.Z) pos = wpos;
1902 return pos;
1862 } 1903 }
1863 1904
1864 1905
@@ -1942,7 +1983,10 @@ namespace OpenSim.Region.Framework.Scenes
1942 public bool AddRestoredSceneObject( 1983 public bool AddRestoredSceneObject(
1943 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 1984 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
1944 { 1985 {
1945 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 1986 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
1987 if (result)
1988 sceneObject.IsDeleted = false;
1989 return result;
1946 } 1990 }
1947 1991
1948 /// <summary> 1992 /// <summary>
@@ -2032,6 +2076,15 @@ namespace OpenSim.Region.Framework.Scenes
2032 /// </summary> 2076 /// </summary>
2033 public void DeleteAllSceneObjects() 2077 public void DeleteAllSceneObjects()
2034 { 2078 {
2079 DeleteAllSceneObjects(false);
2080 }
2081
2082 /// <summary>
2083 /// Delete every object from the scene. This does not include attachments worn by avatars.
2084 /// </summary>
2085 public void DeleteAllSceneObjects(bool exceptNoCopy)
2086 {
2087 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2035 lock (Entities) 2088 lock (Entities)
2036 { 2089 {
2037 EntityBase[] entities = Entities.GetEntities(); 2090 EntityBase[] entities = Entities.GetEntities();
@@ -2040,11 +2093,24 @@ namespace OpenSim.Region.Framework.Scenes
2040 if (e is SceneObjectGroup) 2093 if (e is SceneObjectGroup)
2041 { 2094 {
2042 SceneObjectGroup sog = (SceneObjectGroup)e; 2095 SceneObjectGroup sog = (SceneObjectGroup)e;
2043 if (!sog.IsAttachment) 2096 if (sog != null && !sog.IsAttachment)
2044 DeleteSceneObject((SceneObjectGroup)e, false); 2097 {
2098 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2099 {
2100 DeleteSceneObject((SceneObjectGroup)e, false);
2101 }
2102 else
2103 {
2104 toReturn.Add((SceneObjectGroup)e);
2105 }
2106 }
2045 } 2107 }
2046 } 2108 }
2047 } 2109 }
2110 if (toReturn.Count > 0)
2111 {
2112 returnObjects(toReturn.ToArray(), UUID.Zero);
2113 }
2048 } 2114 }
2049 2115
2050 /// <summary> 2116 /// <summary>
@@ -2093,6 +2159,8 @@ namespace OpenSim.Region.Framework.Scenes
2093 } 2159 }
2094 2160
2095 group.DeleteGroupFromScene(silent); 2161 group.DeleteGroupFromScene(silent);
2162 if (!silent)
2163 SendKillObject(new List<uint>() { group.LocalId });
2096 2164
2097// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2165// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2098 } 2166 }
@@ -2445,10 +2513,17 @@ namespace OpenSim.Region.Framework.Scenes
2445 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2513 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2446 public bool AddSceneObject(SceneObjectGroup sceneObject) 2514 public bool AddSceneObject(SceneObjectGroup sceneObject)
2447 { 2515 {
2516 if (sceneObject.OwnerID == UUID.Zero)
2517 {
2518 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2519 return false;
2520 }
2521
2448 // If the user is banned, we won't let any of their objects 2522 // If the user is banned, we won't let any of their objects
2449 // enter. Period. 2523 // enter. Period.
2450 // 2524 //
2451 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID)) 2525 int flags = GetUserFlags(sceneObject.OwnerID);
2526 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2452 { 2527 {
2453 m_log.Info("[INTERREGION]: Denied prim crossing for " + 2528 m_log.Info("[INTERREGION]: Denied prim crossing for " +
2454 "banned avatar"); 2529 "banned avatar");
@@ -2492,15 +2567,28 @@ namespace OpenSim.Region.Framework.Scenes
2492 2567
2493 if (AttachmentsModule != null) 2568 if (AttachmentsModule != null)
2494 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false); 2569 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false);
2570
2571 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was found, attaching", sceneObject.UUID);
2495 } 2572 }
2496 else 2573 else
2497 { 2574 {
2575 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2498 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2576 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2499 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2577 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2500 } 2578 }
2579 if (sceneObject.OwnerID == UUID.Zero)
2580 {
2581 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2582 return false;
2583 }
2501 } 2584 }
2502 else 2585 else
2503 { 2586 {
2587 if (sceneObject.OwnerID == UUID.Zero)
2588 {
2589 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2590 return false;
2591 }
2504 AddRestoredSceneObject(sceneObject, true, false); 2592 AddRestoredSceneObject(sceneObject, true, false);
2505 2593
2506 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2594 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2530,6 +2618,24 @@ namespace OpenSim.Region.Framework.Scenes
2530 return 2; // StateSource.PrimCrossing 2618 return 2; // StateSource.PrimCrossing
2531 } 2619 }
2532 2620
2621 public int GetUserFlags(UUID user)
2622 {
2623 //Unfortunately the SP approach means that the value is cached until region is restarted
2624 /*
2625 ScenePresence sp;
2626 if (TryGetScenePresence(user, out sp))
2627 {
2628 return sp.UserFlags;
2629 }
2630 else
2631 {
2632 */
2633 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2634 if (uac == null)
2635 return 0;
2636 return uac.UserFlags;
2637 //}
2638 }
2533 #endregion 2639 #endregion
2534 2640
2535 #region Add/Remove Avatar Methods 2641 #region Add/Remove Avatar Methods
@@ -2551,6 +2657,7 @@ namespace OpenSim.Region.Framework.Scenes
2551 (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2657 (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2552 2658
2553 CheckHeartbeat(); 2659 CheckHeartbeat();
2660 ScenePresence presence;
2554 2661
2555 if (GetScenePresence(client.AgentId) == null) // ensure there is no SP here 2662 if (GetScenePresence(client.AgentId) == null) // ensure there is no SP here
2556 { 2663 {
@@ -2584,7 +2691,14 @@ namespace OpenSim.Region.Framework.Scenes
2584 2691
2585 EventManager.TriggerOnNewClient(client); 2692 EventManager.TriggerOnNewClient(client);
2586 if (vialogin) 2693 if (vialogin)
2694 {
2587 EventManager.TriggerOnClientLogin(client); 2695 EventManager.TriggerOnClientLogin(client);
2696
2697 // Send initial parcel data
2698 Vector3 pos = presence.AbsolutePosition;
2699 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2700 land.SendLandUpdateToClient(presence.ControllingClient);
2701 }
2588 } 2702 }
2589 } 2703 }
2590 2704
@@ -2673,19 +2787,12 @@ namespace OpenSim.Region.Framework.Scenes
2673 // and the scene presence and the client, if they exist 2787 // and the scene presence and the client, if they exist
2674 try 2788 try
2675 { 2789 {
2676 // We need to wait for the client to make UDP contact first. 2790 ScenePresence sp = GetScenePresence(agentID);
2677 // It's the UDP contact that creates the scene presence 2791 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2678 ScenePresence sp = WaitGetScenePresence(agentID); 2792
2679 if (sp != null) 2793 if (sp != null)
2680 {
2681 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2682
2683 sp.ControllingClient.Close(); 2794 sp.ControllingClient.Close();
2684 } 2795
2685 else
2686 {
2687 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2688 }
2689 // BANG! SLASH! 2796 // BANG! SLASH!
2690 m_authenticateHandler.RemoveCircuit(agentID); 2797 m_authenticateHandler.RemoveCircuit(agentID);
2691 2798
@@ -2785,6 +2892,7 @@ namespace OpenSim.Region.Framework.Scenes
2785 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 2892 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
2786 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2893 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2787 client.OnCopyInventoryItem += CopyInventoryItem; 2894 client.OnCopyInventoryItem += CopyInventoryItem;
2895 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2788 client.OnMoveInventoryItem += MoveInventoryItem; 2896 client.OnMoveInventoryItem += MoveInventoryItem;
2789 client.OnRemoveInventoryItem += RemoveInventoryItem; 2897 client.OnRemoveInventoryItem += RemoveInventoryItem;
2790 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2898 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2962,15 +3070,16 @@ namespace OpenSim.Region.Framework.Scenes
2962 /// </summary> 3070 /// </summary>
2963 /// <param name="agentId">The avatar's Unique ID</param> 3071 /// <param name="agentId">The avatar's Unique ID</param>
2964 /// <param name="client">The IClientAPI for the client</param> 3072 /// <param name="client">The IClientAPI for the client</param>
2965 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3073 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
2966 { 3074 {
2967 if (m_teleportModule != null) 3075 if (m_teleportModule != null)
2968 m_teleportModule.TeleportHome(agentId, client); 3076 return m_teleportModule.TeleportHome(agentId, client);
2969 else 3077 else
2970 { 3078 {
2971 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3079 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
2972 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3080 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
2973 } 3081 }
3082 return false;
2974 } 3083 }
2975 3084
2976 /// <summary> 3085 /// <summary>
@@ -3062,6 +3171,16 @@ namespace OpenSim.Region.Framework.Scenes
3062 /// <param name="flags"></param> 3171 /// <param name="flags"></param>
3063 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3172 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3064 { 3173 {
3174 //Add half the avatar's height so that the user doesn't fall through prims
3175 ScenePresence presence;
3176 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3177 {
3178 if (presence.Appearance != null)
3179 {
3180 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3181 }
3182 }
3183
3065 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3184 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3066 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3185 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3067 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3186 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3136,8 +3255,9 @@ namespace OpenSim.Region.Framework.Scenes
3136 regions.Remove(RegionInfo.RegionHandle); 3255 regions.Remove(RegionInfo.RegionHandle);
3137 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3256 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3138 } 3257 }
3139 3258 m_log.Debug("[Scene] Beginning ClientClosed");
3140 m_eventManager.TriggerClientClosed(agentID, this); 3259 m_eventManager.TriggerClientClosed(agentID, this);
3260 m_log.Debug("[Scene] Finished ClientClosed");
3141 } 3261 }
3142 catch (NullReferenceException) 3262 catch (NullReferenceException)
3143 { 3263 {
@@ -3145,16 +3265,21 @@ namespace OpenSim.Region.Framework.Scenes
3145 // Avatar is already disposed :/ 3265 // Avatar is already disposed :/
3146 } 3266 }
3147 3267
3268 m_log.Debug("[Scene] Beginning OnRemovePresence");
3148 m_eventManager.TriggerOnRemovePresence(agentID); 3269 m_eventManager.TriggerOnRemovePresence(agentID);
3270 m_log.Debug("[Scene] Finished OnRemovePresence");
3149 3271
3150 if (AttachmentsModule != null && !avatar.IsChildAgent && avatar.PresenceType != PresenceType.Npc) 3272 if (AttachmentsModule != null && !avatar.IsChildAgent && avatar.PresenceType != PresenceType.Npc)
3151 AttachmentsModule.SaveChangedAttachments(avatar); 3273 AttachmentsModule.SaveChangedAttachments(avatar);
3152 3274
3275 if (avatar != null && (!avatar.IsChildAgent))
3276 avatar.SaveChangedAttachments();
3277
3153 ForEachClient( 3278 ForEachClient(
3154 delegate(IClientAPI client) 3279 delegate(IClientAPI client)
3155 { 3280 {
3156 //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway 3281 //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway
3157 try { client.SendKillObject(avatar.RegionHandle, avatar.LocalId); } 3282 try { client.SendKillObject(avatar.RegionHandle, new List<uint>() { avatar.LocalId}); }
3158 catch (NullReferenceException) { } 3283 catch (NullReferenceException) { }
3159 }); 3284 });
3160 3285
@@ -3165,8 +3290,11 @@ namespace OpenSim.Region.Framework.Scenes
3165 } 3290 }
3166 3291
3167 // Remove the avatar from the scene 3292 // Remove the avatar from the scene
3293 m_log.Debug("[Scene] Begin RemoveScenePresence");
3168 m_sceneGraph.RemoveScenePresence(agentID); 3294 m_sceneGraph.RemoveScenePresence(agentID);
3295 m_log.Debug("[Scene] Finished RemoveScenePresence. Removing the client manager");
3169 m_clientManager.Remove(agentID); 3296 m_clientManager.Remove(agentID);
3297 m_log.Debug("[Scene] Removed the client manager. Firing avatar.close");
3170 3298
3171 try 3299 try
3172 { 3300 {
@@ -3180,9 +3308,10 @@ namespace OpenSim.Region.Framework.Scenes
3180 { 3308 {
3181 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString()); 3309 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
3182 } 3310 }
3183 3311 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3184 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3312 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3185// CleanDroppedAttachments(); 3313// CleanDroppedAttachments();
3314 m_log.Debug("[Scene] The avatar has left the building");
3186 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3315 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3187 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3316 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3188 } 3317 }
@@ -3213,19 +3342,24 @@ namespace OpenSim.Region.Framework.Scenes
3213 3342
3214 #region Entities 3343 #region Entities
3215 3344
3216 public void SendKillObject(uint localID) 3345 public void SendKillObject(List<uint> localIDs)
3217 { 3346 {
3218 SceneObjectPart part = GetSceneObjectPart(localID); 3347 List<uint> deleteIDs = new List<uint>();
3219 if (part != null) // It is a prim 3348
3349 foreach (uint localID in localIDs)
3220 { 3350 {
3221 if (!part.ParentGroup.IsDeleted) // Valid 3351 SceneObjectPart part = GetSceneObjectPart(localID);
3352 if (part != null) // It is a prim
3222 { 3353 {
3223 if (part.ParentGroup.RootPart != part) // Child part 3354 if (part.ParentGroup != null && !part.ParentGroup.IsDeleted) // Valid
3224 return; 3355 {
3356 if (part.ParentGroup.RootPart != part) // Child part
3357 continue;
3358 }
3225 } 3359 }
3360 deleteIDs.Add(localID);
3226 } 3361 }
3227 3362 ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, deleteIDs); });
3228 ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); });
3229 } 3363 }
3230 3364
3231 #endregion 3365 #endregion
@@ -3243,7 +3377,6 @@ namespace OpenSim.Region.Framework.Scenes
3243 //m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate; 3377 //m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate;
3244 //m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar; 3378 //m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar;
3245 m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid; 3379 m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid;
3246 m_sceneGridService.KiPrimitive += SendKillObject;
3247 m_sceneGridService.OnGetLandData += GetLandData; 3380 m_sceneGridService.OnGetLandData += GetLandData;
3248 } 3381 }
3249 3382
@@ -3252,7 +3385,6 @@ namespace OpenSim.Region.Framework.Scenes
3252 /// </summary> 3385 /// </summary>
3253 public void UnRegisterRegionWithComms() 3386 public void UnRegisterRegionWithComms()
3254 { 3387 {
3255 m_sceneGridService.KiPrimitive -= SendKillObject;
3256 m_sceneGridService.OnLogOffUser -= HandleLogOffUserFromGrid; 3388 m_sceneGridService.OnLogOffUser -= HandleLogOffUserFromGrid;
3257 //m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar; 3389 //m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar;
3258 //m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate; 3390 //m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate;
@@ -3332,13 +3464,16 @@ namespace OpenSim.Region.Framework.Scenes
3332 sp = null; 3464 sp = null;
3333 } 3465 }
3334 3466
3335 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3336 3467
3337 //On login test land permisions 3468 //On login test land permisions
3338 if (vialogin) 3469 if (vialogin)
3339 { 3470 {
3340 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3471 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3472 if (cache != null)
3473 cache.Remove(agent.firstname + " " + agent.lastname);
3474 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3341 { 3475 {
3476 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3342 return false; 3477 return false;
3343 } 3478 }
3344 } 3479 }
@@ -3361,8 +3496,13 @@ namespace OpenSim.Region.Framework.Scenes
3361 3496
3362 try 3497 try
3363 { 3498 {
3364 if (!AuthorizeUser(agent, out reason)) 3499 // Always check estate if this is a login. Always
3365 return false; 3500 // check if banned regions are to be blacked out.
3501 if (vialogin || (!m_seeIntoBannedRegion))
3502 {
3503 if (!AuthorizeUser(agent.AgentID, out reason))
3504 return false;
3505 }
3366 } 3506 }
3367 catch (Exception e) 3507 catch (Exception e)
3368 { 3508 {
@@ -3464,6 +3604,8 @@ namespace OpenSim.Region.Framework.Scenes
3464 } 3604 }
3465 } 3605 }
3466 // Honor parcel landing type and position. 3606 // Honor parcel landing type and position.
3607 /*
3608 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3467 if (land != null) 3609 if (land != null)
3468 { 3610 {
3469 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3611 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3471,26 +3613,34 @@ namespace OpenSim.Region.Framework.Scenes
3471 agent.startpos = land.LandData.UserLocation; 3613 agent.startpos = land.LandData.UserLocation;
3472 } 3614 }
3473 } 3615 }
3616 */// This is now handled properly in ScenePresence.MakeRootAgent
3474 } 3617 }
3475 3618
3476 return true; 3619 return true;
3477 } 3620 }
3478 3621
3479 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3622 private bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3480 { 3623 {
3481 3624 reason = String.Empty;
3482 bool banned = land.IsBannedFromLand(agent.AgentID); 3625 if (Permissions.IsGod(agentID))
3483 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3626 return true;
3627
3628 ILandObject land = LandChannel.GetLandObject(posX, posY);
3629 if (land == null)
3630 return false;
3631
3632 bool banned = land.IsBannedFromLand(agentID);
3633 bool restricted = land.IsRestrictedFromLand(agentID);
3484 3634
3485 if (banned || restricted) 3635 if (banned || restricted)
3486 { 3636 {
3487 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3637 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3488 if (nearestParcel != null) 3638 if (nearestParcel != null)
3489 { 3639 {
3490 //Move agent to nearest allowed 3640 //Move agent to nearest allowed
3491 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3641 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3492 agent.startpos.X = newPosition.X; 3642 posX = newPosition.X;
3493 agent.startpos.Y = newPosition.Y; 3643 posY = newPosition.Y;
3494 } 3644 }
3495 else 3645 else
3496 { 3646 {
@@ -3546,20 +3696,20 @@ namespace OpenSim.Region.Framework.Scenes
3546 /// <param name="reason">outputs the reason to this string</param> 3696 /// <param name="reason">outputs the reason to this string</param>
3547 /// <returns>True if the region accepts this agent. False if it does not. False will 3697 /// <returns>True if the region accepts this agent. False if it does not. False will
3548 /// also return a reason.</returns> 3698 /// also return a reason.</returns>
3549 protected virtual bool AuthorizeUser(AgentCircuitData agent, out string reason) 3699 protected virtual bool AuthorizeUser(UUID agentID, out string reason)
3550 { 3700 {
3551 reason = String.Empty; 3701 reason = String.Empty;
3552 3702
3553 if (!m_strictAccessControl) return true; 3703 if (!m_strictAccessControl) return true;
3554 if (Permissions.IsGod(agent.AgentID)) return true; 3704 if (Permissions.IsGod(agentID)) return true;
3555 3705
3556 if (AuthorizationService != null) 3706 if (AuthorizationService != null)
3557 { 3707 {
3558 if (!AuthorizationService.IsAuthorizedForRegion( 3708 if (!AuthorizationService.IsAuthorizedForRegion(
3559 agent.AgentID.ToString(), agent.firstname, agent.lastname, RegionInfo.RegionID.ToString(), out reason)) 3709 agent.AgentID.ToString(), agent.firstname, agent.lastname, RegionInfo.RegionID.ToString(), out reason))
3560 { 3710 {
3561 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region", 3711 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} at {1} because the user does not have access to the region",
3562 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3712 agentID, RegionInfo.RegionName);
3563 3713
3564 return false; 3714 return false;
3565 } 3715 }
@@ -3567,10 +3717,26 @@ namespace OpenSim.Region.Framework.Scenes
3567 3717
3568 if (m_regInfo.EstateSettings != null) 3718 if (m_regInfo.EstateSettings != null)
3569 { 3719 {
3570 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3720 int flags = GetUserFlags(agentID);
3721 if (m_regInfo.EstateSettings.IsBanned(agentID, flags))
3571 { 3722 {
3572 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3723 //Add some more info to help users
3573 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3724 if (!m_regInfo.EstateSettings.IsBanned(agentID, 32))
3725 {
3726 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} at {1} because the region requires age verification",
3727 agentID, RegionInfo.RegionName);
3728 reason = String.Format("Denied access to region {0}: Region requires age verification", RegionInfo.RegionName);
3729 return false;
3730 }
3731 if (!m_regInfo.EstateSettings.IsBanned(agentID, 4))
3732 {
3733 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} {1} because the region requires payment info on file",
3734 agentID, RegionInfo.RegionName);
3735 reason = String.Format("Denied access to region {0}: Region requires payment info on file", RegionInfo.RegionName);
3736 return false;
3737 }
3738 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} at {3} because the user is on the banlist",
3739 agentID, RegionInfo.RegionName);
3574 reason = String.Format("Denied access to region {0}: You have been banned from that region.", 3740 reason = String.Format("Denied access to region {0}: You have been banned from that region.",
3575 RegionInfo.RegionName); 3741 RegionInfo.RegionName);
3576 return false; 3742 return false;
@@ -3587,7 +3753,7 @@ namespace OpenSim.Region.Framework.Scenes
3587 if (groupsModule != null) 3753 if (groupsModule != null)
3588 { 3754 {
3589 GroupMembershipData[] GroupMembership = 3755 GroupMembershipData[] GroupMembership =
3590 groupsModule.GetMembershipData(agent.AgentID); 3756 groupsModule.GetMembershipData(agentID);
3591 3757
3592 if (GroupMembership != null) 3758 if (GroupMembership != null)
3593 { 3759 {
@@ -3616,44 +3782,16 @@ namespace OpenSim.Region.Framework.Scenes
3616 m_log.ErrorFormat("[CONNECTION BEGIN]: EstateGroups is null!"); 3782 m_log.ErrorFormat("[CONNECTION BEGIN]: EstateGroups is null!");
3617 3783
3618 if (!m_regInfo.EstateSettings.PublicAccess && 3784 if (!m_regInfo.EstateSettings.PublicAccess &&
3619 !m_regInfo.EstateSettings.HasAccess(agent.AgentID) && 3785 !m_regInfo.EstateSettings.HasAccess(agentID) &&
3620 !groupAccess) 3786 !groupAccess)
3621 { 3787 {
3622 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the estate", 3788 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} at {1} because the user does not have access to the estate",
3623 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3789 agentID, RegionInfo.RegionName);
3624 reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.", 3790 reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.",
3625 RegionInfo.RegionName); 3791 RegionInfo.RegionName);
3626 return false; 3792 return false;
3627 } 3793 }
3628 3794
3629 // TODO: estate/region settings are not properly hooked up
3630 // to ILandObject.isRestrictedFromLand()
3631 // if (null != LandChannel)
3632 // {
3633 // // region seems to have local Id of 1
3634 // ILandObject land = LandChannel.GetLandObject(1);
3635 // if (null != land)
3636 // {
3637 // if (land.isBannedFromLand(agent.AgentID))
3638 // {
3639 // m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user has been banned from land",
3640 // agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
3641 // reason = String.Format("Denied access to private region {0}: You are banned from that region.",
3642 // RegionInfo.RegionName);
3643 // return false;
3644 // }
3645
3646 // if (land.isRestrictedFromLand(agent.AgentID))
3647 // {
3648 // m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region",
3649 // agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
3650 // reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.",
3651 // RegionInfo.RegionName);
3652 // return false;
3653 // }
3654 // }
3655 // }
3656
3657 return true; 3795 return true;
3658 } 3796 }
3659 3797
@@ -3757,6 +3895,13 @@ namespace OpenSim.Region.Framework.Scenes
3757 3895
3758 // We have to wait until the viewer contacts this region after receiving EAC. 3896 // We have to wait until the viewer contacts this region after receiving EAC.
3759 // That calls AddNewClient, which finally creates the ScenePresence 3897 // That calls AddNewClient, which finally creates the ScenePresence
3898 int flags = GetUserFlags(cAgentData.AgentID);
3899 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
3900 {
3901 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
3902 return false;
3903 }
3904
3760 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 3905 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3761 if (nearestParcel == null) 3906 if (nearestParcel == null)
3762 { 3907 {
@@ -3772,7 +3917,6 @@ namespace OpenSim.Region.Framework.Scenes
3772 return false; 3917 return false;
3773 } 3918 }
3774 3919
3775
3776 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID); 3920 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID);
3777 3921
3778 if (childAgentUpdate != null) 3922 if (childAgentUpdate != null)
@@ -3839,12 +3983,22 @@ namespace OpenSim.Region.Framework.Scenes
3839 return false; 3983 return false;
3840 } 3984 }
3841 3985
3986 public bool IncomingCloseAgent(UUID agentID)
3987 {
3988 return IncomingCloseAgent(agentID, false);
3989 }
3990
3991 public bool IncomingCloseChildAgent(UUID agentID)
3992 {
3993 return IncomingCloseAgent(agentID, true);
3994 }
3995
3842 /// <summary> 3996 /// <summary>
3843 /// Tell a single agent to disconnect from the region. 3997 /// Tell a single agent to disconnect from the region.
3844 /// </summary> 3998 /// </summary>
3845 /// <param name="regionHandle"></param>
3846 /// <param name="agentID"></param> 3999 /// <param name="agentID"></param>
3847 public bool IncomingCloseAgent(UUID agentID) 4000 /// <param name="childOnly"></param>
4001 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3848 { 4002 {
3849 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 4003 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3850 4004
@@ -3856,7 +4010,7 @@ namespace OpenSim.Region.Framework.Scenes
3856 { 4010 {
3857 m_sceneGraph.removeUserCount(false); 4011 m_sceneGraph.removeUserCount(false);
3858 } 4012 }
3859 else 4013 else if (!childOnly)
3860 { 4014 {
3861 m_sceneGraph.removeUserCount(true); 4015 m_sceneGraph.removeUserCount(true);
3862 } 4016 }
@@ -3872,9 +4026,12 @@ namespace OpenSim.Region.Framework.Scenes
3872 } 4026 }
3873 else 4027 else
3874 presence.ControllingClient.SendShutdownConnectionNotice(); 4028 presence.ControllingClient.SendShutdownConnectionNotice();
4029 presence.ControllingClient.Close(false);
4030 }
4031 else if (!childOnly)
4032 {
4033 presence.ControllingClient.Close(true);
3875 } 4034 }
3876
3877 presence.ControllingClient.Close();
3878 return true; 4035 return true;
3879 } 4036 }
3880 4037
@@ -4489,34 +4646,66 @@ namespace OpenSim.Region.Framework.Scenes
4489 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4646 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
4490 } 4647 }
4491 4648
4492 public int GetHealth() 4649 public int GetHealth(out int flags, out string message)
4493 { 4650 {
4494 // Returns: 4651 // Returns:
4495 // 1 = sim is up and accepting http requests. The heartbeat has 4652 // 1 = sim is up and accepting http requests. The heartbeat has
4496 // stopped and the sim is probably locked up, but a remote 4653 // stopped and the sim is probably locked up, but a remote
4497 // admin restart may succeed 4654 // admin restart may succeed
4498 // 4655 //
4499 // 2 = Sim is up and the heartbeat is running. The sim is likely 4656 // 2 = Sim is up and the heartbeat is running. The sim is likely
4500 // usable for people within and logins _may_ work 4657 // usable for people within
4658 //
4659 // 3 = Sim is up and one packet thread is running. Sim is
4660 // unstable and will not accept new logins
4661 //
4662 // 4 = Sim is up and both packet threads are running. Sim is
4663 // likely usable
4501 // 4664 //
4502 // 3 = We have seen a new user enter within the past 4 minutes 4665 // 5 = We have seen a new user enter within the past 4 minutes
4503 // which can be seen as positive confirmation of sim health 4666 // which can be seen as positive confirmation of sim health
4504 // 4667 //
4668
4669 flags = 0;
4670 message = String.Empty;
4671
4672 CheckHeartbeat();
4673
4674 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4675 {
4676 // We're still starting
4677 // 0 means "in startup", it can't happen another way, since
4678 // to get here, we must be able to accept http connections
4679 return 0;
4680 }
4681
4505 int health=1; // Start at 1, means we're up 4682 int health=1; // Start at 1, means we're up
4506 4683
4507 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) 4684 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) < 1000)
4685 {
4508 health+=1; 4686 health+=1;
4509 else 4687 flags |= 1;
4688 }
4689
4690 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4691 {
4692 health+=1;
4693 flags |= 2;
4694 }
4695
4696 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4697 {
4698 health+=1;
4699 flags |= 4;
4700 }
4701
4702 if (flags != 7)
4510 return health; 4703 return health;
4511 4704
4512 // A login in the last 4 mins? We can't be doing too badly 4705 // A login in the last 4 mins? We can't be doing too badly
4513 // 4706 //
4514 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4707 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4515 health++; 4708 health++;
4516 else
4517 return health;
4518
4519 CheckHeartbeat();
4520 4709
4521 return health; 4710 return health;
4522 } 4711 }
@@ -4709,7 +4898,7 @@ namespace OpenSim.Region.Framework.Scenes
4709 if (m_firstHeartbeat) 4898 if (m_firstHeartbeat)
4710 return; 4899 return;
4711 4900
4712 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 2000) 4901 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 5000)
4713 StartTimer(); 4902 StartTimer();
4714 } 4903 }
4715 4904
@@ -5158,6 +5347,54 @@ namespace OpenSim.Region.Framework.Scenes
5158// } 5347// }
5159// } 5348// }
5160 5349
5350 lock (m_cleaningAttachments)
5351 {
5352 ForEachSOG(delegate (SceneObjectGroup grp)
5353 {
5354 if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5355 {
5356 UUID agentID = grp.OwnerID;
5357 if (agentID == UUID.Zero)
5358 {
5359 objectsToDelete.Add(grp);
5360 return;
5361 }
5362
5363 ScenePresence sp = GetScenePresence(agentID);
5364 if (sp == null)
5365 {
5366 objectsToDelete.Add(grp);
5367 return;
5368 }
5369 }
5370 });
5371 }
5372
5373 if (objectsToDelete.Count > 0)
5374 {
5375 m_log.DebugFormat("[SCENE]: Starting delete of {0} dropped attachments", objectsToDelete.Count);
5376 foreach (SceneObjectGroup grp in objectsToDelete)
5377 {
5378 m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5379 DeleteSceneObject(grp, true);
5380 }
5381 m_log.Debug("[SCENE]: Finished dropped attachment deletion");
5382 }
5383 }
5384
5385 public void ThreadAlive(int threadCode)
5386 {
5387 switch(threadCode)
5388 {
5389 case 1: // Incoming
5390 m_lastIncoming = Util.EnvironmentTickCount();
5391 break;
5392 case 2: // Incoming
5393 m_lastOutgoing = Util.EnvironmentTickCount();
5394 break;
5395 }
5396 }
5397
5161 // This method is called across the simulation connector to 5398 // This method is called across the simulation connector to
5162 // determine if a given agent is allowed in this region 5399 // determine if a given agent is allowed in this region
5163 // AS A ROOT AGENT. Returning false here will prevent them 5400 // AS A ROOT AGENT. Returning false here will prevent them
@@ -5166,6 +5403,14 @@ namespace OpenSim.Region.Framework.Scenes
5166 // child agent creation, thereby emulating the SL behavior. 5403 // child agent creation, thereby emulating the SL behavior.
5167 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5404 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5168 { 5405 {
5406 reason = "You are banned from the region";
5407
5408 if (Permissions.IsGod(agentID))
5409 {
5410 reason = String.Empty;
5411 return true;
5412 }
5413
5169 int num = m_sceneGraph.GetNumberOfScenePresences(); 5414 int num = m_sceneGraph.GetNumberOfScenePresences();
5170 5415
5171 if (num >= RegionInfo.RegionSettings.AgentLimit) 5416 if (num >= RegionInfo.RegionSettings.AgentLimit)
@@ -5177,8 +5422,51 @@ namespace OpenSim.Region.Framework.Scenes
5177 } 5422 }
5178 } 5423 }
5179 5424
5425 if (!AuthorizeUser(agentID, out reason))
5426 {
5427 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5428 return false;
5429 }
5430
5431 if (position == Vector3.Zero) // Teleport
5432 {
5433 float posX = 128.0f;
5434 float posY = 128.0f;
5435
5436 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5437 {
5438 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5439 return false;
5440 }
5441 }
5442 else // Walking
5443 {
5444 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5445 if (land == null)
5446 return false;
5447
5448 bool banned = land.IsBannedFromLand(agentID);
5449 bool restricted = land.IsRestrictedFromLand(agentID);
5450
5451 if (banned || restricted)
5452 return false;
5453 }
5454
5180 reason = String.Empty; 5455 reason = String.Empty;
5181 return true; 5456 return true;
5182 } 5457 }
5458
5459 public void StartTimerWatchdog()
5460 {
5461 m_timerWatchdog.Interval = 1000;
5462 m_timerWatchdog.Elapsed += TimerWatchdog;
5463 m_timerWatchdog.AutoReset = true;
5464 m_timerWatchdog.Start();
5465 }
5466
5467 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5468 {
5469 CheckHeartbeat();
5470 }
5183 } 5471 }
5184} 5472}
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index ec94f10..bf861b8 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -136,6 +136,8 @@ namespace OpenSim.Region.Framework.Scenes
136 get { return m_permissions; } 136 get { return m_permissions; }
137 } 137 }
138 138
139 protected string m_datastore;
140
139 /* Used by the loadbalancer plugin on GForge */ 141 /* Used by the loadbalancer plugin on GForge */
140 protected RegionStatus m_regStatus; 142 protected RegionStatus m_regStatus;
141 public RegionStatus RegionStatus 143 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 837e655..19cb0c1 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -44,8 +44,6 @@ using GridRegion = OpenSim.Services.Interfaces.GridRegion;
44 44
45namespace OpenSim.Region.Framework.Scenes 45namespace OpenSim.Region.Framework.Scenes
46{ 46{
47 public delegate void KiPrimitiveDelegate(uint localID);
48
49 public delegate void RemoveKnownRegionsFromAvatarList(UUID avatarID, List<ulong> regionlst); 47 public delegate void RemoveKnownRegionsFromAvatarList(UUID avatarID, List<ulong> regionlst);
50 48
51 /// <summary> 49 /// <summary>
@@ -113,8 +111,6 @@ namespace OpenSim.Region.Framework.Scenes
113// private LogOffUser handlerLogOffUser = null; 111// private LogOffUser handlerLogOffUser = null;
114// private GetLandData handlerGetLandData = null; // OnGetLandData 112// private GetLandData handlerGetLandData = null; // OnGetLandData
115 113
116 public KiPrimitiveDelegate KiPrimitive;
117
118 public SceneCommunicationService() 114 public SceneCommunicationService()
119 { 115 {
120 } 116 }
@@ -168,7 +164,7 @@ namespace OpenSim.Region.Framework.Scenes
168 164
169 if (neighbour != null) 165 if (neighbour != null)
170 { 166 {
171 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 167 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
172 m_scene.EventManager.TriggerOnRegionUp(neighbour); 168 m_scene.EventManager.TriggerOnRegionUp(neighbour);
173 } 169 }
174 else 170 else
@@ -183,7 +179,7 @@ namespace OpenSim.Region.Framework.Scenes
183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 179 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
184 180
185 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 181 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
186 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 182 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
187 foreach (GridRegion n in neighbours) 183 foreach (GridRegion n in neighbours)
188 { 184 {
189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 185 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -259,46 +255,42 @@ namespace OpenSim.Region.Framework.Scenes
259 255
260 } 256 }
261 257
262 //public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle); 258 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
263 //private void SendCloseChildAgentCompleted(IAsyncResult iar)
264 //{
265 // SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
266 // icon.EndInvoke(iar);
267 //}
268 259
269 /// <summary> 260 /// <summary>
270 /// Closes a child agent on a given region 261 /// This Closes child agents on neighboring regions
262 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
271 /// </summary> 263 /// </summary>
272 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 264 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
273 { 265 {
274 266
275 m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle); 267 //m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle);
276 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 268 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
277 269
278 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID); 270 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
279 uint x = 0, y = 0; 271 uint x = 0, y = 0;
280 Utils.LongToUInts(regionHandle, out x, out y); 272 Utils.LongToUInts(regionHandle, out x, out y);
281 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 273 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
282 m_scene.SimulationService.CloseAgent(destination, agentID); 274 m_scene.SimulationService.CloseChildAgent(destination, agentID);
275 }
276
277 private void SendCloseChildAgentCompleted(IAsyncResult iar)
278 {
279 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
280 icon.EndInvoke(iar);
283 } 281 }
284 282
285 /// <summary>
286 /// Closes a child agents in a collection of regions. Does so asynchronously
287 /// so that the caller doesn't wait.
288 /// </summary>
289 /// <param name="agentID"></param>
290 /// <param name="regionslst"></param>
291 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 283 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
292 { 284 {
293 Util.FireAndForget(delegate 285 foreach (ulong handle in regionslst)
294 { 286 {
295 foreach (ulong handle in regionslst) 287 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
296 { 288 d.BeginInvoke(agentID, handle,
297 SendCloseChildAgent(agentID, handle); 289 SendCloseChildAgentCompleted,
298 } 290 d);
299 }); 291 }
300 } 292 }
301 293
302 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 294 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
303 { 295 {
304 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 296 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 6f963ac..29edf13 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -43,6 +43,12 @@ namespace OpenSim.Region.Framework.Scenes
43 43
44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone); 44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone);
45 45
46 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
49
50 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
51
46 public delegate void ObjectCreateDelegate(EntityBase obj); 52 public delegate void ObjectCreateDelegate(EntityBase obj);
47 53
48 public delegate void ObjectDeleteDelegate(EntityBase obj); 54 public delegate void ObjectDeleteDelegate(EntityBase obj);
@@ -61,6 +67,9 @@ namespace OpenSim.Region.Framework.Scenes
61 private PhysicsCrash handlerPhysicsCrash = null; 67 private PhysicsCrash handlerPhysicsCrash = null;
62 68
63 public event ObjectDuplicateDelegate OnObjectDuplicate; 69 public event ObjectDuplicateDelegate OnObjectDuplicate;
70 public event AttachToBackupDelegate OnAttachToBackup;
71 public event DetachFromBackupDelegate OnDetachFromBackup;
72 public event ChangedBackupDelegate OnChangeBackup;
64 public event ObjectCreateDelegate OnObjectCreate; 73 public event ObjectCreateDelegate OnObjectCreate;
65 public event ObjectDeleteDelegate OnObjectRemove; 74 public event ObjectDeleteDelegate OnObjectRemove;
66 75
@@ -68,7 +77,7 @@ namespace OpenSim.Region.Framework.Scenes
68 77
69 #region Fields 78 #region Fields
70 79
71 protected object m_presenceLock = new object(); 80 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 81 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 82 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
74 83
@@ -135,13 +144,18 @@ namespace OpenSim.Region.Framework.Scenes
135 144
136 protected internal void Close() 145 protected internal void Close()
137 { 146 {
138 lock (m_presenceLock) 147 m_scenePresencesLock.EnterWriteLock();
148 try
139 { 149 {
140 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 150 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
141 List<ScenePresence> newlist = new List<ScenePresence>(); 151 List<ScenePresence> newlist = new List<ScenePresence>();
142 m_scenePresenceMap = newmap; 152 m_scenePresenceMap = newmap;
143 m_scenePresenceArray = newlist; 153 m_scenePresenceArray = newlist;
144 } 154 }
155 finally
156 {
157 m_scenePresencesLock.ExitWriteLock();
158 }
145 159
146 lock (SceneObjectGroupsByFullID) 160 lock (SceneObjectGroupsByFullID)
147 SceneObjectGroupsByFullID.Clear(); 161 SceneObjectGroupsByFullID.Clear();
@@ -273,6 +287,33 @@ namespace OpenSim.Region.Framework.Scenes
273 protected internal bool AddRestoredSceneObject( 287 protected internal bool AddRestoredSceneObject(
274 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 288 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
275 { 289 {
290 if (!m_parentScene.CombineRegions)
291 {
292 // KF: Check for out-of-region, move inside and make static.
293 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
294 sceneObject.RootPart.GroupPosition.Y,
295 sceneObject.RootPart.GroupPosition.Z);
296 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 ||
297 npos.X > Constants.RegionSize ||
298 npos.Y > Constants.RegionSize))
299 {
300 if (npos.X < 0.0) npos.X = 1.0f;
301 if (npos.Y < 0.0) npos.Y = 1.0f;
302 if (npos.Z < 0.0) npos.Z = 0.0f;
303 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
304 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
305
306 foreach (SceneObjectPart part in sceneObject.Parts)
307 {
308 part.GroupPosition = npos;
309 }
310 sceneObject.RootPart.Velocity = Vector3.Zero;
311 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
312 sceneObject.RootPart.Acceleration = Vector3.Zero;
313 sceneObject.RootPart.Velocity = Vector3.Zero;
314 }
315 }
316
276 if (attachToBackup && (!alreadyPersisted)) 317 if (attachToBackup && (!alreadyPersisted))
277 { 318 {
278 sceneObject.ForceInventoryPersistence(); 319 sceneObject.ForceInventoryPersistence();
@@ -486,6 +527,30 @@ namespace OpenSim.Region.Framework.Scenes
486 m_updateList[obj.UUID] = obj; 527 m_updateList[obj.UUID] = obj;
487 } 528 }
488 529
530 public void FireAttachToBackup(SceneObjectGroup obj)
531 {
532 if (OnAttachToBackup != null)
533 {
534 OnAttachToBackup(obj);
535 }
536 }
537
538 public void FireDetachFromBackup(SceneObjectGroup obj)
539 {
540 if (OnDetachFromBackup != null)
541 {
542 OnDetachFromBackup(obj);
543 }
544 }
545
546 public void FireChangeBackup(SceneObjectGroup obj)
547 {
548 if (OnChangeBackup != null)
549 {
550 OnChangeBackup(obj);
551 }
552 }
553
489 /// <summary> 554 /// <summary>
490 /// Process all pending updates 555 /// Process all pending updates
491 /// </summary> 556 /// </summary>
@@ -617,7 +682,8 @@ namespace OpenSim.Region.Framework.Scenes
617 682
618 Entities[presence.UUID] = presence; 683 Entities[presence.UUID] = presence;
619 684
620 lock (m_presenceLock) 685 m_scenePresencesLock.EnterWriteLock();
686 try
621 { 687 {
622 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 688 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
623 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 689 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -641,6 +707,10 @@ namespace OpenSim.Region.Framework.Scenes
641 m_scenePresenceMap = newmap; 707 m_scenePresenceMap = newmap;
642 m_scenePresenceArray = newlist; 708 m_scenePresenceArray = newlist;
643 } 709 }
710 finally
711 {
712 m_scenePresencesLock.ExitWriteLock();
713 }
644 } 714 }
645 715
646 /// <summary> 716 /// <summary>
@@ -655,7 +725,8 @@ namespace OpenSim.Region.Framework.Scenes
655 agentID); 725 agentID);
656 } 726 }
657 727
658 lock (m_presenceLock) 728 m_scenePresencesLock.EnterWriteLock();
729 try
659 { 730 {
660 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 731 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
661 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 732 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -677,6 +748,10 @@ namespace OpenSim.Region.Framework.Scenes
677 m_log.WarnFormat("[SCENEGRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 748 m_log.WarnFormat("[SCENEGRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
678 } 749 }
679 } 750 }
751 finally
752 {
753 m_scenePresencesLock.ExitWriteLock();
754 }
680 } 755 }
681 756
682 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 757 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1359,8 +1434,13 @@ namespace OpenSim.Region.Framework.Scenes
1359 { 1434 {
1360 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1435 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1361 { 1436 {
1362 if (m_parentScene.AttachmentsModule != null) 1437 // Set the new attachment point data in the object
1363 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1438 byte attachmentPoint = group.GetAttachmentPoint();
1439 group.UpdateGroupPosition(pos);
1440 group.RootPart.IsAttachment = false;
1441 group.AbsolutePosition = group.RootPart.AttachedPos;
1442 group.SetAttachmentPoint(attachmentPoint);
1443 group.HasGroupChanged = true;
1364 } 1444 }
1365 else 1445 else
1366 { 1446 {
@@ -1624,10 +1704,13 @@ namespace OpenSim.Region.Framework.Scenes
1624 /// <param name="childPrims"></param> 1704 /// <param name="childPrims"></param>
1625 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1705 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1626 { 1706 {
1707 SceneObjectGroup parentGroup = root.ParentGroup;
1708 if (parentGroup == null) return;
1627 Monitor.Enter(m_updateLock); 1709 Monitor.Enter(m_updateLock);
1710
1628 try 1711 try
1629 { 1712 {
1630 SceneObjectGroup parentGroup = root.ParentGroup; 1713 parentGroup.areUpdatesSuspended = true;
1631 1714
1632 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1715 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1633 1716
@@ -1639,9 +1722,14 @@ namespace OpenSim.Region.Framework.Scenes
1639 // Make sure no child prim is set for sale 1722 // Make sure no child prim is set for sale
1640 // So that, on delink, no prims are unwittingly 1723 // So that, on delink, no prims are unwittingly
1641 // left for sale and sold off 1724 // left for sale and sold off
1642 child.RootPart.ObjectSaleType = 0; 1725
1643 child.RootPart.SalePrice = 10; 1726 if (child != null)
1644 childGroups.Add(child); 1727 {
1728 child.RootPart.ObjectSaleType = 0;
1729 child.RootPart.SalePrice = 10;
1730 childGroups.Add(child);
1731 }
1732 }
1645 } 1733 }
1646 1734
1647 foreach (SceneObjectGroup child in childGroups) 1735 foreach (SceneObjectGroup child in childGroups)
@@ -1657,12 +1745,13 @@ namespace OpenSim.Region.Framework.Scenes
1657 // occur on link to invoke this elsewhere (such as object selection) 1745 // occur on link to invoke this elsewhere (such as object selection)
1658 parentGroup.RootPart.CreateSelected = true; 1746 parentGroup.RootPart.CreateSelected = true;
1659 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1747 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1660 parentGroup.HasGroupChanged = true;
1661 parentGroup.ScheduleGroupForFullUpdate();
1662
1663 } 1748 }
1664 finally 1749 finally
1665 { 1750 {
1751 parentGroup.areUpdatesSuspended = false;
1752 parentGroup.HasGroupChanged = true;
1753 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1754 parentGroup.ScheduleGroupForFullUpdate();
1666 Monitor.Exit(m_updateLock); 1755 Monitor.Exit(m_updateLock);
1667 } 1756 }
1668 } 1757 }
@@ -1694,21 +1783,24 @@ namespace OpenSim.Region.Framework.Scenes
1694 1783
1695 SceneObjectGroup group = part.ParentGroup; 1784 SceneObjectGroup group = part.ParentGroup;
1696 if (!affectedGroups.Contains(group)) 1785 if (!affectedGroups.Contains(group))
1786 {
1787 group.areUpdatesSuspended = true;
1697 affectedGroups.Add(group); 1788 affectedGroups.Add(group);
1789 }
1698 } 1790 }
1699 } 1791 }
1700 } 1792 }
1701 1793
1702 foreach (SceneObjectPart child in childParts) 1794 if (childParts.Count > 0)
1703 { 1795 {
1704 // Unlink all child parts from their groups 1796 foreach (SceneObjectPart child in childParts)
1705 // 1797 {
1706 child.ParentGroup.DelinkFromGroup(child, true); 1798 // Unlink all child parts from their groups
1707 1799 //
1708 // These are not in affected groups and will not be 1800 child.ParentGroup.DelinkFromGroup(child, true);
1709 // handled further. Do the honors here. 1801 child.ParentGroup.HasGroupChanged = true;
1710 child.ParentGroup.HasGroupChanged = true; 1802 child.ParentGroup.ScheduleGroupForFullUpdate();
1711 child.ParentGroup.ScheduleGroupForFullUpdate(); 1803 }
1712 } 1804 }
1713 1805
1714 foreach (SceneObjectPart root in rootParts) 1806 foreach (SceneObjectPart root in rootParts)
@@ -1718,56 +1810,68 @@ namespace OpenSim.Region.Framework.Scenes
1718 // However, editing linked parts and unlinking may be different 1810 // However, editing linked parts and unlinking may be different
1719 // 1811 //
1720 SceneObjectGroup group = root.ParentGroup; 1812 SceneObjectGroup group = root.ParentGroup;
1813 group.areUpdatesSuspended = true;
1721 1814
1722 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1815 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1723 int numChildren = newSet.Count; 1816 int numChildren = newSet.Count;
1724 1817
1818 if (numChildren == 1)
1819 break;
1820
1725 // If there are prims left in a link set, but the root is 1821 // If there are prims left in a link set, but the root is
1726 // slated for unlink, we need to do this 1822 // slated for unlink, we need to do this
1823 // Unlink the remaining set
1727 // 1824 //
1728 if (numChildren != 1) 1825 bool sendEventsToRemainder = true;
1729 { 1826 if (numChildren > 1)
1730 // Unlink the remaining set 1827 sendEventsToRemainder = false;
1731 //
1732 bool sendEventsToRemainder = true;
1733 if (numChildren > 1)
1734 sendEventsToRemainder = false;
1735 1828
1736 foreach (SceneObjectPart p in newSet) 1829 foreach (SceneObjectPart p in newSet)
1830 {
1831 if (p != group.RootPart)
1737 { 1832 {
1738 if (p != group.RootPart) 1833 group.DelinkFromGroup(p, sendEventsToRemainder);
1739 group.DelinkFromGroup(p, sendEventsToRemainder); 1834 if (numChildren > 2)
1835 {
1836 p.ParentGroup.areUpdatesSuspended = true;
1837 }
1838 else
1839 {
1840 p.ParentGroup.HasGroupChanged = true;
1841 p.ParentGroup.ScheduleGroupForFullUpdate();
1842 }
1740 } 1843 }
1844 }
1845
1846 // If there is more than one prim remaining, we
1847 // need to re-link
1848 //
1849 if (numChildren > 2)
1850 {
1851 // Remove old root
1852 //
1853 if (newSet.Contains(root))
1854 newSet.Remove(root);
1741 1855
1742 // If there is more than one prim remaining, we 1856 // Preserve link ordering
1743 // need to re-link
1744 // 1857 //
1745 if (numChildren > 2) 1858 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1746 { 1859 {
1747 // Remove old root 1860 return a.LinkNum.CompareTo(b.LinkNum);
1748 // 1861 });
1749 if (newSet.Contains(root))
1750 newSet.Remove(root);
1751
1752 // Preserve link ordering
1753 //
1754 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1755 {
1756 return a.LinkNum.CompareTo(b.LinkNum);
1757 });
1758 1862
1759 // Determine new root 1863 // Determine new root
1760 // 1864 //
1761 SceneObjectPart newRoot = newSet[0]; 1865 SceneObjectPart newRoot = newSet[0];
1762 newSet.RemoveAt(0); 1866 newSet.RemoveAt(0);
1763 1867
1764 foreach (SceneObjectPart newChild in newSet) 1868 foreach (SceneObjectPart newChild in newSet)
1765 newChild.UpdateFlag = 0; 1869 newChild.UpdateFlag = 0;
1766 1870
1767 LinkObjects(newRoot, newSet); 1871 newRoot.ParentGroup.areUpdatesSuspended = true;
1768 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1872 LinkObjects(newRoot, newSet);
1769 affectedGroups.Add(newRoot.ParentGroup); 1873 if (!affectedGroups.Contains(newRoot.ParentGroup))
1770 } 1874 affectedGroups.Add(newRoot.ParentGroup);
1771 } 1875 }
1772 } 1876 }
1773 1877
@@ -1775,8 +1879,14 @@ namespace OpenSim.Region.Framework.Scenes
1775 // 1879 //
1776 foreach (SceneObjectGroup g in affectedGroups) 1880 foreach (SceneObjectGroup g in affectedGroups)
1777 { 1881 {
1882 // Child prims that have been unlinked and deleted will
1883 // return unless the root is deleted. This will remove them
1884 // from the database. They will be rewritten immediately,
1885 // minus the rows for the unlinked child prims.
1886 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1778 g.TriggerScriptChangedEvent(Changed.LINK); 1887 g.TriggerScriptChangedEvent(Changed.LINK);
1779 g.HasGroupChanged = true; // Persist 1888 g.HasGroupChanged = true; // Persist
1889 g.areUpdatesSuspended = false;
1780 g.ScheduleGroupForFullUpdate(); 1890 g.ScheduleGroupForFullUpdate();
1781 } 1891 }
1782 } 1892 }
@@ -1894,9 +2004,6 @@ namespace OpenSim.Region.Framework.Scenes
1894 child.ApplyNextOwnerPermissions(); 2004 child.ApplyNextOwnerPermissions();
1895 } 2005 }
1896 } 2006 }
1897
1898 copy.RootPart.ObjectSaleType = 0;
1899 copy.RootPart.SalePrice = 10;
1900 } 2007 }
1901 2008
1902 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2009 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 4bca3d0..9f0ac4f 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -69,10 +69,6 @@ namespace OpenSim.Region.Framework.Scenes
69 /// <summary> 69 /// <summary>
70 /// Stop the scripts contained in all the prims in this group 70 /// Stop the scripts contained in all the prims in this group
71 /// </summary> 71 /// </summary>
72 /// <param name="sceneObjectBeingDeleted">
73 /// Should be true if these scripts are being removed because the scene
74 /// object is being deleted. This will prevent spurious updates to the client.
75 /// </param>
76 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 72 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
77 { 73 {
78 SceneObjectPart[] parts = m_parts.GetArray(); 74 SceneObjectPart[] parts = m_parts.GetArray();
@@ -385,6 +381,9 @@ namespace OpenSim.Region.Framework.Scenes
385 381
386 public void ResumeScripts() 382 public void ResumeScripts()
387 { 383 {
384 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
385 return;
386
388 SceneObjectPart[] parts = m_parts.GetArray(); 387 SceneObjectPart[] parts = m_parts.GetArray();
389 for (int i = 0; i < parts.Length; i++) 388 for (int i = 0; i < parts.Length; i++)
390 parts[i].Inventory.ResumeScripts(); 389 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 2819545..b1b76dd 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,11 +24,12 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Linq; 33using System.Linq;
33using System.Threading; 34using System.Threading;
34using System.Xml; 35using System.Xml;
@@ -105,8 +106,29 @@ namespace OpenSim.Region.Framework.Scenes
105 /// since the group's last persistent backup 106 /// since the group's last persistent backup
106 /// </summary> 107 /// </summary>
107 private bool m_hasGroupChanged = false; 108 private bool m_hasGroupChanged = false;
108 private long timeFirstChanged; 109 private long timeFirstChanged = 0;
109 private long timeLastChanged; 110 private long timeLastChanged = 0;
111 private long m_maxPersistTime = 0;
112 private long m_minPersistTime = 0;
113 private Random m_rand;
114 private bool m_suspendUpdates;
115 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
116
117 public bool areUpdatesSuspended
118 {
119 get
120 {
121 return m_suspendUpdates;
122 }
123 set
124 {
125 m_suspendUpdates = value;
126 if (!value)
127 {
128 QueueForUpdateCheck();
129 }
130 }
131 }
110 132
111 public bool HasGroupChanged 133 public bool HasGroupChanged
112 { 134 {
@@ -114,9 +136,39 @@ namespace OpenSim.Region.Framework.Scenes
114 { 136 {
115 if (value) 137 if (value)
116 { 138 {
139 if (m_isBackedUp)
140 {
141 m_scene.SceneGraph.FireChangeBackup(this);
142 }
117 timeLastChanged = DateTime.Now.Ticks; 143 timeLastChanged = DateTime.Now.Ticks;
118 if (!m_hasGroupChanged) 144 if (!m_hasGroupChanged)
119 timeFirstChanged = DateTime.Now.Ticks; 145 timeFirstChanged = DateTime.Now.Ticks;
146 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
147 {
148 if (m_rand == null)
149 {
150 byte[] val = new byte[16];
151 m_rootPart.UUID.ToBytes(val, 0);
152 m_rand = new Random(BitConverter.ToInt32(val, 0));
153 }
154
155 if (m_scene.GetRootAgentCount() == 0)
156 {
157 //If the region is empty, this change has been made by an automated process
158 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
159
160 float factor = 1.5f + (float)(m_rand.NextDouble());
161 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
162 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
163 }
164 else
165 {
166 //If the region is not empty, we want to obey the minimum and maximum persist times
167 //but add a random factor so we stagger the object persistance a little
168 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
169 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
170 }
171 }
120 } 172 }
121 m_hasGroupChanged = value; 173 m_hasGroupChanged = value;
122 174
@@ -131,7 +183,7 @@ namespace OpenSim.Region.Framework.Scenes
131 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 183 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
132 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 184 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
133 /// </summary> 185 /// </summary>
134 public bool HasGroupChangedDueToDelink { get; private set; } 186 public bool HasGroupChangedDueToDelink { get; set; }
135 187
136 private bool isTimeToPersist() 188 private bool isTimeToPersist()
137 { 189 {
@@ -141,8 +193,19 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 193 return false;
142 if (m_scene.ShuttingDown) 194 if (m_scene.ShuttingDown)
143 return true; 195 return true;
196
197 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
198 {
199 m_maxPersistTime = m_scene.m_persistAfter;
200 m_minPersistTime = m_scene.m_dontPersistBefore;
201 }
202
144 long currentTime = DateTime.Now.Ticks; 203 long currentTime = DateTime.Now.Ticks;
145 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 204
205 if (timeLastChanged == 0) timeLastChanged = currentTime;
206 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
207
208 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
146 return true; 209 return true;
147 return false; 210 return false;
148 } 211 }
@@ -247,10 +310,10 @@ namespace OpenSim.Region.Framework.Scenes
247 310
248 private bool m_scriptListens_atTarget; 311 private bool m_scriptListens_atTarget;
249 private bool m_scriptListens_notAtTarget; 312 private bool m_scriptListens_notAtTarget;
250
251 private bool m_scriptListens_atRotTarget; 313 private bool m_scriptListens_atRotTarget;
252 private bool m_scriptListens_notAtRotTarget; 314 private bool m_scriptListens_notAtRotTarget;
253 315
316 public bool m_dupeInProgress = false;
254 internal Dictionary<UUID, string> m_savedScriptState; 317 internal Dictionary<UUID, string> m_savedScriptState;
255 318
256 #region Properties 319 #region Properties
@@ -286,7 +349,13 @@ namespace OpenSim.Region.Framework.Scenes
286 public virtual Quaternion Rotation 349 public virtual Quaternion Rotation
287 { 350 {
288 get { return m_rotation; } 351 get { return m_rotation; }
289 set { m_rotation = value; } 352 set {
353 foreach(SceneObjectPart p in m_parts.GetArray())
354 {
355 p.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
356 }
357 m_rotation = value;
358 }
290 } 359 }
291 360
292 public Quaternion GroupRotation 361 public Quaternion GroupRotation
@@ -397,7 +466,11 @@ namespace OpenSim.Region.Framework.Scenes
397 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 466 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
398 } 467 }
399 } 468 }
400 469
470 foreach (SceneObjectPart part in m_parts.GetArray())
471 {
472 part.IgnoreUndoUpdate = true;
473 }
401 if (RootPart.GetStatusSandbox()) 474 if (RootPart.GetStatusSandbox())
402 { 475 {
403 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 476 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -411,10 +484,31 @@ namespace OpenSim.Region.Framework.Scenes
411 return; 484 return;
412 } 485 }
413 } 486 }
414
415 SceneObjectPart[] parts = m_parts.GetArray(); 487 SceneObjectPart[] parts = m_parts.GetArray();
416 for (int i = 0; i < parts.Length; i++) 488 foreach (SceneObjectPart part in parts)
417 parts[i].GroupPosition = val; 489 {
490 part.IgnoreUndoUpdate = false;
491 part.StoreUndoState(UndoType.STATE_GROUP_POSITION);
492 part.GroupPosition = val;
493 if (!m_dupeInProgress)
494 {
495 part.TriggerScriptChangedEvent(Changed.POSITION);
496 }
497 }
498 if (!m_dupeInProgress)
499 {
500 foreach (ScenePresence av in m_linkedAvatars)
501 {
502 SceneObjectPart p;
503 if (m_parts.TryGetValue(av.LinkedPrim, out p))
504 {
505 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
506 av.AbsolutePosition += offset;
507 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
508 av.SendAvatarDataToAllAgents();
509 }
510 }
511 }
418 512
419 //if (m_rootPart.PhysActor != null) 513 //if (m_rootPart.PhysActor != null)
420 //{ 514 //{
@@ -573,6 +667,7 @@ namespace OpenSim.Region.Framework.Scenes
573 /// </summary> 667 /// </summary>
574 public SceneObjectGroup() 668 public SceneObjectGroup()
575 { 669 {
670
576 } 671 }
577 672
578 /// <summary> 673 /// <summary>
@@ -589,7 +684,7 @@ namespace OpenSim.Region.Framework.Scenes
589 /// Constructor. This object is added to the scene later via AttachToScene() 684 /// Constructor. This object is added to the scene later via AttachToScene()
590 /// </summary> 685 /// </summary>
591 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 686 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
592 { 687 {
593 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 688 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
594 } 689 }
595 690
@@ -637,6 +732,9 @@ namespace OpenSim.Region.Framework.Scenes
637 /// </summary> 732 /// </summary>
638 public virtual void AttachToBackup() 733 public virtual void AttachToBackup()
639 { 734 {
735 if (IsAttachment) return;
736 m_scene.SceneGraph.FireAttachToBackup(this);
737
640 if (InSceneBackup) 738 if (InSceneBackup)
641 { 739 {
642 //m_log.DebugFormat( 740 //m_log.DebugFormat(
@@ -679,6 +777,9 @@ namespace OpenSim.Region.Framework.Scenes
679 777
680 ApplyPhysics(m_scene.m_physicalPrim); 778 ApplyPhysics(m_scene.m_physicalPrim);
681 779
780 if (RootPart.PhysActor != null)
781 RootPart.Buoyancy = RootPart.Buoyancy;
782
682 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 783 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
683 // for the same object with very different properties. The caller must schedule the update. 784 // for the same object with very different properties. The caller must schedule the update.
684 //ScheduleGroupForFullUpdate(); 785 //ScheduleGroupForFullUpdate();
@@ -724,9 +825,9 @@ namespace OpenSim.Region.Framework.Scenes
724 result.normal = inter.normal; 825 result.normal = inter.normal;
725 result.distance = inter.distance; 826 result.distance = inter.distance;
726 } 827 }
828
727 } 829 }
728 } 830 }
729
730 return result; 831 return result;
731 } 832 }
732 833
@@ -746,17 +847,19 @@ namespace OpenSim.Region.Framework.Scenes
746 minZ = 8192f; 847 minZ = 8192f;
747 848
748 SceneObjectPart[] parts = m_parts.GetArray(); 849 SceneObjectPart[] parts = m_parts.GetArray();
749 for (int i = 0; i < parts.Length; i++) 850 foreach (SceneObjectPart part in parts)
750 { 851 {
751 SceneObjectPart part = parts[i];
752
753 Vector3 worldPos = part.GetWorldPosition(); 852 Vector3 worldPos = part.GetWorldPosition();
754 Vector3 offset = worldPos - AbsolutePosition; 853 Vector3 offset = worldPos - AbsolutePosition;
755 Quaternion worldRot; 854 Quaternion worldRot;
756 if (part.ParentID == 0) 855 if (part.ParentID == 0)
856 {
757 worldRot = part.RotationOffset; 857 worldRot = part.RotationOffset;
858 }
758 else 859 else
860 {
759 worldRot = part.GetWorldRotation(); 861 worldRot = part.GetWorldRotation();
862 }
760 863
761 Vector3 frontTopLeft; 864 Vector3 frontTopLeft;
762 Vector3 frontTopRight; 865 Vector3 frontTopRight;
@@ -768,6 +871,8 @@ namespace OpenSim.Region.Framework.Scenes
768 Vector3 backBottomLeft; 871 Vector3 backBottomLeft;
769 Vector3 backBottomRight; 872 Vector3 backBottomRight;
770 873
874 // Vector3[] corners = new Vector3[8];
875
771 Vector3 orig = Vector3.Zero; 876 Vector3 orig = Vector3.Zero;
772 877
773 frontTopLeft.X = orig.X - (part.Scale.X / 2); 878 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -802,6 +907,38 @@ namespace OpenSim.Region.Framework.Scenes
802 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 907 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
803 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 908 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
804 909
910
911
912 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
913 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
914 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
915 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
916 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
917 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
918 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
919 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
920
921 //for (int i = 0; i < 8; i++)
922 //{
923 // corners[i] = corners[i] * worldRot;
924 // corners[i] += offset;
925
926 // if (corners[i].X > maxX)
927 // maxX = corners[i].X;
928 // if (corners[i].X < minX)
929 // minX = corners[i].X;
930
931 // if (corners[i].Y > maxY)
932 // maxY = corners[i].Y;
933 // if (corners[i].Y < minY)
934 // minY = corners[i].Y;
935
936 // if (corners[i].Z > maxZ)
937 // maxZ = corners[i].Y;
938 // if (corners[i].Z < minZ)
939 // minZ = corners[i].Z;
940 //}
941
805 frontTopLeft = frontTopLeft * worldRot; 942 frontTopLeft = frontTopLeft * worldRot;
806 frontTopRight = frontTopRight * worldRot; 943 frontTopRight = frontTopRight * worldRot;
807 frontBottomLeft = frontBottomLeft * worldRot; 944 frontBottomLeft = frontBottomLeft * worldRot;
@@ -823,6 +960,15 @@ namespace OpenSim.Region.Framework.Scenes
823 backTopLeft += offset; 960 backTopLeft += offset;
824 backTopRight += offset; 961 backTopRight += offset;
825 962
963 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
964 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
965 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
966 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
967 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
968 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
969 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
970 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
971
826 if (frontTopRight.X > maxX) 972 if (frontTopRight.X > maxX)
827 maxX = frontTopRight.X; 973 maxX = frontTopRight.X;
828 if (frontTopLeft.X > maxX) 974 if (frontTopLeft.X > maxX)
@@ -968,15 +1114,20 @@ namespace OpenSim.Region.Framework.Scenes
968 1114
969 public void SaveScriptedState(XmlTextWriter writer) 1115 public void SaveScriptedState(XmlTextWriter writer)
970 { 1116 {
1117 SaveScriptedState(writer, false);
1118 }
1119
1120 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1121 {
971 XmlDocument doc = new XmlDocument(); 1122 XmlDocument doc = new XmlDocument();
972 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1123 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
973 1124
974 SceneObjectPart[] parts = m_parts.GetArray(); 1125 SceneObjectPart[] parts = m_parts.GetArray();
975 for (int i = 0; i < parts.Length; i++) 1126 for (int i = 0; i < parts.Length; i++)
976 { 1127 {
977 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1128 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
978 foreach (KeyValuePair<UUID, string> kvp in pstates) 1129 foreach (KeyValuePair<UUID, string> kvp in pstates)
979 states.Add(kvp.Key, kvp.Value); 1130 states[kvp.Key] = kvp.Value;
980 } 1131 }
981 1132
982 if (states.Count > 0) 1133 if (states.Count > 0)
@@ -995,6 +1146,190 @@ namespace OpenSim.Region.Framework.Scenes
995 } 1146 }
996 } 1147 }
997 1148
1149<<<<<<< HEAD
1150 /// <summary>
1151 /// Add the avatar to this linkset (avatar is sat).
1152 /// </summary>
1153 /// <param name="agentID"></param>
1154 public void AddAvatar(UUID agentID)
1155 {
1156 ScenePresence presence;
1157 if (m_scene.TryGetScenePresence(agentID, out presence))
1158 {
1159 if (!m_linkedAvatars.Contains(presence))
1160 {
1161 m_linkedAvatars.Add(presence);
1162 }
1163 }
1164 }
1165
1166 /// <summary>
1167 /// Delete the avatar from this linkset (avatar is unsat).
1168 /// </summary>
1169 /// <param name="agentID"></param>
1170 public void DeleteAvatar(UUID agentID)
1171 {
1172 ScenePresence presence;
1173 if (m_scene.TryGetScenePresence(agentID, out presence))
1174 {
1175 if (m_linkedAvatars.Contains(presence))
1176 {
1177 m_linkedAvatars.Remove(presence);
1178 }
1179 }
1180 }
1181
1182 /// <summary>
1183 /// Returns the list of linked presences (avatars sat on this group)
1184 /// </summary>
1185 /// <param name="agentID"></param>
1186 public List<ScenePresence> GetLinkedAvatars()
1187 {
1188 return m_linkedAvatars;
1189 }
1190
1191 /// <summary>
1192 /// Attach this scene object to the given avatar.
1193 /// </summary>
1194 /// <param name="agentID"></param>
1195 /// <param name="attachmentpoint"></param>
1196 /// <param name="AttachOffset"></param>
1197 public void AttachToAgent(UUID agentID, uint attachmentpoint, Vector3 AttachOffset, bool silent)
1198 {
1199 ScenePresence avatar = m_scene.GetScenePresence(agentID);
1200 if (avatar != null)
1201 {
1202 // don't attach attachments to child agents
1203 if (avatar.IsChildAgent) return;
1204
1205// m_log.DebugFormat("[SOG]: Adding attachment {0} to avatar {1}", Name, avatar.Name);
1206
1207 DetachFromBackup();
1208
1209 // Remove from database and parcel prim count
1210 m_scene.DeleteFromStorage(UUID);
1211 m_scene.EventManager.TriggerParcelPrimCountTainted();
1212
1213 m_rootPart.AttachedAvatar = agentID;
1214
1215 //Anakin Lohner bug #3839
1216 lock (m_parts)
1217 {
1218 foreach (SceneObjectPart p in m_parts.GetArray())
1219 {
1220 p.AttachedAvatar = agentID;
1221 }
1222 }
1223
1224 if (m_rootPart.PhysActor != null)
1225 {
1226 m_scene.PhysicsScene.RemovePrim(m_rootPart.PhysActor);
1227 m_rootPart.PhysActor = null;
1228 }
1229
1230 AbsolutePosition = AttachOffset;
1231 m_rootPart.AttachedPos = AttachOffset;
1232 m_rootPart.IsAttachment = true;
1233
1234 m_rootPart.SetParentLocalId(avatar.LocalId);
1235 SetAttachmentPoint(Convert.ToByte(attachmentpoint));
1236
1237 avatar.AddAttachment(this);
1238
1239 if (!silent)
1240 {
1241 // Killing it here will cause the client to deselect it
1242 // It then reappears on the avatar, deselected
1243 // through the full update below
1244 //
1245 if (IsSelected)
1246 {
1247 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1248 }
1249
1250 IsSelected = false; // fudge....
1251 ScheduleGroupForFullUpdate();
1252 }
1253 }
1254 else
1255 {
1256 m_log.WarnFormat(
1257 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1258 UUID, agentID, Scene.RegionInfo.RegionName);
1259 }
1260 }
1261
1262 public byte GetAttachmentPoint()
1263 {
1264 return m_rootPart.Shape.State;
1265 }
1266
1267 public void ClearPartAttachmentData()
1268 {
1269 SetAttachmentPoint((Byte)0);
1270 }
1271
1272 public void DetachToGround()
1273 {
1274 ScenePresence avatar = m_scene.GetScenePresence(m_rootPart.AttachedAvatar);
1275 if (avatar == null)
1276 return;
1277
1278 avatar.RemoveAttachment(this);
1279
1280 Vector3 detachedpos = new Vector3(127f,127f,127f);
1281 if (avatar == null)
1282 return;
1283
1284 detachedpos = avatar.AbsolutePosition;
1285 RootPart.FromItemID = UUID.Zero;
1286
1287 AbsolutePosition = detachedpos;
1288 m_rootPart.AttachedAvatar = UUID.Zero;
1289
1290 SceneObjectPart[] parts = m_parts.GetArray();
1291 for (int i = 0; i < parts.Length; i++)
1292 parts[i].AttachedAvatar = UUID.Zero;
1293
1294 m_rootPart.SetParentLocalId(0);
1295 SetAttachmentPoint((byte)0);
1296 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_scene.m_physicalPrim);
1297 HasGroupChanged = true;
1298 RootPart.Rezzed = DateTime.Now;
1299 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1300 AttachToBackup();
1301 m_scene.EventManager.TriggerParcelPrimCountTainted();
1302 m_rootPart.ScheduleFullUpdate();
1303 m_rootPart.ClearUndoState();
1304 }
1305
1306 public void DetachToInventoryPrep()
1307 {
1308 ScenePresence avatar = m_scene.GetScenePresence(m_rootPart.AttachedAvatar);
1309 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1310 if (avatar != null)
1311 {
1312 //detachedpos = avatar.AbsolutePosition;
1313 avatar.RemoveAttachment(this);
1314 }
1315
1316 m_rootPart.AttachedAvatar = UUID.Zero;
1317
1318 SceneObjectPart[] parts = m_parts.GetArray();
1319 for (int i = 0; i < parts.Length; i++)
1320 parts[i].AttachedAvatar = UUID.Zero;
1321
1322 m_rootPart.SetParentLocalId(0);
1323 //m_rootPart.SetAttachmentPoint((byte)0);
1324 m_rootPart.IsAttachment = false;
1325 AbsolutePosition = m_rootPart.AttachedPos;
1326 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1327 //AttachToBackup();
1328 //m_rootPart.ScheduleFullUpdate();
1329 }
1330
1331=======
1332>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
998 /// <summary> 1333 /// <summary>
999 /// 1334 ///
1000 /// </summary> 1335 /// </summary>
@@ -1052,8 +1387,16 @@ namespace OpenSim.Region.Framework.Scenes
1052 public void AddPart(SceneObjectPart part) 1387 public void AddPart(SceneObjectPart part)
1053 { 1388 {
1054 part.SetParent(this); 1389 part.SetParent(this);
1390<<<<<<< HEAD
1391 m_parts.Add(part.UUID, part);
1392
1393 part.LinkNum = m_parts.Count;
1394
1395 if (part.LinkNum == 2 && RootPart != null)
1396=======
1055 part.LinkNum = m_parts.Add(part.UUID, part); 1397 part.LinkNum = m_parts.Add(part.UUID, part);
1056 if (part.LinkNum == 2) 1398 if (part.LinkNum == 2)
1399>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
1057 RootPart.LinkNum = 1; 1400 RootPart.LinkNum = 1;
1058 } 1401 }
1059 1402
@@ -1136,11 +1479,15 @@ namespace OpenSim.Region.Framework.Scenes
1136 1479
1137 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) 1480 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient)
1138 { 1481 {
1482<<<<<<< HEAD
1483 part.StoreUndoState(UndoType.STATE_PRIM_ALL);
1484=======
1139// m_log.DebugFormat( 1485// m_log.DebugFormat(
1140// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", 1486// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
1141// remoteClient.Name, part.Name, part.LocalId, offsetPos); 1487// remoteClient.Name, part.Name, part.LocalId, offsetPos);
1142 1488
1143 part.StoreUndoState(); 1489 part.StoreUndoState();
1490>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
1144 part.OnGrab(offsetPos, remoteClient); 1491 part.OnGrab(offsetPos, remoteClient);
1145 } 1492 }
1146 1493
@@ -1160,6 +1507,11 @@ namespace OpenSim.Region.Framework.Scenes
1160 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1507 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1161 public void DeleteGroupFromScene(bool silent) 1508 public void DeleteGroupFromScene(bool silent)
1162 { 1509 {
1510 // We need to keep track of this state in case this group is still queued for backup.
1511 m_isDeleted = true;
1512
1513 DetachFromBackup();
1514
1163 SceneObjectPart[] parts = m_parts.GetArray(); 1515 SceneObjectPart[] parts = m_parts.GetArray();
1164 for (int i = 0; i < parts.Length; i++) 1516 for (int i = 0; i < parts.Length; i++)
1165 { 1517 {
@@ -1171,13 +1523,11 @@ namespace OpenSim.Region.Framework.Scenes
1171 avatar.StandUp(); 1523 avatar.StandUp();
1172 1524
1173 if (!silent) 1525 if (!silent)
1174 {
1175 part.UpdateFlag = 0; 1526 part.UpdateFlag = 0;
1176 if (part == m_rootPart)
1177 avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1178 }
1179 }); 1527 });
1180 } 1528 }
1529
1530
1181 } 1531 }
1182 1532
1183 public void AddScriptLPS(int count) 1533 public void AddScriptLPS(int count)
@@ -1274,7 +1624,12 @@ namespace OpenSim.Region.Framework.Scenes
1274 1624
1275 public void SetOwnerId(UUID userId) 1625 public void SetOwnerId(UUID userId)
1276 { 1626 {
1277 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1627 ForEachPart(delegate(SceneObjectPart part)
1628 {
1629
1630 part.OwnerID = userId;
1631
1632 });
1278 } 1633 }
1279 1634
1280 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1635 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1306,11 +1661,17 @@ namespace OpenSim.Region.Framework.Scenes
1306 return; 1661 return;
1307 } 1662 }
1308 1663
1664 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1665 return;
1666
1309 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1667 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1310 // any exception propogate upwards. 1668 // any exception propogate upwards.
1311 try 1669 try
1312 { 1670 {
1313 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1671 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1672 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1673 m_scene.LoadingPrims) // Land may not be valid yet
1674
1314 { 1675 {
1315 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1676 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1316 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1677 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1337,6 +1698,7 @@ namespace OpenSim.Region.Framework.Scenes
1337 } 1698 }
1338 } 1699 }
1339 } 1700 }
1701
1340 } 1702 }
1341 1703
1342 if (m_scene.UseBackup && HasGroupChanged) 1704 if (m_scene.UseBackup && HasGroupChanged)
@@ -1344,6 +1706,20 @@ namespace OpenSim.Region.Framework.Scenes
1344 // don't backup while it's selected or you're asking for changes mid stream. 1706 // don't backup while it's selected or you're asking for changes mid stream.
1345 if (isTimeToPersist() || forcedBackup) 1707 if (isTimeToPersist() || forcedBackup)
1346 { 1708 {
1709 if (m_rootPart.PhysActor != null &&
1710 (!m_rootPart.PhysActor.IsPhysical))
1711 {
1712 // Possible ghost prim
1713 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1714 {
1715 foreach (SceneObjectPart part in m_parts.GetArray())
1716 {
1717 // Re-set physics actor positions and
1718 // orientations
1719 part.GroupPosition = m_rootPart.GroupPosition;
1720 }
1721 }
1722 }
1347// m_log.DebugFormat( 1723// m_log.DebugFormat(
1348// "[SCENE]: Storing {0}, {1} in {2}", 1724// "[SCENE]: Storing {0}, {1} in {2}",
1349// Name, UUID, m_scene.RegionInfo.RegionName); 1725// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1407,58 +1783,101 @@ namespace OpenSim.Region.Framework.Scenes
1407 /// <returns></returns> 1783 /// <returns></returns>
1408 public SceneObjectGroup Copy(bool userExposed) 1784 public SceneObjectGroup Copy(bool userExposed)
1409 { 1785 {
1410 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 1786 SceneObjectGroup dupe;
1411 dupe.m_isBackedUp = false; 1787 try
1412 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 1788 {
1413 1789 m_dupeInProgress = true;
1414 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 1790 dupe = (SceneObjectGroup)MemberwiseClone();
1415 // attachments do not bordercross while they're being duplicated. This is hacktastic! 1791 dupe.m_isBackedUp = false;
1416 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 1792 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1417 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state 1793
1418 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, 1794<<<<<<< HEAD
1419 // then restore it's attachment state 1795 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1420 1796 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1421 // This is only necessary when userExposed is false! 1797 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
1422 1798 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
1799 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
1800 // then restore it's attachment state
1801=======
1423 bool previousAttachmentStatus = dupe.IsAttachment; 1802 bool previousAttachmentStatus = dupe.IsAttachment;
1424 1803
1425 if (!userExposed) 1804 if (!userExposed)
1426 dupe.IsAttachment = true; 1805 dupe.IsAttachment = true;
1806>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
1427 1807
1428 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); 1808 // This is only necessary when userExposed is false!
1429 1809
1810<<<<<<< HEAD
1811 bool previousAttachmentStatus = dupe.RootPart.IsAttachment;
1812=======
1430 if (!userExposed) 1813 if (!userExposed)
1431 { 1814 {
1432 dupe.IsAttachment = previousAttachmentStatus; 1815 dupe.IsAttachment = previousAttachmentStatus;
1433 } 1816 }
1817>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
1434 1818
1435 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 1819 if (!userExposed)
1436 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 1820 dupe.RootPart.IsAttachment = true;
1437 1821
1438 if (userExposed) 1822 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
1439 dupe.m_rootPart.TrimPermissions();
1440 1823
1441 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 1824 if (!userExposed)
1442
1443 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1444 { 1825 {
1445 return p1.LinkNum.CompareTo(p2.LinkNum); 1826 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1446 } 1827 }
1447 );
1448 1828
1449 foreach (SceneObjectPart part in partList) 1829 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1450 { 1830 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
1451 SceneObjectPart newPart; 1831
1452 if (part.UUID != m_rootPart.UUID) 1832 if (userExposed)
1833 dupe.m_rootPart.TrimPermissions();
1834
1835 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1836
1837 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1838 {
1839 return p1.LinkNum.CompareTo(p2.LinkNum);
1840 }
1841 );
1842
1843 foreach (SceneObjectPart part in partList)
1453 { 1844 {
1454 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 1845 if (part.UUID != m_rootPart.UUID)
1455 newPart.LinkNum = part.LinkNum; 1846 {
1847 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1848
1849 newPart.LinkNum = part.LinkNum;
1850 }
1851
1852 // Need to duplicate the physics actor as well
1853 if (part.PhysActor != null && userExposed)
1854 {
1855 PrimitiveBaseShape pbs = part.Shape;
1856
1857 part.PhysActor
1858 = m_scene.PhysicsScene.AddPrimShape(
1859 string.Format("{0}/{1}", part.Name, part.UUID),
1860 pbs,
1861 part.AbsolutePosition,
1862 part.Scale,
1863 part.RotationOffset,
1864 part.PhysActor.IsPhysical,
1865 m_localId);
1866 part.PhysActor.SetMaterial((int)part.Material);
1867
1868 part.PhysActor.LocalID = part.LocalId;
1869 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1870 }
1456 } 1871 }
1457 else 1872 if (userExposed)
1458 { 1873 {
1459 newPart = dupe.m_rootPart; 1874 dupe.UpdateParentIDs();
1460 } 1875 dupe.HasGroupChanged = true;
1876 dupe.AttachToBackup();
1461 1877
1878<<<<<<< HEAD
1879 ScheduleGroupForFullUpdate();
1880=======
1462 // Need to duplicate the physics actor as well 1881 // Need to duplicate the physics actor as well
1463 if (part.PhysActor != null && userExposed) 1882 if (part.PhysActor != null && userExposed)
1464 { 1883 {
@@ -1475,18 +1894,13 @@ namespace OpenSim.Region.Framework.Scenes
1475 newPart.LocalId); 1894 newPart.LocalId);
1476 1895
1477 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); 1896 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1897>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
1478 } 1898 }
1479 } 1899 }
1480 1900 finally
1481 if (userExposed)
1482 { 1901 {
1483 dupe.UpdateParentIDs(); 1902 m_dupeInProgress = false;
1484 dupe.HasGroupChanged = true;
1485 dupe.AttachToBackup();
1486
1487 ScheduleGroupForFullUpdate();
1488 } 1903 }
1489
1490 return dupe; 1904 return dupe;
1491 } 1905 }
1492 1906
@@ -1592,6 +2006,7 @@ namespace OpenSim.Region.Framework.Scenes
1592 return Vector3.Zero; 2006 return Vector3.Zero;
1593 } 2007 }
1594 2008
2009 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1595 public void moveToTarget(Vector3 target, float tau) 2010 public void moveToTarget(Vector3 target, float tau)
1596 { 2011 {
1597 if (IsAttachment) 2012 if (IsAttachment)
@@ -1615,14 +2030,72 @@ namespace OpenSim.Region.Framework.Scenes
1615 2030
1616 public void stopMoveToTarget() 2031 public void stopMoveToTarget()
1617 { 2032 {
2033<<<<<<< HEAD
2034 SceneObjectPart rootpart = m_rootPart;
2035 if (rootpart != null)
2036 {
2037 if (IsAttachment)
2038 {
2039 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2040 if (avatar != null) avatar.StopMoveToPosition();
2041 }
2042 else
2043 {
2044 if (rootpart.PhysActor != null)
2045 {
2046 rootpart.PhysActor.PIDActive = false;
2047 }
2048 }
2049 }
2050=======
1618 if (RootPart.PhysActor != null) 2051 if (RootPart.PhysActor != null)
1619 RootPart.PhysActor.PIDActive = false; 2052 RootPart.PhysActor.PIDActive = false;
2053>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
1620 } 2054 }
1621 2055
2056 public void rotLookAt(Quaternion target, float strength, float damping)
2057 {
2058 SceneObjectPart rootpart = m_rootPart;
2059 if (rootpart != null)
2060 {
2061 if (IsAttachment)
2062 {
2063 /*
2064 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2065 if (avatar != null)
2066 {
2067 Rotate the Av?
2068 } */
2069 }
2070 else
2071 {
2072 if (rootpart.PhysActor != null)
2073 { // APID must be implemented in your physics system for this to function.
2074 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2075 rootpart.PhysActor.APIDStrength = strength;
2076 rootpart.PhysActor.APIDDamping = damping;
2077 rootpart.PhysActor.APIDActive = true;
2078 }
2079 }
2080 }
2081 }
2082
1622 public void stopLookAt() 2083 public void stopLookAt()
1623 { 2084 {
2085<<<<<<< HEAD
2086 SceneObjectPart rootpart = m_rootPart;
2087 if (rootpart != null)
2088 {
2089 if (rootpart.PhysActor != null)
2090 { // APID must be implemented in your physics system for this to function.
2091 rootpart.PhysActor.APIDActive = false;
2092 }
2093 }
2094
2095=======
1624 if (RootPart.PhysActor != null) 2096 if (RootPart.PhysActor != null)
1625 RootPart.PhysActor.APIDActive = false; 2097 RootPart.PhysActor.APIDActive = false;
2098>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
1626 } 2099 }
1627 2100
1628 /// <summary> 2101 /// <summary>
@@ -1680,6 +2153,8 @@ namespace OpenSim.Region.Framework.Scenes
1680 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2153 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1681 { 2154 {
1682 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2155 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2156 newPart.SetParent(this);
2157
1683 AddPart(newPart); 2158 AddPart(newPart);
1684 2159
1685 SetPartAsNonRoot(newPart); 2160 SetPartAsNonRoot(newPart);
@@ -1828,11 +2303,11 @@ namespace OpenSim.Region.Framework.Scenes
1828 /// Immediately send a full update for this scene object. 2303 /// Immediately send a full update for this scene object.
1829 /// </summary> 2304 /// </summary>
1830 public void SendGroupFullUpdate() 2305 public void SendGroupFullUpdate()
1831 { 2306 {
1832 if (IsDeleted) 2307 if (IsDeleted)
1833 return; 2308 return;
1834 2309
1835// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2310// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1836 2311
1837 RootPart.SendFullUpdateToAllClients(); 2312 RootPart.SendFullUpdateToAllClients();
1838 2313
@@ -2021,12 +2496,15 @@ namespace OpenSim.Region.Framework.Scenes
2021 part.LinkNum += objectGroup.PrimCount; 2496 part.LinkNum += objectGroup.PrimCount;
2022 } 2497 }
2023 } 2498 }
2499 }
2024 2500
2025 linkPart.LinkNum = 2; 2501 linkPart.LinkNum = 2;
2026 2502
2027 linkPart.SetParent(this); 2503 linkPart.SetParent(this);
2028 linkPart.CreateSelected = true; 2504 linkPart.CreateSelected = true;
2029 2505
2506 lock (m_parts.SyncRoot)
2507 {
2030 //if (linkPart.PhysActor != null) 2508 //if (linkPart.PhysActor != null)
2031 //{ 2509 //{
2032 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2510 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
@@ -2184,7 +2662,13 @@ namespace OpenSim.Region.Framework.Scenes
2184 /// <param name="objectGroup"></param> 2662 /// <param name="objectGroup"></param>
2185 public virtual void DetachFromBackup() 2663 public virtual void DetachFromBackup()
2186 { 2664 {
2665<<<<<<< HEAD
2666 m_scene.SceneGraph.FireDetachFromBackup(this);
2667
2668 if (m_isBackedUp)
2669=======
2187 if (m_isBackedUp && Scene != null) 2670 if (m_isBackedUp && Scene != null)
2671>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
2188 m_scene.EventManager.OnBackup -= ProcessBackup; 2672 m_scene.EventManager.OnBackup -= ProcessBackup;
2189 2673
2190 m_isBackedUp = false; 2674 m_isBackedUp = false;
@@ -2202,7 +2686,8 @@ namespace OpenSim.Region.Framework.Scenes
2202 2686
2203 axPos *= parentRot; 2687 axPos *= parentRot;
2204 part.OffsetPosition = axPos; 2688 part.OffsetPosition = axPos;
2205 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2689 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2690 part.GroupPosition = newPos;
2206 part.OffsetPosition = Vector3.Zero; 2691 part.OffsetPosition = Vector3.Zero;
2207 part.RotationOffset = worldRot; 2692 part.RotationOffset = worldRot;
2208 2693
@@ -2213,7 +2698,7 @@ namespace OpenSim.Region.Framework.Scenes
2213 2698
2214 part.LinkNum = linkNum; 2699 part.LinkNum = linkNum;
2215 2700
2216 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2701 part.OffsetPosition = newPos - AbsolutePosition;
2217 2702
2218 Quaternion rootRotation = m_rootPart.RotationOffset; 2703 Quaternion rootRotation = m_rootPart.RotationOffset;
2219 2704
@@ -2223,7 +2708,7 @@ namespace OpenSim.Region.Framework.Scenes
2223 2708
2224 parentRot = m_rootPart.RotationOffset; 2709 parentRot = m_rootPart.RotationOffset;
2225 oldRot = part.RotationOffset; 2710 oldRot = part.RotationOffset;
2226 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2711 Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot;
2227 part.RotationOffset = newRot; 2712 part.RotationOffset = newRot;
2228 } 2713 }
2229 2714
@@ -2479,8 +2964,16 @@ namespace OpenSim.Region.Framework.Scenes
2479 } 2964 }
2480 } 2965 }
2481 2966
2967 RootPart.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2482 for (int i = 0; i < parts.Length; i++) 2968 for (int i = 0; i < parts.Length; i++)
2969<<<<<<< HEAD
2970 {
2971 if (parts[i] != RootPart)
2972 parts[i].UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2973 }
2974=======
2483 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 2975 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
2976>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
2484 } 2977 }
2485 } 2978 }
2486 2979
@@ -2493,6 +2986,17 @@ namespace OpenSim.Region.Framework.Scenes
2493 } 2986 }
2494 } 2987 }
2495 2988
2989
2990
2991 /// <summary>
2992 /// Gets the number of parts
2993 /// </summary>
2994 /// <returns></returns>
2995 public int GetPartCount()
2996 {
2997 return Parts.Count();
2998 }
2999
2496 /// <summary> 3000 /// <summary>
2497 /// Update the texture entry for this part 3001 /// Update the texture entry for this part
2498 /// </summary> 3002 /// </summary>
@@ -2547,10 +3051,37 @@ namespace OpenSim.Region.Framework.Scenes
2547 /// <param name="scale"></param> 3051 /// <param name="scale"></param>
2548 public void GroupResize(Vector3 scale) 3052 public void GroupResize(Vector3 scale)
2549 { 3053 {
3054<<<<<<< HEAD
3055 if (scale.X > m_scene.m_maxNonphys)
3056 scale.X = m_scene.m_maxNonphys;
3057 if (scale.Y > m_scene.m_maxNonphys)
3058 scale.Y = m_scene.m_maxNonphys;
3059 if (scale.Z > m_scene.m_maxNonphys)
3060 scale.Z = m_scene.m_maxNonphys;
3061 SceneObjectPart part = GetChildPart(localID);
3062 if (part != null)
3063 {
3064 if (part.PhysActor != null)
3065 {
3066 if (part.PhysActor.IsPhysical)
3067 {
3068 if (scale.X > m_scene.m_maxPhys)
3069 scale.X = m_scene.m_maxPhys;
3070 if (scale.Y > m_scene.m_maxPhys)
3071 scale.Y = m_scene.m_maxPhys;
3072 if (scale.Z > m_scene.m_maxPhys)
3073 scale.Z = m_scene.m_maxPhys;
3074 }
3075 part.PhysActor.Size = scale;
3076 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
3077 }
3078 part.Resize(scale);
3079=======
2550// m_log.DebugFormat( 3080// m_log.DebugFormat(
2551// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); 3081// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2552 3082
2553 RootPart.StoreUndoState(true); 3083 RootPart.StoreUndoState(true);
3084>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
2554 3085
2555 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 3086 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
2556 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); 3087 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys);
@@ -2563,9 +3094,35 @@ namespace OpenSim.Region.Framework.Scenes
2563 scale.Z = Math.Min(scale.Z, Scene.m_maxPhys); 3094 scale.Z = Math.Min(scale.Z, Scene.m_maxPhys);
2564 } 3095 }
2565 3096
3097<<<<<<< HEAD
3098 public void GroupResize(Vector3 scale, uint localID)
3099 {
3100 SceneObjectPart part = GetChildPart(localID);
3101 if (part != null)
3102 {
3103 if (scale.X > m_scene.m_maxNonphys)
3104 scale.X = m_scene.m_maxNonphys;
3105 if (scale.Y > m_scene.m_maxNonphys)
3106 scale.Y = m_scene.m_maxNonphys;
3107 if (scale.Z > m_scene.m_maxNonphys)
3108 scale.Z = m_scene.m_maxNonphys;
3109 if (part.PhysActor != null && part.PhysActor.IsPhysical)
3110 {
3111 if (scale.X > m_scene.m_maxPhys)
3112 scale.X = m_scene.m_maxPhys;
3113 if (scale.Y > m_scene.m_maxPhys)
3114 scale.Y = m_scene.m_maxPhys;
3115 if (scale.Z > m_scene.m_maxPhys)
3116 scale.Z = m_scene.m_maxPhys;
3117 }
3118 float x = (scale.X / part.Scale.X);
3119 float y = (scale.Y / part.Scale.Y);
3120 float z = (scale.Z / part.Scale.Z);
3121=======
2566 float x = (scale.X / RootPart.Scale.X); 3122 float x = (scale.X / RootPart.Scale.X);
2567 float y = (scale.Y / RootPart.Scale.Y); 3123 float y = (scale.Y / RootPart.Scale.Y);
2568 float z = (scale.Z / RootPart.Scale.Z); 3124 float z = (scale.Z / RootPart.Scale.Z);
3125>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
2569 3126
2570 SceneObjectPart[] parts; 3127 SceneObjectPart[] parts;
2571 if (x > 1.0f || y > 1.0f || z > 1.0f) 3128 if (x > 1.0f || y > 1.0f || z > 1.0f)
@@ -2604,17 +3161,72 @@ namespace OpenSim.Region.Framework.Scenes
2604 3161
2605 if (oldSize.Z * z > m_scene.m_maxPhys) 3162 if (oldSize.Z * z > m_scene.m_maxPhys)
2606 { 3163 {
3164<<<<<<< HEAD
3165 if (oldSize.X*x > m_scene.m_maxPhys)
3166 {
3167 f = m_scene.m_maxPhys / oldSize.X;
3168 a = f / x;
3169 x *= a;
3170 y *= a;
3171 z *= a;
3172 }
3173 if (oldSize.Y*y > m_scene.m_maxPhys)
3174 {
3175 f = m_scene.m_maxPhys / oldSize.Y;
3176 a = f / y;
3177 x *= a;
3178 y *= a;
3179 z *= a;
3180 }
3181 if (oldSize.Z*z > m_scene.m_maxPhys)
3182 {
3183 f = m_scene.m_maxPhys / oldSize.Z;
3184 a = f / z;
3185 x *= a;
3186 y *= a;
3187 z *= a;
3188 }
3189=======
2607 f = m_scene.m_maxPhys / oldSize.Z; 3190 f = m_scene.m_maxPhys / oldSize.Z;
2608 a = f / z; 3191 a = f / z;
2609 x *= a; 3192 x *= a;
2610 y *= a; 3193 y *= a;
2611 z *= a; 3194 z *= a;
3195>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
2612 } 3196 }
2613 } 3197 }
2614 else 3198 else
2615 { 3199 {
2616 if (oldSize.X * x > m_scene.m_maxNonphys) 3200 if (oldSize.X * x > m_scene.m_maxNonphys)
2617 { 3201 {
3202<<<<<<< HEAD
3203 if (oldSize.X*x > m_scene.m_maxNonphys)
3204 {
3205 f = m_scene.m_maxNonphys / oldSize.X;
3206 a = f / x;
3207 x *= a;
3208 y *= a;
3209 z *= a;
3210 }
3211 if (oldSize.Y*y > m_scene.m_maxNonphys)
3212 {
3213 f = m_scene.m_maxNonphys / oldSize.Y;
3214 a = f / y;
3215 x *= a;
3216 y *= a;
3217 z *= a;
3218 }
3219 if (oldSize.Z*z > m_scene.m_maxNonphys)
3220 {
3221 f = m_scene.m_maxNonphys / oldSize.Z;
3222 a = f / z;
3223 x *= a;
3224 y *= a;
3225 z *= a;
3226 }
3227 }
3228 obPart.IgnoreUndoUpdate = false;
3229=======
2618 f = m_scene.m_maxNonphys / oldSize.X; 3230 f = m_scene.m_maxNonphys / oldSize.X;
2619 a = f / x; 3231 a = f / x;
2620 x *= a; 3232 x *= a;
@@ -2639,6 +3251,7 @@ namespace OpenSim.Region.Framework.Scenes
2639 y *= a; 3251 y *= a;
2640 z *= a; 3252 z *= a;
2641 } 3253 }
3254>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
2642 } 3255 }
2643 3256
2644// obPart.IgnoreUndoUpdate = false; 3257// obPart.IgnoreUndoUpdate = false;
@@ -2646,10 +3259,23 @@ namespace OpenSim.Region.Framework.Scenes
2646 } 3259 }
2647 } 3260 }
2648 3261
3262<<<<<<< HEAD
3263 Vector3 prevScale = part.Scale;
3264 prevScale.X *= x;
3265 prevScale.Y *= y;
3266 prevScale.Z *= z;;
3267
3268 part.IgnoreUndoUpdate = false;
3269 part.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3270 part.IgnoreUndoUpdate = true;
3271 part.Resize(prevScale);
3272 part.IgnoreUndoUpdate = false;
3273=======
2649 Vector3 prevScale = RootPart.Scale; 3274 Vector3 prevScale = RootPart.Scale;
2650 prevScale.X *= x; 3275 prevScale.X *= x;
2651 prevScale.Y *= y; 3276 prevScale.Y *= y;
2652 prevScale.Z *= z; 3277 prevScale.Z *= z;
3278>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
2653 3279
2654// RootPart.IgnoreUndoUpdate = true; 3280// RootPart.IgnoreUndoUpdate = true;
2655 RootPart.Resize(prevScale); 3281 RootPart.Resize(prevScale);
@@ -2663,6 +3289,32 @@ namespace OpenSim.Region.Framework.Scenes
2663 if (obPart.UUID != m_rootPart.UUID) 3289 if (obPart.UUID != m_rootPart.UUID)
2664 { 3290 {
2665 obPart.IgnoreUndoUpdate = true; 3291 obPart.IgnoreUndoUpdate = true;
3292<<<<<<< HEAD
3293 if (obPart.UUID != m_rootPart.UUID)
3294 {
3295 if (obPart.UUID != m_rootPart.UUID)
3296 {
3297 obPart.IgnoreUndoUpdate = false;
3298 obPart.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3299 obPart.IgnoreUndoUpdate = true;
3300
3301 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
3302 currentpos.X *= x;
3303 currentpos.Y *= y;
3304 currentpos.Z *= z;
3305 Vector3 newSize = new Vector3(obPart.Scale);
3306 newSize.X *= x;
3307 newSize.Y *= y;
3308 newSize.Z *= z;
3309 obPart.Resize(newSize);
3310 obPart.UpdateOffSet(currentpos);
3311 }
3312 obPart.IgnoreUndoUpdate = false;
3313 }
3314 obPart.IgnoreUndoUpdate = false;
3315 }
3316=======
3317>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
2666 3318
2667 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3319 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2668 currentpos.X *= x; 3320 currentpos.X *= x;
@@ -2680,8 +3332,15 @@ namespace OpenSim.Region.Framework.Scenes
2680 obPart.IgnoreUndoUpdate = false; 3332 obPart.IgnoreUndoUpdate = false;
2681 } 3333 }
2682 3334
3335<<<<<<< HEAD
3336 part.IgnoreUndoUpdate = false;
3337 HasGroupChanged = true;
3338 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3339 ScheduleGroupForTerseUpdate();
3340=======
2683// obPart.IgnoreUndoUpdate = false; 3341// obPart.IgnoreUndoUpdate = false;
2684// obPart.StoreUndoState(); 3342// obPart.StoreUndoState();
3343>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
2685 } 3344 }
2686 3345
2687// m_log.DebugFormat( 3346// m_log.DebugFormat(
@@ -2698,6 +3357,8 @@ namespace OpenSim.Region.Framework.Scenes
2698 /// <param name="pos"></param> 3357 /// <param name="pos"></param>
2699 public void UpdateGroupPosition(Vector3 pos) 3358 public void UpdateGroupPosition(Vector3 pos)
2700 { 3359 {
3360<<<<<<< HEAD
3361=======
2701// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos); 3362// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
2702 3363
2703 RootPart.StoreUndoState(true); 3364 RootPart.StoreUndoState(true);
@@ -2706,10 +3367,12 @@ namespace OpenSim.Region.Framework.Scenes
2706// for (int i = 0; i < parts.Length; i++) 3367// for (int i = 0; i < parts.Length; i++)
2707// parts[i].StoreUndoState(); 3368// parts[i].StoreUndoState();
2708 3369
3370>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
2709 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3371 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2710 { 3372 {
2711 if (IsAttachment) 3373 if (IsAttachment)
2712 { 3374 {
3375 m_rootPart.StoreUndoState(UndoType.STATE_GROUP_POSITION);
2713 m_rootPart.AttachedPos = pos; 3376 m_rootPart.AttachedPos = pos;
2714 } 3377 }
2715 if (RootPart.GetStatusSandbox()) 3378 if (RootPart.GetStatusSandbox())
@@ -2741,9 +3404,15 @@ namespace OpenSim.Region.Framework.Scenes
2741 { 3404 {
2742 SceneObjectPart part = GetChildPart(localID); 3405 SceneObjectPart part = GetChildPart(localID);
2743 3406
3407<<<<<<< HEAD
3408 SceneObjectPart[] parts = m_parts.GetArray();
3409 for (int i = 0; i < parts.Length; i++)
3410 parts[i].StoreUndoState(UndoType.STATE_PRIM_POSITION);
3411=======
2744// SceneObjectPart[] parts = m_parts.GetArray(); 3412// SceneObjectPart[] parts = m_parts.GetArray();
2745// for (int i = 0; i < parts.Length; i++) 3413// for (int i = 0; i < parts.Length; i++)
2746// parts[i].StoreUndoState(); 3414// parts[i].StoreUndoState();
3415>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
2747 3416
2748 if (part != null) 3417 if (part != null)
2749 { 3418 {
@@ -2773,12 +3442,18 @@ namespace OpenSim.Region.Framework.Scenes
2773 /// <param name="pos"></param> 3442 /// <param name="pos"></param>
2774 public void UpdateRootPosition(Vector3 pos) 3443 public void UpdateRootPosition(Vector3 pos)
2775 { 3444 {
3445<<<<<<< HEAD
3446 SceneObjectPart[] parts = m_parts.GetArray();
3447 for (int i = 0; i < parts.Length; i++)
3448 parts[i].StoreUndoState(UndoType.STATE_PRIM_POSITION);
3449=======
2776// m_log.DebugFormat( 3450// m_log.DebugFormat(
2777// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos); 3451// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
2778 3452
2779// SceneObjectPart[] parts = m_parts.GetArray(); 3453// SceneObjectPart[] parts = m_parts.GetArray();
2780// for (int i = 0; i < parts.Length; i++) 3454// for (int i = 0; i < parts.Length; i++)
2781// parts[i].StoreUndoState(); 3455// parts[i].StoreUndoState();
3456>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
2782 3457
2783 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3458 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
2784 Vector3 oldPos = 3459 Vector3 oldPos =
@@ -2799,10 +3474,27 @@ namespace OpenSim.Region.Framework.Scenes
2799 obPart.OffsetPosition = obPart.OffsetPosition + diff; 3474 obPart.OffsetPosition = obPart.OffsetPosition + diff;
2800 } 3475 }
2801 3476
2802 AbsolutePosition = newPos; 3477 //We have to set undoing here because otherwise an undo state will be saved
3478 if (!m_rootPart.Undoing)
3479 {
3480 m_rootPart.Undoing = true;
3481 AbsolutePosition = newPos;
3482 m_rootPart.Undoing = false;
3483 }
3484 else
3485 {
3486 AbsolutePosition = newPos;
3487 }
2803 3488
2804 HasGroupChanged = true; 3489 HasGroupChanged = true;
2805 ScheduleGroupForTerseUpdate(); 3490 if (m_rootPart.Undoing)
3491 {
3492 ScheduleGroupForFullUpdate();
3493 }
3494 else
3495 {
3496 ScheduleGroupForTerseUpdate();
3497 }
2806 } 3498 }
2807 3499
2808 public void OffsetForNewRegion(Vector3 offset) 3500 public void OffsetForNewRegion(Vector3 offset)
@@ -2820,6 +3512,11 @@ namespace OpenSim.Region.Framework.Scenes
2820 /// <param name="rot"></param> 3512 /// <param name="rot"></param>
2821 public void UpdateGroupRotationR(Quaternion rot) 3513 public void UpdateGroupRotationR(Quaternion rot)
2822 { 3514 {
3515<<<<<<< HEAD
3516 SceneObjectPart[] parts = m_parts.GetArray();
3517 for (int i = 0; i < parts.Length; i++)
3518 parts[i].StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3519=======
2823// m_log.DebugFormat( 3520// m_log.DebugFormat(
2824// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot); 3521// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
2825 3522
@@ -2828,6 +3525,7 @@ namespace OpenSim.Region.Framework.Scenes
2828// parts[i].StoreUndoState(); 3525// parts[i].StoreUndoState();
2829 3526
2830 m_rootPart.StoreUndoState(true); 3527 m_rootPart.StoreUndoState(true);
3528>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
2831 3529
2832 m_rootPart.UpdateRotation(rot); 3530 m_rootPart.UpdateRotation(rot);
2833 3531
@@ -2849,6 +3547,11 @@ namespace OpenSim.Region.Framework.Scenes
2849 /// <param name="rot"></param> 3547 /// <param name="rot"></param>
2850 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3548 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
2851 { 3549 {
3550<<<<<<< HEAD
3551 SceneObjectPart[] parts = m_parts.GetArray();
3552 for (int i = 0; i < parts.Length; i++)
3553 parts[i].StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3554=======
2852// m_log.DebugFormat( 3555// m_log.DebugFormat(
2853// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot); 3556// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
2854 3557
@@ -2858,6 +3561,7 @@ namespace OpenSim.Region.Framework.Scenes
2858 3561
2859 RootPart.StoreUndoState(true); 3562 RootPart.StoreUndoState(true);
2860 RootPart.IgnoreUndoUpdate = true; 3563 RootPart.IgnoreUndoUpdate = true;
3564>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
2861 3565
2862 m_rootPart.UpdateRotation(rot); 3566 m_rootPart.UpdateRotation(rot);
2863 3567
@@ -2884,10 +3588,9 @@ namespace OpenSim.Region.Framework.Scenes
2884 public void UpdateSingleRotation(Quaternion rot, uint localID) 3588 public void UpdateSingleRotation(Quaternion rot, uint localID)
2885 { 3589 {
2886 SceneObjectPart part = GetChildPart(localID); 3590 SceneObjectPart part = GetChildPart(localID);
2887
2888 SceneObjectPart[] parts = m_parts.GetArray(); 3591 SceneObjectPart[] parts = m_parts.GetArray();
2889 for (int i = 0; i < parts.Length; i++) 3592 for (int i = 0; i < parts.Length; i++)
2890 parts[i].StoreUndoState(); 3593 parts[i].StoreUndoState(UndoType.STATE_PRIM_ROTATION);
2891 3594
2892 if (part != null) 3595 if (part != null)
2893 { 3596 {
@@ -2925,12 +3628,29 @@ namespace OpenSim.Region.Framework.Scenes
2925 if (part.UUID == m_rootPart.UUID) 3628 if (part.UUID == m_rootPart.UUID)
2926 { 3629 {
2927 UpdateRootRotation(rot); 3630 UpdateRootRotation(rot);
2928 AbsolutePosition = pos; 3631 if (!m_rootPart.Undoing)
3632 {
3633 m_rootPart.Undoing = true;
3634 AbsolutePosition = pos;
3635 m_rootPart.Undoing = false;
3636 }
3637 else
3638 {
3639 AbsolutePosition = pos;
3640 }
2929 } 3641 }
2930 else 3642 else
2931 { 3643 {
3644<<<<<<< HEAD
3645 part.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3646 part.IgnoreUndoUpdate = true;
2932 part.UpdateRotation(rot); 3647 part.UpdateRotation(rot);
2933 part.OffsetPosition = pos; 3648 part.OffsetPosition = pos;
3649 part.IgnoreUndoUpdate = false;
3650=======
3651 part.UpdateRotation(rot);
3652 part.OffsetPosition = pos;
3653>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
2934 } 3654 }
2935 3655
2936 part.IgnoreUndoUpdate = false; 3656 part.IgnoreUndoUpdate = false;
@@ -2950,8 +3670,16 @@ namespace OpenSim.Region.Framework.Scenes
2950 Quaternion axRot = rot; 3670 Quaternion axRot = rot;
2951 Quaternion oldParentRot = m_rootPart.RotationOffset; 3671 Quaternion oldParentRot = m_rootPart.RotationOffset;
2952 3672
2953 m_rootPart.StoreUndoState(); 3673 m_rootPart.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
2954 m_rootPart.UpdateRotation(rot); 3674 bool cancelUndo = false;
3675 if (!m_rootPart.Undoing)
3676 {
3677 m_rootPart.Undoing = true;
3678 cancelUndo = true;
3679 }
3680
3681 //Don't use UpdateRotation because it schedules an update prematurely
3682 m_rootPart.RotationOffset = rot;
2955 if (m_rootPart.PhysActor != null) 3683 if (m_rootPart.PhysActor != null)
2956 { 3684 {
2957 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; 3685 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
@@ -2966,9 +3694,24 @@ namespace OpenSim.Region.Framework.Scenes
2966 { 3694 {
2967 prim.IgnoreUndoUpdate = true; 3695 prim.IgnoreUndoUpdate = true;
2968 Vector3 axPos = prim.OffsetPosition; 3696 Vector3 axPos = prim.OffsetPosition;
3697
2969 axPos *= oldParentRot; 3698 axPos *= oldParentRot;
2970 axPos *= Quaternion.Inverse(axRot); 3699 axPos *= Quaternion.Inverse(axRot);
2971 prim.OffsetPosition = axPos; 3700 prim.OffsetPosition = axPos;
3701<<<<<<< HEAD
3702
3703 prim.RotationOffset *= Quaternion.Inverse(prim.GetWorldRotation()) * (oldParentRot * prim.RotationOffset);
3704
3705 prim.IgnoreUndoUpdate = false;
3706 }
3707 }
3708 if (cancelUndo == true)
3709 {
3710 m_rootPart.Undoing = false;
3711 }
3712 HasGroupChanged = true;
3713 ScheduleGroupForFullUpdate();
3714=======
2972 Quaternion primsRot = prim.RotationOffset; 3715 Quaternion primsRot = prim.RotationOffset;
2973 Quaternion newRot = primsRot * oldParentRot; 3716 Quaternion newRot = primsRot * oldParentRot;
2974 newRot *= Quaternion.Inverse(axRot); 3717 newRot *= Quaternion.Inverse(axRot);
@@ -2993,6 +3736,7 @@ namespace OpenSim.Region.Framework.Scenes
2993// m_log.DebugFormat( 3736// m_log.DebugFormat(
2994// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3737// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}",
2995// Name, LocalId, rot); 3738// Name, LocalId, rot);
3739>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
2996 } 3740 }
2997 3741
2998 #endregion 3742 #endregion
@@ -3216,7 +3960,6 @@ namespace OpenSim.Region.Framework.Scenes
3216 public float GetMass() 3960 public float GetMass()
3217 { 3961 {
3218 float retmass = 0f; 3962 float retmass = 0f;
3219
3220 SceneObjectPart[] parts = m_parts.GetArray(); 3963 SceneObjectPart[] parts = m_parts.GetArray();
3221 for (int i = 0; i < parts.Length; i++) 3964 for (int i = 0; i < parts.Length; i++)
3222 retmass += parts[i].GetMass(); 3965 retmass += parts[i].GetMass();
@@ -3310,6 +4053,14 @@ namespace OpenSim.Region.Framework.Scenes
3310 SetFromItemID(uuid); 4053 SetFromItemID(uuid);
3311 } 4054 }
3312 4055
4056 public void ResetOwnerChangeFlag()
4057 {
4058 ForEachPart(delegate(SceneObjectPart part)
4059 {
4060 part.ResetOwnerChangeFlag();
4061 });
4062 }
4063
3313 #endregion 4064 #endregion
3314 } 4065 }
3315} 4066}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 04fef83..893faf8 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -62,7 +62,8 @@ namespace OpenSim.Region.Framework.Scenes
62 TELEPORT = 512, 62 TELEPORT = 512,
63 REGION_RESTART = 1024, 63 REGION_RESTART = 1024,
64 MEDIA = 2048, 64 MEDIA = 2048,
65 ANIMATION = 16384 65 ANIMATION = 16384,
66 POSITION = 32768
66 } 67 }
67 68
68 // I don't really know where to put this except here. 69 // I don't really know where to put this except here.
@@ -190,7 +191,15 @@ namespace OpenSim.Region.Framework.Scenes
190 191
191 public UUID FromFolderID; 192 public UUID FromFolderID;
192 193
193 194 // The following two are to hold the attachment data
195 // while an object is inworld
196 [XmlIgnore]
197 public byte AttachPoint = 0;
198
199 [XmlIgnore]
200 public Vector3 AttachOffset = Vector3.Zero;
201
202 [XmlIgnore]
194 public int STATUS_ROTATE_X; 203 public int STATUS_ROTATE_X;
195 204
196 205
@@ -272,6 +281,7 @@ namespace OpenSim.Region.Framework.Scenes
272 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 281 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
273 private Vector3 m_sitTargetPosition; 282 private Vector3 m_sitTargetPosition;
274 private string m_sitAnimation = "SIT"; 283 private string m_sitAnimation = "SIT";
284 private bool m_occupied; // KF if any av is sitting on this prim
275 private string m_text = String.Empty; 285 private string m_text = String.Empty;
276 private string m_touchName = String.Empty; 286 private string m_touchName = String.Empty;
277 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); 287 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5);
@@ -315,6 +325,7 @@ namespace OpenSim.Region.Framework.Scenes
315 protected Vector3 m_lastAcceleration; 325 protected Vector3 m_lastAcceleration;
316 protected Vector3 m_lastAngularVelocity; 326 protected Vector3 m_lastAngularVelocity;
317 protected int m_lastTerseSent; 327 protected int m_lastTerseSent;
328 protected float m_buoyancy = 0.0f;
318 329
319 /// <summary> 330 /// <summary>
320 /// Stores media texture data 331 /// Stores media texture data
@@ -367,7 +378,7 @@ namespace OpenSim.Region.Framework.Scenes
367 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 378 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
368 Quaternion rotationOffset, Vector3 offsetPosition) 379 Quaternion rotationOffset, Vector3 offsetPosition)
369 { 380 {
370 m_name = "Primitive"; 381 m_name = "Object";
371 382
372 Rezzed = DateTime.UtcNow; 383 Rezzed = DateTime.UtcNow;
373 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 384 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
@@ -422,7 +433,7 @@ namespace OpenSim.Region.Framework.Scenes
422 private uint _ownerMask = (uint)PermissionMask.All; 433 private uint _ownerMask = (uint)PermissionMask.All;
423 private uint _groupMask = (uint)PermissionMask.None; 434 private uint _groupMask = (uint)PermissionMask.None;
424 private uint _everyoneMask = (uint)PermissionMask.None; 435 private uint _everyoneMask = (uint)PermissionMask.None;
425 private uint _nextOwnerMask = (uint)PermissionMask.All; 436 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
426 private PrimFlags _flags = PrimFlags.None; 437 private PrimFlags _flags = PrimFlags.None;
427 private DateTime m_expires; 438 private DateTime m_expires;
428 private DateTime m_rezzed; 439 private DateTime m_rezzed;
@@ -521,12 +532,16 @@ namespace OpenSim.Region.Framework.Scenes
521 } 532 }
522 533
523 /// <value> 534 /// <value>
524 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 535 /// Get the inventory list
525 /// </value> 536 /// </value>
526 public TaskInventoryDictionary TaskInventory 537 public TaskInventoryDictionary TaskInventory
527 { 538 {
528 get { return m_inventory.Items; } 539 get {
529 set { m_inventory.Items = value; } 540 return m_inventory.Items;
541 }
542 set {
543 m_inventory.Items = value;
544 }
530 } 545 }
531 546
532 /// <summary> 547 /// <summary>
@@ -667,14 +682,12 @@ namespace OpenSim.Region.Framework.Scenes
667 set { m_LoopSoundSlavePrims = value; } 682 set { m_LoopSoundSlavePrims = value; }
668 } 683 }
669 684
670
671 public Byte[] TextureAnimation 685 public Byte[] TextureAnimation
672 { 686 {
673 get { return m_TextureAnimation; } 687 get { return m_TextureAnimation; }
674 set { m_TextureAnimation = value; } 688 set { m_TextureAnimation = value; }
675 } 689 }
676 690
677
678 public Byte[] ParticleSystem 691 public Byte[] ParticleSystem
679 { 692 {
680 get { return m_particleSystem; } 693 get { return m_particleSystem; }
@@ -711,9 +724,11 @@ namespace OpenSim.Region.Framework.Scenes
711 { 724 {
712 // If this is a linkset, we don't want the physics engine mucking up our group position here. 725 // If this is a linkset, we don't want the physics engine mucking up our group position here.
713 PhysicsActor actor = PhysActor; 726 PhysicsActor actor = PhysActor;
714 if (actor != null && _parentID == 0) 727 if (_parentID == 0)
715 { 728 {
716 m_groupPosition = actor.Position; 729 if (actor != null)
730 m_groupPosition = actor.Position;
731 return m_groupPosition;
717 } 732 }
718 733
719 if (m_parentGroup.IsAttachment) 734 if (m_parentGroup.IsAttachment)
@@ -723,12 +738,14 @@ namespace OpenSim.Region.Framework.Scenes
723 return sp.AbsolutePosition; 738 return sp.AbsolutePosition;
724 } 739 }
725 740
741 // use root prim's group position. Physics may have updated it
742 if (ParentGroup.RootPart != this)
743 m_groupPosition = ParentGroup.RootPart.GroupPosition;
726 return m_groupPosition; 744 return m_groupPosition;
727 } 745 }
728 set 746 set
729 { 747 {
730 m_groupPosition = value; 748 m_groupPosition = value;
731
732 PhysicsActor actor = PhysActor; 749 PhysicsActor actor = PhysActor;
733 if (actor != null) 750 if (actor != null)
734 { 751 {
@@ -748,22 +765,13 @@ namespace OpenSim.Region.Framework.Scenes
748 765
749 // Tell the physics engines that this prim changed. 766 // Tell the physics engines that this prim changed.
750 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 767 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
768
751 } 769 }
752 catch (Exception e) 770 catch (Exception e)
753 { 771 {
754 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 772 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
755 } 773 }
756 } 774 }
757
758 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
759 if (m_sitTargetAvatar != UUID.Zero)
760 {
761 ScenePresence avatar;
762 if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar))
763 {
764 avatar.ParentPosition = GetWorldPosition();
765 }
766 }
767 } 775 }
768 } 776 }
769 777
@@ -772,7 +780,7 @@ namespace OpenSim.Region.Framework.Scenes
772 get { return m_offsetPosition; } 780 get { return m_offsetPosition; }
773 set 781 set
774 { 782 {
775// StoreUndoState(); 783 Vector3 oldpos = m_offsetPosition;
776 m_offsetPosition = value; 784 m_offsetPosition = value;
777 785
778 if (ParentGroup != null && !ParentGroup.IsDeleted) 786 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -787,7 +795,22 @@ namespace OpenSim.Region.Framework.Scenes
787 if (m_parentGroup.Scene != null) 795 if (m_parentGroup.Scene != null)
788 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 796 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
789 } 797 }
798
799 if (!m_parentGroup.m_dupeInProgress)
800 {
801 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
802 foreach (ScenePresence av in avs)
803 {
804 if (av.LinkedPrim == m_uuid)
805 {
806 Vector3 offset = (m_offsetPosition - oldpos);
807 av.OffsetPosition += offset;
808 av.SendAvatarDataToAllAgents();
809 }
810 }
811 }
790 } 812 }
813 TriggerScriptChangedEvent(Changed.POSITION);
791 } 814 }
792 } 815 }
793 816
@@ -829,7 +852,7 @@ namespace OpenSim.Region.Framework.Scenes
829 852
830 set 853 set
831 { 854 {
832 StoreUndoState(); 855 StoreUndoState(UndoType.STATE_PRIM_ROTATION);
833 m_rotationOffset = value; 856 m_rotationOffset = value;
834 857
835 PhysicsActor actor = PhysActor; 858 PhysicsActor actor = PhysActor;
@@ -914,7 +937,16 @@ namespace OpenSim.Region.Framework.Scenes
914 /// <summary></summary> 937 /// <summary></summary>
915 public Vector3 Acceleration 938 public Vector3 Acceleration
916 { 939 {
917 get { return m_acceleration; } 940 get
941 {
942 PhysicsActor actor = PhysActor;
943 if (actor != null)
944 {
945 m_acceleration = actor.Acceleration;
946 }
947 return m_acceleration;
948 }
949
918 set { m_acceleration = value; } 950 set { m_acceleration = value; }
919 } 951 }
920 952
@@ -1245,6 +1277,13 @@ namespace OpenSim.Region.Framework.Scenes
1245 _flags = value; 1277 _flags = value;
1246 } 1278 }
1247 } 1279 }
1280
1281 [XmlIgnore]
1282 public bool IsOccupied // KF If an av is sittingon this prim
1283 {
1284 get { return m_occupied; }
1285 set { m_occupied = value; }
1286 }
1248 1287
1249 1288
1250 public UUID SitTargetAvatar 1289 public UUID SitTargetAvatar
@@ -1303,6 +1342,19 @@ namespace OpenSim.Region.Framework.Scenes
1303 set { m_collisionSoundVolume = value; } 1342 set { m_collisionSoundVolume = value; }
1304 } 1343 }
1305 1344
1345 public float Buoyancy
1346 {
1347 get { return m_buoyancy; }
1348 set
1349 {
1350 m_buoyancy = value;
1351 if (PhysActor != null)
1352 {
1353 PhysActor.Buoyancy = value;
1354 }
1355 }
1356 }
1357
1306 #endregion Public Properties with only Get 1358 #endregion Public Properties with only Get
1307 1359
1308 #region Private Methods 1360 #region Private Methods
@@ -1319,14 +1371,6 @@ namespace OpenSim.Region.Framework.Scenes
1319 } 1371 }
1320 } 1372 }
1321 1373
1322 /// <summary>
1323 /// Clear all pending updates of parts to clients
1324 /// </summary>
1325 private void ClearUpdateSchedule()
1326 {
1327 m_updateFlag = 0;
1328 }
1329
1330 private void SendObjectPropertiesToClient(UUID AgentID) 1374 private void SendObjectPropertiesToClient(UUID AgentID)
1331 { 1375 {
1332 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1376 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
@@ -1663,6 +1707,9 @@ namespace OpenSim.Region.Framework.Scenes
1663 1707
1664 // Move afterwards ResetIDs as it clears the localID 1708 // Move afterwards ResetIDs as it clears the localID
1665 dupe.LocalId = localID; 1709 dupe.LocalId = localID;
1710 if(dupe.PhysActor != null)
1711 dupe.PhysActor.LocalID = localID;
1712
1666 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1713 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1667 dupe._lastOwnerID = OwnerID; 1714 dupe._lastOwnerID = OwnerID;
1668 1715
@@ -1713,7 +1760,7 @@ namespace OpenSim.Region.Framework.Scenes
1713 PrimitiveBaseShape shape = PrimitiveBaseShape.Create(); 1760 PrimitiveBaseShape shape = PrimitiveBaseShape.Create();
1714 part.Shape = shape; 1761 part.Shape = shape;
1715 1762
1716 part.Name = "Primitive"; 1763 part.Name = "Object";
1717 part._ownerID = UUID.Random(); 1764 part._ownerID = UUID.Random();
1718 1765
1719 return part; 1766 return part;
@@ -2045,19 +2092,17 @@ namespace OpenSim.Region.Framework.Scenes
2045 public Vector3 GetWorldPosition() 2092 public Vector3 GetWorldPosition()
2046 { 2093 {
2047 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2094 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
2048
2049 Vector3 axPos = OffsetPosition; 2095 Vector3 axPos = OffsetPosition;
2050
2051 axPos *= parentRot; 2096 axPos *= parentRot;
2052 Vector3 translationOffsetPosition = axPos; 2097 Vector3 translationOffsetPosition = axPos;
2053 2098 if(_parentID == 0)
2054// m_log.DebugFormat("[SCENE OBJECT PART]: Found group pos {0} for part {1}", GroupPosition, Name); 2099 {
2055 2100 return GroupPosition;
2056 Vector3 worldPos = GroupPosition + translationOffsetPosition; 2101 }
2057 2102 else
2058// m_log.DebugFormat("[SCENE OBJECT PART]: Found world pos {0} for part {1}", worldPos, Name); 2103 {
2059 2104 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
2060 return worldPos; 2105 }
2061 } 2106 }
2062 2107
2063 /// <summary> 2108 /// <summary>
@@ -2697,17 +2742,18 @@ namespace OpenSim.Region.Framework.Scenes
2697 //Trys to fetch sound id from prim's inventory. 2742 //Trys to fetch sound id from prim's inventory.
2698 //Prim's inventory doesn't support non script items yet 2743 //Prim's inventory doesn't support non script items yet
2699 2744
2700 lock (TaskInventory) 2745 TaskInventory.LockItemsForRead(true);
2746
2747 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2701 { 2748 {
2702 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2749 if (item.Value.Name == sound)
2703 { 2750 {
2704 if (item.Value.Name == sound) 2751 soundID = item.Value.ItemID;
2705 { 2752 break;
2706 soundID = item.Value.ItemID;
2707 break;
2708 }
2709 } 2753 }
2710 } 2754 }
2755
2756 TaskInventory.LockItemsForRead(false);
2711 } 2757 }
2712 2758
2713 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2759 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2792,7 +2838,7 @@ namespace OpenSim.Region.Framework.Scenes
2792 2838
2793 public void RotLookAt(Quaternion target, float strength, float damping) 2839 public void RotLookAt(Quaternion target, float strength, float damping)
2794 { 2840 {
2795 rotLookAt(target, strength, damping); 2841 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2796 } 2842 }
2797 2843
2798 public void rotLookAt(Quaternion target, float strength, float damping) 2844 public void rotLookAt(Quaternion target, float strength, float damping)
@@ -3033,8 +3079,8 @@ namespace OpenSim.Region.Framework.Scenes
3033 { 3079 {
3034 const float ROTATION_TOLERANCE = 0.01f; 3080 const float ROTATION_TOLERANCE = 0.01f;
3035 const float VELOCITY_TOLERANCE = 0.001f; 3081 const float VELOCITY_TOLERANCE = 0.001f;
3036 const float POSITION_TOLERANCE = 0.05f; 3082 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
3037 const int TIME_MS_TOLERANCE = 3000; 3083 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
3038 3084
3039 if (m_updateFlag == 1) 3085 if (m_updateFlag == 1)
3040 { 3086 {
@@ -3048,7 +3094,7 @@ namespace OpenSim.Region.Framework.Scenes
3048 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3094 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
3049 { 3095 {
3050 AddTerseUpdateToAllAvatars(); 3096 AddTerseUpdateToAllAvatars();
3051 ClearUpdateSchedule(); 3097
3052 3098
3053 // This causes the Scene to 'poll' physical objects every couple of frames 3099 // This causes the Scene to 'poll' physical objects every couple of frames
3054 // bad, so it's been replaced by an event driven method. 3100 // bad, so it's been replaced by an event driven method.
@@ -3066,16 +3112,18 @@ namespace OpenSim.Region.Framework.Scenes
3066 m_lastAngularVelocity = AngularVelocity; 3112 m_lastAngularVelocity = AngularVelocity;
3067 m_lastTerseSent = Environment.TickCount; 3113 m_lastTerseSent = Environment.TickCount;
3068 } 3114 }
3115 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
3116 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3069 } 3117 }
3070 else 3118 else
3071 { 3119 {
3072 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 3120 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3073 { 3121 {
3074 AddFullUpdateToAllAvatars(); 3122 AddFullUpdateToAllAvatars();
3075 ClearUpdateSchedule(); 3123 m_updateFlag = 0; //Same here
3076 } 3124 }
3077 } 3125 }
3078 ClearUpdateSchedule(); 3126 m_updateFlag = 0;
3079 } 3127 }
3080 3128
3081 /// <summary> 3129 /// <summary>
@@ -3103,17 +3151,16 @@ namespace OpenSim.Region.Framework.Scenes
3103 if (!UUID.TryParse(sound, out soundID)) 3151 if (!UUID.TryParse(sound, out soundID))
3104 { 3152 {
3105 // search sound file from inventory 3153 // search sound file from inventory
3106 lock (TaskInventory) 3154 TaskInventory.LockItemsForRead(true);
3155 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3107 { 3156 {
3108 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3157 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3109 { 3158 {
3110 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3159 soundID = item.Value.ItemID;
3111 { 3160 break;
3112 soundID = item.Value.ItemID;
3113 break;
3114 }
3115 } 3161 }
3116 } 3162 }
3163 TaskInventory.LockItemsForRead(false);
3117 } 3164 }
3118 3165
3119 if (soundID == UUID.Zero) 3166 if (soundID == UUID.Zero)
@@ -3196,14 +3243,6 @@ namespace OpenSim.Region.Framework.Scenes
3196 STATUS_ROTATE_Z = rotate; 3243 STATUS_ROTATE_Z = rotate;
3197 } 3244 }
3198 3245
3199 public void SetBuoyancy(float fvalue)
3200 {
3201 if (PhysActor != null)
3202 {
3203 PhysActor.Buoyancy = fvalue;
3204 }
3205 }
3206
3207 public void SetDieAtEdge(bool p) 3246 public void SetDieAtEdge(bool p)
3208 { 3247 {
3209 if (m_parentGroup.IsDeleted) 3248 if (m_parentGroup.IsDeleted)
@@ -3524,7 +3563,7 @@ namespace OpenSim.Region.Framework.Scenes
3524 3563
3525 public void StopLookAt() 3564 public void StopLookAt()
3526 { 3565 {
3527 m_parentGroup.stopLookAt(); 3566 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3528 3567
3529 m_parentGroup.ScheduleGroupForTerseUpdate(); 3568 m_parentGroup.ScheduleGroupForTerseUpdate();
3530 } 3569 }
@@ -3551,8 +3590,7 @@ namespace OpenSim.Region.Framework.Scenes
3551 m_parentGroup.ScheduleGroupForTerseUpdate(); 3590 m_parentGroup.ScheduleGroupForTerseUpdate();
3552 //m_parentGroup.ScheduleGroupForFullUpdate(); 3591 //m_parentGroup.ScheduleGroupForFullUpdate();
3553 } 3592 }
3554 3593 public void StoreUndoState(UndoType type)
3555 public void StoreUndoState()
3556 { 3594 {
3557 StoreUndoState(false); 3595 StoreUndoState(false);
3558 } 3596 }
@@ -3592,6 +3630,18 @@ namespace OpenSim.Region.Framework.Scenes
3592 { 3630 {
3593 UndoState nUndo = new UndoState(this, forGroup); 3631 UndoState nUndo = new UndoState(this, forGroup);
3594 3632
3633 UndoState nUndo = new UndoState(this, type);
3634
3635 if (lastUndo != null)
3636 {
3637 TimeSpan ts = DateTime.Now.Subtract(lastUndo.LastUpdated);
3638 if (ts.TotalMilliseconds < 500)
3639 {
3640 //Delete the last entry since it was less than 500 milliseconds ago
3641 nUndo.Merge(lastUndo);
3642 m_undo.Pop();
3643 }
3644 }
3595 m_undo.Push(nUndo); 3645 m_undo.Push(nUndo);
3596 3646
3597 if (m_redo.Count > 0) 3647 if (m_redo.Count > 0)
@@ -4663,8 +4713,9 @@ namespace OpenSim.Region.Framework.Scenes
4663 { 4713 {
4664 m_shape.TextureEntry = textureEntry; 4714 m_shape.TextureEntry = textureEntry;
4665 TriggerScriptChangedEvent(Changed.TEXTURE); 4715 TriggerScriptChangedEvent(Changed.TEXTURE);
4666 4716 m_updateFlag = 1;
4667 ParentGroup.HasGroupChanged = true; 4717 ParentGroup.HasGroupChanged = true;
4718
4668 //This is madness.. 4719 //This is madness..
4669 //ParentGroup.ScheduleGroupForFullUpdate(); 4720 //ParentGroup.ScheduleGroupForFullUpdate();
4670 //This is sparta 4721 //This is sparta
@@ -4855,5 +4906,17 @@ namespace OpenSim.Region.Framework.Scenes
4855 Color color = Color; 4906 Color color = Color;
4856 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4907 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4857 } 4908 }
4909
4910 public void ResetOwnerChangeFlag()
4911 {
4912 List<UUID> inv = Inventory.GetInventoryList();
4913
4914 foreach (UUID itemID in inv)
4915 {
4916 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4917 item.OwnerChanged = false;
4918 Inventory.UpdateInventoryItem(item, false, false);
4919 }
4920 }
4858 } 4921 }
4859} 4922}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index e40e57d..1f0840d 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;
150 159 }
151 foreach (TaskInventoryItem item in items) 160
152 { 161 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
153 item.ParentPartID = m_part.UUID; 162 Items.Clear();
154 item.ParentID = m_part.UUID; 163
155 Items.Add(item.ItemID, item); 164 foreach (TaskInventoryItem item in items)
156 } 165 {
166 item.ParentPartID = m_part.UUID;
167 item.ParentID = m_part.UUID;
168 Items.Add(item.ItemID, item);
157 } 169 }
170 m_items.LockItemsForWrite(false);
158 } 171 }
159 172
160 /// <summary> 173 /// <summary>
@@ -163,12 +176,11 @@ namespace OpenSim.Region.Framework.Scenes
163 /// <param name="ownerId"></param> 176 /// <param name="ownerId"></param>
164 public void ChangeInventoryOwner(UUID ownerId) 177 public void ChangeInventoryOwner(UUID ownerId)
165 { 178 {
166 lock (Items) 179 m_items.LockItemsForWrite(true);
180 if (0 == Items.Count)
167 { 181 {
168 if (0 == Items.Count) 182 m_items.LockItemsForWrite(false);
169 { 183 return;
170 return;
171 }
172 } 184 }
173 185
174 HasInventoryChanged = true; 186 HasInventoryChanged = true;
@@ -184,6 +196,7 @@ namespace OpenSim.Region.Framework.Scenes
184 item.PermsGranter = UUID.Zero; 196 item.PermsGranter = UUID.Zero;
185 item.OwnerChanged = true; 197 item.OwnerChanged = true;
186 } 198 }
199 m_items.LockItemsForWrite(false);
187 } 200 }
188 201
189 /// <summary> 202 /// <summary>
@@ -192,12 +205,11 @@ namespace OpenSim.Region.Framework.Scenes
192 /// <param name="groupID"></param> 205 /// <param name="groupID"></param>
193 public void ChangeInventoryGroup(UUID groupID) 206 public void ChangeInventoryGroup(UUID groupID)
194 { 207 {
195 lock (Items) 208 m_items.LockItemsForWrite(true);
209 if (0 == Items.Count)
196 { 210 {
197 if (0 == Items.Count) 211 m_items.LockItemsForWrite(false);
198 { 212 return;
199 return;
200 }
201 } 213 }
202 214
203 // Don't let this set the HasGroupChanged flag for attachments 215 // Don't let this set the HasGroupChanged flag for attachments
@@ -209,12 +221,45 @@ namespace OpenSim.Region.Framework.Scenes
209 m_part.ParentGroup.HasGroupChanged = true; 221 m_part.ParentGroup.HasGroupChanged = true;
210 } 222 }
211 223
212 List<TaskInventoryItem> items = GetInventoryItems(); 224 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
213 foreach (TaskInventoryItem item in items) 225 foreach (TaskInventoryItem item in items)
214 { 226 {
215 if (groupID != item.GroupID) 227 if (groupID != item.GroupID)
228 {
216 item.GroupID = groupID; 229 item.GroupID = groupID;
230 }
217 } 231 }
232 m_items.LockItemsForWrite(false);
233 }
234
235 private void QueryScriptStates()
236 {
237 if (m_part == null || m_part.ParentGroup == null)
238 return;
239
240 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
241 if (engines == null) // No engine at all
242 return;
243
244 Items.LockItemsForRead(true);
245 foreach (TaskInventoryItem item in Items.Values)
246 {
247 if (item.InvType == (int)InventoryType.LSL)
248 {
249 foreach (IScriptModule e in engines)
250 {
251 bool running;
252
253 if (e.HasScript(item.ItemID, out running))
254 {
255 item.ScriptRunning = running;
256 break;
257 }
258 }
259 }
260 }
261
262 Items.LockItemsForRead(false);
218 } 263 }
219 264
220 /// <summary> 265 /// <summary>
@@ -222,9 +267,14 @@ namespace OpenSim.Region.Framework.Scenes
222 /// </summary> 267 /// </summary>
223 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 268 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
224 { 269 {
225 List<TaskInventoryItem> scripts = GetInventoryScripts(); 270 Items.LockItemsForRead(true);
226 foreach (TaskInventoryItem item in scripts) 271 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
227 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 272 Items.LockItemsForRead(false);
273 foreach (TaskInventoryItem item in items)
274 {
275 if ((int)InventoryType.LSL == item.InvType)
276 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
277 }
228 } 278 }
229 279
230 public ArrayList GetScriptErrors(UUID itemID) 280 public ArrayList GetScriptErrors(UUID itemID)
@@ -257,9 +307,18 @@ namespace OpenSim.Region.Framework.Scenes
257 /// </param> 307 /// </param>
258 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 308 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
259 { 309 {
260 List<TaskInventoryItem> scripts = GetInventoryScripts(); 310 Items.LockItemsForRead(true);
261 foreach (TaskInventoryItem item in scripts) 311 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
262 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 312 Items.LockItemsForRead(false);
313
314 foreach (TaskInventoryItem item in items)
315 {
316 if ((int)InventoryType.LSL == item.InvType)
317 {
318 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
319 m_part.RemoveScriptEvents(item.ItemID);
320 }
321 }
263 } 322 }
264 323
265 /// <summary> 324 /// <summary>
@@ -275,7 +334,10 @@ namespace OpenSim.Region.Framework.Scenes
275 // item.Name, item.ItemID, Name, UUID); 334 // item.Name, item.ItemID, Name, UUID);
276 335
277 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 336 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
337 {
338 StoreScriptError(item.ItemID, "no permission");
278 return; 339 return;
340 }
279 341
280 m_part.AddFlag(PrimFlags.Scripted); 342 m_part.AddFlag(PrimFlags.Scripted);
281 343
@@ -284,14 +346,13 @@ namespace OpenSim.Region.Framework.Scenes
284 if (stateSource == 2 && // Prim crossing 346 if (stateSource == 2 && // Prim crossing
285 m_part.ParentGroup.Scene.m_trustBinaries) 347 m_part.ParentGroup.Scene.m_trustBinaries)
286 { 348 {
287 lock (m_items) 349 m_items.LockItemsForWrite(true);
288 { 350 m_items[item.ItemID].PermsMask = 0;
289 m_items[item.ItemID].PermsMask = 0; 351 m_items[item.ItemID].PermsGranter = UUID.Zero;
290 m_items[item.ItemID].PermsGranter = UUID.Zero; 352 m_items.LockItemsForWrite(false);
291 }
292
293 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 353 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
294 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 354 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
355 StoreScriptErrors(item.ItemID, null);
295 m_part.ParentGroup.AddActiveScriptCount(1); 356 m_part.ParentGroup.AddActiveScriptCount(1);
296 m_part.ScheduleFullUpdate(); 357 m_part.ScheduleFullUpdate();
297 return; 358 return;
@@ -300,6 +361,8 @@ namespace OpenSim.Region.Framework.Scenes
300 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 361 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
301 if (null == asset) 362 if (null == asset)
302 { 363 {
364 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
365 StoreScriptError(item.ItemID, msg);
303 m_log.ErrorFormat( 366 m_log.ErrorFormat(
304 "[PRIM INVENTORY]: " + 367 "[PRIM INVENTORY]: " +
305 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 368 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -311,15 +374,20 @@ namespace OpenSim.Region.Framework.Scenes
311 if (m_part.ParentGroup.m_savedScriptState != null) 374 if (m_part.ParentGroup.m_savedScriptState != null)
312 RestoreSavedScriptState(item.OldItemID, item.ItemID); 375 RestoreSavedScriptState(item.OldItemID, item.ItemID);
313 376
314 lock (m_items) 377 m_items.LockItemsForWrite(true);
315 { 378
316 m_items[item.ItemID].PermsMask = 0; 379 m_items[item.ItemID].PermsMask = 0;
317 m_items[item.ItemID].PermsGranter = UUID.Zero; 380 m_items[item.ItemID].PermsGranter = UUID.Zero;
318 } 381
382 m_items.LockItemsForWrite(false);
319 383
320 string script = Utils.BytesToString(asset.Data); 384 string script = Utils.BytesToString(asset.Data);
321 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 385 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
322 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 386 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
387 StoreScriptErrors(item.ItemID, null);
388 if (!item.ScriptRunning)
389 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
390 m_part.LocalId, item.ItemID);
323 m_part.ParentGroup.AddActiveScriptCount(1); 391 m_part.ParentGroup.AddActiveScriptCount(1);
324 m_part.ScheduleFullUpdate(); 392 m_part.ScheduleFullUpdate();
325 } 393 }
@@ -383,21 +451,145 @@ namespace OpenSim.Region.Framework.Scenes
383 451
384 /// <summary> 452 /// <summary>
385 /// Start a script which is in this prim's inventory. 453 /// Start a script which is in this prim's inventory.
454 /// Some processing may occur in the background, but this routine returns asap.
386 /// </summary> 455 /// </summary>
387 /// <param name="itemId"> 456 /// <param name="itemId">
388 /// A <see cref="UUID"/> 457 /// A <see cref="UUID"/>
389 /// </param> 458 /// </param>
390 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 459 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
391 { 460 {
392 TaskInventoryItem item = GetInventoryItem(itemId); 461 lock (m_scriptErrors)
393 if (item != null) 462 {
394 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 463 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
464 m_scriptErrors.Remove(itemId);
465 }
466 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
467 }
468
469 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
470 {
471 m_items.LockItemsForRead(true);
472 if (m_items.ContainsKey(itemId))
473 {
474 if (m_items.ContainsKey(itemId))
475 {
476 m_items.LockItemsForRead(false);
477 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
478 }
479 else
480 {
481 m_items.LockItemsForRead(false);
482 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
483 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
484 StoreScriptError(itemId, msg);
485 m_log.ErrorFormat(
486 "[PRIM INVENTORY]: " +
487 "Couldn't start script with ID {0} since it {1}", itemId, msg);
488 }
489 }
395 else 490 else
491 {
492 m_items.LockItemsForRead(false);
493 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
494 StoreScriptError(itemId, msg);
396 m_log.ErrorFormat( 495 m_log.ErrorFormat(
397 "[PRIM INVENTORY]: " + 496 "[PRIM INVENTORY]: " +
398 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 497 "Couldn't start script with ID {0} since it {1}", itemId, msg);
399 itemId, m_part.Name, m_part.UUID, 498 }
400 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 499
500 }
501
502 /// <summary>
503 /// Start a script which is in this prim's inventory and return any compilation error messages.
504 /// </summary>
505 /// <param name="itemId">
506 /// A <see cref="UUID"/>
507 /// </param>
508 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
509 {
510 ArrayList errors;
511
512 // Indicate to CreateScriptInstanceInternal() we want it to
513 // post any compilation/loading error messages
514 lock (m_scriptErrors)
515 {
516 m_scriptErrors[itemId] = null;
517 }
518
519 // Perform compilation/loading
520 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
521
522 // Wait for and retrieve any errors
523 lock (m_scriptErrors)
524 {
525 while ((errors = m_scriptErrors[itemId]) == null)
526 {
527 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
528 {
529 m_log.ErrorFormat(
530 "[PRIM INVENTORY]: " +
531 "timedout waiting for script {0} errors", itemId);
532 errors = m_scriptErrors[itemId];
533 if (errors == null)
534 {
535 errors = new ArrayList(1);
536 errors.Add("timedout waiting for errors");
537 }
538 break;
539 }
540 }
541 m_scriptErrors.Remove(itemId);
542 }
543 return errors;
544 }
545
546 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
547 private void StoreScriptErrors(UUID itemId, ArrayList errors)
548 {
549 lock (m_scriptErrors)
550 {
551 // If compilation/loading initiated via CreateScriptInstance(),
552 // it does not want the errors, so just get out
553 if (!m_scriptErrors.ContainsKey(itemId))
554 {
555 return;
556 }
557
558 // Initiated via CreateScriptInstanceEr(), if we know what the
559 // errors are, save them and wake CreateScriptInstanceEr().
560 if (errors != null)
561 {
562 m_scriptErrors[itemId] = errors;
563 System.Threading.Monitor.PulseAll(m_scriptErrors);
564 return;
565 }
566 }
567
568 // Initiated via CreateScriptInstanceEr() but we don't know what
569 // the errors are yet, so retrieve them from the script engine.
570 // This may involve some waiting internal to GetScriptErrors().
571 errors = GetScriptErrors(itemId);
572
573 // Get a default non-null value to indicate success.
574 if (errors == null)
575 {
576 errors = new ArrayList();
577 }
578
579 // Post to CreateScriptInstanceEr() and wake it up
580 lock (m_scriptErrors)
581 {
582 m_scriptErrors[itemId] = errors;
583 System.Threading.Monitor.PulseAll(m_scriptErrors);
584 }
585 }
586
587 // Like StoreScriptErrors(), but just posts a single string message
588 private void StoreScriptError(UUID itemId, string message)
589 {
590 ArrayList errors = new ArrayList(1);
591 errors.Add(message);
592 StoreScriptErrors(itemId, errors);
401 } 593 }
402 594
403 /// <summary> 595 /// <summary>
@@ -410,15 +602,7 @@ namespace OpenSim.Region.Framework.Scenes
410 /// </param> 602 /// </param>
411 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 603 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
412 { 604 {
413 bool scriptPresent = false; 605 if (m_items.ContainsKey(itemId))
414
415 lock (m_items)
416 {
417 if (m_items.ContainsKey(itemId))
418 scriptPresent = true;
419 }
420
421 if (scriptPresent)
422 { 606 {
423 if (!sceneObjectBeingDeleted) 607 if (!sceneObjectBeingDeleted)
424 m_part.RemoveScriptEvents(itemId); 608 m_part.RemoveScriptEvents(itemId);
@@ -443,14 +627,16 @@ namespace OpenSim.Region.Framework.Scenes
443 /// <returns></returns> 627 /// <returns></returns>
444 private bool InventoryContainsName(string name) 628 private bool InventoryContainsName(string name)
445 { 629 {
446 lock (m_items) 630 m_items.LockItemsForRead(true);
631 foreach (TaskInventoryItem item in m_items.Values)
447 { 632 {
448 foreach (TaskInventoryItem item in m_items.Values) 633 if (item.Name == name)
449 { 634 {
450 if (item.Name == name) 635 m_items.LockItemsForRead(false);
451 return true; 636 return true;
452 } 637 }
453 } 638 }
639 m_items.LockItemsForRead(false);
454 return false; 640 return false;
455 } 641 }
456 642
@@ -492,8 +678,9 @@ namespace OpenSim.Region.Framework.Scenes
492 /// <param name="item"></param> 678 /// <param name="item"></param>
493 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 679 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
494 { 680 {
495 List<TaskInventoryItem> il = GetInventoryItems(); 681 m_items.LockItemsForRead(true);
496 682 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
683 m_items.LockItemsForRead(false);
497 foreach (TaskInventoryItem i in il) 684 foreach (TaskInventoryItem i in il)
498 { 685 {
499 if (i.Name == item.Name) 686 if (i.Name == item.Name)
@@ -531,14 +718,14 @@ namespace OpenSim.Region.Framework.Scenes
531 item.Name = name; 718 item.Name = name;
532 item.GroupID = m_part.GroupID; 719 item.GroupID = m_part.GroupID;
533 720
534 lock (m_items) 721 m_items.LockItemsForWrite(true);
535 m_items.Add(item.ItemID, item); 722 m_items.Add(item.ItemID, item);
536 723 m_items.LockItemsForWrite(false);
537 if (allowedDrop) 724 if (allowedDrop)
538 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 725 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
539 else 726 else
540 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 727 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
541 728
542 m_inventorySerial++; 729 m_inventorySerial++;
543 //m_inventorySerial += 2; 730 //m_inventorySerial += 2;
544 HasInventoryChanged = true; 731 HasInventoryChanged = true;
@@ -554,15 +741,15 @@ namespace OpenSim.Region.Framework.Scenes
554 /// <param name="items"></param> 741 /// <param name="items"></param>
555 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 742 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
556 { 743 {
557 lock (m_items) 744 m_items.LockItemsForWrite(true);
745 foreach (TaskInventoryItem item in items)
558 { 746 {
559 foreach (TaskInventoryItem item in items) 747 m_items.Add(item.ItemID, item);
560 { 748// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
561 m_items.Add(item.ItemID, item);
562// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
563 }
564 m_inventorySerial++;
565 } 749 }
750 m_items.LockItemsForWrite(false);
751
752 m_inventorySerial++;
566 } 753 }
567 754
568 /// <summary> 755 /// <summary>
@@ -573,10 +760,9 @@ namespace OpenSim.Region.Framework.Scenes
573 public TaskInventoryItem GetInventoryItem(UUID itemId) 760 public TaskInventoryItem GetInventoryItem(UUID itemId)
574 { 761 {
575 TaskInventoryItem item; 762 TaskInventoryItem item;
576 763 m_items.LockItemsForRead(true);
577 lock (m_items) 764 m_items.TryGetValue(itemId, out item);
578 m_items.TryGetValue(itemId, out item); 765 m_items.LockItemsForRead(false);
579
580 return item; 766 return item;
581 } 767 }
582 768
@@ -592,15 +778,16 @@ namespace OpenSim.Region.Framework.Scenes
592 { 778 {
593 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 779 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
594 780
595 lock (m_items) 781 m_items.LockItemsForRead(true);
782
783 foreach (TaskInventoryItem item in m_items.Values)
596 { 784 {
597 foreach (TaskInventoryItem item in m_items.Values) 785 if (item.Name == name)
598 { 786 items.Add(item);
599 if (item.Name == name)
600 items.Add(item);
601 }
602 } 787 }
603 788
789 m_items.LockItemsForRead(false);
790
604 return items; 791 return items;
605 } 792 }
606 793
@@ -619,6 +806,9 @@ namespace OpenSim.Region.Framework.Scenes
619 string xmlData = Utils.BytesToString(rezAsset.Data); 806 string xmlData = Utils.BytesToString(rezAsset.Data);
620 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 807 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
621 808
809 group.RootPart.AttachPoint = group.RootPart.Shape.State;
810 group.RootPart.AttachOffset = group.AbsolutePosition;
811
622 group.ResetIDs(); 812 group.ResetIDs();
623 813
624 SceneObjectPart rootPart = group.GetChildPart(group.UUID); 814 SceneObjectPart rootPart = group.GetChildPart(group.UUID);
@@ -693,8 +883,9 @@ namespace OpenSim.Region.Framework.Scenes
693 883
694 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 884 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
695 { 885 {
696 TaskInventoryItem it = GetInventoryItem(item.ItemID); 886 m_items.LockItemsForWrite(true);
697 if (it != null) 887
888 if (m_items.ContainsKey(item.ItemID))
698 { 889 {
699// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 890// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
700 891
@@ -707,14 +898,10 @@ namespace OpenSim.Region.Framework.Scenes
707 item.GroupID = m_part.GroupID; 898 item.GroupID = m_part.GroupID;
708 899
709 if (item.AssetID == UUID.Zero) 900 if (item.AssetID == UUID.Zero)
710 item.AssetID = it.AssetID; 901 item.AssetID = m_items[item.ItemID].AssetID;
711 902
712 lock (m_items) 903 m_items[item.ItemID] = item;
713 { 904 m_inventorySerial++;
714 m_items[item.ItemID] = item;
715 m_inventorySerial++;
716 }
717
718 if (fireScriptEvents) 905 if (fireScriptEvents)
719 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 906 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
720 907
@@ -723,7 +910,7 @@ namespace OpenSim.Region.Framework.Scenes
723 HasInventoryChanged = true; 910 HasInventoryChanged = true;
724 m_part.ParentGroup.HasGroupChanged = true; 911 m_part.ParentGroup.HasGroupChanged = true;
725 } 912 }
726 913 m_items.LockItemsForWrite(false);
727 return true; 914 return true;
728 } 915 }
729 else 916 else
@@ -734,8 +921,9 @@ namespace OpenSim.Region.Framework.Scenes
734 item.ItemID, m_part.Name, m_part.UUID, 921 item.ItemID, m_part.Name, m_part.UUID,
735 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 922 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
736 } 923 }
737 return false; 924 m_items.LockItemsForWrite(false);
738 925
926 return false;
739 } 927 }
740 928
741 /// <summary> 929 /// <summary>
@@ -746,107 +934,68 @@ namespace OpenSim.Region.Framework.Scenes
746 /// in this prim's inventory.</returns> 934 /// in this prim's inventory.</returns>
747 public int RemoveInventoryItem(UUID itemID) 935 public int RemoveInventoryItem(UUID itemID)
748 { 936 {
749 TaskInventoryItem item = GetInventoryItem(itemID); 937 m_items.LockItemsForRead(true);
750 if (item != null) 938
939 if (m_items.ContainsKey(itemID))
751 { 940 {
752 int type = m_items[itemID].InvType; 941 int type = m_items[itemID].InvType;
942 m_items.LockItemsForRead(false);
753 if (type == 10) // Script 943 if (type == 10) // Script
754 { 944 {
755 m_part.RemoveScriptEvents(itemID);
756 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 945 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
757 } 946 }
947 m_items.LockItemsForWrite(true);
758 m_items.Remove(itemID); 948 m_items.Remove(itemID);
949 m_items.LockItemsForWrite(false);
759 m_inventorySerial++; 950 m_inventorySerial++;
760 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 951 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
761 952
762 HasInventoryChanged = true; 953 HasInventoryChanged = true;
763 m_part.ParentGroup.HasGroupChanged = true; 954 m_part.ParentGroup.HasGroupChanged = true;
764 955
765 if (!ContainsScripts()) 956 int scriptcount = 0;
957 m_items.LockItemsForRead(true);
958 foreach (TaskInventoryItem item in m_items.Values)
959 {
960 if (item.Type == 10)
961 {
962 scriptcount++;
963 }
964 }
965 m_items.LockItemsForRead(false);
966
967
968 if (scriptcount <= 0)
969 {
766 m_part.RemFlag(PrimFlags.Scripted); 970 m_part.RemFlag(PrimFlags.Scripted);
971 }
767 972
768 m_part.ScheduleFullUpdate(); 973 m_part.ScheduleFullUpdate();
769 974
770 return type; 975 return type;
771
772 } 976 }
773 else 977 else
774 { 978 {
979 m_items.LockItemsForRead(false);
775 m_log.ErrorFormat( 980 m_log.ErrorFormat(
776 "[PRIM INVENTORY]: " + 981 "[PRIM INVENTORY]: " +
777 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 982 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
778 itemID, m_part.Name, m_part.UUID, 983 itemID, m_part.Name, m_part.UUID);
779 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
780 } 984 }
781 985
782 return -1; 986 return -1;
783 } 987 }
784 988
785 private bool CreateInventoryFile() 989 private bool CreateInventoryFileName()
786 { 990 {
787 if (m_inventoryFileName == String.Empty || 991 if (m_inventoryFileName == String.Empty ||
788 m_inventoryFileNameSerial < m_inventorySerial) 992 m_inventoryFileNameSerial < m_inventorySerial)
789 { 993 {
790 // Something changed, we need to create a new file
791 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 994 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
792 m_inventoryFileNameSerial = m_inventorySerial; 995 m_inventoryFileNameSerial = m_inventorySerial;
793
794 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
795
796 lock (m_items)
797 {
798 foreach (TaskInventoryItem item in m_items.Values)
799 {
800 UUID ownerID = item.OwnerID;
801 uint everyoneMask = 0;
802 uint baseMask = item.BasePermissions;
803 uint ownerMask = item.CurrentPermissions;
804 uint groupMask = item.GroupPermissions;
805
806 invString.AddItemStart();
807 invString.AddNameValueLine("item_id", item.ItemID.ToString());
808 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
809
810 invString.AddPermissionsStart();
811
812 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
813 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
814 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
815 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
816 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
817
818 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
819 invString.AddNameValueLine("owner_id", ownerID.ToString());
820
821 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
822
823 invString.AddNameValueLine("group_id", item.GroupID.ToString());
824 invString.AddSectionEnd();
825
826 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
827 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]);
828 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]);
829 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
830
831 invString.AddSaleStart();
832 invString.AddNameValueLine("sale_type", "not");
833 invString.AddNameValueLine("sale_price", "0");
834 invString.AddSectionEnd();
835
836 invString.AddNameValueLine("name", item.Name + "|");
837 invString.AddNameValueLine("desc", item.Description + "|");
838
839 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
840 invString.AddSectionEnd();
841 }
842 }
843
844 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
845
846 return true; 996 return true;
847 } 997 }
848 998
849 // No need to recreate, the existing file is fine
850 return false; 999 return false;
851 } 1000 }
852 1001
@@ -856,26 +1005,99 @@ namespace OpenSim.Region.Framework.Scenes
856 /// <param name="xferManager"></param> 1005 /// <param name="xferManager"></param>
857 public void RequestInventoryFile(IClientAPI client, IXfer xferManager) 1006 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
858 { 1007 {
859 CreateInventoryFile(); 1008 bool changed = CreateInventoryFileName();
1009
1010 bool includeAssets = false;
1011 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1012 includeAssets = true;
1013
1014 if (m_inventoryPrivileged != includeAssets)
1015 changed = true;
1016
1017 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1018
1019 Items.LockItemsForRead(true);
860 1020
861 if (m_inventorySerial == 0) // No inventory 1021 if (m_inventorySerial == 0) // No inventory
862 { 1022 {
863 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1023 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1024 Items.LockItemsForRead(false);
864 return; 1025 return;
865 } 1026 }
866 1027
867 // In principle, we should only do the rest if the inventory changed; 1028 if (!changed)
868 // by sending m_inventorySerial to the client, it ought to know 1029 {
869 // that nothing changed and that it doesn't need to request the file. 1030 if (m_inventoryFileData.Length > 2)
870 // Unfortunately, it doesn't look like the client optimizes this; 1031 {
871 // the client seems to always come back and request the Xfer, 1032 xferManager.AddNewFile(m_inventoryFileName,
872 // no matter what value m_inventorySerial has. 1033 m_inventoryFileData);
1034 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1035 Util.StringToBytes256(m_inventoryFileName));
1036
1037 Items.LockItemsForRead(false);
1038 return;
1039 }
1040 }
1041
1042 m_inventoryPrivileged = includeAssets;
1043
1044 foreach (TaskInventoryItem item in m_items.Values)
1045 {
1046 UUID ownerID = item.OwnerID;
1047 uint everyoneMask = 0;
1048 uint baseMask = item.BasePermissions;
1049 uint ownerMask = item.CurrentPermissions;
1050 uint groupMask = item.GroupPermissions;
1051
1052 invString.AddItemStart();
1053 invString.AddNameValueLine("item_id", item.ItemID.ToString());
1054 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
1055
1056 invString.AddPermissionsStart();
1057
1058 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1059 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1060 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1061 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1062 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
1063
1064 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
1065 invString.AddNameValueLine("owner_id", ownerID.ToString());
1066
1067 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
1068
1069 invString.AddNameValueLine("group_id", item.GroupID.ToString());
1070 invString.AddSectionEnd();
1071
1072 if (includeAssets)
1073 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1074 else
1075 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1076 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]);
1077 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]);
1078 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
1079
1080 invString.AddSaleStart();
1081 invString.AddNameValueLine("sale_type", "not");
1082 invString.AddNameValueLine("sale_price", "0");
1083 invString.AddSectionEnd();
1084
1085 invString.AddNameValueLine("name", item.Name + "|");
1086 invString.AddNameValueLine("desc", item.Description + "|");
1087
1088 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1089 invString.AddSectionEnd();
1090 }
1091
1092 Items.LockItemsForRead(false);
1093
1094 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
873 1095
874 if (m_inventoryFileData.Length > 2) 1096 if (m_inventoryFileData.Length > 2)
875 // Add the file for Xfer 1097 {
876 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData); 1098 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
1099 }
877 1100
878 // Tell the client we're ready to Xfer the file
879 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial, 1101 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
880 Util.StringToBytes256(m_inventoryFileName)); 1102 Util.StringToBytes256(m_inventoryFileName));
881 } 1103 }
@@ -888,10 +1110,11 @@ namespace OpenSim.Region.Framework.Scenes
888 { 1110 {
889 if (HasInventoryChanged) 1111 if (HasInventoryChanged)
890 { 1112 {
891 HasInventoryChanged = false; 1113 Items.LockItemsForRead(true);
892 List<TaskInventoryItem> items = GetInventoryItems(); 1114 datastore.StorePrimInventory(m_part.UUID, Items.Values);
893 datastore.StorePrimInventory(m_part.UUID, items); 1115 Items.LockItemsForRead(false);
894 1116
1117 HasInventoryChanged = false;
895 } 1118 }
896 } 1119 }
897 1120
@@ -958,82 +1181,63 @@ namespace OpenSim.Region.Framework.Scenes
958 { 1181 {
959 uint mask=0x7fffffff; 1182 uint mask=0x7fffffff;
960 1183
961 lock (m_items) 1184 foreach (TaskInventoryItem item in m_items.Values)
962 { 1185 {
963 foreach (TaskInventoryItem item in m_items.Values) 1186 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1187 mask &= ~((uint)PermissionMask.Copy >> 13);
1188 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1189 mask &= ~((uint)PermissionMask.Transfer >> 13);
1190 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1191 mask &= ~((uint)PermissionMask.Modify >> 13);
1192
1193 if (item.InvType == (int)InventoryType.Object)
964 { 1194 {
965 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1195 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
966 mask &= ~((uint)PermissionMask.Copy >> 13); 1196 mask &= ~((uint)PermissionMask.Copy >> 13);
967 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1197 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
968 mask &= ~((uint)PermissionMask.Transfer >> 13); 1198 mask &= ~((uint)PermissionMask.Transfer >> 13);
969 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1199 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
970 mask &= ~((uint)PermissionMask.Modify >> 13); 1200 mask &= ~((uint)PermissionMask.Modify >> 13);
971
972 if (item.InvType != (int)InventoryType.Object)
973 {
974 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
975 mask &= ~((uint)PermissionMask.Copy >> 13);
976 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
977 mask &= ~((uint)PermissionMask.Transfer >> 13);
978 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
979 mask &= ~((uint)PermissionMask.Modify >> 13);
980 }
981 else
982 {
983 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
984 mask &= ~((uint)PermissionMask.Copy >> 13);
985 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
986 mask &= ~((uint)PermissionMask.Transfer >> 13);
987 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
988 mask &= ~((uint)PermissionMask.Modify >> 13);
989 }
990
991 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
992 mask &= ~(uint)PermissionMask.Copy;
993 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
994 mask &= ~(uint)PermissionMask.Transfer;
995 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
996 mask &= ~(uint)PermissionMask.Modify;
997 } 1201 }
1202
1203 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1204 mask &= ~(uint)PermissionMask.Copy;
1205 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1206 mask &= ~(uint)PermissionMask.Transfer;
1207 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1208 mask &= ~(uint)PermissionMask.Modify;
998 } 1209 }
999
1000 return mask; 1210 return mask;
1001 } 1211 }
1002 1212
1003 public void ApplyNextOwnerPermissions() 1213 public void ApplyNextOwnerPermissions()
1004 { 1214 {
1005 lock (m_items) 1215 foreach (TaskInventoryItem item in m_items.Values)
1006 { 1216 {
1007 foreach (TaskInventoryItem item in m_items.Values) 1217 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1008 { 1218 {
1009 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1219 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1010 { 1220 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1011 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1221 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1012 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1222 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1013 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1223 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1014 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1224 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1015 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1016 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1017 }
1018 item.CurrentPermissions &= item.NextPermissions;
1019 item.BasePermissions &= item.NextPermissions;
1020 item.EveryonePermissions &= item.NextPermissions;
1021 item.OwnerChanged = true;
1022 item.PermsMask = 0;
1023 item.PermsGranter = UUID.Zero;
1024 } 1225 }
1226 item.OwnerChanged = true;
1227 item.CurrentPermissions &= item.NextPermissions;
1228 item.BasePermissions &= item.NextPermissions;
1229 item.EveryonePermissions &= item.NextPermissions;
1230 item.PermsMask = 0;
1231 item.PermsGranter = UUID.Zero;
1025 } 1232 }
1026 } 1233 }
1027 1234
1028 public void ApplyGodPermissions(uint perms) 1235 public void ApplyGodPermissions(uint perms)
1029 { 1236 {
1030 lock (m_items) 1237 foreach (TaskInventoryItem item in m_items.Values)
1031 { 1238 {
1032 foreach (TaskInventoryItem item in m_items.Values) 1239 item.CurrentPermissions = perms;
1033 { 1240 item.BasePermissions = perms;
1034 item.CurrentPermissions = perms;
1035 item.BasePermissions = perms;
1036 }
1037 } 1241 }
1038 m_inventorySerial++; 1242 m_inventorySerial++;
1039 HasInventoryChanged = true; 1243 HasInventoryChanged = true;
@@ -1041,17 +1245,13 @@ namespace OpenSim.Region.Framework.Scenes
1041 1245
1042 public bool ContainsScripts() 1246 public bool ContainsScripts()
1043 { 1247 {
1044 lock (m_items) 1248 foreach (TaskInventoryItem item in m_items.Values)
1045 { 1249 {
1046 foreach (TaskInventoryItem item in m_items.Values) 1250 if (item.InvType == (int)InventoryType.LSL)
1047 { 1251 {
1048 if (item.InvType == (int)InventoryType.LSL) 1252 return true;
1049 {
1050 return true;
1051 }
1052 } 1253 }
1053 } 1254 }
1054
1055 return false; 1255 return false;
1056 } 1256 }
1057 1257
@@ -1059,11 +1259,8 @@ namespace OpenSim.Region.Framework.Scenes
1059 { 1259 {
1060 List<UUID> ret = new List<UUID>(); 1260 List<UUID> ret = new List<UUID>();
1061 1261
1062 lock (m_items) 1262 foreach (TaskInventoryItem item in m_items.Values)
1063 { 1263 ret.Add(item.ItemID);
1064 foreach (TaskInventoryItem item in m_items.Values)
1065 ret.Add(item.ItemID);
1066 }
1067 1264
1068 return ret; 1265 return ret;
1069 } 1266 }
@@ -1094,6 +1291,11 @@ namespace OpenSim.Region.Framework.Scenes
1094 1291
1095 public Dictionary<UUID, string> GetScriptStates() 1292 public Dictionary<UUID, string> GetScriptStates()
1096 { 1293 {
1294 return GetScriptStates(false);
1295 }
1296
1297 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1298 {
1097 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1299 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1098 1300
1099 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1301 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1104,25 +1306,35 @@ namespace OpenSim.Region.Framework.Scenes
1104 if (engines == null) // No engine at all 1306 if (engines == null) // No engine at all
1105 return ret; 1307 return ret;
1106 1308
1107 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1309 Items.LockItemsForRead(true);
1108 1310 foreach (TaskInventoryItem item in m_items.Values)
1109 foreach (TaskInventoryItem item in scripts)
1110 { 1311 {
1111 foreach (IScriptModule e in engines) 1312 if (item.InvType == (int)InventoryType.LSL)
1112 { 1313 {
1113 if (e != null) 1314 foreach (IScriptModule e in engines)
1114 { 1315 {
1115 string n = e.GetXMLState(item.ItemID); 1316 if (e != null)
1116 if (n != String.Empty)
1117 { 1317 {
1118 if (!ret.ContainsKey(item.ItemID)) 1318 string n = e.GetXMLState(item.ItemID);
1119 ret[item.ItemID] = n; 1319 if (n != String.Empty)
1120 break; 1320 {
1321 if (oldIDs)
1322 {
1323 if (!ret.ContainsKey(item.OldItemID))
1324 ret[item.OldItemID] = n;
1325 }
1326 else
1327 {
1328 if (!ret.ContainsKey(item.ItemID))
1329 ret[item.ItemID] = n;
1330 }
1331 break;
1332 }
1121 } 1333 }
1122 } 1334 }
1123 } 1335 }
1124 } 1336 }
1125 1337 Items.LockItemsForRead(false);
1126 return ret; 1338 return ret;
1127 } 1339 }
1128 1340
@@ -1132,21 +1344,27 @@ namespace OpenSim.Region.Framework.Scenes
1132 if (engines == null) 1344 if (engines == null)
1133 return; 1345 return;
1134 1346
1135 List<TaskInventoryItem> scripts = GetInventoryScripts();
1136 1347
1137 foreach (TaskInventoryItem item in scripts) 1348 Items.LockItemsForRead(true);
1349
1350 foreach (TaskInventoryItem item in m_items.Values)
1138 { 1351 {
1139 foreach (IScriptModule engine in engines) 1352 if (item.InvType == (int)InventoryType.LSL)
1140 { 1353 {
1141 if (engine != null) 1354 foreach (IScriptModule engine in engines)
1142 { 1355 {
1143 if (item.OwnerChanged) 1356 if (engine != null)
1144 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1357 {
1145 item.OwnerChanged = false; 1358 if (item.OwnerChanged)
1146 engine.ResumeScript(item.ItemID); 1359 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1360 item.OwnerChanged = false;
1361 engine.ResumeScript(item.ItemID);
1362 }
1147 } 1363 }
1148 } 1364 }
1149 } 1365 }
1366
1367 Items.LockItemsForRead(false);
1150 } 1368 }
1151 } 1369 }
1152} 1370}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 1c283c7..de9b1f3 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using System.Reflection; 31using System.Reflection;
31using System.Timers; 32using System.Timers;
@@ -72,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes
72// { 73// {
73// m_log.Debug("[ScenePresence] Destructor called"); 74// m_log.Debug("[ScenePresence] Destructor called");
74// } 75// }
75 76
76 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
77 78
78 public PresenceType PresenceType { get; private set; } 79 public PresenceType PresenceType { get; private set; }
@@ -89,7 +90,9 @@ namespace OpenSim.Region.Framework.Scenes
89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 90 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
90 /// issue #1716 91 /// issue #1716
91 /// </summary> 92 /// </summary>
92 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 93// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
94 // Value revised by KF 091121 by comparison with SL.
95 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
93 96
94 /// <summary> 97 /// <summary>
95 /// Movement updates for agents in neighboring regions are sent directly to clients. 98 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -118,6 +121,7 @@ namespace OpenSim.Region.Framework.Scenes
118 /// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is 121 /// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is
119 /// necessary. 122 /// necessary.
120 /// </remarks> 123 /// </remarks>
124
121 protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>(); 125 protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>();
122 126
123 private Dictionary<UUID, ScriptControllers> scriptedcontrols = new Dictionary<UUID, ScriptControllers>(); 127 private Dictionary<UUID, ScriptControllers> scriptedcontrols = new Dictionary<UUID, ScriptControllers>();
@@ -127,10 +131,12 @@ namespace OpenSim.Region.Framework.Scenes
127// private SceneObjectGroup proxyObjectGroup; 131// private SceneObjectGroup proxyObjectGroup;
128 //private SceneObjectPart proxyObjectPart = null; 132 //private SceneObjectPart proxyObjectPart = null;
129 public Vector3 lastKnownAllowedPosition; 133 public Vector3 lastKnownAllowedPosition;
130 public bool sentMessageAboutRestrictedParcelFlyingDown;
131 public Vector4 CollisionPlane = Vector4.UnitW; 134 public Vector4 CollisionPlane = Vector4.UnitW;
132 135
136 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
137 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
133 private Vector3 m_lastPosition; 138 private Vector3 m_lastPosition;
139 private Vector3 m_lastWorldPosition;
134 private Quaternion m_lastRotation; 140 private Quaternion m_lastRotation;
135 private Vector3 m_lastVelocity; 141 private Vector3 m_lastVelocity;
136 //private int m_lastTerseSent; 142 //private int m_lastTerseSent;
@@ -138,6 +144,11 @@ namespace OpenSim.Region.Framework.Scenes
138 private bool m_updateflag; 144 private bool m_updateflag;
139 private byte m_movementflag; 145 private byte m_movementflag;
140 private Vector3? m_forceToApply; 146 private Vector3? m_forceToApply;
147 private int m_userFlags;
148 public int UserFlags
149 {
150 get { return m_userFlags; }
151 }
141 private TeleportFlags m_teleportFlags; 152 private TeleportFlags m_teleportFlags;
142 public TeleportFlags TeleportFlags 153 public TeleportFlags TeleportFlags
143 { 154 {
@@ -168,9 +179,10 @@ namespace OpenSim.Region.Framework.Scenes
168 private int m_perfMonMS; 179 private int m_perfMonMS;
169 180
170 private bool m_setAlwaysRun; 181 private bool m_setAlwaysRun;
171
172 private bool m_forceFly; 182 private bool m_forceFly;
173 private bool m_flyDisabled; 183 private bool m_flyDisabled;
184 private bool m_flyingOld; // add for fly velocity control
185 public bool m_wasFlying; // add for fly velocity control
174 186
175 private float m_speedModifier = 1.0f; 187 private float m_speedModifier = 1.0f;
176 188
@@ -189,7 +201,8 @@ namespace OpenSim.Region.Framework.Scenes
189 protected RegionInfo m_regionInfo; 201 protected RegionInfo m_regionInfo;
190 protected ulong crossingFromRegion; 202 protected ulong crossingFromRegion;
191 203
192 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 204 private readonly Vector3[] Dir_Vectors = new Vector3[11];
205 private bool m_isNudging = false;
193 206
194 // Position of agent's camera in world (region cordinates) 207 // Position of agent's camera in world (region cordinates)
195 protected Vector3 m_CameraCenter; 208 protected Vector3 m_CameraCenter;
@@ -214,17 +227,25 @@ namespace OpenSim.Region.Framework.Scenes
214 private bool m_autopilotMoving; 227 private bool m_autopilotMoving;
215 private Vector3 m_autoPilotTarget; 228 private Vector3 m_autoPilotTarget;
216 private bool m_sitAtAutoTarget; 229 private bool m_sitAtAutoTarget;
230 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
217 231
218 private string m_nextSitAnimation = String.Empty; 232 private string m_nextSitAnimation = String.Empty;
219 233
220 //PauPaw:Proper PID Controler for autopilot************ 234 //PauPaw:Proper PID Controler for autopilot************
221 public bool MovingToTarget { get; private set; } 235 public bool MovingToTarget { get; private set; }
222 public Vector3 MoveToPositionTarget { get; private set; } 236 public Vector3 MoveToPositionTarget { get; private set; }
237 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
223 238
224 private bool m_followCamAuto; 239 private bool m_followCamAuto;
225 240
226 private int m_movementUpdateCount; 241 private int m_movementUpdateCount;
242 private int m_lastColCount = -1; //KF: Look for Collision chnages
243 private int m_updateCount = 0; //KF: Update Anims for a while
244 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
227 private const int NumMovementsBetweenRayCast = 5; 245 private const int NumMovementsBetweenRayCast = 5;
246 private List<uint> m_lastColliders = new List<uint>();
247
248 private object m_syncRoot = new Object();
228 249
229 private bool CameraConstraintActive; 250 private bool CameraConstraintActive;
230 //private int m_moveToPositionStateStatus; 251 //private int m_moveToPositionStateStatus;
@@ -261,7 +282,9 @@ namespace OpenSim.Region.Framework.Scenes
261 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 282 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
262 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 283 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
263 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 284 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
264 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 285 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
286 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
287 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
265 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 288 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
266 } 289 }
267 290
@@ -465,7 +488,8 @@ namespace OpenSim.Region.Framework.Scenes
465 get 488 get
466 { 489 {
467 PhysicsActor actor = m_physicsActor; 490 PhysicsActor actor = m_physicsActor;
468 if (actor != null) 491// if (actor != null)
492 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
469 m_pos = actor.Position; 493 m_pos = actor.Position;
470 else 494 else
471 { 495 {
@@ -487,7 +511,7 @@ namespace OpenSim.Region.Framework.Scenes
487 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); 511 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
488 if (part != null) 512 if (part != null)
489 { 513 {
490 return m_parentPosition + (m_pos * part.GetWorldRotation()); 514 return part.AbsolutePosition + (m_pos * part.GetWorldRotation());
491 } 515 }
492 else 516 else
493 { 517 {
@@ -514,7 +538,8 @@ namespace OpenSim.Region.Framework.Scenes
514 } 538 }
515 } 539 }
516 540
517 m_pos = value; 541 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
542 m_pos = value;
518 m_parentPosition = Vector3.Zero; 543 m_parentPosition = Vector3.Zero;
519 } 544 }
520 } 545 }
@@ -558,10 +583,39 @@ namespace OpenSim.Region.Framework.Scenes
558 } 583 }
559 } 584 }
560 585
586 public Quaternion OffsetRotation
587 {
588 get { return m_offsetRotation; }
589 set { m_offsetRotation = value; }
590 }
591
561 public Quaternion Rotation 592 public Quaternion Rotation
562 { 593 {
563 get { return m_bodyRot; } 594 get {
564 set { m_bodyRot = value; } 595 if (m_parentID != 0)
596 {
597 if (m_offsetRotation != null)
598 {
599 return m_offsetRotation;
600 }
601 else
602 {
603 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
604 }
605
606 }
607 else
608 {
609 return m_bodyRot;
610 }
611 }
612 set {
613 m_bodyRot = value;
614 if (m_parentID != 0)
615 {
616 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
617 }
618 }
565 } 619 }
566 620
567 public Quaternion PreviousRotation 621 public Quaternion PreviousRotation
@@ -586,11 +640,21 @@ namespace OpenSim.Region.Framework.Scenes
586 640
587 private uint m_parentID; 641 private uint m_parentID;
588 642
643
644 private UUID m_linkedPrim;
645
589 public uint ParentID 646 public uint ParentID
590 { 647 {
591 get { return m_parentID; } 648 get { return m_parentID; }
592 set { m_parentID = value; } 649 set { m_parentID = value; }
593 } 650 }
651
652 public UUID LinkedPrim
653 {
654 get { return m_linkedPrim; }
655 set { m_linkedPrim = value; }
656 }
657
594 public float Health 658 public float Health
595 { 659 {
596 get { return m_health; } 660 get { return m_health; }
@@ -725,6 +789,7 @@ namespace OpenSim.Region.Framework.Scenes
725 m_localId = m_scene.AllocateLocalId(); 789 m_localId = m_scene.AllocateLocalId();
726 790
727 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid); 791 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid);
792 m_userFlags = account.UserFlags;
728 793
729 if (account != null) 794 if (account != null)
730 m_userLevel = account.UserLevel; 795 m_userLevel = account.UserLevel;
@@ -743,10 +808,7 @@ namespace OpenSim.Region.Framework.Scenes
743 m_reprioritization_timer.AutoReset = false; 808 m_reprioritization_timer.AutoReset = false;
744 809
745 AdjustKnownSeeds(); 810 AdjustKnownSeeds();
746
747 // TODO: I think, this won't send anything, as we are still a child here...
748 Animator.TrySetMovementAnimation("STAND"); 811 Animator.TrySetMovementAnimation("STAND");
749
750 // we created a new ScenePresence (a new child agent) in a fresh region. 812 // we created a new ScenePresence (a new child agent) in a fresh region.
751 // Request info about all the (root) agents in this region 813 // Request info about all the (root) agents in this region
752 // Note: This won't send data *to* other clients in that region (children don't send) 814 // Note: This won't send data *to* other clients in that region (children don't send)
@@ -787,25 +849,47 @@ namespace OpenSim.Region.Framework.Scenes
787 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 849 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
788 Dir_Vectors[4] = Vector3.UnitZ; //UP 850 Dir_Vectors[4] = Vector3.UnitZ; //UP
789 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 851 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
790 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 852 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
791 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 853 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
792 Dir_Vectors[7] = -Vector3.UnitX; //BACK 854 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
855 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
856 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
793 } 857 }
794 858
795 private Vector3[] GetWalkDirectionVectors() 859 private Vector3[] GetWalkDirectionVectors()
796 { 860 {
797 Vector3[] vector = new Vector3[9]; 861 Vector3[] vector = new Vector3[11];
798 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 862 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
799 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 863 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
800 vector[2] = Vector3.UnitY; //LEFT 864 vector[2] = Vector3.UnitY; //LEFT
801 vector[3] = -Vector3.UnitY; //RIGHT 865 vector[3] = -Vector3.UnitY; //RIGHT
802 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 866 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
803 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 867 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
804 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 868 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
805 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 869 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
806 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 870 vector[8] = Vector3.UnitY; //LEFT_NUDGE
871 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
872 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
807 return vector; 873 return vector;
808 } 874 }
875
876 private bool[] GetDirectionIsNudge()
877 {
878 bool[] isNudge = new bool[11];
879 isNudge[0] = false; //FORWARD
880 isNudge[1] = false; //BACK
881 isNudge[2] = false; //LEFT
882 isNudge[3] = false; //RIGHT
883 isNudge[4] = false; //UP
884 isNudge[5] = false; //DOWN
885 isNudge[6] = true; //FORWARD_NUDGE
886 isNudge[7] = true; //BACK_NUDGE
887 isNudge[8] = true; //LEFT_NUDGE
888 isNudge[9] = true; //RIGHT_NUDGE
889 isNudge[10] = true; //DOWN_Nudge
890 return isNudge;
891 }
892
809 893
810 #endregion 894 #endregion
811 895
@@ -870,6 +954,62 @@ namespace OpenSim.Region.Framework.Scenes
870 pos.Y = crossedBorder.BorderLine.Z - 1; 954 pos.Y = crossedBorder.BorderLine.Z - 1;
871 } 955 }
872 956
957 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
958 if (land != null)
959 {
960 // If we come in via login, landmark or map, we want to
961 // honor landing points. If we come in via Lure, we want
962 // to ignore them.
963 if ((m_teleportFlags & (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID)) == (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID) ||
964 (m_teleportFlags & TeleportFlags.ViaLandmark) != 0 ||
965 (m_teleportFlags & TeleportFlags.ViaLocation) != 0)
966 {
967 // Don't restrict gods, estate managers, or land owners to
968 // the TP point. This behaviour mimics agni.
969 if (land.LandData.LandingType == (byte)LandingType.LandingPoint &&
970 land.LandData.UserLocation != Vector3.Zero &&
971 GodLevel < 200 &&
972 ((land.LandData.OwnerID != m_uuid &&
973 (!m_scene.Permissions.IsGod(m_uuid)) &&
974 (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid))) || (m_teleportFlags & TeleportFlags.ViaLocation) != 0))
975 {
976 pos = land.LandData.UserLocation;
977 }
978 }
979
980 land.SendLandUpdateToClient(ControllingClient);
981 }
982
983 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
984 {
985 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
986
987 if (pos.X < 0)
988 {
989 emergencyPos.X = (int)Constants.RegionSize + pos.X;
990 if (!(pos.Y < 0))
991 emergencyPos.Y = pos.Y;
992 if (!(pos.Z < 0))
993 emergencyPos.Z = pos.Z;
994 }
995 if (pos.Y < 0)
996 {
997 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
998 if (!(pos.X < 0))
999 emergencyPos.X = pos.X;
1000 if (!(pos.Z < 0))
1001 emergencyPos.Z = pos.Z;
1002 }
1003 if (pos.Z < 0)
1004 {
1005 emergencyPos.Z = 128;
1006 if (!(pos.Y < 0))
1007 emergencyPos.Y = pos.Y;
1008 if (!(pos.X < 0))
1009 emergencyPos.X = pos.X;
1010 }
1011 }
1012
873 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 1013 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
874 { 1014 {
875 m_log.WarnFormat( 1015 m_log.WarnFormat(
@@ -1002,16 +1142,21 @@ namespace OpenSim.Region.Framework.Scenes
1002 /// <summary> 1142 /// <summary>
1003 /// Removes physics plugin scene representation of this agent if it exists. 1143 /// Removes physics plugin scene representation of this agent if it exists.
1004 /// </summary> 1144 /// </summary>
1005 private void RemoveFromPhysicalScene() 1145 public void RemoveFromPhysicalScene()
1006 { 1146 {
1007 if (PhysicsActor != null) 1147 if (PhysicsActor != null)
1008 { 1148 {
1009 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1149 try
1010 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; 1150 {
1011 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); 1151 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
1012 m_physicsActor.UnSubscribeEvents(); 1152 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall;
1013 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1153 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1014 PhysicsActor = null; 1154 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1155 m_physicsActor.UnSubscribeEvents();
1156 PhysicsActor = null;
1157 }
1158 catch
1159 { }
1015 } 1160 }
1016 } 1161 }
1017 1162
@@ -1022,15 +1167,18 @@ namespace OpenSim.Region.Framework.Scenes
1022 public void Teleport(Vector3 pos) 1167 public void Teleport(Vector3 pos)
1023 { 1168 {
1024 bool isFlying = false; 1169 bool isFlying = false;
1170
1025 if (m_physicsActor != null) 1171 if (m_physicsActor != null)
1026 isFlying = m_physicsActor.Flying; 1172 isFlying = m_physicsActor.Flying;
1027 1173
1028 RemoveFromPhysicalScene(); 1174 RemoveFromPhysicalScene();
1029 Velocity = Vector3.Zero; 1175 Velocity = Vector3.Zero;
1176 CheckLandingPoint(ref pos);
1030 AbsolutePosition = pos; 1177 AbsolutePosition = pos;
1031 AddToPhysicalScene(isFlying); 1178 AddToPhysicalScene(isFlying);
1032 1179
1033 SendTerseUpdateToAllClients(); 1180 SendTerseUpdateToAllClients();
1181
1034 } 1182 }
1035 1183
1036 public void TeleportWithMomentum(Vector3 pos) 1184 public void TeleportWithMomentum(Vector3 pos)
@@ -1040,6 +1188,7 @@ namespace OpenSim.Region.Framework.Scenes
1040 isFlying = m_physicsActor.Flying; 1188 isFlying = m_physicsActor.Flying;
1041 1189
1042 RemoveFromPhysicalScene(); 1190 RemoveFromPhysicalScene();
1191 CheckLandingPoint(ref pos);
1043 AbsolutePosition = pos; 1192 AbsolutePosition = pos;
1044 AddToPhysicalScene(isFlying); 1193 AddToPhysicalScene(isFlying);
1045 1194
@@ -1240,6 +1389,7 @@ namespace OpenSim.Region.Framework.Scenes
1240 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1389 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1241 1390
1242 m_pos = m_LastFinitePos; 1391 m_pos = m_LastFinitePos;
1392
1243 if (!m_pos.IsFinite()) 1393 if (!m_pos.IsFinite())
1244 { 1394 {
1245 m_pos.X = 127f; 1395 m_pos.X = 127f;
@@ -1309,7 +1459,6 @@ namespace OpenSim.Region.Framework.Scenes
1309 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1459 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1310 } 1460 }
1311 } 1461 }
1312
1313 lock (scriptedcontrols) 1462 lock (scriptedcontrols)
1314 { 1463 {
1315 if (scriptedcontrols.Count > 0) 1464 if (scriptedcontrols.Count > 0)
@@ -1324,6 +1473,9 @@ namespace OpenSim.Region.Framework.Scenes
1324 1473
1325 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1474 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1326 { 1475 {
1476 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1477 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1478
1327 // TODO: This doesn't prevent the user from walking yet. 1479 // TODO: This doesn't prevent the user from walking yet.
1328 // Setting parent ID would fix this, if we knew what value 1480 // Setting parent ID would fix this, if we knew what value
1329 // to use. Or we could add a m_isSitting variable. 1481 // to use. Or we could add a m_isSitting variable.
@@ -1378,6 +1530,20 @@ namespace OpenSim.Region.Framework.Scenes
1378 if (actor.Flying != oldflying) 1530 if (actor.Flying != oldflying)
1379 update_movementflag = true; 1531 update_movementflag = true;
1380 1532
1533 if (m_animator.m_jumping) // add for jumping
1534 update_movementflag = true;
1535
1536 if (q != m_bodyRot)
1537 {
1538 m_bodyRot = q;
1539 update_rotation = true;
1540 }
1541
1542 //guilty until proven innocent..
1543 bool Nudging = true;
1544 //Basically, if there is at least one non-nudge control then we don't need
1545 //to worry about stopping the avatar
1546
1381 if (m_parentID == 0) 1547 if (m_parentID == 0)
1382 { 1548 {
1383 bool bAllowUpdateMoveToPosition = false; 1549 bool bAllowUpdateMoveToPosition = false;
@@ -1391,10 +1557,12 @@ namespace OpenSim.Region.Framework.Scenes
1391 else 1557 else
1392 dirVectors = Dir_Vectors; 1558 dirVectors = Dir_Vectors;
1393 1559
1394 // The fact that m_movementflag is a byte needs to be fixed 1560 bool[] isNudge = GetDirectionIsNudge();
1395 // it really should be a uint 1561
1396 // A DIR_CONTROL_FLAG occurs when the user is trying to move in a particular direction. 1562
1397 uint nudgehack = 250; 1563
1564
1565
1398 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1566 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1399 { 1567 {
1400 if (((uint)flags & (uint)DCF) != 0) 1568 if (((uint)flags & (uint)DCF) != 0)
@@ -1404,19 +1572,18 @@ namespace OpenSim.Region.Framework.Scenes
1404 try 1572 try
1405 { 1573 {
1406 agent_control_v3 += dirVectors[i]; 1574 agent_control_v3 += dirVectors[i];
1407 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1575 if (isNudge[i] == false)
1576 {
1577 Nudging = false;
1578 }
1408 } 1579 }
1409 catch (IndexOutOfRangeException) 1580 catch (IndexOutOfRangeException)
1410 { 1581 {
1411 // Why did I get this? 1582 // Why did I get this?
1412 } 1583 }
1413 1584
1414 if ((m_movementflag & (byte)(uint)DCF) == 0) 1585 if ((m_movementflag & (uint)DCF) == 0)
1415 { 1586 {
1416 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1417 {
1418 m_movementflag |= (byte)nudgehack;
1419 }
1420 1587
1421// m_log.DebugFormat("[SCENE PRESENCE]: Updating m_movementflag for {0} with {1}", Name, DCF); 1588// m_log.DebugFormat("[SCENE PRESENCE]: Updating m_movementflag for {0} with {1}", Name, DCF);
1422 m_movementflag += (byte)(uint)DCF; 1589 m_movementflag += (byte)(uint)DCF;
@@ -1425,22 +1592,10 @@ namespace OpenSim.Region.Framework.Scenes
1425 } 1592 }
1426 else 1593 else
1427 { 1594 {
1428 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1595 if ((m_movementflag & (uint)DCF) != 0)
1429 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1430 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1431 ) // This or is for Nudge forward
1432 { 1596 {
1433// m_log.DebugFormat("[SCENE PRESENCE]: Updating m_movementflag for {0} with lack of {1}", Name, DCF); 1597 m_movementflag -= (byte)(uint)DCF;
1434 m_movementflag -= ((byte)(uint)DCF);
1435 update_movementflag = true; 1598 update_movementflag = true;
1436
1437 /*
1438 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1439 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1440 {
1441 m_log.Debug("Removed Hack flag");
1442 }
1443 */
1444 } 1599 }
1445 else 1600 else
1446 { 1601 {
@@ -1450,19 +1605,128 @@ namespace OpenSim.Region.Framework.Scenes
1450 1605
1451 i++; 1606 i++;
1452 } 1607 }
1453
1454 if (MovingToTarget) 1608 if (MovingToTarget)
1455 { 1609 {
1456 // If the user has pressed a key then we want to cancel any move to target. 1610 m_moveToPositionTarget = Vector3.Zero;
1457 if (DCFlagKeyPressed) 1611 m_moveToPositionInProgress = false;
1612 update_movementflag = true;
1613 bAllowUpdateMoveToPosition = false;
1614 }
1615
1616 if (bAllowUpdateMoveToPosition && (m_moveToPositionInProgress && !m_autopilotMoving))
1617 {
1618/*
1619 bool twoD = false;
1620 bool there = false;
1621 if (Animator != null)
1622 {
1623 switch (Animator.CurrentMovementAnimation)
1624 {
1625 case "STAND":
1626 case "WALK":
1627 case "RUN":
1628 case "CROUCH":
1629 case "CROUCHWALK":
1630 {
1631 twoD = true;
1632 }
1633 break;
1634 }
1635 }
1636
1637 if (twoD)
1638 {
1639*/
1640 Vector3 abspos = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, 0.0f);
1641 Vector3 tgt = new Vector3(m_moveToPositionTarget.X, m_moveToPositionTarget.Y, 0.0f);
1642/* if (Util.GetDistanceTo(abspos, tgt) <= 0.5f) there = true;
1643 }
1644 else
1645 {
1646 if (Util.GetDistanceTo(AbsolutePosition, m_moveToPositionTarget) <= 0.5f) there = true;
1647 }
1648*/
1649 //Check the error term of the current position in relation to the target position
1650// if (Util.GetDistanceTo(AbsolutePosition, m_moveToPositionTarget) <= 0.5f)
1651// if (there)
1652 if (Util.GetDistanceTo(abspos, tgt) <= 0.5f)
1458 { 1653 {
1459 ResetMoveToTarget(); 1654 ResetMoveToTarget();
1460 update_movementflag = true; 1655 update_movementflag = true;
1461 } 1656 }
1462 else if (bAllowUpdateMoveToPosition) 1657 else if (bAllowUpdateMoveToPosition)
1463 { 1658 {
1464 if (HandleMoveToTargetUpdate(ref agent_control_v3)) 1659 try
1465 update_movementflag = true; 1660 {
1661 // move avatar in 2D at one meter/second towards target, in avatar coordinate frame.
1662 // This movement vector gets added to the velocity through AddNewMovement().
1663 // Theoretically we might need a more complex PID approach here if other
1664 // unknown forces are acting on the avatar and we need to adaptively respond
1665 // to such forces, but the following simple approach seems to works fine.
1666 Vector3 LocalVectorToTarget3D =
1667// (m_moveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords
1668 (tgt - abspos)
1669 * Matrix4.CreateFromQuaternion(Quaternion.Inverse(bodyRotation)); // change to avatar coords
1670 // Ignore z component of vector
1671 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1672 LocalVectorToTarget2D.Normalize();
1673
1674 //We're not nudging
1675 Nudging = false;
1676 agent_control_v3 += LocalVectorToTarget2D;
1677
1678 // update avatar movement flags. the avatar coordinate system is as follows:
1679 //
1680 // +X (forward)
1681 //
1682 // ^
1683 // |
1684 // |
1685 // |
1686 // |
1687 // (left) +Y <--------o--------> -Y
1688 // avatar
1689 // |
1690 // |
1691 // |
1692 // |
1693 // v
1694 // -X
1695 //
1696
1697 // based on the above avatar coordinate system, classify the movement into
1698 // one of left/right/back/forward.
1699 if (LocalVectorToTarget2D.Y > 0)//MoveLeft
1700 {
1701 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
1702 //AgentControlFlags
1703 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
1704 update_movementflag = true;
1705 }
1706 else if (LocalVectorToTarget2D.Y < 0) //MoveRight
1707 {
1708 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
1709 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
1710 update_movementflag = true;
1711 }
1712 if (LocalVectorToTarget2D.X < 0) //MoveBack
1713 {
1714 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
1715 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
1716 update_movementflag = true;
1717 }
1718 else if (LocalVectorToTarget2D.X > 0) //Move Forward
1719 {
1720 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
1721 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
1722 update_movementflag = true;
1723 }
1724 }
1725 catch (Exception e)
1726 {
1727 //Avoid system crash, can be slower but...
1728 m_log.DebugFormat("Crash! {0}", e.ToString());
1729 }
1466 } 1730 }
1467 } 1731 }
1468 } 1732 }
@@ -1499,7 +1763,9 @@ namespace OpenSim.Region.Framework.Scenes
1499// "[SCENE PRESENCE]: In {0} adding velocity of {1} to {2}, umf = {3}, ur = {4}", 1763// "[SCENE PRESENCE]: In {0} adding velocity of {1} to {2}, umf = {3}, ur = {4}",
1500// m_scene.RegionInfo.RegionName, agent_control_v3, Name, update_movementflag, update_rotation); 1764// m_scene.RegionInfo.RegionName, agent_control_v3, Name, update_movementflag, update_rotation);
1501 1765
1502 AddNewMovement(agent_control_v3); 1766 AddNewMovement(agent_control_v3, q, Nudging);
1767
1768
1503 } 1769 }
1504// else 1770// else
1505// { 1771// {
@@ -1515,6 +1781,9 @@ namespace OpenSim.Region.Framework.Scenes
1515 Animator.UpdateMovementAnimations(); 1781 Animator.UpdateMovementAnimations();
1516 } 1782 }
1517 1783
1784 if (update_movementflag && !SitGround)
1785 Animator.UpdateMovementAnimations();
1786
1518 m_scene.EventManager.TriggerOnClientMovement(this); 1787 m_scene.EventManager.TriggerOnClientMovement(this);
1519 1788
1520 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 1789 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
@@ -1531,14 +1800,18 @@ namespace OpenSim.Region.Framework.Scenes
1531 public bool HandleMoveToTargetUpdate(ref Vector3 agent_control_v3) 1800 public bool HandleMoveToTargetUpdate(ref Vector3 agent_control_v3)
1532 { 1801 {
1533// m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name); 1802// m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name);
1534
1535 bool updated = false; 1803 bool updated = false;
1536 1804
1537// m_log.DebugFormat( 1805 public void StopMoveToPosition()
1538// "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}", 1806 {
1539// allowUpdate, m_moveToPositionInProgress, m_autopilotMoving); 1807 m_moveToPositionTarget = Vector3.Zero;
1808 m_moveToPositionInProgress = false;
1809 }
1540 1810
1541 if (!m_autopilotMoving) 1811 public void DoMoveToPosition(Object sender, string method, List<String> args)
1812 {
1813//Console.WriteLine("SP:DoMoveToPosition");
1814 try
1542 { 1815 {
1543 double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, MoveToPositionTarget); 1816 double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, MoveToPositionTarget);
1544// m_log.DebugFormat( 1817// m_log.DebugFormat(
@@ -1644,7 +1917,7 @@ namespace OpenSim.Region.Framework.Scenes
1644 m_log.DebugFormat("Crash! {0}", e.ToString()); 1917 m_log.DebugFormat("Crash! {0}", e.ToString());
1645 } 1918 }
1646 } 1919 }
1647 } 1920 }
1648 1921
1649 return updated; 1922 return updated;
1650 } 1923 }
@@ -1736,7 +2009,7 @@ namespace OpenSim.Region.Framework.Scenes
1736 Velocity = Vector3.Zero; 2009 Velocity = Vector3.Zero;
1737 SendAvatarDataToAllAgents(); 2010 SendAvatarDataToAllAgents();
1738 2011
1739 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 2012 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1740 } 2013 }
1741 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 2014 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1742 m_requestedSitTargetUUID = UUID.Zero; 2015 m_requestedSitTargetUUID = UUID.Zero;
@@ -1773,25 +2046,22 @@ namespace OpenSim.Region.Framework.Scenes
1773 2046
1774 if (m_parentID != 0) 2047 if (m_parentID != 0)
1775 { 2048 {
1776 m_log.Debug("StandupCode Executed"); 2049 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1777 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1778 if (part != null) 2050 if (part != null)
1779 { 2051 {
2052 part.TaskInventory.LockItemsForRead(true);
1780 TaskInventoryDictionary taskIDict = part.TaskInventory; 2053 TaskInventoryDictionary taskIDict = part.TaskInventory;
1781 if (taskIDict != null) 2054 if (taskIDict != null)
1782 { 2055 {
1783 lock (taskIDict) 2056 foreach (UUID taskID in taskIDict.Keys)
1784 { 2057 {
1785 foreach (UUID taskID in taskIDict.Keys) 2058 UnRegisterControlEventsToScript(LocalId, taskID);
1786 { 2059 taskIDict[taskID].PermsMask &= ~(
1787 UnRegisterControlEventsToScript(LocalId, taskID); 2060 2048 | //PERMISSION_CONTROL_CAMERA
1788 taskIDict[taskID].PermsMask &= ~( 2061 4); // PERMISSION_TAKE_CONTROLS
1789 2048 | //PERMISSION_CONTROL_CAMERA
1790 4); // PERMISSION_TAKE_CONTROLS
1791 }
1792 } 2062 }
1793
1794 } 2063 }
2064 part.TaskInventory.LockItemsForRead(false);
1795 // Reset sit target. 2065 // Reset sit target.
1796 if (part.GetAvatarOnSitTarget() == UUID) 2066 if (part.GetAvatarOnSitTarget() == UUID)
1797 part.SitTargetAvatar = UUID.Zero; 2067 part.SitTargetAvatar = UUID.Zero;
@@ -1800,20 +2070,58 @@ namespace OpenSim.Region.Framework.Scenes
1800 m_parentPosition = part.GetWorldPosition(); 2070 m_parentPosition = part.GetWorldPosition();
1801 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 2071 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1802 } 2072 }
2073 // part.GetWorldRotation() is the rotation of the object being sat on
2074 // Rotation is the sittiing Av's rotation
2075
2076 Quaternion partRot;
2077// if (part.LinkNum == 1)
2078// { // Root prim of linkset
2079// partRot = part.ParentGroup.RootPart.RotationOffset;
2080// }
2081// else
2082// { // single or child prim
2083
2084// }
2085 if (part == null) //CW: Part may be gone. llDie() for example.
2086 {
2087 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
2088 }
2089 else
2090 {
2091 partRot = part.GetWorldRotation();
2092 }
2093
2094 Quaternion partIRot = Quaternion.Inverse(partRot);
1803 2095
2096 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
2097 Vector3 avStandUp = new Vector3(0.3f, 0f, 0f) * avatarRot; // 0.3M infront of av
2098
2099
1804 if (m_physicsActor == null) 2100 if (m_physicsActor == null)
1805 { 2101 {
1806 AddToPhysicalScene(false); 2102 AddToPhysicalScene(false);
1807 } 2103 }
1808 2104 //CW: If the part isn't null then we can set the current position
1809 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 2105 if (part != null)
1810 m_parentPosition = Vector3.Zero; 2106 {
1811 2107 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1812 m_parentID = 0; 2108 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
2109 part.IsOccupied = false;
2110 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
2111 }
2112 else
2113 {
2114 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
2115 AbsolutePosition = m_lastWorldPosition;
2116 }
2117
2118 m_parentPosition = Vector3.Zero;
2119 m_parentID = 0;
2120 m_linkedPrim = UUID.Zero;
2121 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1813 SendAvatarDataToAllAgents(); 2122 SendAvatarDataToAllAgents();
1814 m_requestedSitTargetID = 0; 2123 m_requestedSitTargetID = 0;
1815 } 2124 }
1816
1817 Animator.TrySetMovementAnimation("STAND"); 2125 Animator.TrySetMovementAnimation("STAND");
1818 } 2126 }
1819 2127
@@ -1844,13 +2152,9 @@ namespace OpenSim.Region.Framework.Scenes
1844 Vector3 avSitOffSet = part.SitTargetPosition; 2152 Vector3 avSitOffSet = part.SitTargetPosition;
1845 Quaternion avSitOrientation = part.SitTargetOrientation; 2153 Quaternion avSitOrientation = part.SitTargetOrientation;
1846 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 2154 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1847 2155 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1848 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 2156 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1849 bool SitTargetisSet = 2157 if (SitTargetisSet && !SitTargetOccupied)
1850 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1851 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1852
1853 if (SitTargetisSet && SitTargetUnOccupied)
1854 { 2158 {
1855 //switch the target to this prim 2159 //switch the target to this prim
1856 return part; 2160 return part;
@@ -1864,85 +2168,168 @@ namespace OpenSim.Region.Framework.Scenes
1864 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 2168 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1865 { 2169 {
1866 bool autopilot = true; 2170 bool autopilot = true;
2171 Vector3 autopilotTarget = new Vector3();
2172 Quaternion sitOrientation = Quaternion.Identity;
1867 Vector3 pos = new Vector3(); 2173 Vector3 pos = new Vector3();
1868 Quaternion sitOrientation = pSitOrientation;
1869 Vector3 cameraEyeOffset = Vector3.Zero; 2174 Vector3 cameraEyeOffset = Vector3.Zero;
1870 Vector3 cameraAtOffset = Vector3.Zero; 2175 Vector3 cameraAtOffset = Vector3.Zero;
1871 bool forceMouselook = false; 2176 bool forceMouselook = false;
1872 2177
1873 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 2178 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1874 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 2179 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1875 if (part != null) 2180 if (part == null) return;
2181
2182 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
2183 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
2184
2185 // part is the prim to sit on
2186 // offset is the world-ref vector distance from that prim center to the click-spot
2187 // UUID is the UUID of the Avatar doing the clicking
2188
2189 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
2190
2191 // Is a sit target available?
2192 Vector3 avSitOffSet = part.SitTargetPosition;
2193 Quaternion avSitOrientation = part.SitTargetOrientation;
2194
2195 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
2196 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
2197 Quaternion partRot;
2198// if (part.LinkNum == 1)
2199// { // Root prim of linkset
2200// partRot = part.ParentGroup.RootPart.RotationOffset;
2201// }
2202// else
2203// { // single or child prim
2204 partRot = part.GetWorldRotation();
2205// }
2206 Quaternion partIRot = Quaternion.Inverse(partRot);
2207//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
2208 // Sit analysis rewritten by KF 091125
2209 if (SitTargetisSet) // scipted sit
1876 { 2210 {
1877 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 2211 if (!part.IsOccupied)
1878 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 2212 {
1879 2213//Console.WriteLine("Scripted, unoccupied");
1880 // Is a sit target available? 2214 part.SitTargetAvatar = UUID; // set that Av will be on it
1881 Vector3 avSitOffSet = part.SitTargetPosition; 2215 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1882 Quaternion avSitOrientation = part.SitTargetOrientation; 2216
1883 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 2217 Quaternion nrot = avSitOrientation;
1884 2218 if (!part.IsRoot)
1885 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero));
1886 bool SitTargetisSet =
1887 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f &&
1888 (
1889 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion
1890 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point
1891 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion
1892 )
1893 ));
1894
1895 if (SitTargetisSet && SitTargetUnOccupied)
1896 {
1897 part.SitTargetAvatar = UUID;
1898 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z);
1899 sitOrientation = avSitOrientation;
1900 autopilot = false;
1901 }
1902 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1903
1904 pos = part.AbsolutePosition + offset;
1905 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1)
1906 //{
1907 // offset = pos;
1908 //autopilot = false;
1909 //}
1910 if (m_physicsActor != null)
1911 {
1912 // If we're not using the client autopilot, we're immediately warping the avatar to the location
1913 // We can remove the physicsActor until they stand up.
1914 m_sitAvatarHeight = m_physicsActor.Size.Z;
1915
1916 if (autopilot)
1917 { 2219 {
1918 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 2220 nrot = part.RotationOffset * avSitOrientation;
1919 {
1920 autopilot = false;
1921
1922 RemoveFromPhysicalScene();
1923 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
1924 }
1925 } 2221 }
1926 else 2222 sitOrientation = nrot; // Change rotatione to the scripted one
2223 OffsetRotation = nrot;
2224 autopilot = false; // Jump direct to scripted llSitPos()
2225 }
2226 else
2227 {
2228//Console.WriteLine("Scripted, occupied");
2229 return;
2230 }
2231 }
2232 else // Not Scripted
2233 {
2234 if ( (Math.Abs(offset.X) > 0.1f) || (Math.Abs(offset.Y) > 0.1f) ) // Changed 0.5M to 0.1M as they want to be able to sit close together
2235 {
2236 // large prim & offset, ignore if other Avs sitting
2237// offset.Z -= 0.05f;
2238 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
2239 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
2240
2241//Console.WriteLine(" offset ={0}", offset);
2242//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
2243//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
2244
2245 }
2246 else // small offset
2247 {
2248//Console.WriteLine("Small offset");
2249 if (!part.IsOccupied)
2250 {
2251 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
2252 autopilotTarget = part.AbsolutePosition;
2253//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
2254 }
2255 else return; // occupied small
2256 } // end large/small
2257 } // end Scripted/not
2258
2259 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
2260
2261 cameraAtOffset = part.GetCameraAtOffset();
2262 cameraEyeOffset = part.GetCameraEyeOffset();
2263 forceMouselook = part.GetForceMouselook();
2264 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
2265 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
2266
2267 if (m_physicsActor != null)
2268 {
2269 // If we're not using the client autopilot, we're immediately warping the avatar to the location
2270 // We can remove the physicsActor until they stand up.
2271 m_sitAvatarHeight = m_physicsActor.Size.Z;
2272 if (autopilot)
2273 { // its not a scripted sit
2274// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
2275 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) )
1927 { 2276 {
2277 autopilot = false; // close enough
2278 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2279 Not using the part's position because returning the AV to the last known standing
2280 position is likely to be more friendly, isn't it? */
1928 RemoveFromPhysicalScene(); 2281 RemoveFromPhysicalScene();
1929 } 2282 Velocity = Vector3.Zero;
2283 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2284 } // else the autopilot will get us close
2285 }
2286 else
2287 { // its a scripted sit
2288 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2289 I *am* using the part's position this time because we have no real idea how far away
2290 the avatar is from the sit target. */
2291 RemoveFromPhysicalScene();
2292 Velocity = Vector3.Zero;
1930 } 2293 }
1931
1932 cameraAtOffset = part.GetCameraAtOffset();
1933 cameraEyeOffset = part.GetCameraEyeOffset();
1934 forceMouselook = part.GetForceMouselook();
1935 } 2294 }
1936 2295 else return; // physactor is null!
1937 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2296
1938 m_requestedSitTargetUUID = targetID; 2297 Vector3 offsetr; // = offset * partIRot;
2298 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2299 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2300 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2301 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2302 //offsetr = offset * partIRot;
2303//
2304 // }
2305 // else
2306 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2307 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2308 // (offset * partRot);
2309 // }
2310
2311//Console.WriteLine(" ");
2312//Console.WriteLine("link number ={0}", part.LinkNum);
2313//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2314//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2315//Console.WriteLine("Click offst ={0}", offset);
2316//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2317//Console.WriteLine("offsetr ={0}", offsetr);
2318//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2319//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2320
2321 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2322 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2323
2324 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1939 // This calls HandleAgentSit twice, once from here, and the client calls 2325 // This calls HandleAgentSit twice, once from here, and the client calls
1940 // HandleAgentSit itself after it gets to the location 2326 // HandleAgentSit itself after it gets to the location
1941 // It doesn't get to the location until we've moved them there though 2327 // It doesn't get to the location until we've moved them there though
1942 // which happens in HandleAgentSit :P 2328 // which happens in HandleAgentSit :P
1943 m_autopilotMoving = autopilot; 2329 m_autopilotMoving = autopilot;
1944 m_autoPilotTarget = pos; 2330 m_autoPilotTarget = autopilotTarget;
1945 m_sitAtAutoTarget = autopilot; 2331 m_sitAtAutoTarget = autopilot;
2332 m_initialSitTarget = autopilotTarget;
1946 if (!autopilot) 2333 if (!autopilot)
1947 HandleAgentSit(remoteClient, UUID); 2334 HandleAgentSit(remoteClient, UUID);
1948 } 2335 }
@@ -2207,47 +2594,130 @@ namespace OpenSim.Region.Framework.Scenes
2207 { 2594 {
2208 if (part != null) 2595 if (part != null)
2209 { 2596 {
2597//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2210 if (part.GetAvatarOnSitTarget() == UUID) 2598 if (part.GetAvatarOnSitTarget() == UUID)
2211 { 2599 {
2600//Console.WriteLine("Scripted Sit");
2601 // Scripted sit
2212 Vector3 sitTargetPos = part.SitTargetPosition; 2602 Vector3 sitTargetPos = part.SitTargetPosition;
2213 Quaternion sitTargetOrient = part.SitTargetOrientation; 2603 Quaternion sitTargetOrient = part.SitTargetOrientation;
2214
2215 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2216 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2217
2218 //Quaternion result = (sitTargetOrient * vq) * nq;
2219
2220 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2604 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2221 m_pos += SIT_TARGET_ADJUSTMENT; 2605 m_pos += SIT_TARGET_ADJUSTMENT;
2606 if (!part.IsRoot)
2607 {
2608 m_pos *= part.RotationOffset;
2609 }
2222 m_bodyRot = sitTargetOrient; 2610 m_bodyRot = sitTargetOrient;
2223 //Rotation = sitTargetOrient;
2224 m_parentPosition = part.AbsolutePosition; 2611 m_parentPosition = part.AbsolutePosition;
2225 2612 part.IsOccupied = true;
2226 //SendTerseUpdateToAllClients(); 2613 part.ParentGroup.AddAvatar(agentID);
2227 } 2614 }
2228 else 2615 else
2229 { 2616 {
2230 m_pos -= part.AbsolutePosition; 2617 // if m_avUnscriptedSitPos is zero then Av sits above center
2618 // Else Av sits at m_avUnscriptedSitPos
2619
2620 // Non-scripted sit by Kitto Flora 21Nov09
2621 // Calculate angle of line from prim to Av
2622 Quaternion partIRot;
2623// if (part.LinkNum == 1)
2624// { // Root prim of linkset
2625// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2626// }
2627// else
2628// { // single or child prim
2629 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2630// }
2631 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2632 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2633 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2634 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2635 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2636 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2637 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2638 // Av sits at world euler <0,0, z>, translated by part rotation
2639 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2640
2231 m_parentPosition = part.AbsolutePosition; 2641 m_parentPosition = part.AbsolutePosition;
2232 } 2642 part.IsOccupied = true;
2643 part.ParentGroup.AddAvatar(agentID);
2644 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2645 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2646 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2647 m_avUnscriptedSitPos; // adds click offset, if any
2648 //Set up raytrace to find top surface of prim
2649 Vector3 size = part.Scale;
2650 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2651 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2652 Vector3 down = new Vector3(0f, 0f, -1f);
2653//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2654 m_scene.PhysicsScene.RaycastWorld(
2655 start, // Vector3 position,
2656 down, // Vector3 direction,
2657 mag, // float length,
2658 SitAltitudeCallback); // retMethod
2659 } // end scripted/not
2233 } 2660 }
2234 else 2661 else // no Av
2235 { 2662 {
2236 return; 2663 return;
2237 } 2664 }
2238 } 2665 }
2239 m_parentID = m_requestedSitTargetID;
2240 2666
2667 //We want our offsets to reference the root prim, not the child we may have sat on
2668 if (!part.IsRoot)
2669 {
2670 m_parentID = part.ParentGroup.RootPart.LocalId;
2671 m_pos += part.OffsetPosition;
2672 }
2673 else
2674 {
2675 m_parentID = m_requestedSitTargetID;
2676 }
2677
2678 m_linkedPrim = part.UUID;
2679 if (part.GetAvatarOnSitTarget() != UUID)
2680 {
2681 m_offsetRotation = m_offsetRotation / part.RotationOffset;
2682 }
2241 Velocity = Vector3.Zero; 2683 Velocity = Vector3.Zero;
2242 RemoveFromPhysicalScene(); 2684 RemoveFromPhysicalScene();
2243
2244 Animator.TrySetMovementAnimation(sitAnimation); 2685 Animator.TrySetMovementAnimation(sitAnimation);
2245 SendAvatarDataToAllAgents(); 2686 SendAvatarDataToAllAgents();
2246 // This may seem stupid, but Our Full updates don't send avatar rotation :P
2247 // So we're also sending a terse update (which has avatar rotation)
2248 // [Update] We do now.
2249 //SendTerseUpdateToAllClients(); 2687 //SendTerseUpdateToAllClients();
2250 } 2688 }
2689
2690 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2691 {
2692 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2693 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2694 if(hitYN)
2695 {
2696 // m_pos = Av offset from prim center to make look like on center
2697 // m_parentPosition = Actual center pos of prim
2698 // collisionPoint = spot on prim where we want to sit
2699 // collisionPoint.Z = global sit surface height
2700 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2701 Quaternion partIRot;
2702// if (part.LinkNum == 1)
2703/// { // Root prim of linkset
2704// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2705// }
2706// else
2707// { // single or child prim
2708 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2709// }
2710 if (m_initialSitTarget != null)
2711 {
2712 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2713 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2714 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2715 m_pos += offset;
2716 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2717 }
2718
2719 }
2720 } // End SitAltitudeCallback KF.
2251 2721
2252 /// <summary> 2722 /// <summary>
2253 /// Event handler for the 'Always run' setting on the client 2723 /// Event handler for the 'Always run' setting on the client
@@ -2276,21 +2746,41 @@ namespace OpenSim.Region.Framework.Scenes
2276 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector 2746 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector
2277 /// </summary> 2747 /// </summary>
2278 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2748 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2279 public void AddNewMovement(Vector3 vec) 2749 /// <param name="rotation">The direction in which this avatar should now face.
2750 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2280 { 2751 {
2752 if (m_isChildAgent)
2753 {
2754 // WHAT???
2755 m_log.Debug("[SCENEPRESENCE]: AddNewMovement() called on child agent");
2756
2757 return;
2758 }
2759
2281 m_perfMonMS = Util.EnvironmentTickCount(); 2760 m_perfMonMS = Util.EnvironmentTickCount();
2282 2761
2283 Vector3 direc = vec * Rotation; 2762 Vector3 direc = vec * Rotation;
2284 direc.Normalize(); 2763 direc.Normalize();
2764 PhysicsActor actor = m_physicsActor;
2765
2766 if (actor.Flying != m_flyingOld) // add for fly velocity control
2767 {
2768 m_flyingOld = actor.Flying; // add for fly velocity control
2769 if (!actor.Flying) m_wasFlying = true; // add for fly velocity control
2770 }
2771
2772 if (m_physicsActor.IsColliding == true) m_wasFlying = false; // add for fly velocity control
2773
2774 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2285 2775
2286 direc *= 0.03f * 128f * m_speedModifier; 2776 direc *= 0.03f * 128f * m_speedModifier;
2287 2777
2288 PhysicsActor actor = m_physicsActor;
2289 if (actor != null) 2778 if (actor != null)
2290 { 2779 {
2291 if (actor.Flying) 2780 if (actor.Flying)
2292 { 2781 {
2293 direc *= 4.0f; 2782// rm speed mod direc *= 4.0f;
2783 direc *= 5.2f; // for speed mod
2294 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 2784 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
2295 //bool colliding = (m_physicsActor.IsColliding==true); 2785 //bool colliding = (m_physicsActor.IsColliding==true);
2296 //if (controlland) 2786 //if (controlland)
@@ -2303,22 +2793,34 @@ namespace OpenSim.Region.Framework.Scenes
2303 // m_log.Info("[AGENT]: Stop FLying"); 2793 // m_log.Info("[AGENT]: Stop FLying");
2304 //} 2794 //}
2305 } 2795 }
2796 if (Animator.m_falling && m_wasFlying) // if falling from flying, disable motion add
2797 {
2798 direc *= 0.0f;
2799 }
2800 /* This jumping section removed to SPA
2306 else if (!actor.Flying && actor.IsColliding) 2801 else if (!actor.Flying && actor.IsColliding)
2307 { 2802 {
2308 if (direc.Z > 2.0f) 2803 if (direc.Z > 2.0f)
2309 { 2804 {
2310 direc.Z *= 3.0f; 2805 if(m_animator.m_animTickJump == -1)
2311 2806 {
2312 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2807 direc.Z *= 3.0f; // jump
2313 Animator.TrySetMovementAnimation("PREJUMP"); 2808 }
2314 Animator.TrySetMovementAnimation("JUMP"); 2809 else
2810 {
2811 direc.Z *= 0.1f; // prejump
2812 }
2813 / * Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2814 Animator.TrySetMovementAnimation("PREJUMP");
2815 Animator.TrySetMovementAnimation("JUMP");
2816 * /
2315 } 2817 }
2316 } 2818 } */
2317 } 2819 }
2318 2820
2319 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2821 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2320 m_forceToApply = direc; 2822 m_forceToApply = direc;
2321 2823 m_isNudging = Nudging;
2322 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2824 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2323 } 2825 }
2324 2826
@@ -2367,6 +2869,9 @@ namespace OpenSim.Region.Framework.Scenes
2367 2869
2368 CheckForSignificantMovement(); // sends update to the modules. 2870 CheckForSignificantMovement(); // sends update to the modules.
2369 } 2871 }
2872
2873 //Sending prim updates AFTER the avatar terse updates are sent
2874 SendPrimUpdates();
2370 } 2875 }
2371 2876
2372 #endregion 2877 #endregion
@@ -3172,6 +3677,7 @@ namespace OpenSim.Region.Framework.Scenes
3172 m_callbackURI = cAgent.CallbackURI; 3677 m_callbackURI = cAgent.CallbackURI;
3173 3678
3174 m_pos = cAgent.Position; 3679 m_pos = cAgent.Position;
3680
3175 m_velocity = cAgent.Velocity; 3681 m_velocity = cAgent.Velocity;
3176 m_CameraCenter = cAgent.Center; 3682 m_CameraCenter = cAgent.Center;
3177 m_CameraAtAxis = cAgent.AtAxis; 3683 m_CameraAtAxis = cAgent.AtAxis;
@@ -3260,17 +3766,45 @@ namespace OpenSim.Region.Framework.Scenes
3260 /// </summary> 3766 /// </summary>
3261 public override void UpdateMovement() 3767 public override void UpdateMovement()
3262 { 3768 {
3263 if (m_forceToApply.HasValue) 3769 if (Animator!=null) // add for jumping
3264 { 3770 { // add for jumping
3265 Vector3 force = m_forceToApply.Value; 3771 // if (!m_animator.m_jumping) // add for jumping
3772 // { // add for jumping
3266 3773
3267 m_updateflag = true; 3774 if (m_forceToApply.HasValue) // this section realigned
3268 3775 {
3269 Velocity = force;
3270 3776
3271 m_forceToApply = null; 3777 Vector3 force = m_forceToApply.Value;
3272 } 3778 m_updateflag = true;
3273 } 3779if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3780 Velocity = force;
3781//Console.WriteLine("UM1 {0}", Velocity);
3782 m_forceToApply = null;
3783 }
3784 else
3785 {
3786 if (m_isNudging)
3787 {
3788 Vector3 force = Vector3.Zero;
3789
3790 m_updateflag = true;
3791if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3792 Velocity = force;
3793//Console.WriteLine("UM2 {0}", Velocity);
3794 m_isNudging = false;
3795 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3796 }
3797 else // add for jumping
3798 { // add for jumping
3799 Vector3 force = Vector3.Zero; // add for jumping
3800if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3801//Console.WriteLine("UM3 {0}", Velocity);
3802 Velocity = force; // add for jumping
3803 }
3804 }
3805 // } // end realign
3806 } // add for jumping
3807 } // add for jumping
3274 3808
3275 /// <summary> 3809 /// <summary>
3276 /// Adds a physical representation of the avatar to the Physics plugin 3810 /// Adds a physical representation of the avatar to the Physics plugin
@@ -3284,10 +3818,8 @@ namespace OpenSim.Region.Framework.Scenes
3284 3818
3285 Vector3 pVec = AbsolutePosition; 3819 Vector3 pVec = AbsolutePosition;
3286 3820
3287 // Old bug where the height was in centimeters instead of meters 3821 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec,
3288 m_physicsActor = scene.AddAvatar(LocalId, Firstname + "." + Lastname, pVec,
3289 new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying); 3822 new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying);
3290
3291 scene.AddPhysicsActorTaint(m_physicsActor); 3823 scene.AddPhysicsActorTaint(m_physicsActor);
3292 //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3824 //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3293 m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3825 m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
@@ -3313,18 +3845,29 @@ namespace OpenSim.Region.Framework.Scenes
3313 { 3845 {
3314 if (e == null) 3846 if (e == null)
3315 return; 3847 return;
3316 3848
3317 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3849 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3318 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3319 // as of this comment the interval is set in AddToPhysicalScene 3850 // as of this comment the interval is set in AddToPhysicalScene
3320 if (Animator!=null) 3851 if (Animator!=null)
3321 Animator.UpdateMovementAnimations(); 3852 {
3853 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3854 { // else its will lock out other animation changes, like ground sit.
3855 Animator.UpdateMovementAnimations();
3856 m_updateCount--;
3857 }
3858 }
3322 3859
3323 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3860 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3324 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3861 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3325 3862
3326 CollisionPlane = Vector4.UnitW; 3863 CollisionPlane = Vector4.UnitW;
3327 3864
3865 if (m_lastColCount != coldata.Count)
3866 {
3867 m_updateCount = UPDATE_COUNT;
3868 m_lastColCount = coldata.Count;
3869 }
3870
3328 if (coldata.Count != 0 && Animator != null) 3871 if (coldata.Count != 0 && Animator != null)
3329 { 3872 {
3330 switch (Animator.CurrentMovementAnimation) 3873 switch (Animator.CurrentMovementAnimation)
@@ -3354,6 +3897,148 @@ namespace OpenSim.Region.Framework.Scenes
3354 } 3897 }
3355 } 3898 }
3356 3899
3900 List<uint> thisHitColliders = new List<uint>();
3901 List<uint> endedColliders = new List<uint>();
3902 List<uint> startedColliders = new List<uint>();
3903
3904 foreach (uint localid in coldata.Keys)
3905 {
3906 thisHitColliders.Add(localid);
3907 if (!m_lastColliders.Contains(localid))
3908 {
3909 startedColliders.Add(localid);
3910 }
3911 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3912 }
3913
3914 // calculate things that ended colliding
3915 foreach (uint localID in m_lastColliders)
3916 {
3917 if (!thisHitColliders.Contains(localID))
3918 {
3919 endedColliders.Add(localID);
3920 }
3921 }
3922 //add the items that started colliding this time to the last colliders list.
3923 foreach (uint localID in startedColliders)
3924 {
3925 m_lastColliders.Add(localID);
3926 }
3927 // remove things that ended colliding from the last colliders list
3928 foreach (uint localID in endedColliders)
3929 {
3930 m_lastColliders.Remove(localID);
3931 }
3932
3933 // do event notification
3934 if (startedColliders.Count > 0)
3935 {
3936 ColliderArgs StartCollidingMessage = new ColliderArgs();
3937 List<DetectedObject> colliding = new List<DetectedObject>();
3938 foreach (uint localId in startedColliders)
3939 {
3940 if (localId == 0)
3941 continue;
3942
3943 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3944 string data = "";
3945 if (obj != null)
3946 {
3947 DetectedObject detobj = new DetectedObject();
3948 detobj.keyUUID = obj.UUID;
3949 detobj.nameStr = obj.Name;
3950 detobj.ownerUUID = obj.OwnerID;
3951 detobj.posVector = obj.AbsolutePosition;
3952 detobj.rotQuat = obj.GetWorldRotation();
3953 detobj.velVector = obj.Velocity;
3954 detobj.colliderType = 0;
3955 detobj.groupUUID = obj.GroupID;
3956 colliding.Add(detobj);
3957 }
3958 }
3959
3960 if (colliding.Count > 0)
3961 {
3962 StartCollidingMessage.Colliders = colliding;
3963
3964 foreach (SceneObjectGroup att in Attachments)
3965 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3966 }
3967 }
3968
3969 if (endedColliders.Count > 0)
3970 {
3971 ColliderArgs EndCollidingMessage = new ColliderArgs();
3972 List<DetectedObject> colliding = new List<DetectedObject>();
3973 foreach (uint localId in endedColliders)
3974 {
3975 if (localId == 0)
3976 continue;
3977
3978 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3979 string data = "";
3980 if (obj != null)
3981 {
3982 DetectedObject detobj = new DetectedObject();
3983 detobj.keyUUID = obj.UUID;
3984 detobj.nameStr = obj.Name;
3985 detobj.ownerUUID = obj.OwnerID;
3986 detobj.posVector = obj.AbsolutePosition;
3987 detobj.rotQuat = obj.GetWorldRotation();
3988 detobj.velVector = obj.Velocity;
3989 detobj.colliderType = 0;
3990 detobj.groupUUID = obj.GroupID;
3991 colliding.Add(detobj);
3992 }
3993 }
3994
3995 if (colliding.Count > 0)
3996 {
3997 EndCollidingMessage.Colliders = colliding;
3998
3999 foreach (SceneObjectGroup att in Attachments)
4000 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
4001 }
4002 }
4003
4004 if (thisHitColliders.Count > 0)
4005 {
4006 ColliderArgs CollidingMessage = new ColliderArgs();
4007 List<DetectedObject> colliding = new List<DetectedObject>();
4008 foreach (uint localId in thisHitColliders)
4009 {
4010 if (localId == 0)
4011 continue;
4012
4013 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4014 string data = "";
4015 if (obj != null)
4016 {
4017 DetectedObject detobj = new DetectedObject();
4018 detobj.keyUUID = obj.UUID;
4019 detobj.nameStr = obj.Name;
4020 detobj.ownerUUID = obj.OwnerID;
4021 detobj.posVector = obj.AbsolutePosition;
4022 detobj.rotQuat = obj.GetWorldRotation();
4023 detobj.velVector = obj.Velocity;
4024 detobj.colliderType = 0;
4025 detobj.groupUUID = obj.GroupID;
4026 colliding.Add(detobj);
4027 }
4028 }
4029
4030 if (colliding.Count > 0)
4031 {
4032 CollidingMessage.Colliders = colliding;
4033
4034 lock (m_attachments)
4035 {
4036 foreach (SceneObjectGroup att in m_attachments)
4037 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
4038 }
4039 }
4040 }
4041
3357 if (m_invulnerable) 4042 if (m_invulnerable)
3358 return; 4043 return;
3359 4044
@@ -3426,6 +4111,10 @@ namespace OpenSim.Region.Framework.Scenes
3426 { 4111 {
3427 lock (m_attachments) 4112 lock (m_attachments)
3428 { 4113 {
4114 // This may be true when the attachment comes back
4115 // from serialization after login. Clear it.
4116 gobj.IsDeleted = false;
4117
3429 m_attachments.Add(gobj); 4118 m_attachments.Add(gobj);
3430 } 4119 }
3431 } 4120 }
@@ -3780,6 +4469,103 @@ namespace OpenSim.Region.Framework.Scenes
3780 return flags; 4469 return flags;
3781 } 4470 }
3782 4471
4472 /// <summary>
4473 /// RezAttachments. This should only be called upon login on the first region.
4474 /// Attachment rezzings on crossings and TPs are done in a different way.
4475 /// </summary>
4476 public void RezAttachments()
4477 {
4478 if (null == m_appearance)
4479 {
4480 m_log.WarnFormat("[ATTACHMENT]: Appearance has not been initialized for agent {0}", UUID);
4481 return;
4482 }
4483
4484 XmlDocument doc = new XmlDocument();
4485 string stateData = String.Empty;
4486
4487 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4488 if (attServ != null)
4489 {
4490 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4491 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4492 if (stateData != String.Empty)
4493 {
4494 try
4495 {
4496 doc.LoadXml(stateData);
4497 }
4498 catch { }
4499 }
4500 }
4501
4502 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4503
4504 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4505 if (nodes.Count > 0)
4506 {
4507 foreach (XmlNode n in nodes)
4508 {
4509 XmlElement elem = (XmlElement)n;
4510 string itemID = elem.GetAttribute("ItemID");
4511 string xml = elem.InnerXml;
4512
4513 itemData[new UUID(itemID)] = xml;
4514 }
4515 }
4516
4517 List<AvatarAttachment> attachments = m_appearance.GetAttachments();
4518 foreach (AvatarAttachment attach in attachments)
4519 {
4520 if (m_isDeleted)
4521 return;
4522
4523 int p = attach.AttachPoint;
4524 UUID itemID = attach.ItemID;
4525
4526 //UUID assetID = attach.AssetID;
4527 // For some reason assetIDs are being written as Zero's in the DB -- need to track tat down
4528 // But they're not used anyway, the item is being looked up for now, so let's proceed.
4529 //if (UUID.Zero == assetID)
4530 //{
4531 // m_log.DebugFormat("[ATTACHMENT]: Cannot rez attachment in point {0} with itemID {1}", p, itemID);
4532 // continue;
4533 //}
4534
4535 try
4536 {
4537 string xmlData;
4538 XmlDocument d = new XmlDocument();
4539 UUID asset;
4540 if (itemData.TryGetValue(itemID, out xmlData))
4541 {
4542 d.LoadXml(xmlData);
4543 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4544
4545 // Rez from inventory
4546 asset
4547 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4548
4549 }
4550 else
4551 {
4552 // Rez from inventory (with a null doc to let
4553 // CHANGED_OWNER happen)
4554 asset
4555 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4556 }
4557
4558 m_log.InfoFormat(
4559 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2}",
4560 p, itemID, asset);
4561 }
4562 catch (Exception e)
4563 {
4564 m_log.ErrorFormat("[ATTACHMENT]: Unable to rez attachment: {0}{1}", e.Message, e.StackTrace);
4565 }
4566 }
4567 }
4568
3783 private void ReprioritizeUpdates() 4569 private void ReprioritizeUpdates()
3784 { 4570 {
3785 if (Scene.IsReprioritizationEnabled && Scene.UpdatePrioritizationScheme != UpdatePrioritizationSchemes.Time) 4571 if (Scene.IsReprioritizationEnabled && Scene.UpdatePrioritizationScheme != UpdatePrioritizationSchemes.Time)
@@ -3804,5 +4590,62 @@ namespace OpenSim.Region.Framework.Scenes
3804 m_reprioritization_called = false; 4590 m_reprioritization_called = false;
3805 } 4591 }
3806 } 4592 }
4593
4594 private Vector3 Quat2Euler(Quaternion rot){
4595 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4596 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4597 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4598 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4599 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4600 return(new Vector3(x,y,z));
4601 }
4602
4603 public void SaveChangedAttachments()
4604 {
4605 // Need to copy this list because DetachToInventoryPrep mods it
4606 List<SceneObjectGroup> attachments = new List<SceneObjectGroup>(Attachments.ToArray());
4607
4608 IAttachmentsModule attachmentsModule = m_scene.AttachmentsModule;
4609 if (attachmentsModule != null)
4610 {
4611 foreach (SceneObjectGroup grp in attachments)
4612 {
4613 if (grp.HasGroupChanged) // Resizer scripts?
4614 {
4615 grp.RootPart.IsAttachment = false;
4616 grp.AbsolutePosition = grp.RootPart.AttachedPos;
4617// grp.DetachToInventoryPrep();
4618 attachmentsModule.UpdateKnownItem(ControllingClient,
4619 grp, grp.GetFromItemID(), grp.OwnerID);
4620 grp.RootPart.IsAttachment = true;
4621 }
4622 }
4623 }
4624 }
4625
4626 private void CheckLandingPoint(ref Vector3 pos)
4627 {
4628 // Never constrain lures
4629 if ((TeleportFlags & TeleportFlags.ViaLure) != 0)
4630 return;
4631
4632 if (m_scene.RegionInfo.EstateSettings.AllowDirectTeleport)
4633 return;
4634
4635 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
4636
4637 if (land.LandData.LandingType == (byte)LandingType.LandingPoint &&
4638 land.LandData.UserLocation != Vector3.Zero &&
4639 land.LandData.OwnerID != m_uuid &&
4640 (!m_scene.Permissions.IsGod(m_uuid)) &&
4641 (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid)))
4642 {
4643 float curr = Vector3.Distance(AbsolutePosition, pos);
4644 if (Vector3.Distance(land.LandData.UserLocation, pos) < curr)
4645 pos = land.LandData.UserLocation;
4646 else
4647 ControllingClient.SendAlertMessage("Can't teleport closer to destination");
4648 }
4649 }
3807 } 4650 }
3808} \ No newline at end of file 4651} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/SceneViewer.cs b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
index e2ea830..501487a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneViewer.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
@@ -106,7 +106,7 @@ namespace OpenSim.Region.Framework.Scenes
106 g.ScheduleFullUpdateToAvatar(m_presence); 106 g.ScheduleFullUpdateToAvatar(m_presence);
107 } 107 }
108 108
109 while (m_partsUpdateQueue.Count > 0) 109 while (m_partsUpdateQueue != null && m_partsUpdateQueue.Count != null && m_partsUpdateQueue.Count > 0)
110 { 110 {
111 SceneObjectPart part = m_partsUpdateQueue.Dequeue(); 111 SceneObjectPart part = m_partsUpdateQueue.Dequeue();
112 112
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index e06a222..11dad6c 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -346,6 +346,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
346 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2); 346 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2);
347 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 347 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
348 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 348 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
349
350 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
349 #endregion 351 #endregion
350 352
351 #region TaskInventoryXmlProcessors initialization 353 #region TaskInventoryXmlProcessors initialization
@@ -735,6 +737,11 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
735 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 737 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
736 } 738 }
737 739
740 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
741 {
742 obj.Buoyancy = (int)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
743 }
744
738 #endregion 745 #endregion
739 746
740 #region TaskInventoryXmlProcessors 747 #region TaskInventoryXmlProcessors
@@ -1219,6 +1226,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1219 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1226 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1220 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1227 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1221 1228
1229 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1230
1222 writer.WriteEndElement(); 1231 writer.WriteEndElement();
1223 } 1232 }
1224 1233
@@ -1503,12 +1512,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1503 { 1512 {
1504 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1513 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1505 1514
1506 if (reader.IsEmptyElement)
1507 {
1508 reader.Read();
1509 return tinv;
1510 }
1511
1512 reader.ReadStartElement(name, String.Empty); 1515 reader.ReadStartElement(name, String.Empty);
1513 1516
1514 while (reader.Name == "TaskInventoryItem") 1517 while (reader.Name == "TaskInventoryItem")
@@ -1551,12 +1554,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1551 1554
1552 PrimitiveBaseShape shape = new PrimitiveBaseShape(); 1555 PrimitiveBaseShape shape = new PrimitiveBaseShape();
1553 1556
1554 if (reader.IsEmptyElement)
1555 {
1556 reader.Read();
1557 return shape;
1558 }
1559
1560 reader.ReadStartElement(name, String.Empty); // Shape 1557 reader.ReadStartElement(name, String.Empty); // Shape
1561 1558
1562 string nodeName = string.Empty; 1559 string nodeName = string.Empty;
@@ -1596,4 +1593,4 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1596 1593
1597 #endregion 1594 #endregion
1598 } 1595 }
1599} 1596} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index d34d8e5..81f41db 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -30,9 +30,24 @@ 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);
@@ -40,6 +55,11 @@ namespace OpenSim.Region.Framework.Scenes
40 public Vector3 Position = Vector3.Zero; 55 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero; 56 public Vector3 Scale = Vector3.Zero;
42 public Quaternion Rotation = Quaternion.Identity; 57 public Quaternion Rotation = Quaternion.Identity;
58 public Vector3 GroupPosition = Vector3.Zero;
59 public Quaternion GroupRotation = Quaternion.Identity;
60 public Vector3 GroupScale = Vector3.Zero;
61 public DateTime LastUpdated = DateTime.Now;
62 public UndoType Type;
43 63
44 /// <summary> 64 /// <summary>
45 /// Is this undo state for an entire group? 65 /// Is this undo state for an entire group?
@@ -58,7 +78,13 @@ namespace OpenSim.Region.Framework.Scenes
58 ForGroup = forGroup; 78 ForGroup = forGroup;
59 79
60// if (ForGroup) 80// if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition; 81 GroupScale = part.ParentGroup.RootPart.Shape.Scale;
82
83 //FUBAR WARNING: Do NOT get the group's absoluteposition here
84 //or you'll experience a loop and/or a stack issue
85 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
86 GroupRotation = part.ParentGroup.GroupRotation;
87 Position = part.ParentGroup.RootPart.AbsolutePosition;
62// else 88// else
63// Position = part.OffsetPosition; 89// Position = part.OffsetPosition;
64 90
@@ -90,7 +116,49 @@ namespace OpenSim.Region.Framework.Scenes
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 116// "[UNDO STATE]: Storing undo scale {0} for child part", Scale);
91 } 117 }
92 } 118 }
93 119 public void Merge(UndoState last)
120 {
121 if ((Type & UndoType.STATE_GROUP_POSITION) == 0 || ((last.Type & UndoType.STATE_GROUP_POSITION) >= (Type & UndoType.STATE_GROUP_POSITION)))
122 {
123 GroupPosition = last.GroupPosition;
124 Position = last.Position;
125 }
126 if ((Type & UndoType.STATE_GROUP_SCALE) == 0 || ((last.Type & UndoType.STATE_GROUP_SCALE) >= (Type & UndoType.STATE_GROUP_SCALE)))
127 {
128 GroupScale = last.GroupScale;
129 Scale = last.Scale;
130 }
131 if ((Type & UndoType.STATE_GROUP_ROTATION) == 0 || ((last.Type & UndoType.STATE_GROUP_ROTATION) >= (Type & UndoType.STATE_GROUP_ROTATION)))
132 {
133 GroupRotation = last.GroupRotation;
134 Rotation = last.Rotation;
135 }
136 if ((Type & UndoType.STATE_PRIM_POSITION) == 0 || ((last.Type & UndoType.STATE_PRIM_POSITION) >= (Type & UndoType.STATE_PRIM_POSITION)))
137 {
138 Position = last.Position;
139 }
140 if ((Type & UndoType.STATE_PRIM_SCALE) == 0 || ((last.Type & UndoType.STATE_PRIM_SCALE) >= (Type & UndoType.STATE_PRIM_SCALE)))
141 {
142 Scale = last.Scale;
143 }
144 if ((Type & UndoType.STATE_PRIM_ROTATION) == 0 || ((last.Type & UndoType.STATE_PRIM_ROTATION) >= (Type & UndoType.STATE_PRIM_ROTATION)))
145 {
146 Rotation = last.Rotation;
147 }
148 Type = Type | last.Type;
149 }
150 public bool Compare(UndoState undo)
151 {
152 if (undo == null || Position == null) return false;
153 if (undo.Position == Position && undo.Rotation == Rotation && undo.Scale == Scale && undo.GroupPosition == GroupPosition && undo.GroupScale == GroupScale && undo.GroupRotation == GroupRotation)
154 {
155 return true;
156 }
157 else
158 {
159 return false;
160 }
161 }
94 /// <summary> 162 /// <summary>
95 /// Compare the relevant state in the given part to this state. 163 /// Compare the relevant state in the given part to this state.
96 /// </summary> 164 /// </summary>
@@ -115,7 +183,7 @@ namespace OpenSim.Region.Framework.Scenes
115 return false; 183 return false;
116 } 184 }
117 185
118 public void PlaybackState(SceneObjectPart part) 186 private void RestoreState(SceneObjectPart part)
119 { 187 {
120 part.Undoing = true; 188 part.Undoing = true;
121 189
@@ -249,4 +317,4 @@ namespace OpenSim.Region.Framework.Scenes
249 m_terrainModule.UndoTerrain(m_terrainChannel); 317 m_terrainModule.UndoTerrain(m_terrainChannel);
250 } 318 }
251 } 319 }
252} \ No newline at end of file 320}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index 77b1535..fdfbc78 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -86,10 +86,6 @@ namespace OpenSim.Region.Framework.Scenes
86 /// <param name="assetUuids">The assets gathered</param> 86 /// <param name="assetUuids">The assets gathered</param>
87 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 87 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
88 { 88 {
89 // avoid infinite loops
90 if (assetUuids.ContainsKey(assetUuid))
91 return;
92
93 try 89 try
94 { 90 {
95 assetUuids[assetUuid] = assetType; 91 assetUuids[assetUuid] = assetType;
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
index c413634..00b1c1e 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -813,6 +813,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
813 public event ObjectOwner OnObjectOwner; 813 public event ObjectOwner OnObjectOwner;
814 public event DirPlacesQuery OnDirPlacesQuery; 814 public event DirPlacesQuery OnDirPlacesQuery;
815 public event DirFindQuery OnDirFindQuery; 815 public event DirFindQuery OnDirFindQuery;
816 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
816 public event DirLandQuery OnDirLandQuery; 817 public event DirLandQuery OnDirLandQuery;
817 public event DirPopularQuery OnDirPopularQuery; 818 public event DirPopularQuery OnDirPopularQuery;
818 public event DirClassifiedQuery OnDirClassifiedQuery; 819 public event DirClassifiedQuery OnDirClassifiedQuery;
@@ -829,7 +830,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
829 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 830 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
830 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 831 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
831 public event ClassifiedDelete OnClassifiedDelete; 832 public event ClassifiedDelete OnClassifiedDelete;
832 public event ClassifiedDelete OnClassifiedGodDelete; 833 public event ClassifiedGodDelete OnClassifiedGodDelete;
833 public event EventNotificationAddRequest OnEventNotificationAddRequest; 834 public event EventNotificationAddRequest OnEventNotificationAddRequest;
834 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 835 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
835 public event EventGodDelete OnEventGodDelete; 836 public event EventGodDelete OnEventGodDelete;
@@ -883,6 +884,11 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
883 884
884 public void Close() 885 public void Close()
885 { 886 {
887 Close(true);
888 }
889
890 public void Close(bool sendStop)
891 {
886 Disconnect(); 892 Disconnect();
887 } 893 }
888 894
@@ -937,7 +943,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
937 943
938 } 944 }
939 945
940 public void SendKillObject(ulong regionHandle, uint localID) 946 public void SendKillObject(ulong regionHandle, List<uint> localID)
941 { 947 {
942 948
943 } 949 }
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
index a5bba4f..4f86e42 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
@@ -563,7 +563,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
563 563
564 public Hashtable FreeSwitchSLVoiceGetPreloginHTTPHandler(Hashtable request) 564 public Hashtable FreeSwitchSLVoiceGetPreloginHTTPHandler(Hashtable request)
565 { 565 {
566 m_log.Debug("[FreeSwitchVoice]: FreeSwitchSLVoiceGetPreloginHTTPHandler called"); 566// m_log.Debug("[FreeSwitchVoice] FreeSwitchSLVoiceGetPreloginHTTPHandler called");
567 567
568 Hashtable response = new Hashtable(); 568 Hashtable response = new Hashtable();
569 response["content_type"] = "text/xml"; 569 response["content_type"] = "text/xml";
@@ -714,7 +714,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
714 714
715 public Hashtable FreeSwitchSLVoiceSigninHTTPHandler(Hashtable request) 715 public Hashtable FreeSwitchSLVoiceSigninHTTPHandler(Hashtable request)
716 { 716 {
717 m_log.Debug("[FreeSwitchVoice]: FreeSwitchSLVoiceSigninHTTPHandler called"); 717 //m_log.Debug("[FreeSwitchVoice] FreeSwitchSLVoiceSigninHTTPHandler called");
718// string requestbody = (string)request["body"]; 718// string requestbody = (string)request["body"];
719// string uri = (string)request["uri"]; 719// string uri = (string)request["uri"];
720// string contenttype = (string)request["content-type"]; 720// string contenttype = (string)request["content-type"];
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
index 534bf92..ae902eb 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
@@ -190,7 +190,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
190 break; 190 break;
191 } 191 }
192 192
193 m_vivoxVoiceAccountApi = String.Format("http://{0}/api2", m_vivoxServer); 193 m_vivoxVoiceAccountApi = String.Format("https://{0}/api2", m_vivoxServer);
194 194
195 // Admin interface required values 195 // Admin interface required values
196 if (String.IsNullOrEmpty(m_vivoxServer) || 196 if (String.IsNullOrEmpty(m_vivoxServer) ||
@@ -749,7 +749,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
749 } 749 }
750 750
751 751
752 private static readonly string m_vivoxLoginPath = "http://{0}/api2/viv_signin.php?userid={1}&pwd={2}"; 752 private static readonly string m_vivoxLoginPath = "https://{0}/api2/viv_signin.php?userid={1}&pwd={2}";
753 753
754 /// <summary> 754 /// <summary>
755 /// Perform administrative login for Vivox. 755 /// Perform administrative login for Vivox.
@@ -762,7 +762,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
762 } 762 }
763 763
764 764
765 private static readonly string m_vivoxLogoutPath = "http://{0}/api2/viv_signout.php?auth_token={1}"; 765 private static readonly string m_vivoxLogoutPath = "https://{0}/api2/viv_signout.php?auth_token={1}";
766 766
767 /// <summary> 767 /// <summary>
768 /// Perform administrative logout for Vivox. 768 /// Perform administrative logout for Vivox.
@@ -774,7 +774,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
774 } 774 }
775 775
776 776
777 private static readonly string m_vivoxGetAccountPath = "http://{0}/api2/viv_get_acct.php?auth_token={1}&user_name={2}"; 777 private static readonly string m_vivoxGetAccountPath = "https://{0}/api2/viv_get_acct.php?auth_token={1}&user_name={2}";
778 778
779 /// <summary> 779 /// <summary>
780 /// Retrieve account information for the specified user. 780 /// Retrieve account information for the specified user.
@@ -787,7 +787,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
787 } 787 }
788 788
789 789
790 private static readonly string m_vivoxNewAccountPath = "http://{0}/api2/viv_adm_acct_new.php?username={1}&pwd={2}&auth_token={3}"; 790 private static readonly string m_vivoxNewAccountPath = "https://{0}/api2/viv_adm_acct_new.php?username={1}&pwd={2}&auth_token={3}";
791 791
792 /// <summary> 792 /// <summary>
793 /// Creates a new account. 793 /// Creates a new account.
@@ -802,7 +802,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
802 } 802 }
803 803
804 804
805 private static readonly string m_vivoxPasswordPath = "http://{0}/api2/viv_adm_password.php?user_name={1}&new_pwd={2}&auth_token={3}"; 805 private static readonly string m_vivoxPasswordPath = "https://{0}/api2/viv_adm_password.php?user_name={1}&new_pwd={2}&auth_token={3}";
806 806
807 /// <summary> 807 /// <summary>
808 /// Change the user's password. 808 /// Change the user's password.
@@ -814,7 +814,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
814 } 814 }
815 815
816 816
817 private static readonly string m_vivoxChannelPath = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_name={2}&auth_token={3}"; 817 private static readonly string m_vivoxChannelPath = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_name={2}&auth_token={3}";
818 818
819 /// <summary> 819 /// <summary>
820 /// Create a channel. 820 /// Create a channel.
@@ -888,7 +888,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
888 return false; 888 return false;
889 } 889 }
890 890
891 private static readonly string m_vivoxChannelSearchPath = "http://{0}/api2/viv_chan_search.php?cond_channame={1}&auth_token={2}"; 891 private static readonly string m_vivoxChannelSearchPath = "https://{0}/api2/viv_chan_search.php?cond_channame={1}&auth_token={2}";
892 892
893 /// <summary> 893 /// <summary>
894 /// Retrieve a channel. 894 /// Retrieve a channel.
@@ -1032,7 +1032,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1032 return false; 1032 return false;
1033 } 1033 }
1034 1034
1035 // private static readonly string m_vivoxChannelById = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}"; 1035 // private static readonly string m_vivoxChannelById = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}";
1036 1036
1037 // private XmlElement VivoxGetChannelById(string parent, string channelid) 1037 // private XmlElement VivoxGetChannelById(string parent, string channelid)
1038 // { 1038 // {
@@ -1056,7 +1056,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1056 /// In this case the call handles parent and description as optional values. 1056 /// In this case the call handles parent and description as optional values.
1057 /// </summary> 1057 /// </summary>
1058 1058
1059 private static readonly string m_vivoxChannelDel = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}"; 1059 private static readonly string m_vivoxChannelDel = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}";
1060 1060
1061 private XmlElement VivoxDeleteChannel(string parent, string channelid) 1061 private XmlElement VivoxDeleteChannel(string parent, string channelid)
1062 { 1062 {
@@ -1072,7 +1072,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1072 /// Return information on channels in the given directory 1072 /// Return information on channels in the given directory
1073 /// </summary> 1073 /// </summary>
1074 1074
1075 private static readonly string m_vivoxChannelSearch = "http://{0}/api2/viv_chan_search.php?&cond_chanparent={1}&auth_token={2}"; 1075 private static readonly string m_vivoxChannelSearch = "https://{0}/api2/viv_chan_search.php?&cond_chanparent={1}&auth_token={2}";
1076 1076
1077 private XmlElement VivoxListChildren(string channelid) 1077 private XmlElement VivoxListChildren(string channelid)
1078 { 1078 {
diff --git a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
index 32659c8..11c87f8 100644
--- a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
@@ -42,17 +42,22 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule
42 public class XmlRpcRouter : IRegionModule, IXmlRpcRouter 42 public class XmlRpcRouter : IRegionModule, IXmlRpcRouter
43 { 43 {
44 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 44 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
45 45 private bool m_enabled = false;
46 public void Initialise(Scene scene, IConfigSource config) 46 public void Initialise(Scene scene, IConfigSource config)
47 { 47 {
48 IConfig startupConfig = config.Configs["Startup"]; 48 IConfig startupConfig = config.Configs["XMLRPC"];
49 if (startupConfig == null) 49 if (startupConfig == null)
50 return; 50 return;
51 51
52 if (startupConfig.GetString("XmlRpcRouterModule", 52 if (startupConfig.GetString("XmlRpcRouterModule",
53 "XmlRpcRouterModule") == "XmlRpcRouterModule") 53 "") == "XmlRpcRouterModule")
54 { 54 {
55 scene.RegisterModuleInterface<IXmlRpcRouter>(this); 55 scene.RegisterModuleInterface<IXmlRpcRouter>(this);
56 m_enabled = true;
57 }
58 else
59 {
60 m_enabled = false;
56 } 61 }
57 } 62 }
58 63
@@ -76,7 +81,10 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule
76 81
77 public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri) 82 public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri)
78 { 83 {
79 scriptEngine.PostScriptEvent(itemID, "xmlrpc_uri", new Object[] {uri}); 84 if (m_enabled)
85 {
86 scriptEngine.PostScriptEvent(itemID, "xmlrpc_uri", new Object[] { uri });
87 }
80 } 88 }
81 89
82 public void ScriptRemoved(UUID itemID) 90 public void ScriptRemoved(UUID itemID)
diff --git a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
index b84a34d..d469548 100644
--- a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
+++ b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
@@ -838,6 +838,10 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule
838 if (module != null) 838 if (module != null)
839 module.BuyObject(remoteClient, categoryID, localID, saleType, salePrice); 839 module.BuyObject(remoteClient, categoryID, localID, saleType, salePrice);
840 } 840 }
841
842 public void MoveMoney(UUID fromAgentID, UUID toAgentID, int amount, string text)
843 {
844 }
841 } 845 }
842 846
843 public enum TransactionType : int 847 public enum TransactionType : int
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index 31e79fa..4f831a4 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -162,7 +162,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
162#pragma warning disable 67 162#pragma warning disable 67
163 public event Action<IClientAPI> OnLogout; 163 public event Action<IClientAPI> OnLogout;
164 public event ObjectPermissions OnObjectPermissions; 164 public event ObjectPermissions OnObjectPermissions;
165 165 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
166 public event MoneyTransferRequest OnMoneyTransferRequest; 166 public event MoneyTransferRequest OnMoneyTransferRequest;
167 public event ParcelBuy OnParcelBuy; 167 public event ParcelBuy OnParcelBuy;
168 public event Action<IClientAPI> OnConnectionClosed; 168 public event Action<IClientAPI> OnConnectionClosed;
@@ -366,7 +366,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
366 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 366 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
367 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 367 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
368 public event ClassifiedDelete OnClassifiedDelete; 368 public event ClassifiedDelete OnClassifiedDelete;
369 public event ClassifiedDelete OnClassifiedGodDelete; 369 public event ClassifiedGodDelete OnClassifiedGodDelete;
370 370
371 public event EventNotificationAddRequest OnEventNotificationAddRequest; 371 public event EventNotificationAddRequest OnEventNotificationAddRequest;
372 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 372 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
@@ -525,7 +525,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
525 525
526 } 526 }
527 527
528 public virtual void SendKillObject(ulong regionHandle, uint localID) 528 public virtual void SendKillObject(ulong regionHandle, List<uint> localID)
529 { 529 {
530 } 530 }
531 531
@@ -842,8 +842,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC
842 842
843 public void Close() 843 public void Close()
844 { 844 {
845 // Remove ourselves from the scene 845 Close(true);
846 m_scene.RemoveClient(AgentId, false); 846 }
847
848 public void Close(bool sendStop)
849 {
847 } 850 }
848 851
849 public void Start() 852 public void Start()
diff --git a/OpenSim/Region/OptionalModules/World/TreePopulator/TreePopulatorModule.cs b/OpenSim/Region/OptionalModules/World/TreePopulator/TreePopulatorModule.cs
index feca7d3..38c2f7b 100644
--- a/OpenSim/Region/OptionalModules/World/TreePopulator/TreePopulatorModule.cs
+++ b/OpenSim/Region/OptionalModules/World/TreePopulator/TreePopulatorModule.cs
@@ -385,7 +385,7 @@ namespace OpenSim.Region.OptionalModules.World.TreePopulator
385 m_scene.ForEachClient(delegate(IClientAPI controller) 385 m_scene.ForEachClient(delegate(IClientAPI controller)
386 { 386 {
387 controller.SendKillObject(m_scene.RegionInfo.RegionHandle, 387 controller.SendKillObject(m_scene.RegionInfo.RegionHandle,
388 selectedTree.LocalId); 388 new List<uint>() { selectedTree.LocalId });
389 }); 389 });
390 } 390 }
391 else 391 else
@@ -726,7 +726,7 @@ namespace OpenSim.Region.OptionalModules.World.TreePopulator
726 m_scene.ForEachClient(delegate(IClientAPI controller) 726 m_scene.ForEachClient(delegate(IClientAPI controller)
727 { 727 {
728 controller.SendKillObject(m_scene.RegionInfo.RegionHandle, 728 controller.SendKillObject(m_scene.RegionInfo.RegionHandle,
729 selectedTree.LocalId); 729 new List<uint>() { selectedTree.LocalId });
730 }); 730 });
731 731
732 break; 732 break;
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
index ac4e2b9..f13c323 100644
--- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
+++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
@@ -624,8 +624,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
624 { 624 {
625 set { return; } 625 set { return; }
626 } 626 }
627 627
628
629 public override Quaternion APIDTarget 628 public override Quaternion APIDTarget
630 { 629 {
631 set { return; } 630 set { return; }
diff --git a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
index df62dbc..8e9edac 100644
--- a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
+++ b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
@@ -990,7 +990,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
990 { 990 {
991 991
992 } 992 }
993 993
994 public override void VehicleFlags(int param, bool remove) 994 public override void VehicleFlags(int param, bool remove)
995 { 995 {
996 996
diff --git a/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
new file mode 100644
index 0000000..d65929a
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
@@ -0,0 +1,58 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Reflection;
29using System.Runtime.InteropServices;
30
31// Information about this assembly is defined by the following
32// attributes.
33//
34// change them to the information which is associated with the assembly
35// you compile.
36
37[assembly : AssemblyTitle("OdePlugin")]
38[assembly : AssemblyDescription("")]
39[assembly : AssemblyConfiguration("")]
40[assembly : AssemblyCompany("http://opensimulator.org")]
41[assembly : AssemblyProduct("OdePlugin")]
42[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
43[assembly : AssemblyTrademark("")]
44[assembly : AssemblyCulture("")]
45
46// This sets the default COM visibility of types in the assembly to invisible.
47// If you need to expose a type to COM, use [ComVisible(true)] on that type.
48
49[assembly : ComVisible(false)]
50
51// The assembly version has following format :
52//
53// Major.Minor.Build.Revision
54//
55// You can specify all values by your own or you can build default build and revision
56// numbers with the '*' character (the default):
57
58[assembly : AssemblyVersion("0.6.5.*")]
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
new file mode 100644
index 0000000..1bce760
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -0,0 +1,1437 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using OpenMetaverse;
32using Ode.NET;
33using OpenSim.Framework;
34using OpenSim.Region.Physics.Manager;
35using log4net;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 /// <summary>
40 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
41 /// </summary>
42
43 public enum dParam : int
44 {
45 LowStop = 0,
46 HiStop = 1,
47 Vel = 2,
48 FMax = 3,
49 FudgeFactor = 4,
50 Bounce = 5,
51 CFM = 6,
52 StopERP = 7,
53 StopCFM = 8,
54 LoStop2 = 256,
55 HiStop2 = 257,
56 Vel2 = 258,
57 FMax2 = 259,
58 StopERP2 = 7 + 256,
59 StopCFM2 = 8 + 256,
60 LoStop3 = 512,
61 HiStop3 = 513,
62 Vel3 = 514,
63 FMax3 = 515,
64 StopERP3 = 7 + 512,
65 StopCFM3 = 8 + 512
66 }
67 public class OdeCharacter : PhysicsActor
68 {
69 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
70
71 private Vector3 _position;
72 private d.Vector3 _zeroPosition;
73 // private d.Matrix3 m_StandUpRotation;
74 private bool _zeroFlag = false;
75 private bool m_lastUpdateSent = false;
76 private Vector3 _velocity;
77 private Vector3 _target_velocity;
78 private Vector3 _acceleration;
79 private Vector3 m_rotationalVelocity;
80 private float m_mass = 80f;
81 public float m_density = 60f;
82 private bool m_pidControllerActive = true;
83 public float PID_D = 800.0f;
84 public float PID_P = 900.0f;
85 //private static float POSTURE_SERVO = 10000.0f;
86 public float CAPSULE_RADIUS = 0.37f;
87 public float CAPSULE_LENGTH = 2.140599f;
88 public float m_tensor = 3800000f;
89 public float heightFudgeFactor = 0.52f;
90 public float walkDivisor = 1.3f;
91 public float runDivisor = 0.8f;
92 private bool flying = false;
93 private bool jumping = false; // add for jumping
94 private bool m_iscolliding = false;
95 private bool m_iscollidingGround = false;
96 private bool m_wascolliding = false;
97 private bool m_wascollidingGround = false;
98 private bool m_iscollidingObj = false;
99 private bool m_alwaysRun = false;
100 private bool m_hackSentFall = false;
101 private bool m_hackSentFly = false;
102 private int m_requestedUpdateFrequency = 0;
103 private Vector3 m_taintPosition = Vector3.Zero;
104 public uint m_localID = 0;
105 public bool m_returnCollisions = false;
106 // taints and their non-tainted counterparts
107 public bool m_isPhysical = false; // the current physical status
108 public bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing)
109 public float MinimumGroundFlightOffset = 3f;
110
111 private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
112 private float m_tiltMagnitudeWhenProjectedOnXYPlane = 0.1131371f; // used to introduce a fixed tilt because a straight-up capsule falls through terrain, probably a bug in terrain collider
113
114
115 private float m_buoyancy = 0f;
116
117 // private CollisionLocker ode;
118
119 private string m_name = String.Empty;
120
121 private bool[] m_colliderarr = new bool[11];
122 private bool[] m_colliderGroundarr = new bool[11];
123
124 // Default we're a Character
125 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
126
127 // Default, Collide with Other Geometries, spaces, bodies and characters.
128 private CollisionCategories m_collisionFlags = (CollisionCategories.Geom
129 | CollisionCategories.Space
130 | CollisionCategories.Body
131 | CollisionCategories.Character
132 | CollisionCategories.Land);
133 public IntPtr Body = IntPtr.Zero;
134 private OdeScene _parent_scene;
135 public IntPtr Shell = IntPtr.Zero;
136 public IntPtr Amotor = IntPtr.Zero;
137 public d.Mass ShellMass;
138 public bool collidelock = false;
139
140 public int m_eventsubscription = 0;
141 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
142
143 // unique UUID of this character object
144 public UUID m_uuid;
145 public bool bad = false;
146 private Object m_syncRoot = new Object();
147
148 public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, CollisionLocker dode, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
149 {
150 m_uuid = UUID.Random();
151
152 if (pos.IsFinite())
153 {
154 if (pos.Z > 9999999f)
155 {
156 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
157 }
158 if (pos.Z < -90000f)
159 {
160 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
161 }
162 _position = pos;
163 m_taintPosition.X = pos.X;
164 m_taintPosition.Y = pos.Y;
165 m_taintPosition.Z = pos.Z;
166 }
167 else
168 {
169 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
170 m_taintPosition.X = _position.X;
171 m_taintPosition.Y = _position.Y;
172 m_taintPosition.Z = _position.Z;
173 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
174 }
175
176 _parent_scene = parent_scene;
177
178 PID_D = pid_d;
179 PID_P = pid_p;
180 CAPSULE_RADIUS = capsule_radius;
181 m_tensor = tensor;
182 m_density = density;
183 heightFudgeFactor = height_fudge_factor;
184 walkDivisor = walk_divisor;
185 runDivisor = rundivisor;
186
187 // m_StandUpRotation =
188 // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
189 // 0.5f);
190
191 for (int i = 0; i < 11; i++)
192 {
193 m_colliderarr[i] = false;
194 }
195 CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
196 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
197 m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH;
198
199 m_isPhysical = false; // current status: no ODE information exists
200 m_tainted_isPhysical = true; // new tainted status: need to create ODE information
201
202 _parent_scene.AddPhysicsActorTaint(this);
203
204 m_name = avName;
205 }
206
207 public override int PhysicsActorType
208 {
209 get { return (int) ActorTypes.Agent; }
210 set { return; }
211 }
212
213 /// <summary>
214 /// If this is set, the avatar will move faster
215 /// </summary>
216 public override bool SetAlwaysRun
217 {
218 get { return m_alwaysRun; }
219 set { m_alwaysRun = value; }
220 }
221
222 public override uint LocalID
223 {
224 set { m_localID = value; }
225 }
226
227 public override bool Grabbed
228 {
229 set { return; }
230 }
231
232 public override bool Selected
233 {
234// set { return; }
235 set { jumping = value; } // add for jumping flag
236 }
237
238 public override float Buoyancy
239 {
240 get { return m_buoyancy; }
241 set { m_buoyancy = value; }
242 }
243
244 public override bool FloatOnWater
245 {
246 set { return; }
247 }
248
249 public override bool IsPhysical
250 {
251 get { return false; }
252 set { return; }
253 }
254
255 public override bool ThrottleUpdates
256 {
257 get { return false; }
258 set { return; }
259 }
260
261 public override bool Flying
262 {
263 get { return flying; }
264 set { flying = value; }
265 }
266
267 /// <summary>
268 /// Returns if the avatar is colliding in general.
269 /// This includes the ground and objects and avatar.
270 /// </summary>
271 public override bool IsColliding
272 {
273//#@ get { return m_iscolliding; }
274 get { //##
275//Console.WriteLine(">>>>>>>>>>>> IC get = {0}", m_iscolliding); //##
276 return m_iscolliding; } //##
277 set
278 {
279 int i;
280 int truecount = 0;
281 int falsecount = 0;
282
283 if (m_colliderarr.Length >= 10)
284 {
285 for (i = 0; i < 10; i++)
286 {
287 m_colliderarr[i] = m_colliderarr[i + 1];
288 }
289 }
290 m_colliderarr[10] = value;
291
292 for (i = 0; i < 11; i++)
293 {
294 if (m_colliderarr[i])
295 {
296 truecount++;
297 }
298 else
299 {
300 falsecount++;
301 }
302 }
303
304 // Equal truecounts and false counts means we're colliding with something.
305
306 if (falsecount > 1.2*truecount)
307 {
308 m_iscolliding = false;
309 }
310 else
311 {
312 m_iscolliding = true;
313 }
314// ## Console.WriteLine("IC SET = {0} t{1} f{2} i {3}", value, truecount, falsecount, m_iscolliding);
315 if (m_wascolliding != m_iscolliding)
316 {
317 //base.SendCollisionUpdate(new CollisionEventUpdate());
318 }
319 m_wascolliding = m_iscolliding;
320 }
321 }
322
323 /// <summary>
324 /// Returns if an avatar is colliding with the ground
325 /// </summary>
326 public override bool CollidingGround
327 {
328 get { return m_iscollidingGround; }
329 set
330 {
331 // Collisions against the ground are not really reliable
332 // So, to get a consistant value we have to average the current result over time
333 // Currently we use 1 second = 10 calls to this.
334 int i;
335 int truecount = 0;
336 int falsecount = 0;
337
338 if (m_colliderGroundarr.Length >= 10)
339 {
340 for (i = 0; i < 10; i++)
341 {
342 m_colliderGroundarr[i] = m_colliderGroundarr[i + 1];
343 }
344 }
345 m_colliderGroundarr[10] = value;
346
347 for (i = 0; i < 11; i++)
348 {
349 if (m_colliderGroundarr[i])
350 {
351 truecount++;
352 }
353 else
354 {
355 falsecount++;
356 }
357 }
358
359 // Equal truecounts and false counts means we're colliding with something.
360
361 if (falsecount > 1.2*truecount)
362 {
363 m_iscollidingGround = false;
364 }
365 else
366 {
367 m_iscollidingGround = true;
368 }
369 if (m_wascollidingGround != m_iscollidingGround)
370 {
371 //base.SendCollisionUpdate(new CollisionEventUpdate());
372 }
373 m_wascollidingGround = m_iscollidingGround;
374 }
375 }
376
377 /// <summary>
378 /// Returns if the avatar is colliding with an object
379 /// </summary>
380 public override bool CollidingObj
381 {
382 get { return m_iscollidingObj; }
383 set
384 {
385 m_iscollidingObj = value;
386 if (value)
387 m_pidControllerActive = false;
388 else
389 m_pidControllerActive = true;
390 }
391 }
392
393 /// <summary>
394 /// turn the PID controller on or off.
395 /// The PID Controller will turn on all by itself in many situations
396 /// </summary>
397 /// <param name="status"></param>
398 public void SetPidStatus(bool status)
399 {
400 m_pidControllerActive = status;
401 }
402
403 public override bool Stopped
404 {
405 get { return _zeroFlag; }
406 }
407
408 /// <summary>
409 /// This 'puts' an avatar somewhere in the physics space.
410 /// Not really a good choice unless you 'know' it's a good
411 /// spot otherwise you're likely to orbit the avatar.
412 /// </summary>
413 public override Vector3 Position
414 {
415 get { return _position; }
416 set
417 {
418 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
419 {
420 if (value.IsFinite())
421 {
422 if (value.Z > 9999999f)
423 {
424 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
425 }
426 if (value.Z < -90000f)
427 {
428 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
429 }
430
431 _position.X = value.X;
432 _position.Y = value.Y;
433 _position.Z = value.Z;
434
435 m_taintPosition.X = value.X;
436 m_taintPosition.Y = value.Y;
437 m_taintPosition.Z = value.Z;
438 _parent_scene.AddPhysicsActorTaint(this);
439 }
440 else
441 {
442 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
443 }
444 }
445 }
446 }
447
448 public override Vector3 RotationalVelocity
449 {
450 get { return m_rotationalVelocity; }
451 set { m_rotationalVelocity = value; }
452 }
453
454 /// <summary>
455 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
456 /// and use it to offset landings properly
457 /// </summary>
458 public override Vector3 Size
459 {
460 get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
461 set
462 {
463 if (value.IsFinite())
464 {
465 m_pidControllerActive = true;
466
467 Vector3 SetSize = value;
468 m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f;
469 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
470
471 Velocity = Vector3.Zero;
472 m_taintPosition = _position; // update the stale taint position
473 _parent_scene.AddPhysicsActorTaint(this);
474 }
475 else
476 {
477 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
478 }
479 }
480 }
481
482 private void AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3 movementVector)
483 {
484 movementVector.Z = 0f;
485 float magnitude = (float)Math.Sqrt((double)(movementVector.X * movementVector.X + movementVector.Y * movementVector.Y));
486 if (magnitude < 0.1f) return;
487
488 // normalize the velocity vector
489 float invMagnitude = 1.0f / magnitude;
490 movementVector.X *= invMagnitude;
491 movementVector.Y *= invMagnitude;
492
493 // if we change the capsule heading too often, the capsule can fall down
494 // therefore we snap movement vector to just 1 of 4 predefined directions (ne, nw, se, sw),
495 // meaning only 4 possible capsule tilt orientations
496 if (movementVector.X > 0)
497 {
498 // east
499 if (movementVector.Y > 0)
500 {
501 // northeast
502 movementVector.X = (float)Math.Sqrt(2.0);
503 movementVector.Y = (float)Math.Sqrt(2.0);
504 }
505 else
506 {
507 // southeast
508 movementVector.X = (float)Math.Sqrt(2.0);
509 movementVector.Y = -(float)Math.Sqrt(2.0);
510 }
511 }
512 else
513 {
514 // west
515 if (movementVector.Y > 0)
516 {
517 // northwest
518 movementVector.X = -(float)Math.Sqrt(2.0);
519 movementVector.Y = (float)Math.Sqrt(2.0);
520 }
521 else
522 {
523 // southwest
524 movementVector.X = -(float)Math.Sqrt(2.0);
525 movementVector.Y = -(float)Math.Sqrt(2.0);
526 }
527 }
528
529
530 // movementVector.Z is zero
531
532 // calculate tilt components based on desired amount of tilt and current (snapped) heading.
533 // the "-" sign is to force the tilt to be OPPOSITE the direction of movement.
534 float xTiltComponent = -movementVector.X * m_tiltMagnitudeWhenProjectedOnXYPlane;
535 float yTiltComponent = -movementVector.Y * m_tiltMagnitudeWhenProjectedOnXYPlane;
536
537 //m_log.Debug("[PHYSICS] changing avatar tilt");
538 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, xTiltComponent);
539 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, xTiltComponent); // must be same as lowstop, else a different, spurious tilt is introduced
540 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, yTiltComponent);
541 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, yTiltComponent); // same as lowstop
542 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
543 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
544 }
545
546 /// <summary>
547 /// This creates the Avatar's physical Surrogate at the position supplied
548 /// </summary>
549 /// <param name="npositionX"></param>
550 /// <param name="npositionY"></param>
551 /// <param name="npositionZ"></param>
552
553 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
554 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
555 // place that is safe to call this routine AvatarGeomAndBodyCreation.
556 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
557 {
558 //CAPSULE_LENGTH = -5;
559 //CAPSULE_RADIUS = -5;
560 int dAMotorEuler = 1;
561 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
562 if (CAPSULE_LENGTH <= 0)
563 {
564 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
565 CAPSULE_LENGTH = 0.01f;
566
567 }
568
569 if (CAPSULE_RADIUS <= 0)
570 {
571 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
572 CAPSULE_RADIUS = 0.01f;
573
574 }
575
576 if(Shell != IntPtr.Zero)
577 {
578 try
579 {
580 d.GeomDestroy(Shell);
581 }
582 catch (System.AccessViolationException)
583 {
584 m_log.Error("[PHYSICS]: PrimGeom dead");
585 }
586 // Remove any old entries
587//string tShell;
588//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
589//Console.WriteLine("**** Remove {0}", tShell);
590 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
591 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
592 }
593
594 Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
595 _parent_scene.geom_name_map[Shell] = m_name;
596 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
597//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1} height={3} rad={4}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, m_name, CAPSULE_LENGTH, CAPSULE_RADIUS);
598
599 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
600 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
601
602 d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
603 Body = d.BodyCreate(_parent_scene.world);
604 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
605
606 _position.X = npositionX;
607 _position.Y = npositionY;
608 _position.Z = npositionZ;
609
610
611 m_taintPosition.X = npositionX;
612 m_taintPosition.Y = npositionY;
613 m_taintPosition.Z = npositionZ;
614
615 d.BodySetMass(Body, ref ShellMass);
616 d.Matrix3 m_caprot;
617 // 90 Stand up on the cap of the capped cyllinder
618 if (_parent_scene.IsAvCapsuleTilted)
619 {
620 d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2));
621 }
622 else
623 {
624 d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2));
625 }
626
627
628 d.GeomSetRotation(Shell, ref m_caprot);
629 d.BodySetRotation(Body, ref m_caprot);
630
631 d.GeomSetBody(Shell, Body);
632
633
634 // The purpose of the AMotor here is to keep the avatar's physical
635 // surrogate from rotating while moving
636 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
637 d.JointAttach(Amotor, Body, IntPtr.Zero);
638 d.JointSetAMotorMode(Amotor, dAMotorEuler);
639 d.JointSetAMotorNumAxes(Amotor, 3);
640 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
641 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
642 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
643 d.JointSetAMotorAngle(Amotor, 0, 0);
644 d.JointSetAMotorAngle(Amotor, 1, 0);
645 d.JointSetAMotorAngle(Amotor, 2, 0);
646
647 // These lowstops and high stops are effectively (no wiggle room)
648 if (_parent_scene.IsAvCapsuleTilted)
649 {
650 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
651 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
652 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
653 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
654 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
655 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
656 }
657 else
658 {
659 #region Documentation of capsule motor LowStop and HighStop parameters
660 // Intentionally introduce some tilt into the capsule by setting
661 // the motor stops to small epsilon values. This small tilt prevents
662 // the capsule from falling into the terrain; a straight-up capsule
663 // (with -0..0 motor stops) falls into the terrain for reasons yet
664 // to be comprehended in their entirety.
665 #endregion
666 AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero);
667 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f);
668 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
669 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f);
670 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced
671 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
672 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop
673 }
674
675 // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the
676 // capped cyllinder will fall over
677 d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
678 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor);
679
680 //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
681 //d.QfromR(
682 //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068,
683 //
684 //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
685 //standupStraight();
686 }
687
688 //
689 /// <summary>
690 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
691 /// This may be used in calculations in the scene/scenepresence
692 /// </summary>
693 public override float Mass
694 {
695 get
696 {
697 float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
698 return m_density*AVvolume;
699 }
700 }
701 public override void link(PhysicsActor obj)
702 {
703
704 }
705
706 public override void delink()
707 {
708
709 }
710
711 public override void LockAngularMotion(Vector3 axis)
712 {
713
714 }
715
716// This code is very useful. Written by DanX0r. We're just not using it right now.
717// Commented out to prevent a warning.
718//
719// private void standupStraight()
720// {
721// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
722// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
723// // change appearance and when you enter the simulator
724// // After this routine is done, the amotor stabilizes much quicker
725// d.Vector3 feet;
726// d.Vector3 head;
727// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
728// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
729// float posture = head.Z - feet.Z;
730
731// // restoring force proportional to lack of posture:
732// float servo = (2.5f - posture) * POSTURE_SERVO;
733// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
734// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
735// //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
736// //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
737// }
738
739 public override Vector3 Force
740 {
741 get { return _target_velocity; }
742 set { return; }
743 }
744
745 public override int VehicleType
746 {
747 get { return 0; }
748 set { return; }
749 }
750
751 public override void VehicleFloatParam(int param, float value)
752 {
753
754 }
755
756 public override void VehicleVectorParam(int param, Vector3 value)
757 {
758
759 }
760
761 public override void VehicleRotationParam(int param, Quaternion rotation)
762 {
763
764 }
765
766 public override void VehicleFlags(int flags, bool remove)
767 {
768 }
769
770 public override void SetVolumeDetect(int param)
771 {
772
773 }
774
775 public override Vector3 CenterOfMass
776 {
777 get { return Vector3.Zero; }
778 }
779
780 public override Vector3 GeometricCenter
781 {
782 get { return Vector3.Zero; }
783 }
784
785 public override PrimitiveBaseShape Shape
786 {
787 set { return; }
788 }
789
790 public override Vector3 Velocity
791 {
792 get {
793 // There's a problem with Vector3.Zero! Don't Use it Here!
794 if (_zeroFlag)
795 return Vector3.Zero;
796 m_lastUpdateSent = false;
797 return _velocity;
798 }
799 set
800 {
801 if (value.IsFinite())
802 {
803 m_pidControllerActive = true;
804 _target_velocity = value;
805 }
806 else
807 {
808 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
809 }
810 }
811 }
812
813 public override Vector3 Torque
814 {
815 get { return Vector3.Zero; }
816 set { return; }
817 }
818
819 public override float CollisionScore
820 {
821 get { return 0f; }
822 set { }
823 }
824
825 public override bool Kinematic
826 {
827 get { return false; }
828 set { }
829 }
830
831 public override Quaternion Orientation
832 {
833 get { return Quaternion.Identity; }
834 set {
835 //Matrix3 or = Orientation.ToRotationMatrix();
836 //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22);
837 //d.BodySetRotation(Body, ref ord);
838 }
839 }
840
841 public override Vector3 Acceleration
842 {
843 get { return _acceleration; }
844 }
845
846 public void SetAcceleration(Vector3 accel)
847 {
848 m_pidControllerActive = true;
849 _acceleration = accel;
850 }
851
852 /// <summary>
853 /// Adds the force supplied to the Target Velocity
854 /// The PID controller takes this target velocity and tries to make it a reality
855 /// </summary>
856 /// <param name="force"></param>
857 public override void AddForce(Vector3 force, bool pushforce)
858 {
859 if (force.IsFinite())
860 {
861 if (pushforce)
862 {
863 m_pidControllerActive = false;
864 force *= 100f;
865//Console.WriteLine("DF 1"); // ##
866 if (!force.ApproxEquals(Vector3.Zero, 0.01f))
867 doForce(force);
868 // If uncommented, things get pushed off world
869 //
870 // m_log.Debug("Push!");
871 // _target_velocity.X += force.X;
872 // _target_velocity.Y += force.Y;
873 // _target_velocity.Z += force.Z;
874 }
875 else
876 {
877 m_pidControllerActive = true;
878 _target_velocity.X += force.X;
879 _target_velocity.Y += force.Y;
880 _target_velocity.Z += force.Z;
881 }
882 }
883 else
884 {
885 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
886 }
887 //m_lastUpdateSent = false;
888 }
889
890 public override void AddAngularForce(Vector3 force, bool pushforce)
891 {
892
893 }
894
895 /// <summary>
896 /// After all of the forces add up with 'add force' we apply them with doForce
897 /// </summary>
898 /// <param name="force"></param>
899 public void doForce(Vector3 force)
900 {
901 if (!collidelock)
902 {
903 d.BodyAddForce(Body, force.X, force.Y, force.Z);
904 //d.BodySetRotation(Body, ref m_StandUpRotation);
905 //standupStraight();
906 d.Vector3 vel = d.BodyGetLinearVel(Body); //##
907//Console.WriteLine("AvVel <{0},{1},{2}>", vel.X, vel.Y, vel.Z); //##
908 }
909 }
910
911 public override void SetMomentum(Vector3 momentum)
912 {
913 }
914
915
916 /// <summary>
917 /// Called from Simulate
918 /// This is the avatar's movement control + PID Controller
919 /// </summary>
920 /// <param name="timeStep"></param>
921 public void Move(float timeStep, List<OdeCharacter> defects)
922 {
923 // no lock; for now it's only called from within Simulate()
924
925 // If the PID Controller isn't active then we set our force
926 // calculating base velocity to the current position
927
928 if (Body == IntPtr.Zero)
929 return;
930
931 if (m_pidControllerActive == false)
932 {
933 _zeroPosition = d.BodyGetPosition(Body);
934 }
935 //PidStatus = true;
936
937 d.Vector3 localpos = d.BodyGetPosition(Body);
938 Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
939
940 if (!localPos.IsFinite())
941 {
942
943 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
944 defects.Add(this);
945 // _parent_scene.RemoveCharacter(this);
946
947 // destroy avatar capsule and related ODE data
948 if (Amotor != IntPtr.Zero)
949 {
950 // Kill the Amotor
951 d.JointDestroy(Amotor);
952 Amotor = IntPtr.Zero;
953 }
954
955 //kill the Geometry
956 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
957
958 if (Body != IntPtr.Zero)
959 {
960 //kill the body
961 d.BodyDestroy(Body);
962
963 Body = IntPtr.Zero;
964 }
965
966 if(Shell != IntPtr.Zero)
967 {
968 try
969 {
970 d.GeomDestroy(Shell);
971 }
972 catch (System.AccessViolationException)
973 {
974 m_log.Error("[PHYSICS]: PrimGeom dead");
975 }
976 // Remove any old entries
977//string tShell;
978//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
979//Console.WriteLine("**** Remove {0}", tShell);
980
981 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
982 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
983 Shell = IntPtr.Zero;
984 }
985
986 return;
987 }
988
989 Vector3 vec = Vector3.Zero;
990 d.Vector3 vel = d.BodyGetLinearVel(Body);
991
992 float movementdivisor = 1f;
993
994 if (!m_alwaysRun)
995 {
996 movementdivisor = walkDivisor;
997 }
998 else
999 {
1000 movementdivisor = runDivisor;
1001 }
1002
1003 // if velocity is zero, use position control; otherwise, velocity control
1004 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
1005 {
1006 // keep track of where we stopped. No more slippin' & slidin'
1007 if (!_zeroFlag)
1008 {
1009 _zeroFlag = true;
1010 _zeroPosition = d.BodyGetPosition(Body);
1011 }
1012 if (m_pidControllerActive)
1013 {
1014 // We only want to deactivate the PID Controller if we think we want to have our surrogate
1015 // react to the physics scene by moving it's position.
1016 // Avatar to Avatar collisions
1017 // Prim to avatar collisions
1018
1019 d.Vector3 pos = d.BodyGetPosition(Body);
1020 float errX = _zeroPosition.X - pos.X;
1021 float errY = _zeroPosition.Y - pos.Y;
1022 if( (Math.Abs(errX) > 0.1f) || (Math.Abs(errY) > 0.1f) )
1023 {
1024 vec.X = (_target_velocity.X - vel.X) * (PID_D) + (errX) * (PID_P * 2);
1025 vec.Y = (_target_velocity.Y - vel.Y) * (PID_D) + (errY) * (PID_P * 2);
1026 }
1027 else
1028 { // close, jump to lateral destination
1029 d.BodySetPosition(Body, _zeroPosition.X, _zeroPosition.Y, pos.Z);
1030 }
1031// if (flying)
1032 if (flying || jumping) // add for jumping
1033 {
1034 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
1035 }
1036 }
1037 //PidStatus = true;
1038 }
1039 else
1040 {
1041 m_pidControllerActive = true;
1042 _zeroFlag = false;
1043 if (m_iscolliding && !flying)
1044 {
1045 // We're standing on something
1046 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
1047 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
1048 }
1049 else if (m_iscolliding && flying)
1050 {
1051 // We're flying and colliding with something
1052 vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
1053 vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
1054 }
1055 else if (!m_iscolliding && flying)
1056 {
1057 // we're in mid air suspended
1058 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
1059 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
1060 }
1061
1062 if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
1063 {
1064 // We're colliding with something and we're not flying but we're moving
1065 // This means we're walking or running.
1066 d.Vector3 pos = d.BodyGetPosition(Body);
1067 vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
1068 if (_target_velocity.X > 0)
1069 {
1070 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1071 }
1072 if (_target_velocity.Y > 0)
1073 {
1074 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1075 }
1076 }
1077 else if (!m_iscolliding && !flying)
1078 {
1079 // we're not colliding and we're not flying so that means we're falling!
1080 // m_iscolliding includes collisions with the ground.
1081
1082 // d.Vector3 pos = d.BodyGetPosition(Body);
1083 if (Math.Abs(_target_velocity.X) > 0)
1084 {
1085 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1086 }
1087 if (Math.Abs(_target_velocity.Y) > 0)
1088 {
1089 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1090 }
1091 }
1092
1093 if (flying)
1094 {
1095 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
1096 }
1097 }
1098 if (flying)
1099 {
1100 vec.Z += ((-1 * _parent_scene.gravityz)*m_mass);
1101
1102 //Added for auto fly height. Kitto Flora
1103 //d.Vector3 pos = d.BodyGetPosition(Body);
1104 float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
1105
1106 if (_position.Z < target_altitude)
1107 {
1108 vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
1109 }
1110 // end add Kitto Flora
1111 }
1112 if (vec.IsFinite())
1113 {
1114 if (!vec.ApproxEquals(Vector3.Zero, 0.02f)) // 0.01 allows 0.002 !!
1115 {
1116//Console.WriteLine("DF 2"); // ##
1117
1118 doForce(vec);
1119 if (!_zeroFlag)
1120 {
1121// AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
1122 }
1123 }
1124 }
1125 else
1126 {
1127 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1128 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1129 defects.Add(this);
1130 // _parent_scene.RemoveCharacter(this);
1131 // destroy avatar capsule and related ODE data
1132 if (Amotor != IntPtr.Zero)
1133 {
1134 // Kill the Amotor
1135 d.JointDestroy(Amotor);
1136 Amotor = IntPtr.Zero;
1137 }
1138 //kill the Geometry
1139 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1140
1141 if (Body != IntPtr.Zero)
1142 {
1143 //kill the body
1144 d.BodyDestroy(Body);
1145
1146 Body = IntPtr.Zero;
1147 }
1148
1149 if(Shell != IntPtr.Zero)
1150 {
1151 try
1152 {
1153 d.GeomDestroy(Shell);
1154 }
1155 catch (System.AccessViolationException)
1156 {
1157 m_log.Error("[PHYSICS]: PrimGeom dead");
1158 }
1159 // Remove any old entries
1160//string tShell;
1161//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1162//Console.WriteLine("**** Remove {0}", tShell);
1163
1164 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1165 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1166 Shell = IntPtr.Zero;
1167 }
1168 }
1169 }
1170
1171 /// <summary>
1172 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1173 /// </summary>
1174 public void UpdatePositionAndVelocity()
1175 {
1176 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1177 d.Vector3 vec;
1178 try
1179 {
1180 vec = d.BodyGetPosition(Body);
1181 }
1182 catch (NullReferenceException)
1183 {
1184 bad = true;
1185 _parent_scene.BadCharacter(this);
1186 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1187 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1188 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1189 }
1190
1191
1192 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
1193 if (vec.X < 0.0f) vec.X = 0.0f;
1194 if (vec.Y < 0.0f) vec.Y = 0.0f;
1195 if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
1196 if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
1197
1198 _position.X = vec.X;
1199 _position.Y = vec.Y;
1200 _position.Z = vec.Z;
1201
1202 // Did we move last? = zeroflag
1203 // This helps keep us from sliding all over
1204
1205 if (_zeroFlag)
1206 {
1207 _velocity.X = 0.0f;
1208 _velocity.Y = 0.0f;
1209 _velocity.Z = 0.0f;
1210
1211 // Did we send out the 'stopped' message?
1212 if (!m_lastUpdateSent)
1213 {
1214 m_lastUpdateSent = true;
1215 //base.RequestPhysicsterseUpdate();
1216
1217 }
1218 }
1219 else
1220 {
1221 m_lastUpdateSent = false;
1222 try
1223 {
1224 vec = d.BodyGetLinearVel(Body);
1225 }
1226 catch (NullReferenceException)
1227 {
1228 vec.X = _velocity.X;
1229 vec.Y = _velocity.Y;
1230 vec.Z = _velocity.Z;
1231 }
1232 _velocity.X = (vec.X);
1233 _velocity.Y = (vec.Y);
1234
1235 _velocity.Z = (vec.Z);
1236
1237 if (_velocity.Z < -6 && !m_hackSentFall)
1238 {
1239 m_hackSentFall = true;
1240 m_pidControllerActive = false;
1241 }
1242 else if (flying && !m_hackSentFly)
1243 {
1244 //m_hackSentFly = true;
1245 //base.SendCollisionUpdate(new CollisionEventUpdate());
1246 }
1247 else
1248 {
1249 m_hackSentFly = false;
1250 m_hackSentFall = false;
1251 }
1252 }
1253 }
1254
1255 /// <summary>
1256 /// Cleanup the things we use in the scene.
1257 /// </summary>
1258 public void Destroy()
1259 {
1260 m_tainted_isPhysical = false;
1261 _parent_scene.AddPhysicsActorTaint(this);
1262 }
1263
1264 public override void CrossingFailure()
1265 {
1266 }
1267
1268 public override Vector3 PIDTarget { set { return; } }
1269 public override bool PIDActive { set { return; } }
1270 public override float PIDTau { set { return; } }
1271
1272 public override float PIDHoverHeight { set { return; } }
1273 public override bool PIDHoverActive { set { return; } }
1274 public override PIDHoverType PIDHoverType { set { return; } }
1275 public override float PIDHoverTau { set { return; } }
1276
1277 public override Quaternion APIDTarget{ set { return; } }
1278
1279 public override bool APIDActive{ set { return; } }
1280
1281 public override float APIDStrength{ set { return; } }
1282
1283 public override float APIDDamping{ set { return; } }
1284
1285
1286 public override void SubscribeEvents(int ms)
1287 {
1288 m_requestedUpdateFrequency = ms;
1289 m_eventsubscription = ms;
1290 _parent_scene.addCollisionEventReporting(this);
1291 }
1292 public override void UnSubscribeEvents()
1293 {
1294 _parent_scene.remCollisionEventReporting(this);
1295 m_requestedUpdateFrequency = 0;
1296 m_eventsubscription = 0;
1297 }
1298 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1299 {
1300 if (m_eventsubscription > 0)
1301 {
1302 CollisionEventsThisFrame.addCollider(CollidedWith, contact);
1303 }
1304 }
1305
1306 public void SendCollisions()
1307 {
1308 if (m_eventsubscription > m_requestedUpdateFrequency)
1309 {
1310 if (CollisionEventsThisFrame != null)
1311 {
1312 base.SendCollisionUpdate(CollisionEventsThisFrame);
1313 }
1314 CollisionEventsThisFrame = new CollisionEventUpdate();
1315 m_eventsubscription = 0;
1316 }
1317 }
1318 public override bool SubscribedEvents()
1319 {
1320 if (m_eventsubscription > 0)
1321 return true;
1322 return false;
1323 }
1324
1325 public void ProcessTaints(float timestep)
1326 {
1327 lock (m_syncRoot)
1328 {
1329
1330 if (m_tainted_isPhysical != m_isPhysical)
1331 {
1332 if (m_tainted_isPhysical)
1333 {
1334 // Create avatar capsule and related ODE data
1335 if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
1336 {
1337 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1338 + (Shell!=IntPtr.Zero ? "Shell ":"")
1339 + (Body!=IntPtr.Zero ? "Body ":"")
1340 + (Amotor!=IntPtr.Zero ? "Amotor ":""));
1341 }
1342 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
1343 _parent_scene.AddCharacter(this);
1344 }
1345 else
1346 {
1347 _parent_scene.RemoveCharacter(this);
1348 // destroy avatar capsule and related ODE data
1349 if (Amotor != IntPtr.Zero)
1350 {
1351 // Kill the Amotor
1352 d.JointDestroy(Amotor);
1353 Amotor = IntPtr.Zero;
1354 }
1355 //kill the Geometry
1356 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1357
1358 if (Body != IntPtr.Zero)
1359 {
1360 //kill the body
1361 d.BodyDestroy(Body);
1362 Body = IntPtr.Zero;
1363 }
1364
1365 if(Shell != IntPtr.Zero)
1366 {
1367 try
1368 {
1369 d.GeomDestroy(Shell);
1370 }
1371 catch (System.AccessViolationException)
1372 {
1373 m_log.Error("[PHYSICS]: PrimGeom dead");
1374 }
1375 // Remove any old entries
1376 //string tShell;
1377 //_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1378 //Console.WriteLine("**** Remove {0}", tShell);
1379
1380 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1381 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1382 Shell = IntPtr.Zero;
1383 }
1384 }
1385
1386 m_isPhysical = m_tainted_isPhysical;
1387 }
1388
1389 if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
1390 {
1391 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1392 {
1393
1394 m_pidControllerActive = true;
1395 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
1396 d.JointDestroy(Amotor);
1397 float prevCapsule = CAPSULE_LENGTH;
1398 CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
1399 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
1400 d.BodyDestroy(Body);
1401 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1402 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
1403 Velocity = Vector3.Zero;
1404 }
1405 else
1406 {
1407 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1408 + (Shell==IntPtr.Zero ? "Shell ":"")
1409 + (Body==IntPtr.Zero ? "Body ":"")
1410 + (Amotor==IntPtr.Zero ? "Amotor ":""));
1411 }
1412 }
1413
1414 if (!m_taintPosition.ApproxEquals(_position, 0.05f))
1415 {
1416 if (Body != IntPtr.Zero)
1417 {
1418 d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
1419
1420 _position.X = m_taintPosition.X;
1421 _position.Y = m_taintPosition.Y;
1422 _position.Z = m_taintPosition.Z;
1423 }
1424 }
1425
1426 }
1427 }
1428
1429 internal void AddCollisionFrameTime(int p)
1430 {
1431 // protect it from overflow crashing
1432 if (m_eventsubscription + p >= int.MaxValue)
1433 m_eventsubscription = 0;
1434 m_eventsubscription += p;
1435 }
1436 }
1437}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..82f1b94
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,3874 @@
1/* Copyright (c) Contributors, http://opensimulator.org/
2 * See CONTRIBUTORS.TXT for a full list of copyright holders.
3 * Redistribution and use in source and binary forms, with or without
4 * modification, are permitted provided that the following conditions are met:
5 * * Redistributions of source code must retain the above copyright
6 * notice, this list of conditions and the following disclaimer.
7 * * Redistributions in binary form must reproduce the above copyright
8 * notice, this list of conditions and the following disclaimer in the
9 * documentation and/or other materials provided with the distribution.
10 * * Neither the name of the OpenSimulator Project nor the
11 * names of its contributors may be used to endorse or promote products
12 * derived from this software without specific prior written permission.
13 *
14 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
15 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
16 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
17 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
18 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
19 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
20 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
21 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
23 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24 *
25 * Revised March 5th 2010 by Kitto Flora. ODEDynamics.cs
26 * rolled into ODEPrim.cs
27 */
28
29using System;
30using System.Collections.Generic;
31using System.Reflection;
32using System.Runtime.InteropServices;
33using System.Threading;
34using log4net;
35using OpenMetaverse;
36using Ode.NET;
37using OpenSim.Framework;
38using OpenSim.Region.Physics.Manager;
39
40
41namespace OpenSim.Region.Physics.OdePlugin
42{
43 /// <summary>
44 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
45 /// </summary>
46
47 public class OdePrim : PhysicsActor
48 {
49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
50
51 private Vector3 _position;
52 private Vector3 _velocity;
53 private Vector3 _torque;
54 private Vector3 m_lastVelocity;
55 private Vector3 m_lastposition;
56 private Quaternion m_lastorientation = new Quaternion();
57 private Vector3 m_rotationalVelocity;
58 private Vector3 _size;
59 private Vector3 _acceleration;
60 // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
61 private Quaternion _orientation;
62 private Vector3 m_taintposition;
63 private Vector3 m_taintsize;
64 private Vector3 m_taintVelocity;
65 private Vector3 m_taintTorque;
66 private Quaternion m_taintrot;
67 private Vector3 m_rotateEnable = Vector3.One; // Current setting
68 private Vector3 m_rotateEnableRequest = Vector3.One; // Request from LSL
69 private bool m_rotateEnableUpdate = false;
70 private Vector3 m_lockX;
71 private Vector3 m_lockY;
72 private Vector3 m_lockZ;
73 private IntPtr Amotor = IntPtr.Zero;
74 private IntPtr AmotorX = IntPtr.Zero;
75 private IntPtr AmotorY = IntPtr.Zero;
76 private IntPtr AmotorZ = IntPtr.Zero;
77
78 private Vector3 m_PIDTarget;
79 private float m_PIDTau;
80 private float PID_D = 35f;
81 private float PID_G = 25f;
82 private bool m_usePID = false;
83
84 private Quaternion m_APIDTarget = new Quaternion();
85 private float m_APIDStrength = 0.5f;
86 private float m_APIDDamping = 0.5f;
87 private bool m_useAPID = false;
88 private float m_APIDdamper = 1.0f;
89
90 // These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
91 // do not confuse with VEHICLE HOVER
92
93 private float m_PIDHoverHeight;
94 private float m_PIDHoverTau;
95 private bool m_useHoverPID;
96 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
97 private float m_targetHoverHeight;
98 private float m_groundHeight;
99 private float m_waterHeight;
100 private float m_buoyancy; //m_buoyancy set by llSetBuoyancy()
101
102 // private float m_tensor = 5f;
103 private int body_autodisable_frames = 20;
104
105
106 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
107 | CollisionCategories.Space
108 | CollisionCategories.Body
109 | CollisionCategories.Character
110 );
111 private bool m_taintshape;
112 private bool m_taintPhysics;
113 private bool m_collidesLand = true;
114 private bool m_collidesWater;
115 public bool m_returnCollisions;
116
117 // Default we're a Geometry
118 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
119
120 // Default, Collide with Other Geometries, spaces and Bodies
121 private CollisionCategories m_collisionFlags = m_default_collisionFlags;
122
123 public bool m_taintremove;
124 public bool m_taintdisable;
125 public bool m_disabled;
126 public bool m_taintadd;
127 public bool m_taintselected;
128 public bool m_taintCollidesWater;
129
130 public uint m_localID;
131
132 //public GCHandle gc;
133 private CollisionLocker ode;
134
135 private bool m_meshfailed = false;
136 private bool m_taintforce = false;
137 private bool m_taintaddangularforce = false;
138 private Vector3 m_force;
139 private List<Vector3> m_forcelist = new List<Vector3>();
140 private List<Vector3> m_angularforcelist = new List<Vector3>();
141
142 private IMesh _mesh;
143 private PrimitiveBaseShape _pbs;
144 private OdeScene _parent_scene;
145 public IntPtr m_targetSpace = IntPtr.Zero;
146 public IntPtr prim_geom;
147// public IntPtr prev_geom;
148 public IntPtr _triMeshData;
149
150 private IntPtr _linkJointGroup = IntPtr.Zero;
151 private PhysicsActor _parent;
152 private PhysicsActor m_taintparent;
153
154 private List<OdePrim> childrenPrim = new List<OdePrim>();
155
156 private bool iscolliding;
157 private bool m_isphysical;
158 private bool m_isSelected;
159
160 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
161
162 private bool m_throttleUpdates;
163 private int throttleCounter;
164 public int m_interpenetrationcount;
165 public float m_collisionscore;
166 public int m_roundsUnderMotionThreshold;
167 private int m_crossingfailures;
168
169 public bool outofBounds;
170 private float m_density = 10.000006836f; // Aluminum g/cm3;
171
172 public bool _zeroFlag; // if body has been stopped
173 private bool m_lastUpdateSent;
174
175 public IntPtr Body = IntPtr.Zero;
176 public String m_primName;
177 private Vector3 _target_velocity;
178 public d.Mass pMass;
179
180 public int m_eventsubscription;
181 private CollisionEventUpdate CollisionEventsThisFrame;
182
183 private IntPtr m_linkJoint = IntPtr.Zero;
184
185 public volatile bool childPrim;
186
187 internal int m_material = (int)Material.Wood;
188
189 private int frcount = 0; // Used to limit dynamics debug output to
190 private int revcount = 0; // Reverse motion while > 0
191
192 private IntPtr m_body = IntPtr.Zero;
193
194 // Vehicle properties ============================================================================================
195 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
196 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
197 private VehicleFlag m_flags = (VehicleFlag) 0; // Bit settings:
198 // HOVER_TERRAIN_ONLY
199 // HOVER_GLOBAL_HEIGHT
200 // NO_DEFLECTION_UP
201 // HOVER_WATER_ONLY
202 // HOVER_UP_ONLY
203 // LIMIT_MOTOR_UP
204 // LIMIT_ROLL_ONLY
205
206 // Linear properties
207 private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
208 //requested by LSL
209 private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
210 private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
211 private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
212
213 private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
214 private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
215 private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
216
217 //Angular properties
218 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
219
220 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
221 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
222 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
223
224 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
225// private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity
226 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
227
228 //Deflection properties
229 // private float m_angularDeflectionEfficiency = 0;
230 // private float m_angularDeflectionTimescale = 0;
231 // private float m_linearDeflectionEfficiency = 0;
232 // private float m_linearDeflectionTimescale = 0;
233
234 //Banking properties
235 // private float m_bankingEfficiency = 0;
236 // private float m_bankingMix = 0;
237 // private float m_bankingTimescale = 0;
238
239 //Hover and Buoyancy properties
240 private float m_VhoverHeight = 0f;
241// private float m_VhoverEfficiency = 0f;
242 private float m_VhoverTimescale = 0f;
243 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
244 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
245 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
246 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
247 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
248
249 //Attractor properties
250 private float m_verticalAttractionEfficiency = 1.0f; // damped
251 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
252
253
254
255
256
257
258 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
259 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode, uint localid)
260 {
261 m_localID = localid;
262 ode = dode;
263 if (!pos.IsFinite())
264 {
265 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
266 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
267 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
268 }
269
270 _position = pos;
271 m_taintposition = pos;
272 PID_D = parent_scene.bodyPIDD;
273 PID_G = parent_scene.bodyPIDG;
274 m_density = parent_scene.geomDefaultDensity;
275 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
276 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
277
278
279 prim_geom = IntPtr.Zero;
280// prev_geom = IntPtr.Zero;
281
282 if (!pos.IsFinite())
283 {
284 size = new Vector3(0.5f, 0.5f, 0.5f);
285 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
286 }
287
288 if (size.X <= 0) size.X = 0.01f;
289 if (size.Y <= 0) size.Y = 0.01f;
290 if (size.Z <= 0) size.Z = 0.01f;
291
292 _size = size;
293 m_taintsize = _size;
294
295 if (!QuaternionIsFinite(rotation))
296 {
297 rotation = Quaternion.Identity;
298 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
299 }
300
301 _orientation = rotation;
302 m_taintrot = _orientation;
303 _mesh = mesh;
304 _pbs = pbs;
305
306 _parent_scene = parent_scene;
307 m_targetSpace = (IntPtr)0;
308
309// if (pos.Z < 0)
310 if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
311 m_isphysical = false;
312 else
313 {
314 m_isphysical = pisPhysical;
315 // If we're physical, we need to be in the master space for now.
316 // linksets *should* be in a space together.. but are not currently
317 if (m_isphysical)
318 m_targetSpace = _parent_scene.space;
319 }
320 m_primName = primName;
321 m_taintadd = true;
322 _parent_scene.AddPhysicsActorTaint(this);
323 // don't do .add() here; old geoms get recycled with the same hash
324 }
325
326 public override int PhysicsActorType
327 {
328 get { return (int) ActorTypes.Prim; }
329 set { return; }
330 }
331
332 public override bool SetAlwaysRun
333 {
334 get { return false; }
335 set { return; }
336 }
337
338 public override uint LocalID
339 {
340 set {
341 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
342 m_localID = value; }
343 }
344
345 public override bool Grabbed
346 {
347 set { return; }
348 }
349
350 public override bool Selected
351 {
352 set {
353
354//Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
355 // This only makes the object not collidable if the object
356 // is physical or the object is modified somehow *IN THE FUTURE*
357 // without this, if an avatar selects prim, they can walk right
358 // through it while it's selected
359 m_collisionscore = 0;
360 if ((m_isphysical && !_zeroFlag) || !value)
361 {
362 m_taintselected = value;
363 _parent_scene.AddPhysicsActorTaint(this);
364 }
365 else
366 {
367 m_taintselected = value;
368 m_isSelected = value;
369 }
370 if(m_isSelected) disableBodySoft();
371 }
372 }
373
374 public override bool IsPhysical
375 {
376 get { return m_isphysical; }
377 set
378 {
379 m_isphysical = value;
380 if (!m_isphysical)
381 { // Zero the remembered last velocity
382 m_lastVelocity = Vector3.Zero;
383 if (m_type != Vehicle.TYPE_NONE) Halt();
384 }
385 }
386 }
387
388 public void setPrimForRemoval()
389 {
390 m_taintremove = true;
391 }
392
393 public override bool Flying
394 {
395 // no flying prims for you
396 get { return false; }
397 set { }
398 }
399
400 public override bool IsColliding
401 {
402 get { return iscolliding; }
403 set { iscolliding = value; }
404 }
405
406 public override bool CollidingGround
407 {
408 get { return false; }
409 set { return; }
410 }
411
412 public override bool CollidingObj
413 {
414 get { return false; }
415 set { return; }
416 }
417
418 public override bool ThrottleUpdates
419 {
420 get { return m_throttleUpdates; }
421 set { m_throttleUpdates = value; }
422 }
423
424 public override bool Stopped
425 {
426 get { return _zeroFlag; }
427 }
428
429 public override Vector3 Position
430 {
431 get { return _position; }
432
433 set { _position = value;
434 //m_log.Info("[PHYSICS]: " + _position.ToString());
435 }
436 }
437
438 public override Vector3 Size
439 {
440 get { return _size; }
441 set
442 {
443 if (value.IsFinite())
444 {
445 _size = value;
446 }
447 else
448 {
449 m_log.Warn("[PHYSICS]: Got NaN Size on object");
450 }
451 }
452 }
453
454 public override float Mass
455 {
456 get { return CalculateMass(); }
457 }
458
459 public override Vector3 Force
460 {
461 //get { return Vector3.Zero; }
462 get { return m_force; }
463 set
464 {
465 if (value.IsFinite())
466 {
467 m_force = value;
468 }
469 else
470 {
471 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
472 }
473 }
474 }
475
476 public override int VehicleType
477 {
478 get { return (int)m_type; }
479 set { ProcessTypeChange((Vehicle)value); }
480 }
481
482 public override void VehicleFloatParam(int param, float value)
483 {
484 ProcessFloatVehicleParam((Vehicle) param, value);
485 }
486
487 public override void VehicleVectorParam(int param, Vector3 value)
488 {
489 ProcessVectorVehicleParam((Vehicle) param, value);
490 }
491
492 public override void VehicleRotationParam(int param, Quaternion rotation)
493 {
494 ProcessRotationVehicleParam((Vehicle) param, rotation);
495 }
496
497 public override void VehicleFlags(int param, bool remove)
498 {
499 ProcessVehicleFlags(param, remove);
500 }
501
502 public override void SetVolumeDetect(int param)
503 {
504 lock (_parent_scene.OdeLock)
505 {
506 m_isVolumeDetect = (param!=0);
507 }
508 }
509
510 public override Vector3 CenterOfMass
511 {
512 get { return Vector3.Zero; }
513 }
514
515 public override Vector3 GeometricCenter
516 {
517 get { return Vector3.Zero; }
518 }
519
520 public override PrimitiveBaseShape Shape
521 {
522 set
523 {
524 _pbs = value;
525 m_taintshape = true;
526 }
527 }
528
529 public override Vector3 Velocity
530 {
531 get
532 {
533 // Averate previous velocity with the new one so
534 // client object interpolation works a 'little' better
535 if (_zeroFlag)
536 return Vector3.Zero;
537
538 Vector3 returnVelocity = Vector3.Zero;
539 returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2;
540 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2;
541 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2;
542 return returnVelocity;
543 }
544 set
545 {
546 if (value.IsFinite())
547 {
548 _velocity = value;
549 if (_velocity.ApproxEquals(Vector3.Zero,0.001f))
550 _acceleration = Vector3.Zero;
551
552 m_taintVelocity = value;
553 _parent_scene.AddPhysicsActorTaint(this);
554 }
555 else
556 {
557 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
558 }
559
560 }
561 }
562
563 public override Vector3 Torque
564 {
565 get
566 {
567 if (!m_isphysical || Body == IntPtr.Zero)
568 return Vector3.Zero;
569
570 return _torque;
571 }
572
573 set
574 {
575 if (value.IsFinite())
576 {
577 m_taintTorque = value;
578 _parent_scene.AddPhysicsActorTaint(this);
579 }
580 else
581 {
582 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
583 }
584 }
585 }
586
587 public override float CollisionScore
588 {
589 get { return m_collisionscore; }
590 set { m_collisionscore = value; }
591 }
592
593 public override bool Kinematic
594 {
595 get { return false; }
596 set { }
597 }
598
599 public override Quaternion Orientation
600 {
601 get { return _orientation; }
602 set
603 {
604 if (QuaternionIsFinite(value))
605 {
606 _orientation = value;
607 }
608 else
609 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
610
611 }
612 }
613
614
615 public override bool FloatOnWater
616 {
617 set {
618 m_taintCollidesWater = value;
619 _parent_scene.AddPhysicsActorTaint(this);
620 }
621 }
622
623 public override void SetMomentum(Vector3 momentum)
624 {
625 }
626
627 public override Vector3 PIDTarget
628 {
629 set
630 {
631 if (value.IsFinite())
632 {
633 m_PIDTarget = value;
634 }
635 else
636 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
637 }
638 }
639 public override bool PIDActive { set { m_usePID = value; } }
640 public override float PIDTau { set { m_PIDTau = value; } }
641
642 // For RotLookAt
643 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
644 public override bool APIDActive { set { m_useAPID = value; } }
645 public override float APIDStrength { set { m_APIDStrength = value; } }
646 public override float APIDDamping { set { m_APIDDamping = value; } }
647
648 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
649 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
650 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
651 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
652
653 internal static bool QuaternionIsFinite(Quaternion q)
654 {
655 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
656 return false;
657 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
658 return false;
659 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
660 return false;
661 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
662 return false;
663 return true;
664 }
665
666 public override Vector3 Acceleration // client updates read data via here
667 {
668 get
669 {
670 if (_zeroFlag)
671 {
672 return Vector3.Zero;
673 }
674 return _acceleration;
675 }
676 }
677
678
679 public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything.
680 {
681 _acceleration = accel;
682 }
683
684 public override void AddForce(Vector3 force, bool pushforce)
685 {
686 if (force.IsFinite())
687 {
688 lock (m_forcelist)
689 m_forcelist.Add(force);
690
691 m_taintforce = true;
692 }
693 else
694 {
695 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
696 }
697 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
698 }
699
700 public override void AddAngularForce(Vector3 force, bool pushforce)
701 {
702 if (force.IsFinite())
703 {
704 m_angularforcelist.Add(force);
705 m_taintaddangularforce = true;
706 }
707 else
708 {
709 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
710 }
711 }
712
713 public override Vector3 RotationalVelocity
714 {
715 get
716 {
717 return m_rotationalVelocity;
718 }
719 set
720 {
721 if (value.IsFinite())
722 {
723 m_rotationalVelocity = value;
724 }
725 else
726 {
727 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
728 }
729 }
730 }
731
732 public override void CrossingFailure()
733 {
734 m_crossingfailures++;
735 if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
736 {
737 base.RaiseOutOfBounds(_position);
738 return;
739 }
740 else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
741 {
742 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
743 }
744 }
745
746 public override float Buoyancy
747 {
748 get { return m_buoyancy; }
749 set { m_buoyancy = value; }
750 }
751
752 public override void link(PhysicsActor obj)
753 {
754 m_taintparent = obj;
755 }
756
757 public override void delink()
758 {
759 m_taintparent = null;
760 }
761
762 public override void LockAngularMotion(Vector3 axis)
763 {
764 // This is actually ROTATION ENABLE, not a lock.
765 // default is <1,1,1> which is all enabled.
766 // The lock value is updated inside Move(), no point in using the taint system.
767 // OS 'm_taintAngularLock' etc change to m_rotateEnable.
768 if (axis.IsFinite())
769 {
770 axis.X = (axis.X > 0) ? 1f : 0f;
771 axis.Y = (axis.Y > 0) ? 1f : 0f;
772 axis.Z = (axis.Z > 0) ? 1f : 0f;
773 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
774 m_rotateEnableRequest = axis;
775 m_rotateEnableUpdate = true;
776 }
777 else
778 {
779 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
780 }
781 }
782
783
784 public void SetGeom(IntPtr geom)
785 {
786 if(prim_geom != IntPtr.Zero)
787 {
788 // Remove any old entries
789//string tPA;
790//_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA);
791//Console.WriteLine("**** Remove {0}", tPA);
792 if(_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom);
793 if(_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom);
794 d.GeomDestroy(prim_geom);
795 }
796
797 prim_geom = geom;
798//Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
799 if (prim_geom != IntPtr.Zero)
800 {
801 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
802 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
803 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
804 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
805//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName);
806 }
807
808 if (childPrim)
809 {
810 if (_parent != null && _parent is OdePrim)
811 {
812 OdePrim parent = (OdePrim)_parent;
813//Console.WriteLine("SetGeom calls ChildSetGeom");
814 parent.ChildSetGeom(this);
815 }
816 }
817 //m_log.Warn("Setting Geom to: " + prim_geom);
818 }
819
820 public void enableBodySoft()
821 {
822 if (!childPrim)
823 {
824 if (m_isphysical && Body != IntPtr.Zero)
825 {
826 d.BodyEnable(Body);
827 if (m_type != Vehicle.TYPE_NONE)
828 Enable(Body, _parent_scene);
829 }
830
831 m_disabled = false;
832 }
833 }
834
835 public void disableBodySoft()
836 {
837 m_disabled = true;
838
839 if (m_isphysical && Body != IntPtr.Zero)
840 {
841 d.BodyDisable(Body);
842 Halt();
843 }
844 }
845
846 public void enableBody()
847 {
848 // Don't enable this body if we're a child prim
849 // this should be taken care of in the parent function not here
850 if (!childPrim)
851 {
852 // Sets the geom to a body
853 Body = d.BodyCreate(_parent_scene.world);
854
855 setMass();
856 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
857 d.Quaternion myrot = new d.Quaternion();
858 myrot.X = _orientation.X;
859 myrot.Y = _orientation.Y;
860 myrot.Z = _orientation.Z;
861 myrot.W = _orientation.W;
862 d.BodySetQuaternion(Body, ref myrot);
863 d.GeomSetBody(prim_geom, Body);
864 m_collisionCategories |= CollisionCategories.Body;
865 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
866
867 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
868 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
869
870 d.BodySetAutoDisableFlag(Body, true);
871 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
872
873 // disconnect from world gravity so we can apply buoyancy
874 d.BodySetGravityMode (Body, false);
875
876 m_interpenetrationcount = 0;
877 m_collisionscore = 0;
878 m_disabled = false;
879
880 if (m_type != Vehicle.TYPE_NONE)
881 {
882 Enable(Body, _parent_scene);
883 }
884
885 _parent_scene.addActivePrim(this);
886 }
887 }
888
889 #region Mass Calculation
890
891 private float CalculateMass()
892 {
893 float volume = _size.X * _size.Y * _size.Z; // default
894 float tmp;
895
896 float returnMass = 0;
897 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
898 float hollowVolume = hollowAmount * hollowAmount;
899
900 switch (_pbs.ProfileShape)
901 {
902 case ProfileShape.Square:
903 // default box
904
905 if (_pbs.PathCurve == (byte)Extrusion.Straight)
906 {
907 if (hollowAmount > 0.0)
908 {
909 switch (_pbs.HollowShape)
910 {
911 case HollowShape.Square:
912 case HollowShape.Same:
913 break;
914
915 case HollowShape.Circle:
916
917 hollowVolume *= 0.78539816339f;
918 break;
919
920 case HollowShape.Triangle:
921
922 hollowVolume *= (0.5f * .5f);
923 break;
924
925 default:
926 hollowVolume = 0;
927 break;
928 }
929 volume *= (1.0f - hollowVolume);
930 }
931 }
932
933 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
934 {
935 //a tube
936
937 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
938 tmp= 1.0f -2.0e-2f * (float)(200 - _pbs.PathScaleY);
939 volume -= volume*tmp*tmp;
940
941 if (hollowAmount > 0.0)
942 {
943 hollowVolume *= hollowAmount;
944
945 switch (_pbs.HollowShape)
946 {
947 case HollowShape.Square:
948 case HollowShape.Same:
949 break;
950
951 case HollowShape.Circle:
952 hollowVolume *= 0.78539816339f;;
953 break;
954
955 case HollowShape.Triangle:
956 hollowVolume *= 0.5f * 0.5f;
957 break;
958 default:
959 hollowVolume = 0;
960 break;
961 }
962 volume *= (1.0f - hollowVolume);
963 }
964 }
965
966 break;
967
968 case ProfileShape.Circle:
969
970 if (_pbs.PathCurve == (byte)Extrusion.Straight)
971 {
972 volume *= 0.78539816339f; // elipse base
973
974 if (hollowAmount > 0.0)
975 {
976 switch (_pbs.HollowShape)
977 {
978 case HollowShape.Same:
979 case HollowShape.Circle:
980 break;
981
982 case HollowShape.Square:
983 hollowVolume *= 0.5f * 2.5984480504799f;
984 break;
985
986 case HollowShape.Triangle:
987 hollowVolume *= .5f * 1.27323954473516f;
988 break;
989
990 default:
991 hollowVolume = 0;
992 break;
993 }
994 volume *= (1.0f - hollowVolume);
995 }
996 }
997
998 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
999 {
1000 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
1001 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1002 volume *= (1.0f - tmp * tmp);
1003
1004 if (hollowAmount > 0.0)
1005 {
1006
1007 // calculate the hollow volume by it's shape compared to the prim shape
1008 hollowVolume *= hollowAmount;
1009
1010 switch (_pbs.HollowShape)
1011 {
1012 case HollowShape.Same:
1013 case HollowShape.Circle:
1014 break;
1015
1016 case HollowShape.Square:
1017 hollowVolume *= 0.5f * 2.5984480504799f;
1018 break;
1019
1020 case HollowShape.Triangle:
1021 hollowVolume *= .5f * 1.27323954473516f;
1022 break;
1023
1024 default:
1025 hollowVolume = 0;
1026 break;
1027 }
1028 volume *= (1.0f - hollowVolume);
1029 }
1030 }
1031 break;
1032
1033 case ProfileShape.HalfCircle:
1034 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1035 {
1036 volume *= 0.52359877559829887307710723054658f;
1037 }
1038 break;
1039
1040 case ProfileShape.EquilateralTriangle:
1041
1042 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1043 {
1044 volume *= 0.32475953f;
1045
1046 if (hollowAmount > 0.0)
1047 {
1048
1049 // calculate the hollow volume by it's shape compared to the prim shape
1050 switch (_pbs.HollowShape)
1051 {
1052 case HollowShape.Same:
1053 case HollowShape.Triangle:
1054 hollowVolume *= .25f;
1055 break;
1056
1057 case HollowShape.Square:
1058 hollowVolume *= 0.499849f * 3.07920140172638f;
1059 break;
1060
1061 case HollowShape.Circle:
1062 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1063 // Cyllinder hollow volume calculation
1064
1065 hollowVolume *= 0.1963495f * 3.07920140172638f;
1066 break;
1067
1068 default:
1069 hollowVolume = 0;
1070 break;
1071 }
1072 volume *= (1.0f - hollowVolume);
1073 }
1074 }
1075 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1076 {
1077 volume *= 0.32475953f;
1078 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
1079 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1080 volume *= (1.0f - tmp * tmp);
1081
1082 if (hollowAmount > 0.0)
1083 {
1084
1085 hollowVolume *= hollowAmount;
1086
1087 switch (_pbs.HollowShape)
1088 {
1089 case HollowShape.Same:
1090 case HollowShape.Triangle:
1091 hollowVolume *= .25f;
1092 break;
1093
1094 case HollowShape.Square:
1095 hollowVolume *= 0.499849f * 3.07920140172638f;
1096 break;
1097
1098 case HollowShape.Circle:
1099
1100 hollowVolume *= 0.1963495f * 3.07920140172638f;
1101 break;
1102
1103 default:
1104 hollowVolume = 0;
1105 break;
1106 }
1107 volume *= (1.0f - hollowVolume);
1108 }
1109 }
1110 break;
1111
1112 default:
1113 break;
1114 }
1115
1116
1117
1118 float taperX1;
1119 float taperY1;
1120 float taperX;
1121 float taperY;
1122 float pathBegin;
1123 float pathEnd;
1124 float profileBegin;
1125 float profileEnd;
1126
1127 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
1128 {
1129 taperX1 = _pbs.PathScaleX * 0.01f;
1130 if (taperX1 > 1.0f)
1131 taperX1 = 2.0f - taperX1;
1132 taperX = 1.0f - taperX1;
1133
1134 taperY1 = _pbs.PathScaleY * 0.01f;
1135 if (taperY1 > 1.0f)
1136 taperY1 = 2.0f - taperY1;
1137 taperY = 1.0f - taperY1;
1138 }
1139 else
1140 {
1141 taperX = _pbs.PathTaperX * 0.01f;
1142 if (taperX < 0.0f)
1143 taperX = -taperX;
1144 taperX1 = 1.0f - taperX;
1145
1146 taperY = _pbs.PathTaperY * 0.01f;
1147 if (taperY < 0.0f)
1148 taperY = -taperY;
1149 taperY1 = 1.0f - taperY;
1150
1151 }
1152
1153
1154 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
1155
1156 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
1157 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
1158 volume *= (pathEnd - pathBegin);
1159
1160// this is crude aproximation
1161 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
1162 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
1163 volume *= (profileEnd - profileBegin);
1164
1165 returnMass = m_density * volume;
1166
1167 if (returnMass <= 0)
1168 returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1169// else if (returnMass > _parent_scene.maximumMassObject)
1170// returnMass = _parent_scene.maximumMassObject;
1171
1172
1173
1174
1175 // Recursively calculate mass
1176 bool HasChildPrim = false;
1177 lock (childrenPrim)
1178 {
1179 if (childrenPrim.Count > 0)
1180 {
1181 HasChildPrim = true;
1182 }
1183
1184 }
1185 if (HasChildPrim)
1186 {
1187 OdePrim[] childPrimArr = new OdePrim[0];
1188
1189 lock (childrenPrim)
1190 childPrimArr = childrenPrim.ToArray();
1191
1192 for (int i = 0; i < childPrimArr.Length; i++)
1193 {
1194 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
1195 returnMass += childPrimArr[i].CalculateMass();
1196 // failsafe, this shouldn't happen but with OpenSim, you never know :)
1197 if (i > 256)
1198 break;
1199 }
1200 }
1201 if (returnMass > _parent_scene.maximumMassObject)
1202 returnMass = _parent_scene.maximumMassObject;
1203 return returnMass;
1204 }// end CalculateMass
1205
1206 #endregion
1207
1208 public void setMass()
1209 {
1210 if (Body != (IntPtr) 0)
1211 {
1212 float newmass = CalculateMass();
1213
1214 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
1215
1216 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
1217 d.BodySetMass(Body, ref pMass);
1218 }
1219 }
1220
1221 public void disableBody()
1222 {
1223 //this kills the body so things like 'mesh' can re-create it.
1224 lock (this)
1225 {
1226 if (!childPrim)
1227 {
1228 if (Body != IntPtr.Zero)
1229 {
1230 _parent_scene.remActivePrim(this);
1231 m_collisionCategories &= ~CollisionCategories.Body;
1232 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1233
1234 if (prim_geom != IntPtr.Zero)
1235 {
1236 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1237 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1238 }
1239
1240
1241 d.BodyDestroy(Body);
1242 lock (childrenPrim)
1243 {
1244 if (childrenPrim.Count > 0)
1245 {
1246 foreach (OdePrim prm in childrenPrim)
1247 {
1248 _parent_scene.remActivePrim(prm);
1249 prm.Body = IntPtr.Zero;
1250 }
1251 }
1252 }
1253 Body = IntPtr.Zero;
1254 }
1255 }
1256 else
1257 {
1258 _parent_scene.remActivePrim(this);
1259
1260 m_collisionCategories &= ~CollisionCategories.Body;
1261 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1262
1263 if (prim_geom != IntPtr.Zero)
1264 {
1265 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1266 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1267 }
1268
1269
1270 Body = IntPtr.Zero;
1271 }
1272 }
1273 m_disabled = true;
1274 m_collisionscore = 0;
1275 }
1276
1277 private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
1278
1279 public void setMesh(OdeScene parent_scene, IMesh mesh)
1280 {
1281 // This sleeper is there to moderate how long it takes between
1282 // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
1283
1284 //Thread.Sleep(10);
1285
1286 //Kill Body so that mesh can re-make the geom
1287 if (IsPhysical && Body != IntPtr.Zero)
1288 {
1289 if (childPrim)
1290 {
1291 if (_parent != null)
1292 {
1293 OdePrim parent = (OdePrim)_parent;
1294 parent.ChildDelink(this);
1295 }
1296 }
1297 else
1298 {
1299 disableBody();
1300 }
1301 }
1302 IntPtr vertices, indices;
1303 int vertexCount, indexCount;
1304 int vertexStride, triStride;
1305 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1306 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1307
1308 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
1309 if (m_MeshToTriMeshMap.ContainsKey(mesh))
1310 {
1311 _triMeshData = m_MeshToTriMeshMap[mesh];
1312 }
1313 else
1314 {
1315 _triMeshData = d.GeomTriMeshDataCreate();
1316
1317 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1318 d.GeomTriMeshDataPreprocess(_triMeshData);
1319 m_MeshToTriMeshMap[mesh] = _triMeshData;
1320 }
1321
1322 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1323 try
1324 {
1325 // if (prim_geom == IntPtr.Zero) // setGeom takes care of phys engine recreate and prim_geom pointer
1326 // {
1327 SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
1328 // }
1329 }
1330 catch (AccessViolationException)
1331 {
1332 m_log.Error("[PHYSICS]: MESH LOCKED");
1333 return;
1334 }
1335
1336
1337 // if (IsPhysical && Body == (IntPtr) 0)
1338 // {
1339 // Recreate the body
1340 // m_interpenetrationcount = 0;
1341 // m_collisionscore = 0;
1342
1343 // enableBody();
1344 // }
1345 }
1346
1347 public void ProcessTaints(float timestep) //=============================================================================
1348 {
1349 if (m_taintadd)
1350 {
1351 changeadd(timestep);
1352 }
1353
1354 if (prim_geom != IntPtr.Zero)
1355 {
1356 if (!_position.ApproxEquals(m_taintposition, 0f))
1357 {
1358 changemove(timestep);
1359 }
1360 if (m_taintrot != _orientation)
1361 {
1362 if(childPrim && IsPhysical) // For physical child prim...
1363 {
1364 rotate(timestep);
1365 // KF: ODE will also rotate the parent prim!
1366 // so rotate the root back to where it was
1367 OdePrim parent = (OdePrim)_parent;
1368 parent.rotate(timestep);
1369 }
1370 else
1371 {
1372 //Just rotate the prim
1373 rotate(timestep);
1374 }
1375 }
1376 //
1377
1378 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
1379 {
1380 changePhysicsStatus(timestep);
1381 }//
1382
1383 if (!_size.ApproxEquals(m_taintsize,0f))
1384 changesize(timestep);
1385 //
1386
1387 if (m_taintshape)
1388 changeshape(timestep);
1389 //
1390
1391 if (m_taintforce)
1392 changeAddForce(timestep);
1393
1394 if (m_taintaddangularforce)
1395 changeAddAngularForce(timestep);
1396
1397 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
1398 changeSetTorque(timestep);
1399
1400 if (m_taintdisable)
1401 changedisable(timestep);
1402
1403 if (m_taintselected != m_isSelected)
1404 changeSelectedStatus(timestep);
1405
1406 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
1407 changevelocity(timestep);
1408
1409 if (m_taintparent != _parent)
1410 changelink(timestep);
1411
1412 if (m_taintCollidesWater != m_collidesWater)
1413 changefloatonwater(timestep);
1414/* obsolete
1415 if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f))
1416 changeAngularLock(timestep);
1417 */
1418 }
1419 else
1420 {
1421 m_log.Error("[PHYSICS]: The scene reused a disposed PhysActor! *waves finger*, Don't be evil. A couple of things can cause this. An improper prim breakdown(be sure to set prim_geom to zero after d.GeomDestroy! An improper buildup (creating the geom failed). Or, the Scene Reused a physics actor after disposing it.)");
1422 }
1423 }
1424
1425/* obsolete
1426 private void changeAngularLock(float timestep)
1427 {
1428 if (_parent == null)
1429 {
1430 m_angularLock = m_taintAngularLock;
1431 m_angularLockSet = true;
1432 }
1433 }
1434 */
1435 private void changelink(float timestep)
1436 {
1437 // If the newly set parent is not null
1438 // create link
1439 if (_parent == null && m_taintparent != null)
1440 {
1441 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1442 {
1443 OdePrim obj = (OdePrim)m_taintparent;
1444 //obj.disableBody();
1445 obj.ParentPrim(this);
1446
1447 /*
1448 if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body)
1449 {
1450 _linkJointGroup = d.JointGroupCreate(0);
1451 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1452 d.JointAttach(m_linkJoint, obj.Body, Body);
1453 d.JointSetFixed(m_linkJoint);
1454 }
1455 */
1456 }
1457 }
1458 // If the newly set parent is null
1459 // destroy link
1460 else if (_parent != null && m_taintparent == null)
1461 {
1462 if (_parent is OdePrim)
1463 {
1464 OdePrim obj = (OdePrim)_parent;
1465 obj.ChildDelink(this);
1466 childPrim = false;
1467 //_parent = null;
1468 }
1469
1470 /*
1471 if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0)
1472 d.JointGroupDestroy(_linkJointGroup);
1473
1474 _linkJointGroup = (IntPtr)0;
1475 m_linkJoint = (IntPtr)0;
1476 */
1477 }
1478
1479 _parent = m_taintparent;
1480 m_taintPhysics = m_isphysical;
1481 }
1482
1483 // I'm the parent
1484 // prim is the child
1485 public void ParentPrim(OdePrim prim)
1486 {
1487 if (this.m_localID != prim.m_localID)
1488 {
1489 if (Body == IntPtr.Zero)
1490 {
1491 Body = d.BodyCreate(_parent_scene.world);
1492 // disconnect from world gravity so we can apply buoyancy
1493 d.BodySetGravityMode (Body, false);
1494
1495 setMass();
1496 }
1497 if (Body != IntPtr.Zero)
1498 {
1499 lock (childrenPrim)
1500 {
1501 if (!childrenPrim.Contains(prim))
1502 {
1503 childrenPrim.Add(prim);
1504
1505 foreach (OdePrim prm in childrenPrim)
1506 {
1507 d.Mass m2;
1508 d.MassSetZero(out m2);
1509 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
1510
1511
1512 d.Quaternion quat = new d.Quaternion();
1513 quat.W = prm._orientation.W;
1514 quat.X = prm._orientation.X;
1515 quat.Y = prm._orientation.Y;
1516 quat.Z = prm._orientation.Z;
1517
1518 d.Matrix3 mat = new d.Matrix3();
1519 d.RfromQ(out mat, ref quat);
1520 d.MassRotate(ref m2, ref mat);
1521 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
1522 d.MassAdd(ref pMass, ref m2);
1523 }
1524 foreach (OdePrim prm in childrenPrim)
1525 {
1526
1527 prm.m_collisionCategories |= CollisionCategories.Body;
1528 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1529
1530 if (prm.prim_geom == IntPtr.Zero)
1531 {
1532 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
1533 continue;
1534 }
1535 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1536 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1537
1538
1539 d.Quaternion quat = new d.Quaternion();
1540 quat.W = prm._orientation.W;
1541 quat.X = prm._orientation.X;
1542 quat.Y = prm._orientation.Y;
1543 quat.Z = prm._orientation.Z;
1544
1545 d.Matrix3 mat = new d.Matrix3();
1546 d.RfromQ(out mat, ref quat);
1547 if (Body != IntPtr.Zero)
1548 {
1549 d.GeomSetBody(prm.prim_geom, Body);
1550 prm.childPrim = true;
1551 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z);
1552 //d.GeomSetOffsetPosition(prim.prim_geom,
1553 // (Position.X - prm.Position.X) - pMass.c.X,
1554 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1555 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1556 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
1557 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
1558 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1559 d.BodySetMass(Body, ref pMass);
1560 }
1561 else
1562 {
1563 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
1564 }
1565
1566
1567 prm.m_interpenetrationcount = 0;
1568 prm.m_collisionscore = 0;
1569 prm.m_disabled = false;
1570
1571 prm.Body = Body;
1572 _parent_scene.addActivePrim(prm);
1573 }
1574 m_collisionCategories |= CollisionCategories.Body;
1575 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1576
1577 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1578 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1579
1580
1581 d.Quaternion quat2 = new d.Quaternion();
1582 quat2.W = _orientation.W;
1583 quat2.X = _orientation.X;
1584 quat2.Y = _orientation.Y;
1585 quat2.Z = _orientation.Z;
1586
1587 d.Matrix3 mat2 = new d.Matrix3();
1588 d.RfromQ(out mat2, ref quat2);
1589 d.GeomSetBody(prim_geom, Body);
1590 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
1591 //d.GeomSetOffsetPosition(prim.prim_geom,
1592 // (Position.X - prm.Position.X) - pMass.c.X,
1593 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1594 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1595 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
1596 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1597 d.BodySetMass(Body, ref pMass);
1598
1599 d.BodySetAutoDisableFlag(Body, true);
1600 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1601
1602
1603 m_interpenetrationcount = 0;
1604 m_collisionscore = 0;
1605 m_disabled = false;
1606
1607 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
1608 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
1609 _parent_scene.addActivePrim(this);
1610 }
1611 }
1612 }
1613 }
1614
1615 }
1616
1617 private void ChildSetGeom(OdePrim odePrim)
1618 {
1619 //if (m_isphysical && Body != IntPtr.Zero)
1620 lock (childrenPrim)
1621 {
1622 foreach (OdePrim prm in childrenPrim)
1623 {
1624 //prm.childPrim = true;
1625 prm.disableBody();
1626 //prm.m_taintparent = null;
1627 //prm._parent = null;
1628 //prm.m_taintPhysics = false;
1629 //prm.m_disabled = true;
1630 //prm.childPrim = false;
1631 }
1632 }
1633 disableBody();
1634
1635
1636 if (Body != IntPtr.Zero)
1637 {
1638 _parent_scene.remActivePrim(this);
1639 }
1640
1641 lock (childrenPrim)
1642 {
1643 foreach (OdePrim prm in childrenPrim)
1644 {
1645 ParentPrim(prm);
1646 }
1647 }
1648
1649 }
1650
1651 private void ChildDelink(OdePrim odePrim)
1652 {
1653 // Okay, we have a delinked child.. need to rebuild the body.
1654 lock (childrenPrim)
1655 {
1656 foreach (OdePrim prm in childrenPrim)
1657 {
1658 prm.childPrim = true;
1659 prm.disableBody();
1660 //prm.m_taintparent = null;
1661 //prm._parent = null;
1662 //prm.m_taintPhysics = false;
1663 //prm.m_disabled = true;
1664 //prm.childPrim = false;
1665 }
1666 }
1667 disableBody();
1668
1669 lock (childrenPrim)
1670 {
1671 childrenPrim.Remove(odePrim);
1672 }
1673
1674 if (Body != IntPtr.Zero)
1675 {
1676 _parent_scene.remActivePrim(this);
1677 }
1678
1679 lock (childrenPrim)
1680 {
1681 foreach (OdePrim prm in childrenPrim)
1682 {
1683 ParentPrim(prm);
1684 }
1685 }
1686 }
1687
1688 private void changeSelectedStatus(float timestep)
1689 {
1690 if (m_taintselected)
1691 {
1692 m_collisionCategories = CollisionCategories.Selected;
1693 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1694
1695 // We do the body disable soft twice because 'in theory' a collision could have happened
1696 // in between the disabling and the collision properties setting
1697 // which would wake the physical body up from a soft disabling and potentially cause it to fall
1698 // through the ground.
1699
1700 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
1701 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
1702 // so that causes the selected part to wake up and continue moving.
1703
1704 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
1705 // assembly will stop simulating during the selection, because of the lack of atomicity
1706 // of select operations (their processing could be interrupted by a thread switch, causing
1707 // simulation to continue before all of the selected object notifications trickle down to
1708 // the physics engine).
1709
1710 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
1711 // selected and disabled. then, due to a thread switch, the selection processing is
1712 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
1713 // selection was not yet processed, continues to simulate. this wakes up ALL of the
1714 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
1715 // up, start simulating again, which in turn wakes up the last 50.
1716
1717 if (m_isphysical)
1718 {
1719 disableBodySoft();
1720 }
1721
1722 if (prim_geom != IntPtr.Zero)
1723 {
1724 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1725 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1726 }
1727
1728 if (m_isphysical)
1729 {
1730 disableBodySoft();
1731 }
1732 if (Body != IntPtr.Zero)
1733 {
1734 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1735 d.BodySetForce(Body, 0f, 0f, 0f);
1736 d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
1737 d.BodySetTorque (Body, 0.0f, 0.0f, 0.0f);
1738 }
1739
1740 }
1741 else
1742 {
1743 m_collisionCategories = CollisionCategories.Geom;
1744
1745 if (m_isphysical)
1746 m_collisionCategories |= CollisionCategories.Body;
1747
1748 m_collisionFlags = m_default_collisionFlags;
1749
1750 if (m_collidesLand)
1751 m_collisionFlags |= CollisionCategories.Land;
1752 if (m_collidesWater)
1753 m_collisionFlags |= CollisionCategories.Water;
1754
1755 if (prim_geom != IntPtr.Zero)
1756 {
1757 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1758 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1759 }
1760 if (Body != IntPtr.Zero)
1761 {
1762 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1763 d.BodySetForce(Body, 0f, 0f, 0f);
1764 d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
1765 d.BodySetTorque (Body, 0.0f, 0.0f, 0.0f);
1766 }
1767
1768 if (m_isphysical)
1769 {
1770 if (Body != IntPtr.Zero)
1771 {
1772 enableBodySoft();
1773 }
1774 }
1775 }
1776
1777 resetCollisionAccounting();
1778 m_isSelected = m_taintselected;
1779 }//end changeSelectedStatus
1780
1781 public void ResetTaints()
1782 {
1783 m_taintposition = _position;
1784 m_taintrot = _orientation;
1785 m_taintPhysics = m_isphysical;
1786 m_taintselected = m_isSelected;
1787 m_taintsize = _size;
1788 m_taintshape = false;
1789 m_taintforce = false;
1790 m_taintdisable = false;
1791 m_taintVelocity = Vector3.Zero;
1792 }
1793
1794 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
1795 {
1796 if (_mesh != null) // Special - make mesh
1797 {
1798 setMesh(_parent_scene, _mesh);
1799 }
1800 else // not a mesh
1801 {
1802 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) // special profile??
1803 {
1804 if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) // Equi-size
1805 {
1806 if (((_size.X / 2f) > 0f)) // Has size
1807 {
1808 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1809 try
1810 {
1811 SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
1812 }
1813 catch (AccessViolationException)
1814 {
1815 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1816 ode.dunlock(_parent_scene.world);
1817 return;
1818 }
1819 }
1820 else
1821 {
1822 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1823 try
1824 {
1825 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1826 }
1827 catch (AccessViolationException)
1828 {
1829 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1830 ode.dunlock(_parent_scene.world);
1831 return;
1832 }
1833 }
1834 }
1835 else // not equi-size
1836 {
1837 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1838 try
1839 {
1840 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1841 }
1842 catch (AccessViolationException)
1843 {
1844 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1845 ode.dunlock(_parent_scene.world);
1846 return;
1847 }
1848 }
1849 }
1850
1851 else // not special profile
1852 {
1853 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1854 try
1855 {
1856 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1857 }
1858 catch (AccessViolationException)
1859 {
1860 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1861 ode.dunlock(_parent_scene.world);
1862 return;
1863 }
1864 }
1865 }
1866 }
1867
1868 public void changeadd(float timestep)
1869 {
1870 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1871 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
1872
1873 if (targetspace == IntPtr.Zero)
1874 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
1875
1876 m_targetSpace = targetspace;
1877
1878 if (_mesh == null && m_meshfailed == false)
1879 {
1880 if (_parent_scene.needsMeshing(_pbs))
1881 {
1882 // Don't need to re-enable body.. it's done in SetMesh
1883 try
1884 {
1885 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
1886 }
1887 catch
1888 {
1889 //Don't continuously try to mesh prims when meshing has failed
1890 m_meshfailed = true;
1891 }
1892 // createmesh returns null when it's a shape that isn't a cube.
1893 // m_log.Debug(m_localID);
1894 }
1895 }
1896
1897
1898 lock (_parent_scene.OdeLock)
1899 {
1900 CreateGeom(m_targetSpace, _mesh);
1901
1902 if (prim_geom != IntPtr.Zero)
1903 {
1904 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1905 d.Quaternion myrot = new d.Quaternion();
1906 myrot.X = _orientation.X;
1907 myrot.Y = _orientation.Y;
1908 myrot.Z = _orientation.Z;
1909 myrot.W = _orientation.W;
1910 d.GeomSetQuaternion(prim_geom, ref myrot);
1911 }
1912
1913 if (m_isphysical && Body == IntPtr.Zero)
1914 {
1915 enableBody();
1916 }
1917 }
1918
1919 changeSelectedStatus(timestep);
1920
1921 m_taintadd = false;
1922 }
1923
1924 public void changemove(float timestep)
1925 {
1926 if (m_isphysical)
1927 {
1928// if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
1929 if (!m_taintremove && !childPrim)
1930 {
1931 if (Body == IntPtr.Zero)
1932 enableBody();
1933 //Prim auto disable after 20 frames,
1934 //if you move it, re-enable the prim manually.
1935 if (_parent != null)
1936 {
1937 if (m_linkJoint != IntPtr.Zero)
1938 {
1939 d.JointDestroy(m_linkJoint);
1940 m_linkJoint = IntPtr.Zero;
1941 }
1942 }
1943 if (Body != IntPtr.Zero)
1944 {
1945 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1946
1947 if (_parent != null)
1948 {
1949 OdePrim odParent = (OdePrim)_parent;
1950 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
1951 {
1952// KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
1953Console.WriteLine("ODEPrim JointCreateFixed !!!");
1954 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1955 d.JointAttach(m_linkJoint, Body, odParent.Body);
1956 d.JointSetFixed(m_linkJoint);
1957 }
1958 }
1959 d.BodyEnable(Body);
1960 if (m_type != Vehicle.TYPE_NONE)
1961 {
1962 Enable(Body, _parent_scene);
1963 }
1964 }
1965 else
1966 {
1967 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
1968 }
1969 }
1970 //else
1971 // {
1972 //m_log.Debug("[BUG]: race!");
1973 //}
1974 }
1975 else
1976 {
1977 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
1978 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1979 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1980
1981 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
1982 m_targetSpace = tempspace;
1983
1984 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1985 if (prim_geom != IntPtr.Zero)
1986 {
1987 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1988
1989 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1990 d.SpaceAdd(m_targetSpace, prim_geom);
1991 }
1992 }
1993
1994 changeSelectedStatus(timestep);
1995
1996 resetCollisionAccounting();
1997 m_taintposition = _position;
1998 }
1999
2000
2001
2002 public void rotate(float timestep)
2003 {
2004 d.Quaternion myrot = new d.Quaternion();
2005 myrot.X = _orientation.X;
2006 myrot.Y = _orientation.Y;
2007 myrot.Z = _orientation.Z;
2008 myrot.W = _orientation.W;
2009 if (Body != IntPtr.Zero)
2010 {
2011 // KF: If this is a root prim do BodySet
2012 d.BodySetQuaternion(Body, ref myrot);
2013 }
2014 else
2015 {
2016 // daughter prim, do Geom set
2017 d.GeomSetQuaternion(prim_geom, ref myrot);
2018 }
2019
2020 resetCollisionAccounting();
2021 m_taintrot = _orientation;
2022 }
2023
2024 private void resetCollisionAccounting()
2025 {
2026 m_collisionscore = 0;
2027 m_interpenetrationcount = 0;
2028 m_disabled = false;
2029 }
2030
2031 public void changedisable(float timestep)
2032 {
2033 m_disabled = true;
2034 if (Body != IntPtr.Zero)
2035 {
2036 d.BodyDisable(Body);
2037 Body = IntPtr.Zero;
2038 }
2039
2040 m_taintdisable = false;
2041 }
2042
2043 public void changePhysicsStatus(float timestep)
2044 {
2045 if (m_isphysical == true)
2046 {
2047 if (Body == IntPtr.Zero)
2048 {
2049 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2050 {
2051 changeshape(2f);
2052 }
2053 else
2054 {
2055 enableBody();
2056 }
2057 }
2058 }
2059 else
2060 {
2061 if (Body != IntPtr.Zero)
2062 {
2063 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2064 {
2065 _mesh = null;
2066 changeadd(2f);
2067 }
2068 if (childPrim)
2069 {
2070 if (_parent != null)
2071 {
2072 OdePrim parent = (OdePrim)_parent;
2073 parent.ChildDelink(this);
2074 }
2075 }
2076 else
2077 {
2078 disableBody();
2079 }
2080 }
2081 }
2082
2083 changeSelectedStatus(timestep);
2084
2085 resetCollisionAccounting();
2086 m_taintPhysics = m_isphysical;
2087 }
2088
2089 public void changesize(float timestamp)
2090 {
2091
2092 string oldname = _parent_scene.geom_name_map[prim_geom];
2093
2094 if (_size.X <= 0) _size.X = 0.01f;
2095 if (_size.Y <= 0) _size.Y = 0.01f;
2096 if (_size.Z <= 0) _size.Z = 0.01f;
2097
2098 // Cleanup of old prim geometry
2099 if (_mesh != null)
2100 {
2101 // Cleanup meshing here
2102 }
2103 //kill body to rebuild
2104 if (IsPhysical && Body != IntPtr.Zero)
2105 {
2106 if (childPrim)
2107 {
2108 if (_parent != null)
2109 {
2110 OdePrim parent = (OdePrim)_parent;
2111 parent.ChildDelink(this);
2112 }
2113 }
2114 else
2115 {
2116 disableBody();
2117 }
2118 }
2119 if (d.SpaceQuery(m_targetSpace, prim_geom))
2120 {
2121 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2122 d.SpaceRemove(m_targetSpace, prim_geom);
2123 }
2124 // we don't need to do space calculation because the client sends a position update also.
2125
2126 // Construction of new prim
2127 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2128 {
2129 float meshlod = _parent_scene.meshSculptLOD;
2130
2131 if (IsPhysical)
2132 meshlod = _parent_scene.MeshSculptphysicalLOD;
2133 // Don't need to re-enable body.. it's done in SetMesh
2134
2135 IMesh mesh = null;
2136
2137 try
2138 {
2139 if (_parent_scene.needsMeshing(_pbs))
2140 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2141 }
2142 catch
2143 {
2144 m_meshfailed = true;
2145 }
2146
2147 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2148 CreateGeom(m_targetSpace, mesh);
2149
2150
2151 }
2152 else
2153 {
2154 _mesh = null;
2155 CreateGeom(m_targetSpace, _mesh);
2156 }
2157
2158 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2159 d.Quaternion myrot = new d.Quaternion();
2160 myrot.X = _orientation.X;
2161 myrot.Y = _orientation.Y;
2162 myrot.Z = _orientation.Z;
2163 myrot.W = _orientation.W;
2164 d.GeomSetQuaternion(prim_geom, ref myrot);
2165
2166 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2167 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2168 {
2169 // Re creates body on size.
2170 // EnableBody also does setMass()
2171 enableBody();
2172 d.BodyEnable(Body);
2173 }
2174
2175 _parent_scene.geom_name_map[prim_geom] = oldname;
2176
2177 changeSelectedStatus(timestamp);
2178 if (childPrim)
2179 {
2180 if (_parent is OdePrim)
2181 {
2182 OdePrim parent = (OdePrim)_parent;
2183 parent.ChildSetGeom(this);
2184 }
2185 }
2186 resetCollisionAccounting();
2187 m_taintsize = _size;
2188 }
2189
2190
2191
2192 public void changefloatonwater(float timestep)
2193 {
2194 m_collidesWater = m_taintCollidesWater;
2195
2196 if (prim_geom != IntPtr.Zero)
2197 {
2198 if (m_collidesWater)
2199 {
2200 m_collisionFlags |= CollisionCategories.Water;
2201 }
2202 else
2203 {
2204 m_collisionFlags &= ~CollisionCategories.Water;
2205 }
2206 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2207 }
2208 }
2209
2210 public void changeshape(float timestamp)
2211 {
2212 string oldname = _parent_scene.geom_name_map[prim_geom];
2213
2214 // Cleanup of old prim geometry and Bodies
2215 if (IsPhysical && Body != IntPtr.Zero)
2216 {
2217 if (childPrim)
2218 {
2219 if (_parent != null)
2220 {
2221 OdePrim parent = (OdePrim)_parent;
2222 parent.ChildDelink(this);
2223 }
2224 }
2225 else
2226 {
2227 disableBody();
2228 }
2229 }
2230
2231
2232 // we don't need to do space calculation because the client sends a position update also.
2233 if (_size.X <= 0) _size.X = 0.01f;
2234 if (_size.Y <= 0) _size.Y = 0.01f;
2235 if (_size.Z <= 0) _size.Z = 0.01f;
2236 // Construction of new prim
2237
2238 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2239 {
2240 // Don't need to re-enable body.. it's done in SetMesh
2241 float meshlod = _parent_scene.meshSculptLOD;
2242
2243 if (IsPhysical)
2244 meshlod = _parent_scene.MeshSculptphysicalLOD;
2245 try
2246 {
2247 IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2248 CreateGeom(m_targetSpace, mesh);
2249 }
2250 catch
2251 {
2252 m_meshfailed = true;
2253 }
2254 // createmesh returns null when it doesn't mesh.
2255 }
2256 else
2257 {
2258 _mesh = null;
2259 CreateGeom(m_targetSpace, null);
2260 }
2261
2262 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2263 d.Quaternion myrot = new d.Quaternion();
2264 //myrot.W = _orientation.w;
2265 myrot.W = _orientation.W;
2266 myrot.X = _orientation.X;
2267 myrot.Y = _orientation.Y;
2268 myrot.Z = _orientation.Z;
2269 d.GeomSetQuaternion(prim_geom, ref myrot);
2270
2271 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2272 if (IsPhysical && Body == IntPtr.Zero)
2273 {
2274 // Re creates body on size.
2275 // EnableBody also does setMass()
2276 enableBody();
2277 if (Body != IntPtr.Zero)
2278 {
2279 d.BodyEnable(Body);
2280 }
2281 }
2282 _parent_scene.geom_name_map[prim_geom] = oldname;
2283
2284 changeSelectedStatus(timestamp);
2285 if (childPrim)
2286 {
2287 if (_parent is OdePrim)
2288 {
2289 OdePrim parent = (OdePrim)_parent;
2290 parent.ChildSetGeom(this);
2291 }
2292 }
2293 resetCollisionAccounting();
2294 m_taintshape = false;
2295 }
2296
2297 public void changeAddForce(float timestamp)
2298 {
2299 if (!m_isSelected)
2300 {
2301 lock (m_forcelist)
2302 {
2303 //m_log.Info("[PHYSICS]: dequeing forcelist");
2304 if (IsPhysical)
2305 {
2306 Vector3 iforce = Vector3.Zero;
2307 int i = 0;
2308 try
2309 {
2310 for (i = 0; i < m_forcelist.Count; i++)
2311 {
2312
2313 iforce = iforce + (m_forcelist[i] * 100);
2314 }
2315 }
2316 catch (IndexOutOfRangeException)
2317 {
2318 m_forcelist = new List<Vector3>();
2319 m_collisionscore = 0;
2320 m_interpenetrationcount = 0;
2321 m_taintforce = false;
2322 return;
2323 }
2324 catch (ArgumentOutOfRangeException)
2325 {
2326 m_forcelist = new List<Vector3>();
2327 m_collisionscore = 0;
2328 m_interpenetrationcount = 0;
2329 m_taintforce = false;
2330 return;
2331 }
2332 d.BodyEnable(Body);
2333
2334 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2335 }
2336 m_forcelist.Clear();
2337 }
2338
2339 m_collisionscore = 0;
2340 m_interpenetrationcount = 0;
2341 }
2342
2343 m_taintforce = false;
2344
2345 }
2346
2347
2348
2349 public void changeSetTorque(float timestamp)
2350 {
2351 if (!m_isSelected)
2352 {
2353 if (IsPhysical && Body != IntPtr.Zero)
2354 {
2355 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2356 }
2357 }
2358
2359 m_taintTorque = Vector3.Zero;
2360 }
2361
2362 public void changeAddAngularForce(float timestamp)
2363 {
2364 if (!m_isSelected)
2365 {
2366 lock (m_angularforcelist)
2367 {
2368 //m_log.Info("[PHYSICS]: dequeing forcelist");
2369 if (IsPhysical)
2370 {
2371 Vector3 iforce = Vector3.Zero;
2372 for (int i = 0; i < m_angularforcelist.Count; i++)
2373 {
2374 iforce = iforce + (m_angularforcelist[i] * 100);
2375 }
2376 d.BodyEnable(Body);
2377 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2378
2379 }
2380 m_angularforcelist.Clear();
2381 }
2382
2383 m_collisionscore = 0;
2384 m_interpenetrationcount = 0;
2385 }
2386
2387 m_taintaddangularforce = false;
2388 }
2389
2390 private void changevelocity(float timestep)
2391 {
2392 if (!m_isSelected)
2393 {
2394 Thread.Sleep(20);
2395 if (IsPhysical)
2396 {
2397 if (Body != IntPtr.Zero)
2398 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2399 }
2400
2401 //resetCollisionAccounting();
2402 }
2403 m_taintVelocity = Vector3.Zero;
2404 }
2405
2406 public void UpdatePositionAndVelocity()
2407 {
2408 return; // moved to the Move () method
2409 }
2410
2411 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
2412 {
2413 obj.I.M00 = pMat[0, 0];
2414 obj.I.M01 = pMat[0, 1];
2415 obj.I.M02 = pMat[0, 2];
2416 obj.I.M10 = pMat[1, 0];
2417 obj.I.M11 = pMat[1, 1];
2418 obj.I.M12 = pMat[1, 2];
2419 obj.I.M20 = pMat[2, 0];
2420 obj.I.M21 = pMat[2, 1];
2421 obj.I.M22 = pMat[2, 2];
2422 return obj;
2423 }
2424
2425 public override void SubscribeEvents(int ms)
2426 {
2427 m_eventsubscription = ms;
2428 _parent_scene.addCollisionEventReporting(this);
2429 }
2430
2431 public override void UnSubscribeEvents()
2432 {
2433 _parent_scene.remCollisionEventReporting(this);
2434 m_eventsubscription = 0;
2435 }
2436
2437 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
2438 {
2439 if (CollisionEventsThisFrame == null)
2440 CollisionEventsThisFrame = new CollisionEventUpdate();
2441 CollisionEventsThisFrame.addCollider(CollidedWith, contact);
2442 }
2443
2444 public void SendCollisions()
2445 {
2446 if (CollisionEventsThisFrame == null)
2447 return;
2448
2449 base.SendCollisionUpdate(CollisionEventsThisFrame);
2450
2451 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
2452 CollisionEventsThisFrame = null;
2453 else
2454 CollisionEventsThisFrame = new CollisionEventUpdate();
2455 }
2456
2457 public override bool SubscribedEvents()
2458 {
2459 if (m_eventsubscription > 0)
2460 return true;
2461 return false;
2462 }
2463
2464 public static Matrix4 Inverse(Matrix4 pMat)
2465 {
2466 if (determinant3x3(pMat) == 0)
2467 {
2468 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
2469 }
2470
2471
2472
2473 return (Adjoint(pMat) / determinant3x3(pMat));
2474 }
2475
2476 public static Matrix4 Adjoint(Matrix4 pMat)
2477 {
2478 Matrix4 adjointMatrix = new Matrix4();
2479 for (int i=0; i<4; i++)
2480 {
2481 for (int j=0; j<4; j++)
2482 {
2483 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
2484 }
2485 }
2486
2487 adjointMatrix = Transpose(adjointMatrix);
2488 return adjointMatrix;
2489 }
2490
2491 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
2492 {
2493 Matrix4 minor = new Matrix4();
2494 int m = 0, n = 0;
2495 for (int i = 0; i < 4; i++)
2496 {
2497 if (i == iRow)
2498 continue;
2499 n = 0;
2500 for (int j = 0; j < 4; j++)
2501 {
2502 if (j == iCol)
2503 continue;
2504 Matrix4SetValue(ref minor, m,n, matrix[i, j]);
2505 n++;
2506 }
2507 m++;
2508 }
2509 return minor;
2510 }
2511
2512 public static Matrix4 Transpose(Matrix4 pMat)
2513 {
2514 Matrix4 transposeMatrix = new Matrix4();
2515 for (int i = 0; i < 4; i++)
2516 for (int j = 0; j < 4; j++)
2517 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
2518 return transposeMatrix;
2519 }
2520
2521 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
2522 {
2523 switch (r)
2524 {
2525 case 0:
2526 switch (c)
2527 {
2528 case 0:
2529 pMat.M11 = val;
2530 break;
2531 case 1:
2532 pMat.M12 = val;
2533 break;
2534 case 2:
2535 pMat.M13 = val;
2536 break;
2537 case 3:
2538 pMat.M14 = val;
2539 break;
2540 }
2541
2542 break;
2543 case 1:
2544 switch (c)
2545 {
2546 case 0:
2547 pMat.M21 = val;
2548 break;
2549 case 1:
2550 pMat.M22 = val;
2551 break;
2552 case 2:
2553 pMat.M23 = val;
2554 break;
2555 case 3:
2556 pMat.M24 = val;
2557 break;
2558 }
2559
2560 break;
2561 case 2:
2562 switch (c)
2563 {
2564 case 0:
2565 pMat.M31 = val;
2566 break;
2567 case 1:
2568 pMat.M32 = val;
2569 break;
2570 case 2:
2571 pMat.M33 = val;
2572 break;
2573 case 3:
2574 pMat.M34 = val;
2575 break;
2576 }
2577
2578 break;
2579 case 3:
2580 switch (c)
2581 {
2582 case 0:
2583 pMat.M41 = val;
2584 break;
2585 case 1:
2586 pMat.M42 = val;
2587 break;
2588 case 2:
2589 pMat.M43 = val;
2590 break;
2591 case 3:
2592 pMat.M44 = val;
2593 break;
2594 }
2595
2596 break;
2597 }
2598 }
2599 private static float determinant3x3(Matrix4 pMat)
2600 {
2601 float det = 0;
2602 float diag1 = pMat[0, 0]*pMat[1, 1]*pMat[2, 2];
2603 float diag2 = pMat[0, 1]*pMat[2, 1]*pMat[2, 0];
2604 float diag3 = pMat[0, 2]*pMat[1, 0]*pMat[2, 1];
2605 float diag4 = pMat[2, 0]*pMat[1, 1]*pMat[0, 2];
2606 float diag5 = pMat[2, 1]*pMat[1, 2]*pMat[0, 0];
2607 float diag6 = pMat[2, 2]*pMat[1, 0]*pMat[0, 1];
2608
2609 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
2610 return det;
2611
2612 }
2613
2614 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
2615 {
2616 dst.c.W = src.c.W;
2617 dst.c.X = src.c.X;
2618 dst.c.Y = src.c.Y;
2619 dst.c.Z = src.c.Z;
2620 dst.mass = src.mass;
2621 dst.I.M00 = src.I.M00;
2622 dst.I.M01 = src.I.M01;
2623 dst.I.M02 = src.I.M02;
2624 dst.I.M10 = src.I.M10;
2625 dst.I.M11 = src.I.M11;
2626 dst.I.M12 = src.I.M12;
2627 dst.I.M20 = src.I.M20;
2628 dst.I.M21 = src.I.M21;
2629 dst.I.M22 = src.I.M22;
2630 }
2631
2632 public override void SetMaterial(int pMaterial)
2633 {
2634 m_material = pMaterial;
2635 }
2636
2637 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
2638 {
2639 switch (pParam)
2640 {
2641 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
2642 if (pValue < 0.01f) pValue = 0.01f;
2643 // m_angularDeflectionEfficiency = pValue;
2644 break;
2645 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
2646 if (pValue < 0.1f) pValue = 0.1f;
2647 // m_angularDeflectionTimescale = pValue;
2648 break;
2649 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
2650 if (pValue < 0.3f) pValue = 0.3f;
2651 m_angularMotorDecayTimescale = pValue;
2652 break;
2653 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
2654 if (pValue < 0.3f) pValue = 0.3f;
2655 m_angularMotorTimescale = pValue;
2656 break;
2657 case Vehicle.BANKING_EFFICIENCY:
2658 if (pValue < 0.01f) pValue = 0.01f;
2659 // m_bankingEfficiency = pValue;
2660 break;
2661 case Vehicle.BANKING_MIX:
2662 if (pValue < 0.01f) pValue = 0.01f;
2663 // m_bankingMix = pValue;
2664 break;
2665 case Vehicle.BANKING_TIMESCALE:
2666 if (pValue < 0.01f) pValue = 0.01f;
2667 // m_bankingTimescale = pValue;
2668 break;
2669 case Vehicle.BUOYANCY:
2670 if (pValue < -1f) pValue = -1f;
2671 if (pValue > 1f) pValue = 1f;
2672 m_VehicleBuoyancy = pValue;
2673 break;
2674// case Vehicle.HOVER_EFFICIENCY:
2675// if (pValue < 0f) pValue = 0f;
2676// if (pValue > 1f) pValue = 1f;
2677// m_VhoverEfficiency = pValue;
2678// break;
2679 case Vehicle.HOVER_HEIGHT:
2680 m_VhoverHeight = pValue;
2681 break;
2682 case Vehicle.HOVER_TIMESCALE:
2683 if (pValue < 0.1f) pValue = 0.1f;
2684 m_VhoverTimescale = pValue;
2685 break;
2686 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
2687 if (pValue < 0.01f) pValue = 0.01f;
2688 // m_linearDeflectionEfficiency = pValue;
2689 break;
2690 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
2691 if (pValue < 0.01f) pValue = 0.01f;
2692 // m_linearDeflectionTimescale = pValue;
2693 break;
2694 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
2695 if (pValue < 0.3f) pValue = 0.3f;
2696 m_linearMotorDecayTimescale = pValue;
2697 break;
2698 case Vehicle.LINEAR_MOTOR_TIMESCALE:
2699 if (pValue < 0.1f) pValue = 0.1f;
2700 m_linearMotorTimescale = pValue;
2701 break;
2702 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
2703 if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
2704 if (pValue > 1.0f) pValue = 1.0f;
2705 m_verticalAttractionEfficiency = pValue;
2706 break;
2707 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
2708 if (pValue < 0.1f) pValue = 0.1f;
2709 m_verticalAttractionTimescale = pValue;
2710 break;
2711
2712 // These are vector properties but the engine lets you use a single float value to
2713 // set all of the components to the same value
2714 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2715 if (pValue > 30f) pValue = 30f;
2716 if (pValue < 0.1f) pValue = 0.1f;
2717 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
2718 break;
2719 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2720 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
2721 UpdateAngDecay();
2722 break;
2723 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2724 if (pValue < 0.1f) pValue = 0.1f;
2725 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
2726 break;
2727 case Vehicle.LINEAR_MOTOR_DIRECTION:
2728 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
2729 UpdateLinDecay();
2730 break;
2731 case Vehicle.LINEAR_MOTOR_OFFSET:
2732 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
2733 break;
2734
2735 }
2736
2737 }//end ProcessFloatVehicleParam
2738
2739 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
2740 {
2741 switch (pParam)
2742 {
2743 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2744 if (pValue.X > 30f) pValue.X = 30f;
2745 if (pValue.X < 0.1f) pValue.X = 0.1f;
2746 if (pValue.Y > 30f) pValue.Y = 30f;
2747 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2748 if (pValue.Z > 30f) pValue.Z = 30f;
2749 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2750 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2751 break;
2752 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2753 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
2754 // Limit requested angular speed to 2 rps= 4 pi rads/sec
2755 if(m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
2756 if(m_angularMotorDirection.X < - 12.56f) m_angularMotorDirection.X = - 12.56f;
2757 if(m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
2758 if(m_angularMotorDirection.Y < - 12.56f) m_angularMotorDirection.Y = - 12.56f;
2759 if(m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
2760 if(m_angularMotorDirection.Z < - 12.56f) m_angularMotorDirection.Z = - 12.56f;
2761 UpdateAngDecay();
2762 break;
2763 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2764 if (pValue.X < 0.1f) pValue.X = 0.1f;
2765 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2766 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2767 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2768 break;
2769 case Vehicle.LINEAR_MOTOR_DIRECTION:
2770 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
2771 UpdateLinDecay();
2772 break;
2773 case Vehicle.LINEAR_MOTOR_OFFSET:
2774 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
2775 break;
2776 }
2777
2778 }//end ProcessVectorVehicleParam
2779
2780 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
2781 {
2782 switch (pParam)
2783 {
2784 case Vehicle.REFERENCE_FRAME:
2785 // m_referenceFrame = pValue;
2786 break;
2787 }
2788
2789 }//end ProcessRotationVehicleParam
2790
2791 internal void ProcessVehicleFlags(int pParam, bool remove)
2792 {
2793 if (remove)
2794 {
2795 m_flags &= ~((VehicleFlag)pParam);
2796 }
2797 else
2798 {
2799 m_flags |= (VehicleFlag)pParam;
2800 }
2801 }
2802
2803 internal void ProcessTypeChange(Vehicle pType)
2804 {
2805 // Set Defaults For Type
2806 m_type = pType;
2807 switch (pType)
2808 {
2809 case Vehicle.TYPE_SLED:
2810 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
2811 m_angularFrictionTimescale = new Vector3(30, 30, 30);
2812// m_lLinMotorVel = Vector3.Zero;
2813 m_linearMotorTimescale = 1000;
2814 m_linearMotorDecayTimescale = 120;
2815 m_angularMotorDirection = Vector3.Zero;
2816 m_angularMotorDVel = Vector3.Zero;
2817 m_angularMotorTimescale = 1000;
2818 m_angularMotorDecayTimescale = 120;
2819 m_VhoverHeight = 0;
2820// m_VhoverEfficiency = 1;
2821 m_VhoverTimescale = 10;
2822 m_VehicleBuoyancy = 0;
2823 // m_linearDeflectionEfficiency = 1;
2824 // m_linearDeflectionTimescale = 1;
2825 // m_angularDeflectionEfficiency = 1;
2826 // m_angularDeflectionTimescale = 1000;
2827 // m_bankingEfficiency = 0;
2828 // m_bankingMix = 1;
2829 // m_bankingTimescale = 10;
2830 // m_referenceFrame = Quaternion.Identity;
2831 m_flags &=
2832 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2833 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
2834 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2835 break;
2836 case Vehicle.TYPE_CAR:
2837 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
2838 m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30.
2839// m_lLinMotorVel = Vector3.Zero;
2840 m_linearMotorTimescale = 1;
2841 m_linearMotorDecayTimescale = 60;
2842 m_angularMotorDirection = Vector3.Zero;
2843 m_angularMotorDVel = Vector3.Zero;
2844 m_angularMotorTimescale = 1;
2845 m_angularMotorDecayTimescale = 0.8f;
2846 m_VhoverHeight = 0;
2847// m_VhoverEfficiency = 0;
2848 m_VhoverTimescale = 1000;
2849 m_VehicleBuoyancy = 0;
2850 // // m_linearDeflectionEfficiency = 1;
2851 // // m_linearDeflectionTimescale = 2;
2852 // // m_angularDeflectionEfficiency = 0;
2853 // m_angularDeflectionTimescale = 10;
2854 m_verticalAttractionEfficiency = 1f;
2855 m_verticalAttractionTimescale = 10f;
2856 // m_bankingEfficiency = -0.2f;
2857 // m_bankingMix = 1;
2858 // m_bankingTimescale = 1;
2859 // m_referenceFrame = Quaternion.Identity;
2860 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
2861 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
2862 VehicleFlag.LIMIT_MOTOR_UP);
2863 break;
2864 case Vehicle.TYPE_BOAT:
2865 m_linearFrictionTimescale = new Vector3(10, 3, 2);
2866 m_angularFrictionTimescale = new Vector3(10,10,10);
2867// m_lLinMotorVel = Vector3.Zero;
2868 m_linearMotorTimescale = 5;
2869 m_linearMotorDecayTimescale = 60;
2870 m_angularMotorDirection = Vector3.Zero;
2871 m_angularMotorDVel = Vector3.Zero;
2872 m_angularMotorTimescale = 4;
2873 m_angularMotorDecayTimescale = 4;
2874 m_VhoverHeight = 0;
2875// m_VhoverEfficiency = 0.5f;
2876 m_VhoverTimescale = 2;
2877 m_VehicleBuoyancy = 1;
2878 // m_linearDeflectionEfficiency = 0.5f;
2879 // m_linearDeflectionTimescale = 3;
2880 // m_angularDeflectionEfficiency = 0.5f;
2881 // m_angularDeflectionTimescale = 5;
2882 m_verticalAttractionEfficiency = 0.5f;
2883 m_verticalAttractionTimescale = 5f;
2884 // m_bankingEfficiency = -0.3f;
2885 // m_bankingMix = 0.8f;
2886 // m_bankingTimescale = 1;
2887 // m_referenceFrame = Quaternion.Identity;
2888 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
2889 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
2890 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
2891 VehicleFlag.LIMIT_MOTOR_UP);
2892 break;
2893 case Vehicle.TYPE_AIRPLANE:
2894 m_linearFrictionTimescale = new Vector3(200, 10, 5);
2895 m_angularFrictionTimescale = new Vector3(20, 20, 20);
2896// m_lLinMotorVel = Vector3.Zero;
2897 m_linearMotorTimescale = 2;
2898 m_linearMotorDecayTimescale = 60;
2899 m_angularMotorDirection = Vector3.Zero;
2900 m_angularMotorDVel = Vector3.Zero;
2901 m_angularMotorTimescale = 4;
2902 m_angularMotorDecayTimescale = 4;
2903 m_VhoverHeight = 0;
2904// m_VhoverEfficiency = 0.5f;
2905 m_VhoverTimescale = 1000;
2906 m_VehicleBuoyancy = 0;
2907 // m_linearDeflectionEfficiency = 0.5f;
2908 // m_linearDeflectionTimescale = 3;
2909 // m_angularDeflectionEfficiency = 1;
2910 // m_angularDeflectionTimescale = 2;
2911 m_verticalAttractionEfficiency = 0.9f;
2912 m_verticalAttractionTimescale = 2f;
2913 // m_bankingEfficiency = 1;
2914 // m_bankingMix = 0.7f;
2915 // m_bankingTimescale = 2;
2916 // m_referenceFrame = Quaternion.Identity;
2917 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2918 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2919 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
2920 break;
2921 case Vehicle.TYPE_BALLOON:
2922 m_linearFrictionTimescale = new Vector3(5, 5, 5);
2923 m_angularFrictionTimescale = new Vector3(10, 10, 10);
2924 m_linearMotorTimescale = 5;
2925 m_linearMotorDecayTimescale = 60;
2926 m_angularMotorDirection = Vector3.Zero;
2927 m_angularMotorDVel = Vector3.Zero;
2928 m_angularMotorTimescale = 6;
2929 m_angularMotorDecayTimescale = 10;
2930 m_VhoverHeight = 5;
2931// m_VhoverEfficiency = 0.8f;
2932 m_VhoverTimescale = 10;
2933 m_VehicleBuoyancy = 1;
2934 // m_linearDeflectionEfficiency = 0;
2935 // m_linearDeflectionTimescale = 5;
2936 // m_angularDeflectionEfficiency = 0;
2937 // m_angularDeflectionTimescale = 5;
2938 m_verticalAttractionEfficiency = 1f;
2939 m_verticalAttractionTimescale = 100f;
2940 // m_bankingEfficiency = 0;
2941 // m_bankingMix = 0.7f;
2942 // m_bankingTimescale = 5;
2943 // m_referenceFrame = Quaternion.Identity;
2944 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2945 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2946 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
2947 break;
2948
2949 }
2950 }//end SetDefaultsForType
2951
2952 internal void Enable(IntPtr pBody, OdeScene pParentScene)
2953 {
2954 if (m_type == Vehicle.TYPE_NONE)
2955 return;
2956
2957 m_body = pBody;
2958 }
2959
2960
2961 internal void Halt()
2962 { // Kill all motions, when non-physical
2963 // m_linearMotorDirection = Vector3.Zero;
2964 m_lLinMotorDVel = Vector3.Zero;
2965 m_lLinObjectVel = Vector3.Zero;
2966 m_wLinObjectVel = Vector3.Zero;
2967 m_angularMotorDirection = Vector3.Zero;
2968 m_lastAngularVelocity = Vector3.Zero;
2969 m_angularMotorDVel = Vector3.Zero;
2970 _acceleration = Vector3.Zero;
2971 }
2972
2973 private void UpdateLinDecay()
2974 {
2975// if (Math.Abs(m_linearMotorDirection.X) > Math.Abs(m_lLinMotorDVel.X)) m_lLinMotorDVel.X = m_linearMotorDirection.X;
2976// if (Math.Abs(m_linearMotorDirection.Y) > Math.Abs(m_lLinMotorDVel.Y)) m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
2977// if (Math.Abs(m_linearMotorDirection.Z) > Math.Abs(m_lLinMotorDVel.Z)) m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
2978 m_lLinMotorDVel.X = m_linearMotorDirection.X;
2979 m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
2980 m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
2981 } // else let the motor decay on its own
2982
2983 private void UpdateAngDecay()
2984 {
2985// if (Math.Abs(m_angularMotorDirection.X) > Math.Abs(m_angularMotorDVel.X)) m_angularMotorDVel.X = m_angularMotorDirection.X;
2986// if (Math.Abs(m_angularMotorDirection.Y) > Math.Abs(m_angularMotorDVel.Y)) m_angularMotorDVel.Y = m_angularMotorDirection.Y;
2987// if (Math.Abs(m_angularMotorDirection.Z) > Math.Abs(m_angularMotorDVel.Z)) m_angularMotorDVel.Z = m_angularMotorDirection.Z;
2988 m_angularMotorDVel.X = m_angularMotorDirection.X;
2989 m_angularMotorDVel.Y = m_angularMotorDirection.Y;
2990 m_angularMotorDVel.Z = m_angularMotorDirection.Z;
2991 } // else let the motor decay on its own
2992
2993 public void Move(float timestep)
2994 {
2995 float fx = 0;
2996 float fy = 0;
2997 float fz = 0;
2998 Vector3 linvel; // velocity applied, including any reversal
2999 int outside = 0;
3000
3001 // If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders.
3002 // This is a temp patch until proper region crossing is developed.
3003
3004 int failureLimit = _parent_scene.geomCrossingFailuresBeforeOutofbounds;
3005 float fence = _parent_scene.geomRegionFence;
3006
3007 frcount++; // used to limit debug comment output
3008 if (frcount > 50)
3009 frcount = 0;
3010
3011 if(revcount > 0) revcount--;
3012
3013 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // Only move root prims.
3014 {
3015 // Old public void UpdatePositionAndVelocity(), more accuratley calculated here
3016 bool lastZeroFlag = _zeroFlag; // was it stopped
3017
3018 d.Vector3 vec = d.BodyGetPosition(Body);
3019 Vector3 l_position = Vector3.Zero;
3020 l_position.X = vec.X;
3021 l_position.Y = vec.Y;
3022 l_position.Z = vec.Z;
3023 m_lastposition = _position;
3024 _position = l_position;
3025
3026 d.Quaternion ori = d.BodyGetQuaternion(Body);
3027 // Quaternion l_orientation = Quaternion.Identity;
3028 _orientation.X = ori.X;
3029 _orientation.Y = ori.Y;
3030 _orientation.Z = ori.Z;
3031 _orientation.W = ori.W;
3032 m_lastorientation = _orientation;
3033
3034 d.Vector3 vel = d.BodyGetLinearVel(Body);
3035 m_lastVelocity = _velocity;
3036 _velocity.X = vel.X;
3037 _velocity.Y = vel.Y;
3038 _velocity.Z = vel.Z;
3039 _acceleration = ((_velocity - m_lastVelocity) / timestep);
3040
3041 d.Vector3 torque = d.BodyGetTorque(Body);
3042 _torque = new Vector3(torque.X, torque.Y, torque.Z);
3043
3044 base.RequestPhysicsterseUpdate();
3045
3046//Console.WriteLine("Move {0} at {1}", m_primName, l_position);
3047
3048 // Check if outside region
3049 // In Scene.cs/CrossPrimGroupIntoNewRegion the object is checked for 0.1M from border!
3050 if (l_position.X > ((float)_parent_scene.WorldExtents.X - fence))
3051 {
3052 l_position.X = ((float)_parent_scene.WorldExtents.X - fence);
3053 outside = 1;
3054 }
3055
3056 if (l_position.X < fence)
3057 {
3058 l_position.X = fence;
3059 outside = 2;
3060 }
3061 if (l_position.Y > ((float)_parent_scene.WorldExtents.Y - fence))
3062 {
3063 l_position.Y = ((float)_parent_scene.WorldExtents.Y - fence);
3064 outside = 3;
3065 }
3066
3067 if (l_position.Y < fence)
3068 {
3069 l_position.Y = fence;
3070 outside = 4;
3071 }
3072
3073 if (outside > 0)
3074 {
3075
3076//Console.WriteLine("Border {0} fence={1}", l_position, fence);
3077 if (fence > 0.0f) // bounce object off boundary
3078 {
3079 if (revcount == 0)
3080 {
3081 if (outside < 3)
3082 {
3083 _velocity.X = -_velocity.X;
3084 }
3085 else
3086 {
3087 _velocity.Y = -_velocity.Y;
3088 }
3089 if (m_type != Vehicle.TYPE_NONE) Halt();
3090 _position = l_position;
3091 m_taintposition = _position;
3092 m_lastVelocity = _velocity;
3093 _acceleration = Vector3.Zero;
3094 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
3095 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
3096 base.RequestPhysicsterseUpdate();
3097
3098 revcount = 25; // wait for object to move away from border
3099 }
3100 } // else old crossing mode
3101 else if (m_crossingfailures < failureLimit)
3102 { // keep trying to cross?
3103 _position = l_position;
3104 //_parent_scene.remActivePrim(this);
3105 if (_parent == null) base.RequestPhysicsterseUpdate();
3106 return; // Dont process any other motion?
3107 }
3108 else
3109 { // Too many tries
3110 if (_parent == null) base.RaiseOutOfBounds(l_position);
3111 return; // Dont process any other motion?
3112 } // end various methods
3113 } // end outside region horizontally
3114
3115
3116 if (l_position.Z < 0)
3117 {
3118 // This is so prim that get lost underground don't fall forever and suck up
3119 //
3120 // Sim resources and memory.
3121 // Disables the prim's movement physics....
3122 // It's a hack and will generate a console message if it fails.
3123
3124 //IsPhysical = false;
3125 if (_parent == null) base.RaiseOutOfBounds(_position);
3126
3127
3128 _acceleration.X = 0; // This stuff may stop client display but it has no
3129 _acceleration.Y = 0; // effect on the object in phys engine!
3130 _acceleration.Z = 0;
3131
3132 _velocity.X = 0;
3133 _velocity.Y = 0;
3134 _velocity.Z = 0;
3135 m_lastVelocity = Vector3.Zero;
3136 m_rotationalVelocity.X = 0;
3137 m_rotationalVelocity.Y = 0;
3138 m_rotationalVelocity.Z = 0;
3139
3140 if (_parent == null) base.RequestPhysicsterseUpdate();
3141
3142 m_throttleUpdates = false;
3143 throttleCounter = 0;
3144 _zeroFlag = true;
3145 //outofBounds = true;
3146 } // end neg Z check
3147
3148 // Is it moving?
3149 /* if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
3150 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
3151 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) */
3152 if ( (Vector3.Mag(_velocity) < 0.01) && // moving very slowly
3153 (Vector3.Mag(_velocity) < Vector3.Mag(m_lastVelocity)) && // decelerating
3154 (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001) ) // spinning very slowly
3155 {
3156 _zeroFlag = true;
3157 m_throttleUpdates = false;
3158 }
3159 else
3160 {
3161 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3162 _zeroFlag = false;
3163 m_lastUpdateSent = false;
3164 //m_throttleUpdates = false;
3165 }
3166
3167 if (_zeroFlag)
3168 { // Its stopped
3169 _velocity.X = 0.0f;
3170 _velocity.Y = 0.0f;
3171 // _velocity.Z = 0.0f;
3172
3173 _acceleration.X = 0;
3174 _acceleration.Y = 0;
3175 // _acceleration.Z = 0;
3176
3177 m_rotationalVelocity.X = 0;
3178 m_rotationalVelocity.Y = 0;
3179 m_rotationalVelocity.Z = 0;
3180 // Stop it in the phys engine
3181 d.BodySetLinearVel(Body, 0.0f, 0.0f, _velocity.Z);
3182 d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
3183 d.BodySetForce(Body, 0f, 0f, 0f);
3184
3185 if (!m_lastUpdateSent)
3186 {
3187 m_throttleUpdates = false;
3188 throttleCounter = 0;
3189 if (_parent == null)
3190 {
3191 base.RequestPhysicsterseUpdate();
3192 }
3193
3194 m_lastUpdateSent = true;
3195 }
3196 }
3197 else
3198 { // Its moving
3199 if (lastZeroFlag != _zeroFlag)
3200 {
3201 if (_parent == null)
3202 {
3203 base.RequestPhysicsterseUpdate();
3204 }
3205 }
3206 m_lastUpdateSent = false;
3207 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3208 {
3209 if (_parent == null)
3210 {
3211 base.RequestPhysicsterseUpdate();
3212 }
3213 }
3214 else
3215 {
3216 throttleCounter++;
3217 }
3218 }
3219 m_lastposition = l_position;
3220
3221 /// End UpdatePositionAndVelocity insert
3222
3223
3224 // Rotation lock =====================================
3225 if(m_rotateEnableUpdate)
3226 {
3227 // Snapshot current angles, set up Amotor(s)
3228 m_rotateEnableUpdate = false;
3229 m_rotateEnable = m_rotateEnableRequest;
3230//Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable);
3231
3232 if (Amotor != IntPtr.Zero)
3233 {
3234 d.JointDestroy(Amotor);
3235 Amotor = IntPtr.Zero;
3236//Console.WriteLine("Old Amotor Destroyed");
3237 }
3238
3239 if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f))
3240 { // not all are enabled
3241 d.Quaternion r = d.BodyGetQuaternion(Body);
3242 Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W);
3243 // extract the axes vectors
3244 Vector3 vX = new Vector3(1f,0f,0f);
3245 Vector3 vY = new Vector3(0f,1f,0f);
3246 Vector3 vZ = new Vector3(0f,0f,1f);
3247 vX = vX * locrot;
3248 vY = vY * locrot;
3249 vZ = vZ * locrot;
3250 // snapshot the current angle vectors
3251 m_lockX = vX;
3252 m_lockY = vY;
3253 m_lockZ = vZ;
3254 // m_lockRot = locrot;
3255 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
3256 d.JointAttach(Amotor, Body, IntPtr.Zero);
3257 d.JointSetAMotorMode(Amotor, 0); // User mode??
3258//Console.WriteLine("New Amotor Created for {0}", m_primName);
3259
3260 float axisnum = 3; // how many to lock
3261 axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z));
3262 d.JointSetAMotorNumAxes(Amotor,(int)axisnum);
3263//Console.WriteLine("AxisNum={0}",(int)axisnum);
3264
3265 int i = 0;
3266
3267 if (m_rotateEnable.X == 0)
3268 {
3269 d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z);
3270//Console.WriteLine("AxisX {0} set to {1}", i, m_lockX);
3271 i++;
3272 }
3273
3274 if (m_rotateEnable.Y == 0)
3275 {
3276 d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z);
3277//Console.WriteLine("AxisY {0} set to {1}", i, m_lockY);
3278 i++;
3279 }
3280
3281 if (m_rotateEnable.Z == 0)
3282 {
3283 d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z);
3284//Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ);
3285 i++;
3286 }
3287
3288 // These lowstops and high stops are effectively (no wiggle room)
3289 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0f);
3290 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
3291 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0f);
3292 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3293 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3294 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3295 d.JointSetAMotorParam(Amotor, (int) dParam.Vel, 0f);
3296 d.JointSetAMotorParam(Amotor, (int) dParam.Vel3, 0f);
3297 d.JointSetAMotorParam(Amotor, (int) dParam.Vel2, 0f);
3298 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f);
3299 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
3300 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
3301 } // else none are locked
3302 } // end Rotation Update
3303
3304
3305 // VEHICLE processing ==========================================
3306 if (m_type != Vehicle.TYPE_NONE)
3307 {
3308 // get body attitude
3309 d.Quaternion rot = d.BodyGetQuaternion(Body);
3310 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
3311 Quaternion irotq = Quaternion.Inverse(rotq);
3312
3313 // VEHICLE Linear Motion
3314 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
3315 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
3316 m_lLinObjectVel = vel_now * irotq;
3317 if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
3318 {
3319 if ( Vector3.Mag(m_lLinMotorDVel) < 1.0f)
3320 {
3321 float decayfactor = m_linearMotorDecayTimescale/timestep;
3322 Vector3 decayAmount = (m_lLinMotorDVel/decayfactor);
3323 m_lLinMotorDVel -= decayAmount;
3324 }
3325 else
3326 {
3327 float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
3328 Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep;
3329 m_lLinMotorDVel -= decel;
3330 }
3331 if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3332 {
3333 m_lLinMotorDVel = Vector3.Zero;
3334 }
3335
3336 /* else
3337 {
3338 if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
3339 if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
3340 if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
3341 } */
3342 } // end linear motor decay
3343
3344 if ( (! m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
3345 {
3346 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
3347 if (m_linearMotorTimescale < 300.0f)
3348 {
3349 Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
3350 float linfactor = m_linearMotorTimescale/timestep;
3351 Vector3 attackAmount = (attack_error/linfactor) * 1.3f;
3352 m_lLinObjectVel += attackAmount;
3353 }
3354 if (m_linearFrictionTimescale.X < 300.0f)
3355 {
3356 float fricfactor = m_linearFrictionTimescale.X / timestep;
3357 float fricX = m_lLinObjectVel.X / fricfactor;
3358 m_lLinObjectVel.X -= fricX;
3359 }
3360 if (m_linearFrictionTimescale.Y < 300.0f)
3361 {
3362 float fricfactor = m_linearFrictionTimescale.Y / timestep;
3363 float fricY = m_lLinObjectVel.Y / fricfactor;
3364 m_lLinObjectVel.Y -= fricY;
3365 }
3366 if (m_linearFrictionTimescale.Z < 300.0f)
3367 {
3368 float fricfactor = m_linearFrictionTimescale.Z / timestep;
3369 float fricZ = m_lLinObjectVel.Z / fricfactor;
3370 m_lLinObjectVel.Z -= fricZ;
3371 }
3372 }
3373 m_wLinObjectVel = m_lLinObjectVel * rotq;
3374
3375 // Gravity and Buoyancy
3376 Vector3 grav = Vector3.Zero;
3377 if(m_VehicleBuoyancy < 1.0f)
3378 {
3379 // There is some gravity, make a gravity force vector
3380 // that is applied after object velocity.
3381 d.Mass objMass;
3382 d.BodyGetMass(Body, out objMass);
3383 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
3384 grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
3385 } // else its 1.0, no gravity.
3386
3387 // Hovering
3388 if( (m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
3389 {
3390 // We should hover, get the target height
3391 d.Vector3 pos = d.BodyGetPosition(Body);
3392 if((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
3393 {
3394 m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight;
3395 }
3396 else if((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
3397 {
3398 m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
3399 }
3400 else if((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
3401 {
3402 m_VhoverTargetHeight = m_VhoverHeight;
3403 }
3404
3405 if((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
3406 {
3407 // If body is aready heigher, use its height as target height
3408 if(pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
3409 }
3410
3411// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
3412// m_VhoverTimescale = 0f; // time to acheive height
3413// timestep is time since last frame,in secs
3414 float herr0 = pos.Z - m_VhoverTargetHeight;
3415 // Replace Vertical speed with correction figure if significant
3416 if(Math.Abs(herr0) > 0.01f )
3417 {
3418 //? d.Mass objMass;
3419 //? d.BodyGetMass(Body, out objMass);
3420 m_wLinObjectVel.Z = - ( (herr0 * timestep * 50.0f) / m_VhoverTimescale);
3421 //KF: m_VhoverEfficiency is not yet implemented
3422 }
3423 else
3424 {
3425 m_wLinObjectVel.Z = 0f;
3426 }
3427 }
3428 else
3429 { // not hovering
3430 if (m_wLinObjectVel.Z == 0f)
3431 { // Gravity rules
3432 m_wLinObjectVel.Z = vel_now.Z;
3433 } // else the motor has it
3434 }
3435 linvel = m_wLinObjectVel;
3436
3437 // Vehicle Linear Motion done =======================================
3438 // Apply velocity
3439 d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z);
3440 // apply gravity force
3441 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
3442//if(frcount == 0) Console.WriteLine("Vel={0} Force={1}",linvel , grav);
3443 // end MoveLinear()
3444
3445
3446 // MoveAngular
3447 /*
3448 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
3449
3450 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
3451 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
3452 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
3453
3454 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
3455 private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body
3456 */
3457//if(frcount == 0) Console.WriteLine("MoveAngular ");
3458
3459 d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body);
3460 Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z);
3461 angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation
3462
3463//if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel);
3464
3465 // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack.
3466 float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep);
3467 m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor;
3468 // Decay Angular Motor 2.
3469 if (m_angularMotorDecayTimescale < 300.0f)
3470 {
3471 if ( Vector3.Mag(m_angularMotorDVel) < 1.0f)
3472 {
3473 float decayfactor = (m_angularMotorDecayTimescale)/timestep;
3474 Vector3 decayAmount = (m_angularMotorDVel/decayfactor);
3475 m_angularMotorDVel -= decayAmount;
3476 }
3477 else
3478 {
3479 Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale;
3480 m_angularMotorDVel -= decel;
3481 }
3482
3483 if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3484 {
3485 m_angularMotorDVel = Vector3.Zero;
3486 }
3487 else
3488 {
3489 if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X;
3490 if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y;
3491 if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z;
3492 }
3493 } // end decay angular motor
3494//if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3495
3496//if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
3497
3498 if ( (! m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
3499 { // if motor or object have motion
3500 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
3501
3502 if (m_angularMotorTimescale < 300.0f)
3503 {
3504 Vector3 attack_error = m_angularMotorDVel - angObjectVel;
3505 float angfactor = m_angularMotorTimescale/timestep;
3506 Vector3 attackAmount = (attack_error/angfactor);
3507 angObjectVel += attackAmount;
3508//if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
3509//if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
3510 }
3511
3512 angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
3513 angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
3514 angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
3515 } // else no signif. motion
3516
3517//if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3518 // Bank section tba
3519 // Deflection section tba
3520//if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
3521
3522
3523 /* // Rotation Axis Disables:
3524 if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
3525 {
3526 if (m_angularEnable.X == 0)
3527 angObjectVel.X = 0f;
3528 if (m_angularEnable.Y == 0)
3529 angObjectVel.Y = 0f;
3530 if (m_angularEnable.Z == 0)
3531 angObjectVel.Z = 0f;
3532 }
3533 */
3534 angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation
3535
3536 // Vertical attractor section
3537 Vector3 vertattr = Vector3.Zero;
3538
3539 if(m_verticalAttractionTimescale < 300)
3540 {
3541 float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep);
3542 // make a vector pointing up
3543 Vector3 verterr = Vector3.Zero;
3544 verterr.Z = 1.0f;
3545 // rotate it to Body Angle
3546 verterr = verterr * rotq;
3547 // verterr.X and .Y are the World error ammounts. They are 0 when there is no error (Vehicle Body is 'vertical'), and .Z will be 1.
3548 // As the body leans to its side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall and .Z will go
3549 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
3550
3551 if (verterr.Z < 0.0f)
3552 { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to
3553 // vertical, BUT for some reason a z-rotation is imparted to the object. TBI.
3554//Console.WriteLine("InvertFlip");
3555 verterr.X = 2.0f - verterr.X;
3556 verterr.Y = 2.0f - verterr.Y;
3557 }
3558 verterr *= 0.5f;
3559 // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
3560 Vector3 xyav = angObjectVel;
3561 xyav.Z = 0.0f;
3562 if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
3563 {
3564 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
3565 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
3566 vertattr.X = verterr.Y;
3567 vertattr.Y = - verterr.X;
3568 vertattr.Z = 0f;
3569//if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
3570
3571 // scaling appears better usingsquare-law
3572 float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
3573 float bounce = 1.0f - damped;
3574 // 0 = crit damp, 1 = bouncy
3575 float oavz = angObjectVel.Z; // retain z velocity
3576 // time-scaled correction, which sums, therefore is bouncy:
3577 angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce;
3578 // damped, good @ < 90:
3579 angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped);
3580 angObjectVel.Z = oavz;
3581//if(frcount == 0) Console.WriteLine("VA+");
3582//Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel);
3583 }
3584 else
3585 {
3586 // else error is very small
3587 angObjectVel.X = 0f;
3588 angObjectVel.Y = 0f;
3589//if(frcount == 0) Console.WriteLine("VA0");
3590 }
3591 } // else vertical attractor is off
3592//if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
3593
3594
3595 m_lastAngularVelocity = angObjectVel;
3596 // apply Angular Velocity to body
3597 d.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
3598//if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
3599
3600 } // end VEHICLES
3601 else
3602 {
3603 // Dyamics (NON-'VEHICLES') are dealt with here ================================================================
3604
3605 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009
3606
3607 /// Dynamics Buoyancy
3608 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
3609 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
3610 // NB Prims in ODE are no subject to global gravity
3611 // This should only affect gravity operations
3612
3613 float m_mass = CalculateMass();
3614 // calculate z-force due togravity on object.
3615 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
3616 if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget.
3617 {
3618 fz = 0; // llMoveToTarget ignores gravity.
3619 // it also ignores mass of object, and any physical resting on it.
3620 // Vector3 m_PIDTarget is where we are going
3621 // float m_PIDTau is time to get there
3622 fx = 0;
3623 fy = 0;
3624 d.Vector3 pos = d.BodyGetPosition(Body);
3625 Vector3 error = new Vector3(
3626 (m_PIDTarget.X - pos.X),
3627 (m_PIDTarget.Y - pos.Y),
3628 (m_PIDTarget.Z - pos.Z));
3629 if (error.ApproxEquals(Vector3.Zero,0.01f))
3630 { // Very close, Jump there and quit move
3631
3632 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3633 _target_velocity = Vector3.Zero;
3634 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3635 d.BodySetForce(Body, 0f, 0f, 0f);
3636 }
3637 else
3638 {
3639 float scale = 50.0f * timestep / m_PIDTau;
3640 if ((error.ApproxEquals(Vector3.Zero,0.5f)) && (_target_velocity != Vector3.Zero))
3641 {
3642 // Nearby, quit update of velocity
3643 }
3644 else
3645 { // Far, calc damped velocity
3646 _target_velocity = error * scale;
3647 }
3648 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3649 }
3650 } // end PID MoveToTarget
3651
3652
3653 /// Dynamics Hover ===================================================================================
3654 // Hover PID Controller can only run if the PIDcontroller is not in use.
3655 if (m_useHoverPID && !m_usePID)
3656 {
3657//Console.WriteLine("Hover " + m_primName);
3658
3659 // If we're using the PID controller, then we have no gravity
3660 fz = (-1 * _parent_scene.gravityz) * m_mass;
3661
3662 // no lock; for now it's only called from within Simulate()
3663
3664 // If the PID Controller isn't active then we set our force
3665 // calculating base velocity to the current position
3666
3667 if ((m_PIDTau < 1))
3668 {
3669 PID_G = PID_G / m_PIDTau;
3670 }
3671
3672 if ((PID_G - m_PIDTau) <= 0)
3673 {
3674 PID_G = m_PIDTau + 1;
3675 }
3676
3677
3678 // Where are we, and where are we headed?
3679 d.Vector3 pos = d.BodyGetPosition(Body);
3680// d.Vector3 vel = d.BodyGetLinearVel(Body);
3681
3682
3683 // Non-Vehicles have a limited set of Hover options.
3684 // determine what our target height really is based on HoverType
3685 switch (m_PIDHoverType)
3686 {
3687 case PIDHoverType.Ground:
3688 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3689 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3690 break;
3691 case PIDHoverType.GroundAndWater:
3692 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3693 m_waterHeight = _parent_scene.GetWaterLevel();
3694 if (m_groundHeight > m_waterHeight)
3695 {
3696 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3697 }
3698 else
3699 {
3700 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3701 }
3702 break;
3703
3704 } // end switch (m_PIDHoverType)
3705
3706
3707 _target_velocity =
3708 new Vector3(0.0f, 0.0f,
3709 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
3710 );
3711
3712 // if velocity is zero, use position control; otherwise, velocity control
3713
3714 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3715 {
3716 // keep track of where we stopped. No more slippin' & slidin'
3717
3718 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3719 // react to the physics scene by moving it's position.
3720 // Avatar to Avatar collisions
3721 // Prim to avatar collisions
3722 d.Vector3 dlinvel = vel;
3723 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
3724 d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
3725 d.BodyAddForce(Body, 0, 0, fz);
3726 //KF this prevents furthur motions return;
3727 }
3728 else
3729 {
3730 _zeroFlag = false;
3731
3732 // We're flying and colliding with something
3733 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3734 }
3735 } // end m_useHoverPID && !m_usePID
3736
3737
3738 /// Dynamics Apply Forces ===================================================================================
3739 fx *= m_mass;
3740 fy *= m_mass;
3741 //fz *= m_mass;
3742 fx += m_force.X;
3743 fy += m_force.Y;
3744 fz += m_force.Z;
3745
3746 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3747 if (fx != 0 || fy != 0 || fz != 0)
3748 {
3749 //m_taintdisable = true;
3750 //base.RaiseOutOfBounds(Position);
3751 //d.BodySetLinearVel(Body, fx, fy, 0f);
3752 if (!d.BodyIsEnabled(Body))
3753 {
3754 // A physical body at rest on a surface will auto-disable after a while,
3755 // this appears to re-enable it incase the surface it is upon vanishes,
3756 // and the body should fall again.
3757 d.BodySetLinearVel(Body, 0f, 0f, 0f);
3758 d.BodySetForce(Body, 0f, 0f, 0f);
3759 enableBodySoft();
3760 }
3761
3762 // 35x10 = 350n times the mass per second applied maximum.
3763 float nmax = 35f * m_mass;
3764 float nmin = -35f * m_mass;
3765
3766
3767 if (fx > nmax)
3768 fx = nmax;
3769 if (fx < nmin)
3770 fx = nmin;
3771 if (fy > nmax)
3772 fy = nmax;
3773 if (fy < nmin)
3774 fy = nmin;
3775 d.BodyAddForce(Body, fx, fy, fz);
3776 } // end apply forces
3777 } // end Vehicle/Dynamics
3778
3779 /// RotLookAt / LookAt =================================================================================
3780 if (m_useAPID)
3781 {
3782 // RotLookAt, apparently overrides all other rotation sources. Inputs:
3783 // Quaternion m_APIDTarget
3784 // float m_APIDStrength // From SL experiments, this is the time to get there
3785 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
3786 // Also in SL the mass of the object has no effect on time to get there.
3787 // Factors:
3788 // get present body rotation
3789 float limit = 1.0f;
3790 float rscaler = 50f; // adjusts rotation damping time
3791 float lscaler = 10f; // adjusts linear damping time in llLookAt
3792 float RLAservo = 0f;
3793 Vector3 diff_axis;
3794 float diff_angle;
3795 d.Quaternion rot = d.BodyGetQuaternion(Body); // prim present rotation
3796 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
3797 Quaternion rtarget = new Quaternion();
3798
3799 if(m_APIDTarget.W == -99.9f)
3800 {
3801 // this is really a llLookAt(), x,y,z is the target vector
3802 Vector3 target = new Vector3(m_APIDTarget.X, m_APIDTarget.Y, m_APIDTarget.Z);
3803 Vector3 ospin = new Vector3(1.0f, 0.0f, 0.0f) * rotq;
3804 Vector3 error = new Vector3(0.0f, 0.0f, 0.0f);
3805 float twopi = 2.0f * (float)Math.PI;
3806 Vector3 dir = target - _position;
3807 dir.Normalize();
3808 float tzrot = (float)Math.Atan2(dir.Y, dir.X);
3809 float txy = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y));
3810 float terot = (float)Math.Atan2(dir.Z, txy);
3811 float ozrot = (float)Math.Atan2(ospin.Y, ospin.X);
3812 float oxy = (float)Math.Sqrt((ospin.X * ospin.X) + (ospin.Y * ospin.Y));
3813 float oerot = (float)Math.Atan2(ospin.Z, oxy);
3814 float ra = 2.0f * ((rotq.W * rotq.X) + (rotq.Y * rotq.Z));
3815 float rb = 1.0f - 2.0f * ((rotq.Y * rotq.Y)+(rotq.X * rotq.X));
3816 float roll = (float)Math.Atan2(ra, rb);
3817 float errorz = tzrot - ozrot;
3818 if(errorz > (float)Math.PI) errorz -= twopi;
3819 else if(errorz < -(float)Math.PI) errorz += twopi;
3820 float errory = oerot - terot;
3821 if(errory > (float)Math.PI) errory -= twopi;
3822 else if(errory < -(float)Math.PI) errory += twopi;
3823 diff_angle = Math.Abs(errorz) + Math.Abs(errory) + Math.Abs(roll);
3824 if(diff_angle > 0.01f * m_APIDdamper)
3825 {
3826 m_APIDdamper = 1.0f;
3827 RLAservo = timestep / m_APIDStrength * rscaler;
3828 errorz *= RLAservo;
3829 errory *= RLAservo;
3830 error.X = -roll * 8.0f;
3831 error.Y = errory;
3832 error.Z = errorz;
3833 error *= rotq;
3834 d.BodySetAngularVel (Body, error.X, error.Y, error.Z);
3835 }
3836 else
3837 {
3838 d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
3839 m_APIDdamper = 2.0f;
3840 }
3841 }
3842 else
3843 {
3844 // this is a llRotLookAt()
3845 rtarget = m_APIDTarget;
3846
3847 Quaternion rot_diff = Quaternion.Inverse(rotq) * rtarget; // difference to desired rot
3848 rot_diff.GetAxisAngle(out diff_axis, out diff_angle); // convert to axis to point at & error angle
3849//if(frcount == 0) Console.WriteLine("axis {0} angle {1}",diff_axis * 57.3f, diff_angle);
3850
3851 // diff_axis.Normalize(); it already is!
3852 if(diff_angle > 0.01f * m_APIDdamper) // diff_angle is always +ve // if there is enough error
3853 {
3854 m_APIDdamper = 1.0f;
3855 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
3856 rotforce = rotforce * rotq;
3857 if(diff_angle > limit) diff_angle = limit; // cap the rotate rate
3858 RLAservo = timestep / m_APIDStrength * lscaler;
3859 rotforce = rotforce * RLAservo * diff_angle ;
3860 d.BodySetAngularVel (Body, rotforce.X, rotforce.Y, rotforce.Z);
3861//Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
3862 }
3863 else
3864 { // close enough
3865 d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
3866 m_APIDdamper = 2.0f;
3867 }
3868 } // end llLookAt/llRotLookAt
3869//if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
3870 } // end m_useAPID
3871 } // end root prims
3872 } // end Move()
3873 } // end class
3874}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..712029e
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,384 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Text;
33using OpenMetaverse;
34using OpenSim.Region.Physics.Manager;
35using Ode.NET;
36using log4net;
37
38namespace OpenSim.Region.Physics.OdePlugin
39{
40 /// <summary>
41 /// Processes raycast requests as ODE is in a state to be able to do them.
42 /// This ensures that it's thread safe and there will be no conflicts.
43 /// Requests get returned by a different thread then they were requested by.
44 /// </summary>
45 public class ODERayCastRequestManager
46 {
47 /// <summary>
48 /// Pending Raycast Requests
49 /// </summary>
50 protected List<ODERayCastRequest> m_PendingRequests = new List<ODERayCastRequest>();
51
52 /// <summary>
53 /// Scene that created this object.
54 /// </summary>
55 private OdeScene m_scene;
56
57 /// <summary>
58 /// ODE contact array to be filled by the collision testing
59 /// </summary>
60 d.ContactGeom[] contacts = new d.ContactGeom[5];
61
62 /// <summary>
63 /// ODE near callback delegate
64 /// </summary>
65 private d.NearCallback nearCallback;
66 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
67 private List<ContactResult> m_contactResults = new List<ContactResult>();
68
69
70 public ODERayCastRequestManager(OdeScene pScene)
71 {
72 m_scene = pScene;
73 nearCallback = near;
74
75 }
76
77 /// <summary>
78 /// Queues a raycast
79 /// </summary>
80 /// <param name="position">Origin of Ray</param>
81 /// <param name="direction">Ray normal</param>
82 /// <param name="length">Ray length</param>
83 /// <param name="retMethod">Return method to send the results</param>
84 public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
85 {
86 lock (m_PendingRequests)
87 {
88 ODERayCastRequest req = new ODERayCastRequest();
89 req.callbackMethod = retMethod;
90 req.length = length;
91 req.Normal = direction;
92 req.Origin = position;
93
94 m_PendingRequests.Add(req);
95 }
96 }
97
98 /// <summary>
99 /// Process all queued raycast requests
100 /// </summary>
101 /// <returns>Time in MS the raycasts took to process.</returns>
102 public int ProcessQueuedRequests()
103 {
104 int time = System.Environment.TickCount;
105 lock (m_PendingRequests)
106 {
107 if (m_PendingRequests.Count > 0)
108 {
109 ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
110 for (int i = 0; i < reqs.Length; i++)
111 {
112 try
113 {
114 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
115 RayCast(reqs[i]); // if there isn't anyone to send results
116 }
117 catch
118 {
119 //Fail silently
120 //This can genuinely happen because raycast requests are queued, and the actor may have
121 //been removed from the scene since it was queued
122 }
123 }
124 /*
125 foreach (ODERayCastRequest req in m_PendingRequests)
126 {
127 if (req.callbackMethod != null) // quick optimization here, don't raycast
128 RayCast(req); // if there isn't anyone to send results to
129
130 }
131 */
132 m_PendingRequests.Clear();
133 }
134 }
135
136 lock (m_contactResults)
137 m_contactResults.Clear();
138
139 return System.Environment.TickCount - time;
140 }
141
142 /// <summary>
143 /// Method that actually initiates the raycast
144 /// </summary>
145 /// <param name="req"></param>
146 private void RayCast(ODERayCastRequest req)
147 {
148 // Create the ray
149 IntPtr ray = d.CreateRay(m_scene.space, req.length);
150 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
151
152 // Collide test
153 d.SpaceCollide2(m_scene.space, ray, IntPtr.Zero, nearCallback);
154
155 // Remove Ray
156 d.GeomDestroy(ray);
157
158
159 // Define default results
160 bool hitYN = false;
161 uint hitConsumerID = 0;
162 float distance = 999999999999f;
163 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
164 Vector3 snormal = Vector3.Zero;
165
166 // Find closest contact and object.
167 lock (m_contactResults)
168 {
169 foreach (ContactResult cResult in m_contactResults)
170 {
171 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
172 {
173 closestcontact = cResult.Pos;
174 hitConsumerID = cResult.ConsumerID;
175 distance = cResult.Depth;
176 hitYN = true;
177 snormal = cResult.Normal;
178 }
179 }
180
181 m_contactResults.Clear();
182 }
183
184 // Return results
185 if (req.callbackMethod != null)
186 req.callbackMethod(hitYN, closestcontact, hitConsumerID, distance, snormal);
187 }
188
189 // This is the standard Near. Uses space AABBs to speed up detection.
190 private void near(IntPtr space, IntPtr g1, IntPtr g2)
191 {
192
193 //Don't test against heightfield Geom, or you'll be sorry!
194
195 /*
196 terminate called after throwing an instance of 'std::bad_alloc'
197 what(): std::bad_alloc
198 Stacktrace:
199
200 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0x00004>
201 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0xffffffff>
202 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0x00280>
203 at (wrapper native-to-managed) OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0xfff
204 fffff>
205 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0x00004>
206 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0xffffffff>
207 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.RayCast (OpenSim.Region.Physics.OdePlugin.ODERayCastRequest) <
208 0x00114>
209 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.ProcessQueuedRequests () <0x000eb>
210 at OpenSim.Region.Physics.OdePlugin.OdeScene.Simulate (single) <0x017e6>
211 at OpenSim.Region.Framework.Scenes.SceneGraph.UpdatePhysics (double) <0x00042>
212 at OpenSim.Region.Framework.Scenes.Scene.Update () <0x0039e>
213 at OpenSim.Region.Framework.Scenes.Scene.Heartbeat (object) <0x00019>
214 at (wrapper runtime-invoke) object.runtime_invoke_void__this___object (object,intptr,intptr,intptr) <0xffffffff>
215
216 Native stacktrace:
217
218 mono [0x80d2a42]
219 [0xb7f5840c]
220 /lib/i686/cmov/libc.so.6(abort+0x188) [0xb7d1a018]
221 /usr/lib/libstdc++.so.6(_ZN9__gnu_cxx27__verbose_terminate_handlerEv+0x158) [0xb45fc988]
222 /usr/lib/libstdc++.so.6 [0xb45fa865]
223 /usr/lib/libstdc++.so.6 [0xb45fa8a2]
224 /usr/lib/libstdc++.so.6 [0xb45fa9da]
225 /usr/lib/libstdc++.so.6(_Znwj+0x83) [0xb45fb033]
226 /usr/lib/libstdc++.so.6(_Znaj+0x1d) [0xb45fb11d]
227 libode.so(_ZN13dxHeightfield23dCollideHeightfieldZoneEiiiiP6dxGeomiiP12dContactGeomi+0xd04) [0xb46678e4]
228 libode.so(_Z19dCollideHeightfieldP6dxGeomS0_iP12dContactGeomi+0x54b) [0xb466832b]
229 libode.so(dCollide+0x102) [0xb46571b2]
230 [0x95cfdec9]
231 [0x8ea07fe1]
232 [0xab260146]
233 libode.so [0xb465a5c4]
234 libode.so(_ZN11dxHashSpace8collide2EPvP6dxGeomPFvS0_S2_S2_E+0x75) [0xb465bcf5]
235 libode.so(dSpaceCollide2+0x177) [0xb465ac67]
236 [0x95cf978e]
237 [0x8ea07945]
238 [0x95cf2bbc]
239 [0xab2787e7]
240 [0xab419fb3]
241 [0xab416657]
242 [0xab415bda]
243 [0xb609b08e]
244 mono(mono_runtime_delegate_invoke+0x34) [0x8192534]
245 mono [0x81a2f0f]
246 mono [0x81d28b6]
247 mono [0x81ea2c6]
248 /lib/i686/cmov/libpthread.so.0 [0xb7e744c0]
249 /lib/i686/cmov/libc.so.6(clone+0x5e) [0xb7dcd6de]
250 */
251
252 // Exclude heightfield geom
253
254 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
255 return;
256 if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass || d.GeomGetClass(g2) == d.GeomClassID.HeightfieldClass)
257 return;
258
259 // Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms.
260 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
261 {
262 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
263 return;
264
265 // Separating static prim geometry spaces.
266 // We'll be calling near recursivly if one
267 // of them is a space to find all of the
268 // contact points in the space
269 try
270 {
271 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
272 }
273 catch (AccessViolationException)
274 {
275 m_log.Warn("[PHYSICS]: Unable to collide test a space");
276 return;
277 }
278 //Colliding a space or a geom with a space or a geom. so drill down
279
280 //Collide all geoms in each space..
281 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
282 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
283 return;
284 }
285
286 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
287 return;
288
289 int count = 0;
290 try
291 {
292
293 if (g1 == g2)
294 return; // Can't collide with yourself
295
296 lock (contacts)
297 {
298 count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf);
299 }
300 }
301 catch (SEHException)
302 {
303 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
304 }
305 catch (Exception e)
306 {
307 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
308 return;
309 }
310
311 PhysicsActor p1 = null;
312 PhysicsActor p2 = null;
313
314 if (g1 != IntPtr.Zero)
315 m_scene.actor_name_map.TryGetValue(g1, out p1);
316
317 if (g2 != IntPtr.Zero)
318 m_scene.actor_name_map.TryGetValue(g1, out p2);
319
320 // Loop over contacts, build results.
321 for (int i = 0; i < count; i++)
322 {
323 if (p1 != null) {
324 if (p1 is OdePrim)
325 {
326 ContactResult collisionresult = new ContactResult();
327
328 collisionresult.ConsumerID = ((OdePrim)p1).m_localID;
329 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
330 collisionresult.Depth = contacts[i].depth;
331 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
332 contacts[i].normal.Z);
333 lock (m_contactResults)
334 m_contactResults.Add(collisionresult);
335 }
336 }
337
338 if (p2 != null)
339 {
340 if (p2 is OdePrim)
341 {
342 ContactResult collisionresult = new ContactResult();
343
344 collisionresult.ConsumerID = ((OdePrim)p2).m_localID;
345 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
346 collisionresult.Depth = contacts[i].depth;
347 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
348 contacts[i].normal.Z);
349
350 lock (m_contactResults)
351 m_contactResults.Add(collisionresult);
352 }
353 }
354
355
356 }
357
358 }
359
360 /// <summary>
361 /// Dereference the creator scene so that it can be garbage collected if needed.
362 /// </summary>
363 internal void Dispose()
364 {
365 m_scene = null;
366 }
367 }
368
369 public struct ODERayCastRequest
370 {
371 public Vector3 Origin;
372 public Vector3 Normal;
373 public float length;
374 public RaycastCallback callbackMethod;
375 }
376
377 public struct ContactResult
378 {
379 public Vector3 Pos;
380 public float Depth;
381 public uint ConsumerID;
382 public Vector3 Normal;
383 }
384}
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
index ca7a4f8..b4a3c48 100644
--- a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
@@ -26,51 +26,23 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using OpenMetaverse;
30using Nini.Config; 30using Ode.NET;
31using OpenSim.Framework; 31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager; 32using OpenSim.Region.Physics.Manager;
33using PhysXWrapper; 33using OpenSim.Region.Physics.OdePlugin;
34using Quaternion=OpenMetaverse.Quaternion;
35using System.Reflection;
36using log4net;
37using OpenMetaverse;
38 34
39namespace OpenSim.Region.Physics.PhysXPlugin 35namespace OpenSim.Region.Physics.OdePlugin
40{ 36{
41 /// <summary> 37 class OdePhysicsJoint : PhysicsJoint
42 /// Will be the PhysX plugin but for now will be a very basic physics engine
43 /// </summary>
44 public class PhysXPlugin : IPhysicsPlugin
45 { 38 {
46 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 39 public override bool IsInPhysicsEngine
47 private PhysXScene _mScene;
48
49 public PhysXPlugin()
50 {
51 }
52
53 public bool Init()
54 { 40 {
55 return true; 41 get
56 }
57
58 public PhysicsScene GetScene(string sceneIdentifier)
59 {
60 if (_mScene == null)
61 { 42 {
62 _mScene = new PhysXScene(sceneIdentifier); 43 return (jointID != IntPtr.Zero);
63 } 44 }
64 return (_mScene);
65 }
66
67 public string GetName()
68 {
69 return ("RealPhysX");
70 }
71
72 public void Dispose()
73 {
74 } 45 }
46 public IntPtr jointID;
75 } 47 }
76} 48}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
new file mode 100644
index 0000000..353db44
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -0,0 +1,3841 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28//#define USE_DRAWSTUFF
29
30using System;
31using System.Collections.Generic;
32using System.Reflection;
33using System.Runtime.InteropServices;
34using System.Threading;
35using System.IO;
36using System.Diagnostics;
37using log4net;
38using Nini.Config;
39using Ode.NET;
40#if USE_DRAWSTUFF
41using Drawstuff.NET;
42#endif
43using OpenSim.Framework;
44using OpenSim.Region.Physics.Manager;
45using OpenMetaverse;
46
47//using OpenSim.Region.Physics.OdePlugin.Meshing;
48
49namespace OpenSim.Region.Physics.OdePlugin
50{
51 /// <summary>
52 /// ODE plugin
53 /// </summary>
54 public class OdePlugin : IPhysicsPlugin
55 {
56 //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
57
58 private CollisionLocker ode;
59 private OdeScene _mScene;
60
61 public OdePlugin()
62 {
63 ode = new CollisionLocker();
64 }
65
66 public bool Init()
67 {
68 return true;
69 }
70
71 public PhysicsScene GetScene(String sceneIdentifier)
72 {
73 if (_mScene == null)
74 {
75 // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
76 // http://opensimulator.org/mantis/view.php?id=2750).
77 d.InitODE();
78
79 _mScene = new OdeScene(ode, sceneIdentifier);
80 }
81 return (_mScene);
82 }
83
84 public string GetName()
85 {
86 return ("ChODE");
87 }
88
89 public void Dispose()
90 {
91 }
92 }
93
94 public enum StatusIndicators : int
95 {
96 Generic = 0,
97 Start = 1,
98 End = 2
99 }
100
101 public struct sCollisionData
102 {
103 public uint ColliderLocalId;
104 public uint CollidedWithLocalId;
105 public int NumberOfCollisions;
106 public int CollisionType;
107 public int StatusIndicator;
108 public int lastframe;
109 }
110
111 [Flags]
112 public enum CollisionCategories : int
113 {
114 Disabled = 0,
115 Geom = 0x00000001,
116 Body = 0x00000002,
117 Space = 0x00000004,
118 Character = 0x00000008,
119 Land = 0x00000010,
120 Water = 0x00000020,
121 Wind = 0x00000040,
122 Sensor = 0x00000080,
123 Selected = 0x00000100
124 }
125
126 /// <summary>
127 /// Material type for a primitive
128 /// </summary>
129 public enum Material : int
130 {
131 /// <summary></summary>
132 Stone = 0,
133 /// <summary></summary>
134 Metal = 1,
135 /// <summary></summary>
136 Glass = 2,
137 /// <summary></summary>
138 Wood = 3,
139 /// <summary></summary>
140 Flesh = 4,
141 /// <summary></summary>
142 Plastic = 5,
143 /// <summary></summary>
144 Rubber = 6
145
146 }
147
148 public sealed class OdeScene : PhysicsScene
149 {
150 private readonly ILog m_log;
151 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
152
153 CollisionLocker ode;
154
155 private Random fluidRandomizer = new Random(Environment.TickCount);
156
157 private const uint m_regionWidth = Constants.RegionSize;
158 private const uint m_regionHeight = Constants.RegionSize;
159
160 private float ODE_STEPSIZE = 0.020f;
161 private float metersInSpace = 29.9f;
162 private float m_timeDilation = 1.0f;
163
164 public float gravityx = 0f;
165 public float gravityy = 0f;
166 public float gravityz = -9.8f;
167
168 private float contactsurfacelayer = 0.001f;
169
170 private int worldHashspaceLow = -4;
171 private int worldHashspaceHigh = 128;
172
173 private int smallHashspaceLow = -4;
174 private int smallHashspaceHigh = 66;
175
176 private float waterlevel = 0f;
177 private int framecount = 0;
178 //private int m_returncollisions = 10;
179
180 private readonly IntPtr contactgroup;
181
182 internal IntPtr LandGeom;
183 internal IntPtr WaterGeom;
184
185 private float nmTerrainContactFriction = 255.0f;
186 private float nmTerrainContactBounce = 0.1f;
187 private float nmTerrainContactERP = 0.1025f;
188
189 private float mTerrainContactFriction = 75f;
190 private float mTerrainContactBounce = 0.1f;
191 private float mTerrainContactERP = 0.05025f;
192
193 private float nmAvatarObjectContactFriction = 250f;
194 private float nmAvatarObjectContactBounce = 0.1f;
195
196 private float mAvatarObjectContactFriction = 75f;
197 private float mAvatarObjectContactBounce = 0.1f;
198
199 private float avPIDD = 3200f;
200 private float avPIDP = 1400f;
201 private float avCapRadius = 0.37f;
202 private float avStandupTensor = 2000000f;
203 private bool avCapsuleTilted = true; // true = old compatibility mode with leaning capsule; false = new corrected mode
204 public bool IsAvCapsuleTilted { get { return avCapsuleTilted; } set { avCapsuleTilted = value; } }
205 private float avDensity = 80f;
206 private float avHeightFudgeFactor = 0.52f;
207 private float avMovementDivisorWalk = 1.3f;
208 private float avMovementDivisorRun = 0.8f;
209 private float minimumGroundFlightOffset = 3f;
210 public float maximumMassObject = 10000.01f;
211
212 public bool meshSculptedPrim = true;
213 public bool forceSimplePrimMeshing = false;
214
215 public float meshSculptLOD = 32;
216 public float MeshSculptphysicalLOD = 16;
217
218 public float geomDefaultDensity = 10.000006836f;
219
220 public int geomContactPointsStartthrottle = 3;
221 public int geomUpdatesPerThrottledUpdate = 15;
222
223 public float bodyPIDD = 35f;
224 public float bodyPIDG = 25;
225
226 public int geomCrossingFailuresBeforeOutofbounds = 5;
227 public float geomRegionFence = 0.0f;
228
229 public float bodyMotorJointMaxforceTensor = 2;
230
231 public int bodyFramesAutoDisable = 20;
232
233 private DateTime m_lastframe = DateTime.UtcNow;
234
235 private float[] _watermap;
236 private bool m_filterCollisions = true;
237
238 private d.NearCallback nearCallback;
239 public d.TriCallback triCallback;
240 public d.TriArrayCallback triArrayCallback;
241 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
242 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
243 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
244 private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>();
245 private readonly Object _taintedPrimLock = new Object();
246 private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>();
247 private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>();
248 private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
249 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
250 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
251 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
252 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
253 private bool m_NINJA_physics_joints_enabled = false;
254 //private Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>();
255 private readonly Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>();
256 private d.ContactGeom[] contacts;
257 private readonly List<PhysicsJoint> requestedJointsToBeCreated = new List<PhysicsJoint>(); // lock only briefly. accessed by external code (to request new joints) and by OdeScene.Simulate() to move those joints into pending/active
258 private readonly List<PhysicsJoint> pendingJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
259 private readonly List<PhysicsJoint> activeJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
260 private readonly List<string> requestedJointsToBeDeleted = new List<string>(); // lock only briefly. accessed by external code (to request deletion of joints) and by OdeScene.Simulate() to move those joints out of pending/active
261 private Object externalJointRequestsLock = new Object();
262 private readonly Dictionary<String, PhysicsJoint> SOPName_to_activeJoint = new Dictionary<String, PhysicsJoint>();
263 private readonly Dictionary<String, PhysicsJoint> SOPName_to_pendingJoint = new Dictionary<String, PhysicsJoint>();
264 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
265 private readonly Dictionary<IntPtr,float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
266
267 private d.Contact ContactCopy; // local copy that can be modified
268 private d.Contact TerrainContact;
269 private d.Contact AvatarStaticprimContact; // was 'contact'
270 private d.Contact AvatarMovementprimContact;
271 private d.Contact AvatarMovementTerrainContact;
272 private d.Contact WaterContact;
273 private d.Contact[,] m_materialContacts;
274
275//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
276//Ckrinke private int m_randomizeWater = 200;
277 private int m_physicsiterations = 10;
278 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
279 private readonly PhysicsActor PANull = new NullPhysicsActor();
280 private float step_time = 0.0f;
281//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
282//Ckrinke private int ms = 0;
283 public IntPtr world;
284 //private bool returncollisions = false;
285 // private uint obj1LocalID = 0;
286 private uint obj2LocalID = 0;
287 //private int ctype = 0;
288 private OdeCharacter cc1;
289 private OdePrim cp1;
290 private OdeCharacter cc2;
291 private OdePrim cp2;
292 //private int cStartStop = 0;
293 //private string cDictKey = "";
294
295 public IntPtr space;
296
297 //private IntPtr tmpSpace;
298 // split static geometry collision handling into spaces of 30 meters
299 public IntPtr[,] staticPrimspace;
300
301 public Object OdeLock;
302
303 public IMesher mesher;
304
305 private IConfigSource m_config;
306
307 public bool physics_logging = false;
308 public int physics_logging_interval = 0;
309 public bool physics_logging_append_existing_logfile = false;
310
311 public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
312 public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
313
314 // TODO: unused: private uint heightmapWidth = m_regionWidth + 1;
315 // TODO: unused: private uint heightmapHeight = m_regionHeight + 1;
316 // TODO: unused: private uint heightmapWidthSamples;
317 // TODO: unused: private uint heightmapHeightSamples;
318
319 private volatile int m_global_contactcount = 0;
320
321 private Vector3 m_worldOffset = Vector3.Zero;
322 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
323 private PhysicsScene m_parentScene = null;
324
325 private ODERayCastRequestManager m_rayCastManager;
326
327 /// <summary>
328 /// Initiailizes the scene
329 /// Sets many properties that ODE requires to be stable
330 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
331 /// </summary>
332 public OdeScene(CollisionLocker dode, string sceneIdentifier)
333 {
334 m_log
335 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
336
337 OdeLock = new Object();
338 ode = dode;
339 nearCallback = near;
340 triCallback = TriCallback;
341 triArrayCallback = TriArrayCallback;
342 m_rayCastManager = new ODERayCastRequestManager(this);
343 lock (OdeLock)
344 {
345 // Create the world and the first space
346 world = d.WorldCreate();
347 space = d.HashSpaceCreate(IntPtr.Zero);
348
349
350 contactgroup = d.JointGroupCreate(0);
351 //contactgroup
352
353 d.WorldSetAutoDisableFlag(world, false);
354 #if USE_DRAWSTUFF
355
356 Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization));
357 viewthread.Start();
358 #endif
359 }
360
361
362 _watermap = new float[258 * 258];
363
364 // Zero out the prim spaces array (we split our space into smaller spaces so
365 // we can hit test less.
366 }
367
368#if USE_DRAWSTUFF
369 public void startvisualization(object o)
370 {
371 ds.Functions fn;
372 fn.version = ds.VERSION;
373 fn.start = new ds.CallbackFunction(start);
374 fn.step = new ds.CallbackFunction(step);
375 fn.command = new ds.CallbackFunction(command);
376 fn.stop = null;
377 fn.path_to_textures = "./textures";
378 string[] args = new string[0];
379 ds.SimulationLoop(args.Length, args, 352, 288, ref fn);
380 }
381#endif
382
383 // Initialize the mesh plugin
384 public override void Initialise(IMesher meshmerizer, IConfigSource config)
385 {
386 mesher = meshmerizer;
387 m_config = config;
388 // Defaults
389
390 if (Environment.OSVersion.Platform == PlatformID.Unix)
391 {
392 avPIDD = 3200.0f;
393 avPIDP = 1400.0f;
394 avStandupTensor = 2000000f;
395 }
396 else
397 {
398 avPIDD = 2200.0f;
399 avPIDP = 900.0f;
400 avStandupTensor = 550000f;
401 }
402
403 int contactsPerCollision = 80;
404
405 if (m_config != null)
406 {
407 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
408 if (physicsconfig != null)
409 {
410 gravityx = physicsconfig.GetFloat("world_gravityx", 0f);
411 gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
412 gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
413
414 worldHashspaceLow = physicsconfig.GetInt("world_hashspace_size_low", -4);
415 worldHashspaceHigh = physicsconfig.GetInt("world_hashspace_size_high", 128);
416
417 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f);
418 smallHashspaceLow = physicsconfig.GetInt("small_hashspace_size_low", -4);
419 smallHashspaceHigh = physicsconfig.GetInt("small_hashspace_size_high", 66);
420
421 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", 0.001f);
422
423 nmTerrainContactFriction = physicsconfig.GetFloat("nm_terraincontact_friction", 255.0f);
424 nmTerrainContactBounce = physicsconfig.GetFloat("nm_terraincontact_bounce", 0.1f);
425 nmTerrainContactERP = physicsconfig.GetFloat("nm_terraincontact_erp", 0.1025f);
426
427 mTerrainContactFriction = physicsconfig.GetFloat("m_terraincontact_friction", 75f);
428 mTerrainContactBounce = physicsconfig.GetFloat("m_terraincontact_bounce", 0.05f);
429 mTerrainContactERP = physicsconfig.GetFloat("m_terraincontact_erp", 0.05025f);
430
431 nmAvatarObjectContactFriction = physicsconfig.GetFloat("objectcontact_friction", 250f);
432 nmAvatarObjectContactBounce = physicsconfig.GetFloat("objectcontact_bounce", 0.2f);
433
434 mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f);
435 mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f);
436
437 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f);
438 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10);
439
440 avDensity = physicsconfig.GetFloat("av_density", 80f);
441 avHeightFudgeFactor = physicsconfig.GetFloat("av_height_fudge_factor", 0.52f);
442 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
443 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
444 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
445 avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
446
447 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
448
449 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
450 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
451 geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
452 geomRegionFence = physicsconfig.GetFloat("region_border_fence", 0.0f);
453
454 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
455 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
456
457 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
458 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
459
460 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
461 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
462 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
463 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
464 m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
465
466 if (Environment.OSVersion.Platform == PlatformID.Unix)
467 {
468 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f);
469 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f);
470 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_linux", 550000f);
471 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_linux", 5f);
472 }
473 else
474 {
475 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f);
476 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f);
477 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_win", 550000f);
478 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_win", 5f);
479 }
480
481 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
482 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
483 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
484
485 m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false);
486 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
487 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
488 }
489 }
490
491 contacts = new d.ContactGeom[contactsPerCollision];
492
493 staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
494
495 // Avatar static on a Prim parameters
496 AvatarStaticprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
497 AvatarStaticprimContact.surface.mu = 255.0f;
498 AvatarStaticprimContact.surface.bounce = 0.0f;
499 AvatarStaticprimContact.surface.soft_cfm = 0.0f;
500 AvatarStaticprimContact.surface.soft_erp = 0.30f; // If this is too small static Av will fall through a sloping prim. 1.0 prevents fall-thru
501
502 // Avatar moving on a Prim parameters
503 AvatarMovementprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
504 AvatarMovementprimContact.surface.mu = 255.0f;
505 AvatarMovementprimContact.surface.bounce = 0.0f;
506 AvatarMovementprimContact.surface.soft_cfm = 0.0f; // if this is 0.01 then prims become phantom to Avs!
507 AvatarMovementprimContact.surface.soft_erp = 0.3f;
508
509 // Static Avatar on Terrain parameters
510 // Keeps Avatar in place better
511 TerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
512 TerrainContact.surface.mu = 255.0f;
513 TerrainContact.surface.bounce = 0.0f;
514 TerrainContact.surface.soft_cfm = 0.0f;
515 TerrainContact.surface.soft_erp = 0.05f;
516
517 // Moving Avatar on Terrain parameters
518 AvatarMovementTerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
519 AvatarMovementTerrainContact.surface.mu = 75f;
520 AvatarMovementTerrainContact.surface.bounce = 0.0f;
521 AvatarMovementTerrainContact.surface.soft_cfm = 0.0f;
522 AvatarMovementTerrainContact.surface.soft_erp = 0.05f;
523
524 // Avatar or prim the the water, this may not be used, possibly water is same as air?
525 WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
526 WaterContact.surface.mu = 0.0f; // No friction
527 WaterContact.surface.bounce = 0.0f; // No bounce
528 WaterContact.surface.soft_cfm = 0.010f;
529 WaterContact.surface.soft_erp = 0.010f;
530
531
532 // Prim static or moving on a prim, depends on material type
533 m_materialContacts = new d.Contact[7,2];
534 // V 1 = Sliding; 0 = static or fell onto
535 m_materialContacts[(int)Material.Stone, 0] = new d.Contact();
536 m_materialContacts[(int)Material.Stone, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
537 m_materialContacts[(int)Material.Stone, 0].surface.mu = 60f; // friction, 1 = slippery, 255 = no slip
538 m_materialContacts[(int)Material.Stone, 0].surface.bounce = 0.0f;
539 m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.0f;
540 m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.50f; // erp also changes friction, more erp=less friction
541
542 m_materialContacts[(int)Material.Stone, 1] = new d.Contact();
543 m_materialContacts[(int)Material.Stone, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
544 m_materialContacts[(int)Material.Stone, 1].surface.mu = 40f;
545 m_materialContacts[(int)Material.Stone, 1].surface.bounce = 0.0f;
546 m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.0f;
547 m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.50f;
548
549 m_materialContacts[(int)Material.Metal, 0] = new d.Contact();
550 m_materialContacts[(int)Material.Metal, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
551 m_materialContacts[(int)Material.Metal, 0].surface.mu = 15f;
552 m_materialContacts[(int)Material.Metal, 0].surface.bounce = 0.2f;
553 m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.0f;
554 m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.50f;
555
556 m_materialContacts[(int)Material.Metal, 1] = new d.Contact();
557 m_materialContacts[(int)Material.Metal, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
558 m_materialContacts[(int)Material.Metal, 1].surface.mu = 10f;
559 m_materialContacts[(int)Material.Metal, 1].surface.bounce = 0.2f;
560 m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.0f;
561 m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.50f;
562
563 m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
564 m_materialContacts[(int)Material.Glass, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
565 m_materialContacts[(int)Material.Glass, 0].surface.mu = 7.5f;
566 m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.0f;
567 m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.0f;
568 m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.50f;
569
570 m_materialContacts[(int)Material.Glass, 1] = new d.Contact();
571 m_materialContacts[(int)Material.Glass, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
572 m_materialContacts[(int)Material.Glass, 1].surface.mu = 5f;
573 m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.0f;
574 m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.0f;
575 m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.50f;
576
577 m_materialContacts[(int)Material.Wood, 0] = new d.Contact();
578 m_materialContacts[(int)Material.Wood, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
579 m_materialContacts[(int)Material.Wood, 0].surface.mu = 45f;
580 m_materialContacts[(int)Material.Wood, 0].surface.bounce = 0.1f;
581 m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.0f;
582 m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.50f;
583
584 m_materialContacts[(int)Material.Wood, 1] = new d.Contact();
585 m_materialContacts[(int)Material.Wood, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
586 m_materialContacts[(int)Material.Wood, 1].surface.mu = 30f;
587 m_materialContacts[(int)Material.Wood, 1].surface.bounce = 0.1f;
588 m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.0f;
589 m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.50f;
590
591 m_materialContacts[(int)Material.Flesh, 0] = new d.Contact();
592 m_materialContacts[(int)Material.Flesh, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
593 m_materialContacts[(int)Material.Flesh, 0].surface.mu = 150f;
594 m_materialContacts[(int)Material.Flesh, 0].surface.bounce = 0.0f;
595 m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.0f;
596 m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.50f;
597
598 m_materialContacts[(int)Material.Flesh, 1] = new d.Contact();
599 m_materialContacts[(int)Material.Flesh, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
600 m_materialContacts[(int)Material.Flesh, 1].surface.mu = 100f;
601 m_materialContacts[(int)Material.Flesh, 1].surface.bounce = 0.0f;
602 m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.0f;
603 m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.50f;
604
605 m_materialContacts[(int)Material.Plastic, 0] = new d.Contact();
606 m_materialContacts[(int)Material.Plastic, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
607 m_materialContacts[(int)Material.Plastic, 0].surface.mu = 30f;
608 m_materialContacts[(int)Material.Plastic, 0].surface.bounce = 0.2f;
609 m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.0f;
610 m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.50f;
611
612 m_materialContacts[(int)Material.Plastic, 1] = new d.Contact();
613 m_materialContacts[(int)Material.Plastic, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
614 m_materialContacts[(int)Material.Plastic, 1].surface.mu = 20f;
615 m_materialContacts[(int)Material.Plastic, 1].surface.bounce = 0.2f;
616 m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.0f;
617 m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.50f;
618
619 m_materialContacts[(int)Material.Rubber, 0] = new d.Contact();
620 m_materialContacts[(int)Material.Rubber, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
621 m_materialContacts[(int)Material.Rubber, 0].surface.mu = 150f;
622 m_materialContacts[(int)Material.Rubber, 0].surface.bounce = 0.7f;
623 m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.0f;
624 m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.50f;
625
626 m_materialContacts[(int)Material.Rubber, 1] = new d.Contact();
627 m_materialContacts[(int)Material.Rubber, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
628 m_materialContacts[(int)Material.Rubber, 1].surface.mu = 100f;
629 m_materialContacts[(int)Material.Rubber, 1].surface.bounce = 0.7f;
630 m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.0f;
631 m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.50f;
632
633 d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh);
634
635 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
636
637 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
638 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
639
640
641 d.WorldSetLinearDampingThreshold(world, 256f);
642 d.WorldSetLinearDamping(world, 256f);
643// d.WorldSetLinearDampingThreshold(world, 0.01f);
644// d.WorldSetLinearDamping(world, 0.1f);
645 d.WorldSetAngularDampingThreshold(world, 256f);
646 d.WorldSetAngularDamping(world, 256f);
647 d.WorldSetMaxAngularSpeed(world, 256f);
648
649 // Set how many steps we go without running collision testing
650 // This is in addition to the step size.
651 // Essentially Steps * m_physicsiterations
652 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
653 //d.WorldSetContactMaxCorrectingVel(world, 1000.0f);
654
655
656
657 for (int i = 0; i < staticPrimspace.GetLength(0); i++)
658 {
659 for (int j = 0; j < staticPrimspace.GetLength(1); j++)
660 {
661 staticPrimspace[i, j] = IntPtr.Zero;
662 }
663 }
664 }
665
666 internal void waitForSpaceUnlock(IntPtr space)
667 {
668 //if (space != IntPtr.Zero)
669 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
670 }
671
672 /// <summary>
673 /// Debug space message for printing the space that a prim/avatar is in.
674 /// </summary>
675 /// <param name="pos"></param>
676 /// <returns>Returns which split up space the given position is in.</returns>
677 public string whichspaceamIin(Vector3 pos)
678 {
679 return calculateSpaceForGeom(pos).ToString();
680 }
681
682 #region Collision Detection
683
684 /// <summary>
685 /// This is our near callback. A geometry is near a body
686 /// </summary>
687 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
688 /// <param name="g1">a geometry or space</param>
689 /// <param name="g2">another geometry or space</param>
690 private void near(IntPtr space, IntPtr g1, IntPtr g2)
691 {
692 // no lock here! It's invoked from within Simulate(), which is thread-locked
693
694 // Test if we're colliding a geom with a space.
695 // If so we have to drill down into the space recursively
696//Console.WriteLine("near -----------"); //##
697 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
698 {
699 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
700 return;
701
702 // Separating static prim geometry spaces.
703 // We'll be calling near recursivly if one
704 // of them is a space to find all of the
705 // contact points in the space
706 try
707 {
708 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
709 }
710 catch (AccessViolationException)
711 {
712 m_log.Warn("[PHYSICS]: Unable to collide test a space");
713 return;
714 }
715 //Colliding a space or a geom with a space or a geom. so drill down
716
717 //Collide all geoms in each space..
718 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
719 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
720 return;
721 }
722
723 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
724 return;
725
726 IntPtr b1 = d.GeomGetBody(g1);
727 IntPtr b2 = d.GeomGetBody(g2);
728
729 // d.GeomClassID id = d.GeomGetClass(g1);
730
731 String name1 = null;
732 String name2 = null;
733
734 if (!geom_name_map.TryGetValue(g1, out name1))
735 {
736 name1 = "null";
737 }
738 if (!geom_name_map.TryGetValue(g2, out name2))
739 {
740 name2 = "null";
741 }
742
743 //if (id == d.GeomClassId.TriMeshClass)
744 //{
745 // m_log.InfoFormat("near: A collision was detected between {1} and {2}", 0, name1, name2);
746 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
747 //}
748
749 // Figure out how many contact points we have
750 int count = 0;
751 try
752 {
753 // Colliding Geom To Geom
754 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
755
756 if (g1 == g2)
757 return; // Can't collide with yourself
758
759 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
760 return;
761
762 lock (contacts)
763 {
764 count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf);
765 if (count > contacts.Length)
766 m_log.Error("[PHYSICS]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length);
767 }
768 }
769 catch (SEHException)
770 {
771 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
772 ode.drelease(world);
773 base.TriggerPhysicsBasedRestart();
774 }
775 catch (Exception e)
776 {
777 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
778 return;
779 }
780
781 PhysicsActor p1;
782 PhysicsActor p2;
783
784 if (!actor_name_map.TryGetValue(g1, out p1))
785 {
786 p1 = PANull;
787 }
788
789 if (!actor_name_map.TryGetValue(g2, out p2))
790 {
791 p2 = PANull;
792 }
793
794 ContactPoint maxDepthContact = new ContactPoint();
795 if (p1.CollisionScore + count >= float.MaxValue)
796 p1.CollisionScore = 0;
797 p1.CollisionScore += count;
798
799 if (p2.CollisionScore + count >= float.MaxValue)
800 p2.CollisionScore = 0;
801 p2.CollisionScore += count;
802 for (int i = 0; i < count; i++)
803 {
804 d.ContactGeom curContact = contacts[i];
805
806 if (curContact.depth > maxDepthContact.PenetrationDepth)
807 {
808 maxDepthContact = new ContactPoint(
809 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
810 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
811 curContact.depth
812 );
813 }
814
815 //m_log.Warn("[CCOUNT]: " + count);
816 IntPtr joint;
817 // If we're colliding with terrain, use 'TerrainContact' instead of AvatarStaticprimContact.
818 // allows us to have different settings
819
820 // We only need to test p2 for 'jump crouch purposes'
821 if (p2 is OdeCharacter && p1.PhysicsActorType == (int)ActorTypes.Prim)
822 {
823 // Testing if the collision is at the feet of the avatar
824
825 //m_log.DebugFormat("[PHYSICS]: {0} - {1} - {2} - {3}", curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f));
826//#@ if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
827//#@ p2.IsColliding = true;
828 if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f)){ //##
829 p2.IsColliding = true; //##
830 }else{
831
832 } //##
833 }
834 else
835 {
836 p2.IsColliding = true;
837 }
838
839 //if ((framecount % m_returncollisions) == 0)
840
841 switch (p1.PhysicsActorType)
842 {
843 case (int)ActorTypes.Agent:
844 p2.CollidingObj = true;
845 break;
846 case (int)ActorTypes.Prim:
847 if (p2.Velocity.LengthSquared() > 0.0f)
848 p2.CollidingObj = true;
849 break;
850 case (int)ActorTypes.Unknown:
851 p2.CollidingGround = true;
852 break;
853 default:
854 p2.CollidingGround = true;
855 break;
856 }
857
858 // we don't want prim or avatar to explode
859
860 #region InterPenetration Handling - Unintended physics explosions
861# region disabled code1
862
863 if (curContact.depth >= 0.08f)
864 {
865 //This is disabled at the moment only because it needs more tweaking
866 //It will eventually be uncommented
867 /*
868 if (AvatarStaticprimContact.depth >= 1.00f)
869 {
870 //m_log.Debug("[PHYSICS]: " + AvatarStaticprimContact.depth.ToString());
871 }
872
873 //If you interpenetrate a prim with an agent
874 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
875 p1.PhysicsActorType == (int) ActorTypes.Prim) ||
876 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
877 p2.PhysicsActorType == (int) ActorTypes.Prim))
878 {
879
880 //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth * 4.15f;
881 /*
882 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
883 {
884 p2.CollidingObj = true;
885 AvatarStaticprimContact.depth = 0.003f;
886 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
887 OdeCharacter character = (OdeCharacter) p2;
888 character.SetPidStatus(true);
889 AvatarStaticprimContact.pos = new d.Vector3(AvatarStaticprimContact.pos.X + (p1.Size.X / 2), AvatarStaticprimContact.pos.Y + (p1.Size.Y / 2), AvatarStaticprimContact.pos.Z + (p1.Size.Z / 2));
890
891 }
892 else
893 {
894
895 //AvatarStaticprimContact.depth = 0.0000000f;
896 }
897 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
898 {
899
900 p1.CollidingObj = true;
901 AvatarStaticprimContact.depth = 0.003f;
902 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
903 AvatarStaticprimContact.pos = new d.Vector3(AvatarStaticprimContact.pos.X + (p2.Size.X / 2), AvatarStaticprimContact.pos.Y + (p2.Size.Y / 2), AvatarStaticprimContact.pos.Z + (p2.Size.Z / 2));
904 OdeCharacter character = (OdeCharacter)p1;
905 character.SetPidStatus(true);
906 }
907 else
908 {
909
910 //AvatarStaticprimContact.depth = 0.0000000f;
911 }
912
913
914
915 }
916*/
917 // If you interpenetrate a prim with another prim
918 /*
919 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
920 {
921 #region disabledcode2
922 //OdePrim op1 = (OdePrim)p1;
923 //OdePrim op2 = (OdePrim)p2;
924 //op1.m_collisionscore++;
925 //op2.m_collisionscore++;
926
927 //if (op1.m_collisionscore > 8000 || op2.m_collisionscore > 8000)
928 //{
929 //op1.m_taintdisable = true;
930 //AddPhysicsActorTaint(p1);
931 //op2.m_taintdisable = true;
932 //AddPhysicsActorTaint(p2);
933 //}
934
935 //if (AvatarStaticprimContact.depth >= 0.25f)
936 //{
937 // Don't collide, one or both prim will expld.
938
939 //op1.m_interpenetrationcount++;
940 //op2.m_interpenetrationcount++;
941 //interpenetrations_before_disable = 200;
942 //if (op1.m_interpenetrationcount >= interpenetrations_before_disable)
943 //{
944 //op1.m_taintdisable = true;
945 //AddPhysicsActorTaint(p1);
946 //}
947 //if (op2.m_interpenetrationcount >= interpenetrations_before_disable)
948 //{
949 // op2.m_taintdisable = true;
950 //AddPhysicsActorTaint(p2);
951 //}
952
953 //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth / 8f;
954 //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1);
955 //}
956 //if (op1.m_disabled || op2.m_disabled)
957 //{
958 //Manually disabled objects stay disabled
959 //AvatarStaticprimContact.depth = 0f;
960 //}
961 #endregion
962 }
963 */
964#endregion
965 if (curContact.depth >= 1.00f)
966 {
967 //m_log.Info("[P]: " + AvatarStaticprimContact.depth.ToString());
968 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
969 p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
970 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
971 p2.PhysicsActorType == (int) ActorTypes.Unknown))
972 {
973 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
974 {
975 if (p2 is OdeCharacter)
976 {
977 OdeCharacter character = (OdeCharacter) p2;
978
979 //p2.CollidingObj = true;
980 curContact.depth = 0.00000003f;
981 p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f);
982 curContact.pos =
983 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
984 curContact.pos.Y + (p1.Size.Y/2),
985 curContact.pos.Z + (p1.Size.Z/2));
986 character.SetPidStatus(true);
987 }
988 }
989
990
991 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
992 {
993 if (p1 is OdeCharacter)
994 {
995 OdeCharacter character = (OdeCharacter) p1;
996
997 //p2.CollidingObj = true;
998 curContact.depth = 0.00000003f;
999 p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f);
1000 curContact.pos =
1001 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1002 curContact.pos.Y + (p1.Size.Y/2),
1003 curContact.pos.Z + (p1.Size.Z/2));
1004 character.SetPidStatus(true);
1005 }
1006 }
1007 }
1008 }
1009 }
1010
1011 #endregion
1012
1013 // Logic for collision handling
1014 // Note, that if *all* contacts are skipped (VolumeDetect)
1015 // The prim still detects (and forwards) collision events but
1016 // appears to be phantom for the world
1017 Boolean skipThisContact = false;
1018
1019 if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect))
1020 skipThisContact = true; // No collision on volume detect prims
1021
1022 if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
1023 skipThisContact = true; // No collision on volume detect prims
1024
1025 if (!skipThisContact && curContact.depth < 0f)
1026 skipThisContact = true;
1027
1028 if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType))
1029 skipThisContact = true;
1030
1031 const int maxContactsbeforedeath = 4000;
1032 joint = IntPtr.Zero;
1033
1034 if (!skipThisContact)
1035 {
1036 // Add contact joints with materials params----------------------------------
1037 // p1 is what is being hit, p2 is the physical object doing the hitting
1038 int material = (int) Material.Wood;
1039 int movintYN = 0; // 1 = Sliding; 0 = static or fell onto
1040 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f) movintYN = 1;
1041
1042 // If we're colliding against terrain
1043 if (name1 == "Terrain" || name2 == "Terrain")
1044 {
1045 // If we're moving
1046 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && (movintYN == 1))
1047 {
1048 //$ Av walk/run on terrain (not falling) Use the Avatar movement terrain contact
1049 AvatarMovementTerrainContact.geom = curContact;
1050 _perloopContact.Add(curContact);
1051 if (m_global_contactcount < maxContactsbeforedeath)
1052 {
1053 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
1054 m_global_contactcount++;
1055 }
1056 }
1057 else
1058 {
1059 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
1060 {
1061 //$ Av standing on terrain, Use the non moving Avata terrain contact
1062 TerrainContact.geom = curContact;
1063 _perloopContact.Add(curContact);
1064 if (m_global_contactcount < maxContactsbeforedeath)
1065 {
1066 joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
1067 m_global_contactcount++;
1068 }
1069 }
1070 else
1071 {
1072 if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim)
1073 {
1074 //& THIS NEVER HAPPENS? prim prim contact In terrain contact?
1075 // int pj294950 = 0;
1076 // prim terrain contact
1077
1078 if (p2 is OdePrim)
1079 material = ((OdePrim)p2).m_material;
1080 //m_log.DebugFormat("Material: {0}", material);
1081 m_materialContacts[material, movintYN].geom = curContact;
1082 _perloopContact.Add(curContact);
1083
1084 if (m_global_contactcount < maxContactsbeforedeath)
1085 {
1086 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1087 m_global_contactcount++;
1088
1089 }
1090
1091 }
1092 else
1093 {
1094 //$ prim on terrain contact
1095 if (p2 is OdePrim)
1096 material = ((OdePrim)p2).m_material;
1097 //m_log.DebugFormat("Material: {0}", material);
1098 m_materialContacts[material, movintYN].geom = curContact;
1099 _perloopContact.Add(curContact);
1100
1101 ContactCopy = m_materialContacts[material, movintYN];
1102 if(movintYN == 1)
1103 {
1104 // prevent excessive slide on terrain
1105 ContactCopy.surface.mu = m_materialContacts[material, movintYN].surface.mu * 30.0f;
1106 }
1107
1108 if (m_global_contactcount < maxContactsbeforedeath)
1109 {
1110 joint = d.JointCreateContact(world, contactgroup, ref ContactCopy);
1111 m_global_contactcount++;
1112 }
1113 }
1114 }
1115 }
1116 }
1117 else if (name1 == "Water" || name2 == "Water")
1118 {
1119 //$ This never happens! Perhaps water is treated like air?
1120 /*
1121 if ((p2.PhysicsActorType == (int) ActorTypes.Prim))
1122 {
1123 }
1124 else
1125 {
1126 }
1127 */
1128 //WaterContact.surface.soft_cfm = 0.0000f;
1129 //WaterContact.surface.soft_erp = 0.00000f;
1130 if (curContact.depth > 0.1f)
1131 {
1132 curContact.depth *= 52;
1133 //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1);
1134 //AvatarStaticprimContact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f);
1135 }
1136 WaterContact.geom = curContact;
1137 _perloopContact.Add(curContact);
1138 if (m_global_contactcount < maxContactsbeforedeath)
1139 {
1140 joint = d.JointCreateContact(world, contactgroup, ref WaterContact);
1141 m_global_contactcount++;
1142 }
1143 //m_log.Info("[PHYSICS]: Prim Water Contact" + AvatarStaticprimContact.depth);
1144 }
1145 else
1146 {
1147
1148 // no terrain and no water, we're colliding with prim or avatar
1149 // check if we're moving
1150 if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
1151 {
1152 //$ Avatar on Prim or other Avatar
1153 if (movintYN == 1)
1154 {
1155 // Use the AV Movement / prim contact
1156 AvatarMovementprimContact.geom = curContact;
1157 _perloopContact.Add(curContact);
1158 if (m_global_contactcount < maxContactsbeforedeath)
1159 {
1160 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
1161 m_global_contactcount++;
1162 }
1163 }
1164 else
1165 {
1166 // Use the Av non movement / prim contact
1167 AvatarStaticprimContact.geom = curContact;
1168 _perloopContact.Add(curContact);
1169 ContactCopy = AvatarStaticprimContact; // local copy so we can change locally
1170
1171 if (m_global_contactcount < maxContactsbeforedeath)
1172 {
1173 if (curContact.depth > 0.2)
1174 { // embedded, eject slowly
1175 ContactCopy.surface.soft_erp = 0.1f;
1176 ContactCopy.surface.soft_cfm = 0.1f;
1177 }
1178 else
1179 { // keep on the surface
1180 ContactCopy.surface.soft_erp = 0.3f;
1181 ContactCopy.surface.soft_cfm = 0.0f;
1182 }
1183 joint = d.JointCreateContact(world, contactgroup, ref ContactCopy);
1184 m_global_contactcount++;
1185 }
1186 }
1187 }
1188 else if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1189 {
1190 //$ Prim on Prim
1191 //p1.PhysicsActorType
1192
1193 if (p2 is OdePrim) material = ((OdePrim)p2).m_material;
1194 //m_log.DebugFormat("Material: {0}", material);
1195
1196 m_materialContacts[material, movintYN].geom = curContact;
1197 _perloopContact.Add(curContact);
1198
1199 if (m_global_contactcount < maxContactsbeforedeath)
1200 {
1201 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1202 m_global_contactcount++;
1203 }
1204 }
1205 }
1206
1207 if (m_global_contactcount < maxContactsbeforedeath && joint != IntPtr.Zero) // stack collide!
1208 {
1209 d.JointAttach(joint, b1, b2);
1210 m_global_contactcount++;
1211 }
1212
1213 }
1214 collision_accounting_events(p1, p2, maxDepthContact);
1215 if (count > geomContactPointsStartthrottle)
1216 {
1217 // If there are more then 3 contact points, it's likely
1218 // that we've got a pile of objects, so ...
1219 // We don't want to send out hundreds of terse updates over and over again
1220 // so lets throttle them and send them again after it's somewhat sorted out.
1221 p2.ThrottleUpdates = true;
1222 }
1223 //m_log.Debug(count.ToString());
1224 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
1225 } // end for i.. loop
1226 } // end near
1227
1228 private bool checkDupe(d.ContactGeom contactGeom, int atype)
1229 {
1230 bool result = false;
1231 //return result;
1232 if (!m_filterCollisions)
1233 return false;
1234
1235 ActorTypes at = (ActorTypes)atype;
1236 lock (_perloopContact)
1237 {
1238 foreach (d.ContactGeom contact in _perloopContact)
1239 {
1240 //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2))
1241 //{
1242 // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2)
1243 if (at == ActorTypes.Agent)
1244 {
1245 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1246 {
1247
1248 if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
1249 {
1250 //contactGeom.depth *= .00005f;
1251 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1252 // m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1253 result = true;
1254 break;
1255 }
1256 else
1257 {
1258 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1259 }
1260 }
1261 else
1262 {
1263 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1264 //int i = 0;
1265 }
1266 }
1267 else if (at == ActorTypes.Prim)
1268 {
1269 //d.AABB aabb1 = new d.AABB();
1270 //d.AABB aabb2 = new d.AABB();
1271
1272 //d.GeomGetAABB(contactGeom.g2, out aabb2);
1273 //d.GeomGetAABB(contactGeom.g1, out aabb1);
1274 //aabb1.
1275 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1276 {
1277 if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
1278 {
1279 if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
1280 {
1281 result = true;
1282 break;
1283 }
1284 }
1285 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1286 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1287 }
1288
1289 }
1290
1291 //}
1292
1293 }
1294 }
1295 return result;
1296 }
1297
1298 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1299 {
1300 // obj1LocalID = 0;
1301 //returncollisions = false;
1302 obj2LocalID = 0;
1303 //ctype = 0;
1304 //cStartStop = 0;
1305 if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
1306 return;
1307
1308 switch ((ActorTypes)p2.PhysicsActorType)
1309 {
1310 case ActorTypes.Agent:
1311 cc2 = (OdeCharacter)p2;
1312
1313 // obj1LocalID = cc2.m_localID;
1314 switch ((ActorTypes)p1.PhysicsActorType)
1315 {
1316 case ActorTypes.Agent:
1317 cc1 = (OdeCharacter)p1;
1318 obj2LocalID = cc1.m_localID;
1319 cc1.AddCollisionEvent(cc2.m_localID, contact);
1320 //ctype = (int)CollisionCategories.Character;
1321
1322 //if (cc1.CollidingObj)
1323 //cStartStop = (int)StatusIndicators.Generic;
1324 //else
1325 //cStartStop = (int)StatusIndicators.Start;
1326
1327 //returncollisions = true;
1328 break;
1329 case ActorTypes.Prim:
1330 if (p1 is OdePrim)
1331 {
1332 cp1 = (OdePrim) p1;
1333 obj2LocalID = cp1.m_localID;
1334 cp1.AddCollisionEvent(cc2.m_localID, contact);
1335 }
1336 //ctype = (int)CollisionCategories.Geom;
1337
1338 //if (cp1.CollidingObj)
1339 //cStartStop = (int)StatusIndicators.Generic;
1340 //else
1341 //cStartStop = (int)StatusIndicators.Start;
1342
1343 //returncollisions = true;
1344 break;
1345
1346 case ActorTypes.Ground:
1347 case ActorTypes.Unknown:
1348 obj2LocalID = 0;
1349 //ctype = (int)CollisionCategories.Land;
1350 //returncollisions = true;
1351 break;
1352 }
1353
1354 cc2.AddCollisionEvent(obj2LocalID, contact);
1355 break;
1356 case ActorTypes.Prim:
1357
1358 if (p2 is OdePrim)
1359 {
1360 cp2 = (OdePrim) p2;
1361
1362 // obj1LocalID = cp2.m_localID;
1363 switch ((ActorTypes) p1.PhysicsActorType)
1364 {
1365 case ActorTypes.Agent:
1366 if (p1 is OdeCharacter)
1367 {
1368 cc1 = (OdeCharacter) p1;
1369 obj2LocalID = cc1.m_localID;
1370 cc1.AddCollisionEvent(cp2.m_localID, contact);
1371 //ctype = (int)CollisionCategories.Character;
1372
1373 //if (cc1.CollidingObj)
1374 //cStartStop = (int)StatusIndicators.Generic;
1375 //else
1376 //cStartStop = (int)StatusIndicators.Start;
1377 //returncollisions = true;
1378 }
1379 break;
1380 case ActorTypes.Prim:
1381
1382 if (p1 is OdePrim)
1383 {
1384 cp1 = (OdePrim) p1;
1385 obj2LocalID = cp1.m_localID;
1386 cp1.AddCollisionEvent(cp2.m_localID, contact);
1387 //ctype = (int)CollisionCategories.Geom;
1388
1389 //if (cp1.CollidingObj)
1390 //cStartStop = (int)StatusIndicators.Generic;
1391 //else
1392 //cStartStop = (int)StatusIndicators.Start;
1393
1394 //returncollisions = true;
1395 }
1396 break;
1397
1398 case ActorTypes.Ground:
1399 case ActorTypes.Unknown:
1400 obj2LocalID = 0;
1401 //ctype = (int)CollisionCategories.Land;
1402
1403 //returncollisions = true;
1404 break;
1405 }
1406
1407 cp2.AddCollisionEvent(obj2LocalID, contact);
1408 }
1409 break;
1410 }
1411 //if (returncollisions)
1412 //{
1413
1414 //lock (m_storedCollisions)
1415 //{
1416 //cDictKey = obj1LocalID.ToString() + obj2LocalID.ToString() + cStartStop.ToString() + ctype.ToString();
1417 //if (m_storedCollisions.ContainsKey(cDictKey))
1418 //{
1419 //sCollisionData objd = m_storedCollisions[cDictKey];
1420 //objd.NumberOfCollisions += 1;
1421 //objd.lastframe = framecount;
1422 //m_storedCollisions[cDictKey] = objd;
1423 //}
1424 //else
1425 //{
1426 //sCollisionData objd = new sCollisionData();
1427 //objd.ColliderLocalId = obj1LocalID;
1428 //objd.CollidedWithLocalId = obj2LocalID;
1429 //objd.CollisionType = ctype;
1430 //objd.NumberOfCollisions = 1;
1431 //objd.lastframe = framecount;
1432 //objd.StatusIndicator = cStartStop;
1433 //m_storedCollisions.Add(cDictKey, objd);
1434 //}
1435 //}
1436 // }
1437 }
1438
1439 public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount)
1440 {
1441 /* String name1 = null;
1442 String name2 = null;
1443
1444 if (!geom_name_map.TryGetValue(trimesh, out name1))
1445 {
1446 name1 = "null";
1447 }
1448 if (!geom_name_map.TryGetValue(refObject, out name2))
1449 {
1450 name2 = "null";
1451 }
1452
1453 m_log.InfoFormat("TriArrayCallback: A collision was detected between {1} and {2}", 0, name1, name2);
1454 */
1455 return 1;
1456 }
1457
1458 public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex)
1459 {
1460 String name1 = null;
1461 String name2 = null;
1462
1463 if (!geom_name_map.TryGetValue(trimesh, out name1))
1464 {
1465 name1 = "null";
1466 }
1467
1468 if (!geom_name_map.TryGetValue(refObject, out name2))
1469 {
1470 name2 = "null";
1471 }
1472
1473 // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex);
1474
1475 d.Vector3 v0 = new d.Vector3();
1476 d.Vector3 v1 = new d.Vector3();
1477 d.Vector3 v2 = new d.Vector3();
1478
1479 d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2);
1480 // m_log.DebugFormat("Triangle {0} is <{1},{2},{3}>, <{4},{5},{6}>, <{7},{8},{9}>", triangleIndex, v0.X, v0.Y, v0.Z, v1.X, v1.Y, v1.Z, v2.X, v2.Y, v2.Z);
1481
1482 return 1;
1483 }
1484
1485 /// <summary>
1486 /// This is our collision testing routine in ODE
1487 /// </summary>
1488 /// <param name="timeStep"></param>
1489 private void collision_optimized(float timeStep)
1490 {
1491 _perloopContact.Clear();
1492
1493 lock (_characters)
1494 {
1495 foreach (OdeCharacter chr in _characters)
1496 {
1497 // Reset the collision values to false
1498 // since we don't know if we're colliding yet
1499
1500 // For some reason this can happen. Don't ask...
1501 //
1502 if (chr == null)
1503 continue;
1504
1505 if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1506 continue;
1507
1508 chr.IsColliding = false;
1509 chr.CollidingGround = false;
1510 chr.CollidingObj = false;
1511
1512 // test the avatar's geometry for collision with the space
1513 // This will return near and the space that they are the closest to
1514 // And we'll run this again against the avatar and the space segment
1515 // This will return with a bunch of possible objects in the space segment
1516 // and we'll run it again on all of them.
1517 try
1518 {
1519 d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback);
1520 }
1521 catch (AccessViolationException)
1522 {
1523 m_log.Warn("[PHYSICS]: Unable to space collide");
1524 }
1525 //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y);
1526 //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10)
1527 //{
1528 //chr.Position.Z = terrainheight + 10.0f;
1529 //forcedZ = true;
1530 //}
1531 }
1532 }
1533
1534 lock (_activeprims)
1535 {
1536 List<OdePrim> removeprims = null;
1537 foreach (OdePrim chr in _activeprims)
1538 {
1539 if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled))
1540 {
1541 try
1542 {
1543 lock (chr)
1544 {
1545 if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false)
1546 {
1547 d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback);
1548 }
1549 else
1550 {
1551 if (removeprims == null)
1552 {
1553 removeprims = new List<OdePrim>();
1554 }
1555 removeprims.Add(chr);
1556 /// Commented this because it triggers on every bullet
1557 //m_log.Debug("[PHYSICS]: unable to collide test active prim against space. The space was zero, the geom was zero or it was in the process of being removed. Removed it from the active prim list. This needs to be fixed!");
1558 }
1559 }
1560 }
1561 catch (AccessViolationException)
1562 {
1563 m_log.Warn("[PHYSICS]: Unable to space collide");
1564 }
1565 }
1566 }
1567 if (removeprims != null)
1568 {
1569 foreach (OdePrim chr in removeprims)
1570 {
1571 _activeprims.Remove(chr);
1572 }
1573 }
1574 }
1575
1576 _perloopContact.Clear();
1577 }
1578
1579 #endregion
1580
1581 public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
1582 {
1583 m_worldOffset = offset;
1584 WorldExtents = new Vector2(extents.X, extents.Y);
1585 m_parentScene = pScene;
1586
1587 }
1588
1589 // Recovered for use by fly height. Kitto Flora
1590 public float GetTerrainHeightAtXY(float x, float y)
1591 {
1592
1593 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1594 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1595
1596 IntPtr heightFieldGeom = IntPtr.Zero;
1597
1598 if (RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom))
1599 {
1600 if (heightFieldGeom != IntPtr.Zero)
1601 {
1602 if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1603 {
1604
1605 int index;
1606
1607
1608 if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y ||
1609 (int)x < 0.001f || (int)y < 0.001f)
1610 return 0;
1611
1612 x = x - offsetX;
1613 y = y - offsetY;
1614
1615 index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y);
1616
1617 if (index < TerrainHeightFieldHeights[heightFieldGeom].Length)
1618 {
1619 //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]);
1620 return (float)TerrainHeightFieldHeights[heightFieldGeom][index];
1621 }
1622
1623 else
1624 return 0f;
1625 }
1626 else
1627 {
1628 return 0f;
1629 }
1630
1631 }
1632 else
1633 {
1634 return 0f;
1635 }
1636
1637 }
1638 else
1639 {
1640 return 0f;
1641 }
1642
1643
1644 }
1645// End recovered. Kitto Flora
1646
1647 public void addCollisionEventReporting(PhysicsActor obj)
1648 {
1649 lock (_collisionEventPrim)
1650 {
1651 if (!_collisionEventPrim.Contains(obj))
1652 _collisionEventPrim.Add(obj);
1653 }
1654 }
1655
1656 public void remCollisionEventReporting(PhysicsActor obj)
1657 {
1658 lock (_collisionEventPrim)
1659 {
1660 if (!_collisionEventPrim.Contains(obj))
1661 _collisionEventPrim.Remove(obj);
1662 }
1663 }
1664
1665 #region Add/Remove Entities
1666
1667 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1668 {
1669 Vector3 pos;
1670 pos.X = position.X;
1671 pos.Y = position.Y;
1672 pos.Z = position.Z;
1673 OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun);
1674 newAv.Flying = isFlying;
1675 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1676
1677 return newAv;
1678 }
1679
1680 public void AddCharacter(OdeCharacter chr)
1681 {
1682 lock (_characters)
1683 {
1684 if (!_characters.Contains(chr))
1685 {
1686 _characters.Add(chr);
1687 if (chr.bad)
1688 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1689 }
1690 }
1691 }
1692
1693 public void RemoveCharacter(OdeCharacter chr)
1694 {
1695 lock (_characters)
1696 {
1697 if (_characters.Contains(chr))
1698 {
1699 _characters.Remove(chr);
1700 }
1701 }
1702 }
1703 public void BadCharacter(OdeCharacter chr)
1704 {
1705 lock (_badCharacter)
1706 {
1707 if (!_badCharacter.Contains(chr))
1708 _badCharacter.Add(chr);
1709 }
1710 }
1711
1712 public override void RemoveAvatar(PhysicsActor actor)
1713 {
1714 //m_log.Debug("[PHYSICS]:ODELOCK");
1715 ((OdeCharacter) actor).Destroy();
1716
1717 }
1718
1719 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1720 IMesh mesh, PrimitiveBaseShape pbs, bool isphysical, uint localid)
1721 {
1722
1723 Vector3 pos = position;
1724 Vector3 siz = size;
1725 Quaternion rot = rotation;
1726
1727 OdePrim newPrim;
1728 lock (OdeLock)
1729 {
1730 newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, ode, localid);
1731
1732 lock (_prims)
1733 _prims.Add(newPrim);
1734 }
1735
1736 return newPrim;
1737 }
1738
1739 public void addActivePrim(OdePrim activatePrim)
1740 {
1741 // adds active prim.. (ones that should be iterated over in collisions_optimized
1742 lock (_activeprims)
1743 {
1744 if (!_activeprims.Contains(activatePrim))
1745 _activeprims.Add(activatePrim);
1746 //else
1747 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1748 }
1749 }
1750
1751 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1752 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1753 {
1754 PhysicsActor result;
1755 IMesh mesh = null;
1756
1757 if (needsMeshing(pbs))
1758 mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
1759
1760 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, localid);
1761
1762 return result;
1763 }
1764
1765 public override float TimeDilation
1766 {
1767 get { return m_timeDilation; }
1768 }
1769
1770 public override bool SupportsNINJAJoints
1771 {
1772 get { return m_NINJA_physics_joints_enabled; }
1773 }
1774
1775 // internal utility function: must be called within a lock (OdeLock)
1776 private void InternalAddActiveJoint(PhysicsJoint joint)
1777 {
1778 activeJoints.Add(joint);
1779 SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
1780 }
1781
1782 // internal utility function: must be called within a lock (OdeLock)
1783 private void InternalAddPendingJoint(OdePhysicsJoint joint)
1784 {
1785 pendingJoints.Add(joint);
1786 SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
1787 }
1788
1789 // internal utility function: must be called within a lock (OdeLock)
1790 private void InternalRemovePendingJoint(PhysicsJoint joint)
1791 {
1792 pendingJoints.Remove(joint);
1793 SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
1794 }
1795
1796 // internal utility function: must be called within a lock (OdeLock)
1797 private void InternalRemoveActiveJoint(PhysicsJoint joint)
1798 {
1799 activeJoints.Remove(joint);
1800 SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
1801 }
1802
1803 public override void DumpJointInfo()
1804 {
1805 string hdr = "[NINJA] JOINTINFO: ";
1806 foreach (PhysicsJoint j in pendingJoints)
1807 {
1808 m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1809 }
1810 m_log.Debug(hdr + pendingJoints.Count + " total pending joints");
1811 foreach (string jointName in SOPName_to_pendingJoint.Keys)
1812 {
1813 m_log.Debug(hdr + " pending joints dict contains Name: " + jointName);
1814 }
1815 m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries");
1816 foreach (PhysicsJoint j in activeJoints)
1817 {
1818 m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1819 }
1820 m_log.Debug(hdr + activeJoints.Count + " total active joints");
1821 foreach (string jointName in SOPName_to_activeJoint.Keys)
1822 {
1823 m_log.Debug(hdr + " active joints dict contains Name: " + jointName);
1824 }
1825 m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries");
1826
1827 m_log.Debug(hdr + " Per-body joint connectivity information follows.");
1828 m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints.");
1829 foreach (string actorName in joints_connecting_actor.Keys)
1830 {
1831 m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it");
1832 foreach (PhysicsJoint j in joints_connecting_actor[actorName])
1833 {
1834 m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1835 }
1836 m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor");
1837 }
1838 }
1839
1840 public override void RequestJointDeletion(string ObjectNameInScene)
1841 {
1842 lock (externalJointRequestsLock)
1843 {
1844 if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously
1845 {
1846 requestedJointsToBeDeleted.Add(ObjectNameInScene);
1847 }
1848 }
1849 }
1850
1851 private void DeleteRequestedJoints()
1852 {
1853 List<string> myRequestedJointsToBeDeleted;
1854 lock (externalJointRequestsLock)
1855 {
1856 // make a local copy of the shared list for processing (threading issues)
1857 myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted);
1858 }
1859
1860 foreach (string jointName in myRequestedJointsToBeDeleted)
1861 {
1862 lock (OdeLock)
1863 {
1864 //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName);
1865 if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName))
1866 {
1867 OdePhysicsJoint joint = null;
1868 if (SOPName_to_activeJoint.ContainsKey(jointName))
1869 {
1870 joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint;
1871 InternalRemoveActiveJoint(joint);
1872 }
1873 else if (SOPName_to_pendingJoint.ContainsKey(jointName))
1874 {
1875 joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint;
1876 InternalRemovePendingJoint(joint);
1877 }
1878
1879 if (joint != null)
1880 {
1881 //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames);
1882 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1883 {
1884 string bodyName = joint.BodyNames[iBodyName];
1885 if (bodyName != "NULL")
1886 {
1887 joints_connecting_actor[bodyName].Remove(joint);
1888 if (joints_connecting_actor[bodyName].Count == 0)
1889 {
1890 joints_connecting_actor.Remove(bodyName);
1891 }
1892 }
1893 }
1894
1895 DoJointDeactivated(joint);
1896 if (joint.jointID != IntPtr.Zero)
1897 {
1898 d.JointDestroy(joint.jointID);
1899 joint.jointID = IntPtr.Zero;
1900 //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName);
1901 }
1902 else
1903 {
1904 //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName);
1905 }
1906 }
1907 else
1908 {
1909 // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName);
1910 }
1911 }
1912 else
1913 {
1914 // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName);
1915 }
1916 }
1917 }
1918
1919 // remove processed joints from the shared list
1920 lock (externalJointRequestsLock)
1921 {
1922 foreach (string jointName in myRequestedJointsToBeDeleted)
1923 {
1924 requestedJointsToBeDeleted.Remove(jointName);
1925 }
1926 }
1927 }
1928
1929 // for pending joints we don't know if their associated bodies exist yet or not.
1930 // the joint is actually created during processing of the taints
1931 private void CreateRequestedJoints()
1932 {
1933 List<PhysicsJoint> myRequestedJointsToBeCreated;
1934 lock (externalJointRequestsLock)
1935 {
1936 // make a local copy of the shared list for processing (threading issues)
1937 myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated);
1938 }
1939
1940 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1941 {
1942 lock (OdeLock)
1943 {
1944 if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null)
1945 {
1946 DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already pending joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
1947 continue;
1948 }
1949 if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null)
1950 {
1951 DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already active joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
1952 continue;
1953 }
1954
1955 InternalAddPendingJoint(joint as OdePhysicsJoint);
1956
1957 if (joint.BodyNames.Count >= 2)
1958 {
1959 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1960 {
1961 string bodyName = joint.BodyNames[iBodyName];
1962 if (bodyName != "NULL")
1963 {
1964 if (!joints_connecting_actor.ContainsKey(bodyName))
1965 {
1966 joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>());
1967 }
1968 joints_connecting_actor[bodyName].Add(joint);
1969 }
1970 }
1971 }
1972 }
1973 }
1974
1975 // remove processed joints from shared list
1976 lock (externalJointRequestsLock)
1977 {
1978 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1979 {
1980 requestedJointsToBeCreated.Remove(joint);
1981 }
1982 }
1983
1984 }
1985
1986 // public function to add an request for joint creation
1987 // this joint will just be added to a waiting list that is NOT processed during the main
1988 // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
1989
1990 public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
1991 Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
1992
1993 {
1994
1995 OdePhysicsJoint joint = new OdePhysicsJoint();
1996 joint.ObjectNameInScene = objectNameInScene;
1997 joint.Type = jointType;
1998 joint.Position = position;
1999 joint.Rotation = rotation;
2000 joint.RawParams = parms;
2001 joint.BodyNames = new List<string>(bodyNames);
2002 joint.TrackedBodyName = trackedBodyName;
2003 joint.LocalRotation = localRotation;
2004 joint.jointID = IntPtr.Zero;
2005 joint.ErrorMessageCount = 0;
2006
2007 lock (externalJointRequestsLock)
2008 {
2009 if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice
2010 {
2011 requestedJointsToBeCreated.Add(joint);
2012 }
2013 }
2014 return joint;
2015 }
2016
2017 private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
2018 {
2019 //m_log.Debug("RemoveAllJointsConnectedToActor: start");
2020 if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
2021 {
2022
2023 List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>();
2024 //TODO: merge these 2 loops (originally it was needed to avoid altering a list being iterated over, but it is no longer needed due to the joint request queue mechanism)
2025 foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
2026 {
2027 jointsToRemove.Add(j);
2028 }
2029 foreach (PhysicsJoint j in jointsToRemove)
2030 {
2031 //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene);
2032 RequestJointDeletion(j.ObjectNameInScene);
2033 //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene);
2034 j.TrackedBodyName = null; // *IMMEDIATELY* prevent any further movement of this joint (else a deleted actor might cause spurious tracking motion of the joint for a few frames, leading to the joint proxy object disappearing)
2035 }
2036 }
2037 }
2038
2039 public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
2040 {
2041 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start");
2042 lock (OdeLock)
2043 {
2044 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock");
2045 RemoveAllJointsConnectedToActor(actor);
2046 }
2047 }
2048
2049 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2050 public override Vector3 GetJointAnchor(PhysicsJoint joint)
2051 {
2052 Debug.Assert(joint.IsInPhysicsEngine);
2053 d.Vector3 pos = new d.Vector3();
2054
2055 if (!(joint is OdePhysicsJoint))
2056 {
2057 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2058 }
2059 else
2060 {
2061 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2062 switch (odeJoint.Type)
2063 {
2064 case PhysicsJointType.Ball:
2065 d.JointGetBallAnchor(odeJoint.jointID, out pos);
2066 break;
2067 case PhysicsJointType.Hinge:
2068 d.JointGetHingeAnchor(odeJoint.jointID, out pos);
2069 break;
2070 }
2071 }
2072 return new Vector3(pos.X, pos.Y, pos.Z);
2073 }
2074
2075 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2076 // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
2077 // appears to be unreliable. Fortunately we can compute the joint axis ourselves by
2078 // keeping track of the joint's original orientation relative to one of the involved bodies.
2079 public override Vector3 GetJointAxis(PhysicsJoint joint)
2080 {
2081 Debug.Assert(joint.IsInPhysicsEngine);
2082 d.Vector3 axis = new d.Vector3();
2083
2084 if (!(joint is OdePhysicsJoint))
2085 {
2086 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2087 }
2088 else
2089 {
2090 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2091 switch (odeJoint.Type)
2092 {
2093 case PhysicsJointType.Ball:
2094 DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
2095 break;
2096 case PhysicsJointType.Hinge:
2097 d.JointGetHingeAxis(odeJoint.jointID, out axis);
2098 break;
2099 }
2100 }
2101 return new Vector3(axis.X, axis.Y, axis.Z);
2102 }
2103
2104
2105 public void remActivePrim(OdePrim deactivatePrim)
2106 {
2107 lock (_activeprims)
2108 {
2109 _activeprims.Remove(deactivatePrim);
2110 }
2111 }
2112
2113 public override void RemovePrim(PhysicsActor prim)
2114 {
2115 if (prim is OdePrim)
2116 {
2117 lock (OdeLock)
2118 {
2119 OdePrim p = (OdePrim) prim;
2120
2121 p.setPrimForRemoval();
2122 AddPhysicsActorTaint(prim);
2123 //RemovePrimThreadLocked(p);
2124 }
2125 }
2126 }
2127
2128 /// <summary>
2129 /// This is called from within simulate but outside the locked portion
2130 /// We need to do our own locking here
2131 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
2132 ///
2133 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
2134 /// that the space was using.
2135 /// </summary>
2136 /// <param name="prim"></param>
2137 public void RemovePrimThreadLocked(OdePrim prim)
2138 {
2139//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
2140 lock (prim)
2141 {
2142 remCollisionEventReporting(prim);
2143 lock (ode)
2144 {
2145 if (prim.prim_geom != IntPtr.Zero)
2146 {
2147 prim.ResetTaints();
2148
2149 if (prim.IsPhysical)
2150 {
2151 prim.disableBody();
2152 if (prim.childPrim)
2153 {
2154 prim.childPrim = false;
2155 prim.Body = IntPtr.Zero;
2156 prim.m_disabled = true;
2157 prim.IsPhysical = false;
2158 }
2159
2160
2161 }
2162 // we don't want to remove the main space
2163
2164 // If the geometry is in the targetspace, remove it from the target space
2165 //m_log.Warn(prim.m_targetSpace);
2166
2167 //if (prim.m_targetSpace != IntPtr.Zero)
2168 //{
2169 //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
2170 //{
2171
2172 //if (d.GeomIsSpace(prim.m_targetSpace))
2173 //{
2174 //waitForSpaceUnlock(prim.m_targetSpace);
2175 //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
2176 prim.m_targetSpace = IntPtr.Zero;
2177 //}
2178 //else
2179 //{
2180 // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2181 //((OdePrim)prim).m_targetSpace.ToString());
2182 //}
2183
2184 //}
2185 //}
2186 //m_log.Warn(prim.prim_geom);
2187 try
2188 {
2189 if (prim.prim_geom != IntPtr.Zero)
2190 {
2191
2192//string tPA;
2193//geom_name_map.TryGetValue(prim.prim_geom, out tPA);
2194//Console.WriteLine("**** Remove {0}", tPA);
2195 if(geom_name_map.ContainsKey(prim.prim_geom)) geom_name_map.Remove(prim.prim_geom);
2196 if(actor_name_map.ContainsKey(prim.prim_geom)) actor_name_map.Remove(prim.prim_geom);
2197 d.GeomDestroy(prim.prim_geom);
2198 prim.prim_geom = IntPtr.Zero;
2199 }
2200 else
2201 {
2202 m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
2203 }
2204 }
2205 catch (AccessViolationException)
2206 {
2207 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
2208 }
2209 lock (_prims)
2210 _prims.Remove(prim);
2211
2212 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2213 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
2214 //{
2215 //if (prim.m_targetSpace != null)
2216 //{
2217 //if (d.GeomIsSpace(prim.m_targetSpace))
2218 //{
2219 //waitForSpaceUnlock(prim.m_targetSpace);
2220 //d.SpaceRemove(space, prim.m_targetSpace);
2221 // free up memory used by the space.
2222 //d.SpaceDestroy(prim.m_targetSpace);
2223 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
2224 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
2225 //}
2226 //else
2227 //{
2228 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2229 //((OdePrim) prim).m_targetSpace.ToString());
2230 //}
2231 //}
2232 //}
2233
2234 if (SupportsNINJAJoints)
2235 {
2236 RemoveAllJointsConnectedToActorThreadLocked(prim);
2237 }
2238 }
2239 }
2240 }
2241 }
2242
2243 #endregion
2244
2245 #region Space Separation Calculation
2246
2247 /// <summary>
2248 /// Takes a space pointer and zeros out the array we're using to hold the spaces
2249 /// </summary>
2250 /// <param name="pSpace"></param>
2251 public void resetSpaceArrayItemToZero(IntPtr pSpace)
2252 {
2253 for (int x = 0; x < staticPrimspace.GetLength(0); x++)
2254 {
2255 for (int y = 0; y < staticPrimspace.GetLength(1); y++)
2256 {
2257 if (staticPrimspace[x, y] == pSpace)
2258 staticPrimspace[x, y] = IntPtr.Zero;
2259 }
2260 }
2261 }
2262
2263 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
2264 {
2265 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
2266 }
2267
2268 /// <summary>
2269 /// Called when a static prim moves. Allocates a space for the prim based on its position
2270 /// </summary>
2271 /// <param name="geom">the pointer to the geom that moved</param>
2272 /// <param name="pos">the position that the geom moved to</param>
2273 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
2274 /// <returns>a pointer to the new space it's in</returns>
2275 public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
2276 {
2277 // Called from setting the Position and Size of an ODEPrim so
2278 // it's already in locked space.
2279
2280 // we don't want to remove the main space
2281 // we don't need to test physical here because this function should
2282 // never be called if the prim is physical(active)
2283
2284 // All physical prim end up in the root space
2285 //Thread.Sleep(20);
2286 if (currentspace != space)
2287 {
2288 //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
2289 //if (currentspace == IntPtr.Zero)
2290 //{
2291 //int adfadf = 0;
2292 //}
2293 if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
2294 {
2295 if (d.GeomIsSpace(currentspace))
2296 {
2297 waitForSpaceUnlock(currentspace);
2298 d.SpaceRemove(currentspace, geom);
2299 }
2300 else
2301 {
2302 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace +
2303 " Geom:" + geom);
2304 }
2305 }
2306 else
2307 {
2308 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2309 if (sGeomIsIn != IntPtr.Zero)
2310 {
2311 if (d.GeomIsSpace(currentspace))
2312 {
2313 waitForSpaceUnlock(sGeomIsIn);
2314 d.SpaceRemove(sGeomIsIn, geom);
2315 }
2316 else
2317 {
2318 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2319 sGeomIsIn + " Geom:" + geom);
2320 }
2321 }
2322 }
2323
2324 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2325 if (d.SpaceGetNumGeoms(currentspace) == 0)
2326 {
2327 if (currentspace != IntPtr.Zero)
2328 {
2329 if (d.GeomIsSpace(currentspace))
2330 {
2331 waitForSpaceUnlock(currentspace);
2332 waitForSpaceUnlock(space);
2333 d.SpaceRemove(space, currentspace);
2334 // free up memory used by the space.
2335
2336 //d.SpaceDestroy(currentspace);
2337 resetSpaceArrayItemToZero(currentspace);
2338 }
2339 else
2340 {
2341 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2342 currentspace + " Geom:" + geom);
2343 }
2344 }
2345 }
2346 }
2347 else
2348 {
2349 // this is a physical object that got disabled. ;.;
2350 if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
2351 {
2352 if (d.SpaceQuery(currentspace, geom))
2353 {
2354 if (d.GeomIsSpace(currentspace))
2355 {
2356 waitForSpaceUnlock(currentspace);
2357 d.SpaceRemove(currentspace, geom);
2358 }
2359 else
2360 {
2361 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2362 currentspace + " Geom:" + geom);
2363 }
2364 }
2365 else
2366 {
2367 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2368 if (sGeomIsIn != IntPtr.Zero)
2369 {
2370 if (d.GeomIsSpace(sGeomIsIn))
2371 {
2372 waitForSpaceUnlock(sGeomIsIn);
2373 d.SpaceRemove(sGeomIsIn, geom);
2374 }
2375 else
2376 {
2377 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2378 sGeomIsIn + " Geom:" + geom);
2379 }
2380 }
2381 }
2382 }
2383 }
2384
2385 // The routines in the Position and Size sections do the 'inserting' into the space,
2386 // so all we have to do is make sure that the space that we're putting the prim into
2387 // is in the 'main' space.
2388 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
2389 IntPtr newspace = calculateSpaceForGeom(pos);
2390
2391 if (newspace == IntPtr.Zero)
2392 {
2393 newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2394 d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh);
2395 }
2396
2397 return newspace;
2398 }
2399
2400 /// <summary>
2401 /// Creates a new space at X Y
2402 /// </summary>
2403 /// <param name="iprimspaceArrItemX"></param>
2404 /// <param name="iprimspaceArrItemY"></param>
2405 /// <returns>A pointer to the created space</returns>
2406 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
2407 {
2408 // creating a new space for prim and inserting it into main space.
2409 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
2410 d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
2411 waitForSpaceUnlock(space);
2412 d.SpaceSetSublevel(space, 1);
2413 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
2414 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
2415 }
2416
2417 /// <summary>
2418 /// Calculates the space the prim should be in by its position
2419 /// </summary>
2420 /// <param name="pos"></param>
2421 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
2422 public IntPtr calculateSpaceForGeom(Vector3 pos)
2423 {
2424 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
2425 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
2426 return staticPrimspace[xyspace[0], xyspace[1]];
2427 }
2428
2429 /// <summary>
2430 /// Holds the space allocation logic
2431 /// </summary>
2432 /// <param name="pos"></param>
2433 /// <returns>an array item based on the position</returns>
2434 public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
2435 {
2436 int[] returnint = new int[2];
2437
2438 returnint[0] = (int) (pos.X/metersInSpace);
2439
2440 if (returnint[0] > ((int) (259f/metersInSpace)))
2441 returnint[0] = ((int) (259f/metersInSpace));
2442 if (returnint[0] < 0)
2443 returnint[0] = 0;
2444
2445 returnint[1] = (int) (pos.Y/metersInSpace);
2446 if (returnint[1] > ((int) (259f/metersInSpace)))
2447 returnint[1] = ((int) (259f/metersInSpace));
2448 if (returnint[1] < 0)
2449 returnint[1] = 0;
2450
2451 return returnint;
2452 }
2453
2454 #endregion
2455
2456 /// <summary>
2457 /// Routine to figure out if we need to mesh this prim with our mesher
2458 /// </summary>
2459 /// <param name="pbs"></param>
2460 /// <returns></returns>
2461 public bool needsMeshing(PrimitiveBaseShape pbs)
2462 {
2463 // most of this is redundant now as the mesher will return null if it cant mesh a prim
2464 // but we still need to check for sculptie meshing being enabled so this is the most
2465 // convenient place to do it for now...
2466
2467 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
2468 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
2469 int iPropertiesNotSupportedDefault = 0;
2470
2471 if (pbs.SculptEntry && !meshSculptedPrim)
2472 {
2473#if SPAM
2474 m_log.Warn("NonMesh");
2475#endif
2476 return false;
2477 }
2478
2479 // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since ODE can use an internal representation for the prim
2480 if (!forceSimplePrimMeshing)
2481 {
2482 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
2483 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
2484 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
2485 {
2486
2487 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
2488 && pbs.ProfileHollow == 0
2489 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
2490 && pbs.PathBegin == 0 && pbs.PathEnd == 0
2491 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
2492 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
2493 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
2494 {
2495#if SPAM
2496 m_log.Warn("NonMesh");
2497#endif
2498 return false;
2499 }
2500 }
2501 }
2502
2503 if (pbs.ProfileHollow != 0)
2504 iPropertiesNotSupportedDefault++;
2505
2506 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
2507 iPropertiesNotSupportedDefault++;
2508
2509 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
2510 iPropertiesNotSupportedDefault++;
2511
2512 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
2513 iPropertiesNotSupportedDefault++;
2514
2515 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
2516 iPropertiesNotSupportedDefault++;
2517
2518 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
2519 iPropertiesNotSupportedDefault++;
2520
2521 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X))
2522 iPropertiesNotSupportedDefault++;
2523
2524 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
2525 iPropertiesNotSupportedDefault++;
2526
2527 // test for torus
2528 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
2529 {
2530 if (pbs.PathCurve == (byte)Extrusion.Curve1)
2531 {
2532 iPropertiesNotSupportedDefault++;
2533 }
2534 }
2535 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
2536 {
2537 if (pbs.PathCurve == (byte)Extrusion.Straight)
2538 {
2539 iPropertiesNotSupportedDefault++;
2540 }
2541
2542 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
2543 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2544 {
2545 iPropertiesNotSupportedDefault++;
2546 }
2547 }
2548 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
2549 {
2550 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
2551 {
2552 iPropertiesNotSupportedDefault++;
2553 }
2554 }
2555 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
2556 {
2557 if (pbs.PathCurve == (byte)Extrusion.Straight)
2558 {
2559 iPropertiesNotSupportedDefault++;
2560 }
2561 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2562 {
2563 iPropertiesNotSupportedDefault++;
2564 }
2565 }
2566
2567
2568 if (iPropertiesNotSupportedDefault == 0)
2569 {
2570#if SPAM
2571 m_log.Warn("NonMesh");
2572#endif
2573 return false;
2574 }
2575#if SPAM
2576 m_log.Debug("Mesh");
2577#endif
2578 return true;
2579 }
2580
2581 /// <summary>
2582 /// Called after our prim properties are set Scale, position etc.
2583 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
2584 /// This assures us that we have no race conditions
2585 /// </summary>
2586 /// <param name="prim"></param>
2587 public override void AddPhysicsActorTaint(PhysicsActor prim)
2588 {
2589
2590 if (prim is OdePrim)
2591 {
2592 OdePrim taintedprim = ((OdePrim) prim);
2593 lock (_taintedPrimLock)
2594 {
2595 if (!(_taintedPrimH.Contains(taintedprim)))
2596 {
2597//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
2598 _taintedPrimH.Add(taintedprim); // HashSet for searching
2599 _taintedPrimL.Add(taintedprim); // List for ordered readout
2600 }
2601 }
2602 return;
2603 }
2604 else if (prim is OdeCharacter)
2605 {
2606 OdeCharacter taintedchar = ((OdeCharacter)prim);
2607 lock (_taintedActors)
2608 {
2609 if (!(_taintedActors.Contains(taintedchar)))
2610 {
2611 _taintedActors.Add(taintedchar);
2612 if (taintedchar.bad)
2613 m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
2614 }
2615 }
2616 }
2617 }
2618
2619 /// <summary>
2620 /// This is our main simulate loop
2621 /// It's thread locked by a Mutex in the scene.
2622 /// It holds Collisions, it instructs ODE to step through the physical reactions
2623 /// It moves the objects around in memory
2624 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
2625 /// </summary>
2626 /// <param name="timeStep"></param>
2627 /// <returns></returns>
2628 public override float Simulate(float timeStep)
2629 {
2630 if (framecount >= int.MaxValue)
2631 framecount = 0;
2632 //if (m_worldOffset != Vector3.Zero)
2633 // return 0;
2634
2635 framecount++;
2636
2637 DateTime now = DateTime.UtcNow;
2638 TimeSpan SinceLastFrame = now - m_lastframe;
2639 m_lastframe = now;
2640 float realtime = (float)SinceLastFrame.TotalSeconds;
2641// Console.WriteLine("ts={0} rt={1}", timeStep, realtime);
2642 timeStep = realtime;
2643
2644 // float fps = 1.0f / realtime;
2645 float fps = 0.0f; // number of ODE steps in this Simulate step
2646 //m_log.Info(timeStep.ToString());
2647 step_time += timeStep;
2648
2649 // If We're loaded down by something else,
2650 // or debugging with the Visual Studio project on pause
2651 // skip a few frames to catch up gracefully.
2652 // without shooting the physicsactors all over the place
2653
2654 if (step_time >= m_SkipFramesAtms)
2655 {
2656 // Instead of trying to catch up, it'll do 5 physics frames only
2657 step_time = ODE_STEPSIZE;
2658 m_physicsiterations = 5;
2659 }
2660 else
2661 {
2662 m_physicsiterations = 10;
2663 }
2664
2665 if (SupportsNINJAJoints)
2666 {
2667 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2668 CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2669 }
2670
2671 lock (OdeLock)
2672 {
2673 // Process 10 frames if the sim is running normal..
2674 // process 5 frames if the sim is running slow
2675 //try
2676 //{
2677 //d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
2678 //}
2679 //catch (StackOverflowException)
2680 //{
2681 // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
2682 // ode.drelease(world);
2683 //base.TriggerPhysicsBasedRestart();
2684 //}
2685
2686 int i = 0;
2687
2688 // Figure out the Frames Per Second we're going at.
2689 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2690
2691 // fps = (step_time / ODE_STEPSIZE) * 1000;
2692 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
2693 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
2694
2695 // step_time = 0.09375f;
2696
2697 while (step_time > 0.0f)
2698 {
2699 //lock (ode)
2700 //{
2701 //if (!ode.lockquery())
2702 //{
2703 // ode.dlock(world);
2704 try
2705 {
2706 // Insert, remove Characters
2707 bool processedtaints = false;
2708
2709 lock (_taintedActors)
2710 {
2711 if (_taintedActors.Count > 0)
2712 {
2713 foreach (OdeCharacter character in _taintedActors)
2714 {
2715
2716 character.ProcessTaints(ODE_STEPSIZE);
2717
2718 processedtaints = true;
2719 //character.m_collisionscore = 0;
2720 }
2721
2722 if (processedtaints)
2723 _taintedActors.Clear();
2724 }
2725 } // end lock _taintedActors
2726
2727 // Modify other objects in the scene.
2728 processedtaints = false;
2729
2730 lock (_taintedPrimLock)
2731 {
2732 foreach (OdePrim prim in _taintedPrimL)
2733 {
2734 if (prim.m_taintremove)
2735 {
2736 //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
2737 RemovePrimThreadLocked(prim);
2738 }
2739 else
2740 {
2741 //Console.WriteLine("Simulate calls ProcessTaints");
2742 prim.ProcessTaints(ODE_STEPSIZE);
2743 }
2744 processedtaints = true;
2745 prim.m_collisionscore = 0;
2746
2747 // This loop can block up the Heartbeat for a very long time on large regions.
2748 // We need to let the Watchdog know that the Heartbeat is not dead
2749 // NOTE: This is currently commented out, but if things like OAR loading are
2750 // timing the heartbeat out we will need to uncomment it
2751 //Watchdog.UpdateThread();
2752 }
2753
2754 if (SupportsNINJAJoints)
2755 {
2756 // Create pending joints, if possible
2757
2758 // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
2759 // a joint requires specifying the body id of both involved bodies
2760 if (pendingJoints.Count > 0)
2761 {
2762 List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
2763 //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
2764 foreach (PhysicsJoint joint in pendingJoints)
2765 {
2766 //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
2767 string[] jointParams = joint.RawParams.Split(" ".ToCharArray(),
2768 System.StringSplitOptions.RemoveEmptyEntries);
2769 List<IntPtr> jointBodies = new List<IntPtr>();
2770 bool allJointBodiesAreReady = true;
2771 foreach (string jointParam in jointParams)
2772 {
2773 if (jointParam == "NULL")
2774 {
2775 //DoJointErrorMessage(joint, "attaching NULL joint to world");
2776 jointBodies.Add(IntPtr.Zero);
2777 }
2778 else
2779 {
2780 //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
2781 bool foundPrim = false;
2782 lock (_prims)
2783 {
2784 foreach (OdePrim prim in _prims) // FIXME: inefficient
2785 {
2786 if (prim.SOPName == jointParam)
2787 {
2788 //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
2789 if (prim.IsPhysical && prim.Body != IntPtr.Zero)
2790 {
2791 jointBodies.Add(prim.Body);
2792 foundPrim = true;
2793 break;
2794 }
2795 else
2796 {
2797 DoJointErrorMessage(joint, "prim name " + jointParam +
2798 " exists but is not (yet) physical; deferring joint creation. " +
2799 "IsPhysical property is " + prim.IsPhysical +
2800 " and body is " + prim.Body);
2801 foundPrim = false;
2802 break;
2803 }
2804 }
2805 }
2806 }
2807 if (foundPrim)
2808 {
2809 // all is fine
2810 }
2811 else
2812 {
2813 allJointBodiesAreReady = false;
2814 break;
2815 }
2816 }
2817 }
2818 if (allJointBodiesAreReady)
2819 {
2820 //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
2821 if (jointBodies[0] == jointBodies[1])
2822 {
2823 DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
2824 }
2825 else
2826 {
2827 switch (joint.Type)
2828 {
2829 case PhysicsJointType.Ball:
2830 {
2831 IntPtr odeJoint;
2832 //DoJointErrorMessage(joint, "ODE creating ball joint ");
2833 odeJoint = d.JointCreateBall(world, IntPtr.Zero);
2834 //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2835 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2836 //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
2837 d.JointSetBallAnchor(odeJoint,
2838 joint.Position.X,
2839 joint.Position.Y,
2840 joint.Position.Z);
2841 //DoJointErrorMessage(joint, "ODE joint setting OK");
2842 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
2843 //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
2844 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
2845 //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
2846
2847 if (joint is OdePhysicsJoint)
2848 {
2849 ((OdePhysicsJoint)joint).jointID = odeJoint;
2850 }
2851 else
2852 {
2853 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2854 }
2855 }
2856 break;
2857 case PhysicsJointType.Hinge:
2858 {
2859 IntPtr odeJoint;
2860 //DoJointErrorMessage(joint, "ODE creating hinge joint ");
2861 odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
2862 //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2863 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2864 //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
2865 d.JointSetHingeAnchor(odeJoint,
2866 joint.Position.X,
2867 joint.Position.Y,
2868 joint.Position.Z);
2869 // We use the orientation of the x-axis of the joint's coordinate frame
2870 // as the axis for the hinge.
2871
2872 // Therefore, we must get the joint's coordinate frame based on the
2873 // joint.Rotation field, which originates from the orientation of the
2874 // joint's proxy object in the scene.
2875
2876 // The joint's coordinate frame is defined as the transformation matrix
2877 // that converts a vector from joint-local coordinates into world coordinates.
2878 // World coordinates are defined as the XYZ coordinate system of the sim,
2879 // as shown in the top status-bar of the viewer.
2880
2881 // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
2882 // and use that as the hinge axis.
2883
2884 //joint.Rotation.Normalize();
2885 Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
2886
2887 // Now extract the X axis of the joint's coordinate frame.
2888
2889 // Do not try to use proxyFrame.AtAxis or you will become mired in the
2890 // tar pit of transposed, inverted, and generally messed-up orientations.
2891 // (In other words, Matrix4.AtAxis() is borked.)
2892 // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
2893
2894 // Instead, compute the X axis of the coordinate frame by transforming
2895 // the (1,0,0) vector. At least that works.
2896
2897 //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
2898 Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
2899 //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
2900 //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
2901 d.JointSetHingeAxis(odeJoint,
2902 jointAxis.X,
2903 jointAxis.Y,
2904 jointAxis.Z);
2905 //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
2906 if (joint is OdePhysicsJoint)
2907 {
2908 ((OdePhysicsJoint)joint).jointID = odeJoint;
2909 }
2910 else
2911 {
2912 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2913 }
2914 }
2915 break;
2916 }
2917 successfullyProcessedPendingJoints.Add(joint);
2918 }
2919 }
2920 else
2921 {
2922 DoJointErrorMessage(joint, "joint could not yet be created; still pending");
2923 }
2924 }
2925 foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
2926 {
2927 //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
2928 //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
2929 InternalRemovePendingJoint(successfullyProcessedJoint);
2930 //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
2931 InternalAddActiveJoint(successfullyProcessedJoint);
2932 //DoJointErrorMessage(successfullyProcessedJoint, "done");
2933 }
2934 }
2935 } // end SupportsNINJAJoints
2936
2937 if (processedtaints)
2938//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
2939 _taintedPrimH.Clear(); // ??? if this only ???
2940 _taintedPrimL.Clear();
2941 } // end lock _taintedPrimLock
2942
2943 // Move characters
2944 lock (_characters)
2945 {
2946 List<OdeCharacter> defects = new List<OdeCharacter>();
2947 foreach (OdeCharacter actor in _characters)
2948 {
2949 if (actor != null)
2950 actor.Move(ODE_STEPSIZE, defects);
2951 }
2952 if (0 != defects.Count)
2953 {
2954 foreach (OdeCharacter defect in defects)
2955 {
2956 RemoveCharacter(defect);
2957 }
2958 }
2959 } // end lock _characters
2960
2961 // Move other active objects
2962 lock (_activeprims)
2963 {
2964 foreach (OdePrim prim in _activeprims)
2965 {
2966 prim.m_collisionscore = 0;
2967 prim.Move(ODE_STEPSIZE);
2968 }
2969 } // end lock _activeprims
2970
2971 //if ((framecount % m_randomizeWater) == 0)
2972 // randomizeWater(waterlevel);
2973
2974 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
2975 m_rayCastManager.ProcessQueuedRequests();
2976
2977 collision_optimized(ODE_STEPSIZE);
2978
2979 lock (_collisionEventPrim)
2980 {
2981 foreach (PhysicsActor obj in _collisionEventPrim)
2982 {
2983 if (obj == null)
2984 continue;
2985
2986 switch ((ActorTypes)obj.PhysicsActorType)
2987 {
2988 case ActorTypes.Agent:
2989 OdeCharacter cobj = (OdeCharacter)obj;
2990 cobj.AddCollisionFrameTime(100);
2991 cobj.SendCollisions();
2992 break;
2993 case ActorTypes.Prim:
2994 OdePrim pobj = (OdePrim)obj;
2995 pobj.SendCollisions();
2996 break;
2997 }
2998 }
2999 } // end lock _collisionEventPrim
3000
3001 //if (m_global_contactcount > 5)
3002 //{
3003 // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
3004 //}
3005
3006 m_global_contactcount = 0;
3007
3008 d.WorldQuickStep(world, ODE_STEPSIZE);
3009 d.JointGroupEmpty(contactgroup);
3010 fps++;
3011 //ode.dunlock(world);
3012 } // end try
3013 catch (Exception e)
3014 {
3015 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3016 ode.dunlock(world);
3017 }
3018
3019 step_time -= ODE_STEPSIZE;
3020 i++;
3021 //}
3022 //else
3023 //{
3024 //fps = 0;
3025 //}
3026 //}
3027 } // end while (step_time > 0.0f)
3028
3029 lock (_characters)
3030 {
3031 foreach (OdeCharacter actor in _characters)
3032 {
3033 if (actor != null)
3034 {
3035 if (actor.bad)
3036 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
3037 actor.UpdatePositionAndVelocity();
3038 }
3039 }
3040 }
3041
3042 lock (_badCharacter)
3043 {
3044 if (_badCharacter.Count > 0)
3045 {
3046 foreach (OdeCharacter chr in _badCharacter)
3047 {
3048 RemoveCharacter(chr);
3049 }
3050 _badCharacter.Clear();
3051 }
3052 }
3053
3054 lock (_activeprims)
3055 {
3056 //if (timeStep < 0.2f)
3057 {
3058 foreach (OdePrim actor in _activeprims)
3059 {
3060 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
3061 {
3062 actor.UpdatePositionAndVelocity();
3063
3064 if (SupportsNINJAJoints)
3065 {
3066 // If an actor moved, move its joint proxy objects as well.
3067 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
3068 // for this purpose but it is never called! So we just do the joint
3069 // movement code here.
3070
3071 if (actor.SOPName != null &&
3072 joints_connecting_actor.ContainsKey(actor.SOPName) &&
3073 joints_connecting_actor[actor.SOPName] != null &&
3074 joints_connecting_actor[actor.SOPName].Count > 0)
3075 {
3076 foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
3077 {
3078 if (affectedJoint.IsInPhysicsEngine)
3079 {
3080 DoJointMoved(affectedJoint);
3081 }
3082 else
3083 {
3084 DoJointErrorMessage(affectedJoint, "a body connected to a joint was moved, but the joint doesn't exist yet! this will lead to joint error. joint was: " + affectedJoint.ObjectNameInScene + " parms:" + affectedJoint.RawParams);
3085 }
3086 }
3087 }
3088 }
3089 }
3090 }
3091 }
3092 } // end lock _activeprims
3093
3094 //DumpJointInfo();
3095
3096 // Finished with all sim stepping. If requested, dump world state to file for debugging.
3097 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
3098 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
3099 if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0))
3100 {
3101 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
3102 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
3103
3104 if (physics_logging_append_existing_logfile)
3105 {
3106 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
3107 TextWriter fwriter = File.AppendText(fname);
3108 fwriter.WriteLine(header);
3109 fwriter.Close();
3110 }
3111 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3112 }
3113 } // end lock OdeLock
3114
3115 return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter!
3116 } // end Simulate
3117
3118 public override void GetResults()
3119 {
3120 }
3121
3122 public override bool IsThreaded
3123 {
3124 // for now we won't be multithreaded
3125 get { return (false); }
3126 }
3127
3128 #region ODE Specific Terrain Fixes
3129 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3130 {
3131 float[] returnarr = new float[262144];
3132 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3133
3134 // Filling out the array into its multi-dimensional components
3135 for (int y = 0; y < WorldExtents.Y; y++)
3136 {
3137 for (int x = 0; x < WorldExtents.X; x++)
3138 {
3139 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3140 }
3141 }
3142
3143 // Resize using Nearest Neighbour
3144
3145 // This particular way is quick but it only works on a multiple of the original
3146
3147 // The idea behind this method can be described with the following diagrams
3148 // second pass and third pass happen in the same loop really.. just separated
3149 // them to show what this does.
3150
3151 // First Pass
3152 // ResultArr:
3153 // 1,1,1,1,1,1
3154 // 1,1,1,1,1,1
3155 // 1,1,1,1,1,1
3156 // 1,1,1,1,1,1
3157 // 1,1,1,1,1,1
3158 // 1,1,1,1,1,1
3159
3160 // Second Pass
3161 // ResultArr2:
3162 // 1,,1,,1,,1,,1,,1,
3163 // ,,,,,,,,,,
3164 // 1,,1,,1,,1,,1,,1,
3165 // ,,,,,,,,,,
3166 // 1,,1,,1,,1,,1,,1,
3167 // ,,,,,,,,,,
3168 // 1,,1,,1,,1,,1,,1,
3169 // ,,,,,,,,,,
3170 // 1,,1,,1,,1,,1,,1,
3171 // ,,,,,,,,,,
3172 // 1,,1,,1,,1,,1,,1,
3173
3174 // Third pass fills in the blanks
3175 // ResultArr2:
3176 // 1,1,1,1,1,1,1,1,1,1,1,1
3177 // 1,1,1,1,1,1,1,1,1,1,1,1
3178 // 1,1,1,1,1,1,1,1,1,1,1,1
3179 // 1,1,1,1,1,1,1,1,1,1,1,1
3180 // 1,1,1,1,1,1,1,1,1,1,1,1
3181 // 1,1,1,1,1,1,1,1,1,1,1,1
3182 // 1,1,1,1,1,1,1,1,1,1,1,1
3183 // 1,1,1,1,1,1,1,1,1,1,1,1
3184 // 1,1,1,1,1,1,1,1,1,1,1,1
3185 // 1,1,1,1,1,1,1,1,1,1,1,1
3186 // 1,1,1,1,1,1,1,1,1,1,1,1
3187
3188 // X,Y = .
3189 // X+1,y = ^
3190 // X,Y+1 = *
3191 // X+1,Y+1 = #
3192
3193 // Filling in like this;
3194 // .*
3195 // ^#
3196 // 1st .
3197 // 2nd *
3198 // 3rd ^
3199 // 4th #
3200 // on single loop.
3201
3202 float[,] resultarr2 = new float[512, 512];
3203 for (int y = 0; y < WorldExtents.Y; y++)
3204 {
3205 for (int x = 0; x < WorldExtents.X; x++)
3206 {
3207 resultarr2[y * 2, x * 2] = resultarr[y, x];
3208
3209 if (y < WorldExtents.Y)
3210 {
3211 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3212 }
3213 if (x < WorldExtents.X)
3214 {
3215 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3216 }
3217 if (x < WorldExtents.X && y < WorldExtents.Y)
3218 {
3219 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3220 }
3221 }
3222 }
3223
3224 //Flatten out the array
3225 int i = 0;
3226 for (int y = 0; y < 512; y++)
3227 {
3228 for (int x = 0; x < 512; x++)
3229 {
3230 if (resultarr2[y, x] <= 0)
3231 returnarr[i] = 0.0000001f;
3232 else
3233 returnarr[i] = resultarr2[y, x];
3234
3235 i++;
3236 }
3237 }
3238
3239 return returnarr;
3240 }
3241
3242 public float[] ResizeTerrain512Interpolation(float[] heightMap)
3243 {
3244 float[] returnarr = new float[262144];
3245 float[,] resultarr = new float[512,512];
3246
3247 // Filling out the array into its multi-dimensional components
3248 for (int y = 0; y < 256; y++)
3249 {
3250 for (int x = 0; x < 256; x++)
3251 {
3252 resultarr[y, x] = heightMap[y * 256 + x];
3253 }
3254 }
3255
3256 // Resize using interpolation
3257
3258 // This particular way is quick but it only works on a multiple of the original
3259
3260 // The idea behind this method can be described with the following diagrams
3261 // second pass and third pass happen in the same loop really.. just separated
3262 // them to show what this does.
3263
3264 // First Pass
3265 // ResultArr:
3266 // 1,1,1,1,1,1
3267 // 1,1,1,1,1,1
3268 // 1,1,1,1,1,1
3269 // 1,1,1,1,1,1
3270 // 1,1,1,1,1,1
3271 // 1,1,1,1,1,1
3272
3273 // Second Pass
3274 // ResultArr2:
3275 // 1,,1,,1,,1,,1,,1,
3276 // ,,,,,,,,,,
3277 // 1,,1,,1,,1,,1,,1,
3278 // ,,,,,,,,,,
3279 // 1,,1,,1,,1,,1,,1,
3280 // ,,,,,,,,,,
3281 // 1,,1,,1,,1,,1,,1,
3282 // ,,,,,,,,,,
3283 // 1,,1,,1,,1,,1,,1,
3284 // ,,,,,,,,,,
3285 // 1,,1,,1,,1,,1,,1,
3286
3287 // Third pass fills in the blanks
3288 // ResultArr2:
3289 // 1,1,1,1,1,1,1,1,1,1,1,1
3290 // 1,1,1,1,1,1,1,1,1,1,1,1
3291 // 1,1,1,1,1,1,1,1,1,1,1,1
3292 // 1,1,1,1,1,1,1,1,1,1,1,1
3293 // 1,1,1,1,1,1,1,1,1,1,1,1
3294 // 1,1,1,1,1,1,1,1,1,1,1,1
3295 // 1,1,1,1,1,1,1,1,1,1,1,1
3296 // 1,1,1,1,1,1,1,1,1,1,1,1
3297 // 1,1,1,1,1,1,1,1,1,1,1,1
3298 // 1,1,1,1,1,1,1,1,1,1,1,1
3299 // 1,1,1,1,1,1,1,1,1,1,1,1
3300
3301 // X,Y = .
3302 // X+1,y = ^
3303 // X,Y+1 = *
3304 // X+1,Y+1 = #
3305
3306 // Filling in like this;
3307 // .*
3308 // ^#
3309 // 1st .
3310 // 2nd *
3311 // 3rd ^
3312 // 4th #
3313 // on single loop.
3314
3315 float[,] resultarr2 = new float[512,512];
3316 for (int y = 0; y < (int)Constants.RegionSize; y++)
3317 {
3318 for (int x = 0; x < (int)Constants.RegionSize; x++)
3319 {
3320 resultarr2[y*2, x*2] = resultarr[y, x];
3321
3322 if (y < (int)Constants.RegionSize)
3323 {
3324 if (y + 1 < (int)Constants.RegionSize)
3325 {
3326 if (x + 1 < (int)Constants.RegionSize)
3327 {
3328 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
3329 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3330 }
3331 else
3332 {
3333 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3334 }
3335 }
3336 else
3337 {
3338 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3339 }
3340 }
3341 if (x < (int)Constants.RegionSize)
3342 {
3343 if (x + 1 < (int)Constants.RegionSize)
3344 {
3345 if (y + 1 < (int)Constants.RegionSize)
3346 {
3347 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3348 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3349 }
3350 else
3351 {
3352 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3353 }
3354 }
3355 else
3356 {
3357 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3358 }
3359 }
3360 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3361 {
3362 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3363 {
3364 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3365 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3366 }
3367 else
3368 {
3369 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
3370 }
3371 }
3372 }
3373 }
3374 //Flatten out the array
3375 int i = 0;
3376 for (int y = 0; y < 512; y++)
3377 {
3378 for (int x = 0; x < 512; x++)
3379 {
3380 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3381 {
3382 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
3383 resultarr2[y, x] = 0;
3384 }
3385 returnarr[i] = resultarr2[y, x];
3386 i++;
3387 }
3388 }
3389
3390 return returnarr;
3391 }
3392
3393 #endregion
3394
3395 public override void SetTerrain(float[] heightMap)
3396 {
3397 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
3398 {
3399 if (m_parentScene is OdeScene)
3400 {
3401 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
3402 }
3403 }
3404 else
3405 {
3406 SetTerrain(heightMap, m_worldOffset);
3407 }
3408 }
3409
3410 public void SetTerrain(float[] heightMap, Vector3 pOffset)
3411 {
3412
3413 uint regionsize = (uint) Constants.RegionSize; // visible region size eg. 256(M)
3414
3415 uint heightmapWidth = regionsize + 1; // ODE map size 257 x 257 (Meters) (1 extra
3416 uint heightmapHeight = regionsize + 1;
3417
3418 uint heightmapWidthSamples = (uint)regionsize + 2; // Sample file size, 258 x 258 samples
3419 uint heightmapHeightSamples = (uint)regionsize + 2;
3420
3421 // Array of height samples for ODE
3422 float[] _heightmap;
3423 _heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 258 x 258
3424
3425 // Other ODE parameters
3426 const float scale = 1.0f;
3427 const float offset = 0.0f;
3428 const float thickness = 2.0f; // Was 0.2f, Larger appears to prevent Av fall-through
3429 const int wrap = 0;
3430
3431 float hfmin = 2000f;
3432 float hfmax = -2000f;
3433 float minele = 0.0f; // Dont allow -ve heights
3434
3435 uint x = 0;
3436 uint y = 0;
3437 uint xx = 0;
3438 uint yy = 0;
3439
3440 // load the height samples array from the heightMap
3441 for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257
3442 {
3443 for ( y = 0; y < heightmapHeightSamples; y++) // 0 to 257
3444 {
3445 xx = x - 1;
3446 if (xx < 0) xx = 0;
3447 if (xx > (regionsize - 1)) xx = regionsize - 1;
3448
3449 yy = y - 1;
3450 if (yy < 0) yy = 0;
3451 if (yy > (regionsize - 1)) yy = regionsize - 1;
3452 // Input xx = 0 0 1 2 ..... 254 255 255 256 total in
3453 // Output x = 0 1 2 3 ..... 255 256 257 258 total out
3454 float val= heightMap[(yy * regionsize) + xx]; // input from heightMap, <0-255 * 256> <0-255>
3455 if (val < minele) val = minele;
3456 _heightmap[x * (regionsize + 2) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257>
3457 hfmin = (val < hfmin) ? val : hfmin;
3458 hfmax = (val > hfmax) ? val : hfmax;
3459 }
3460 }
3461
3462 lock (OdeLock)
3463 {
3464 IntPtr GroundGeom = IntPtr.Zero;
3465 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
3466 {
3467 RegionTerrain.Remove(pOffset);
3468 if (GroundGeom != IntPtr.Zero)
3469 {
3470 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
3471 {
3472 TerrainHeightFieldHeights.Remove(GroundGeom);
3473 }
3474 d.SpaceRemove(space, GroundGeom);
3475 d.GeomDestroy(GroundGeom);
3476 }
3477 }
3478 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3479 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
3480 heightmapWidth, heightmapHeight, (int)heightmapWidthSamples,
3481 (int)heightmapHeightSamples, scale, offset, thickness, wrap);
3482 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
3483 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
3484 if (GroundGeom != IntPtr.Zero)
3485 {
3486 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
3487 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
3488 }
3489 geom_name_map[GroundGeom] = "Terrain";
3490
3491 d.Matrix3 R = new d.Matrix3();
3492
3493 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3494 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3495 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3496
3497 q1 = q1 * q2;
3498 //q1 = q1 * q3;
3499 Vector3 v3;
3500 float angle;
3501 q1.GetAxisAngle(out v3, out angle);
3502
3503 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3504 d.GeomSetRotation(GroundGeom, ref R);
3505 d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)) - 0.5f, (pOffset.Y + (regionsize * 0.5f)) - 0.5f, 0);
3506 IntPtr testGround = IntPtr.Zero;
3507 if (RegionTerrain.TryGetValue(pOffset, out testGround))
3508 {
3509 RegionTerrain.Remove(pOffset);
3510 }
3511 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
3512 TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
3513 }
3514 }
3515
3516 public override void DeleteTerrain()
3517 {
3518 }
3519
3520 public float GetWaterLevel()
3521 {
3522 return waterlevel;
3523 }
3524
3525 public override bool SupportsCombining()
3526 {
3527 return true;
3528 }
3529
3530 public override void UnCombine(PhysicsScene pScene)
3531 {
3532 IntPtr localGround = IntPtr.Zero;
3533// float[] localHeightfield;
3534 bool proceed = false;
3535 List<IntPtr> geomDestroyList = new List<IntPtr>();
3536
3537 lock (OdeLock)
3538 {
3539 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
3540 {
3541 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
3542 {
3543 if (geom == localGround)
3544 {
3545// localHeightfield = TerrainHeightFieldHeights[geom];
3546 proceed = true;
3547 }
3548 else
3549 {
3550 geomDestroyList.Add(geom);
3551 }
3552 }
3553
3554 if (proceed)
3555 {
3556 m_worldOffset = Vector3.Zero;
3557 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
3558 m_parentScene = null;
3559
3560 foreach (IntPtr g in geomDestroyList)
3561 {
3562 // removingHeightField needs to be done or the garbage collector will
3563 // collect the terrain data before we tell ODE to destroy it causing
3564 // memory corruption
3565 if (TerrainHeightFieldHeights.ContainsKey(g))
3566 {
3567// float[] removingHeightField = TerrainHeightFieldHeights[g];
3568 TerrainHeightFieldHeights.Remove(g);
3569
3570 if (RegionTerrain.ContainsKey(g))
3571 {
3572 RegionTerrain.Remove(g);
3573 }
3574
3575 d.GeomDestroy(g);
3576 //removingHeightField = new float[0];
3577 }
3578 }
3579
3580 }
3581 else
3582 {
3583 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
3584
3585 }
3586 }
3587 }
3588 }
3589
3590 public override void SetWaterLevel(float baseheight)
3591 {
3592 waterlevel = baseheight;
3593 randomizeWater(waterlevel);
3594 }
3595
3596 public void randomizeWater(float baseheight)
3597 {
3598 const uint heightmapWidth = m_regionWidth + 2;
3599 const uint heightmapHeight = m_regionHeight + 2;
3600 const uint heightmapWidthSamples = m_regionWidth + 2;
3601 const uint heightmapHeightSamples = m_regionHeight + 2;
3602 const float scale = 1.0f;
3603 const float offset = 0.0f;
3604 const float thickness = 2.9f;
3605 const int wrap = 0;
3606
3607 for (int i = 0; i < (258 * 258); i++)
3608 {
3609 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
3610 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
3611 }
3612
3613 lock (OdeLock)
3614 {
3615 if (WaterGeom != IntPtr.Zero)
3616 {
3617 d.SpaceRemove(space, WaterGeom);
3618 }
3619 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3620 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
3621 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
3622 offset, thickness, wrap);
3623 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
3624 WaterGeom = d.CreateHeightfield(space, HeightmapData, 1);
3625 if (WaterGeom != IntPtr.Zero)
3626 {
3627 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
3628 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
3629
3630 }
3631 geom_name_map[WaterGeom] = "Water";
3632
3633 d.Matrix3 R = new d.Matrix3();
3634
3635 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3636 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3637 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3638
3639 q1 = q1 * q2;
3640 //q1 = q1 * q3;
3641 Vector3 v3;
3642 float angle;
3643 q1.GetAxisAngle(out v3, out angle);
3644
3645 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3646 d.GeomSetRotation(WaterGeom, ref R);
3647 d.GeomSetPosition(WaterGeom, 128, 128, 0);
3648
3649 }
3650
3651 }
3652
3653 public override void Dispose()
3654 {
3655 m_rayCastManager.Dispose();
3656 m_rayCastManager = null;
3657
3658 lock (OdeLock)
3659 {
3660 lock (_prims)
3661 {
3662 foreach (OdePrim prm in _prims)
3663 {
3664 RemovePrim(prm);
3665 }
3666 }
3667
3668 //foreach (OdeCharacter act in _characters)
3669 //{
3670 //RemoveAvatar(act);
3671 //}
3672 d.WorldDestroy(world);
3673 //d.CloseODE();
3674 }
3675 }
3676 public override Dictionary<uint, float> GetTopColliders()
3677 {
3678 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
3679 int cnt = 0;
3680 lock (_prims)
3681 {
3682 foreach (OdePrim prm in _prims)
3683 {
3684 if (prm.CollisionScore > 0)
3685 {
3686 returncolliders.Add(prm.m_localID, prm.CollisionScore);
3687 cnt++;
3688 prm.CollisionScore = 0f;
3689 if (cnt > 25)
3690 {
3691 break;
3692 }
3693 }
3694 }
3695 }
3696 return returncolliders;
3697 }
3698
3699 public override bool SupportsRayCast()
3700 {
3701 return true;
3702 }
3703
3704 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
3705 {
3706 if (retMethod != null)
3707 {
3708 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
3709 }
3710 }
3711
3712#if USE_DRAWSTUFF
3713 // Keyboard callback
3714 public void command(int cmd)
3715 {
3716 IntPtr geom;
3717 d.Mass mass;
3718 d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);
3719
3720
3721
3722 Char ch = Char.ToLower((Char)cmd);
3723 switch ((Char)ch)
3724 {
3725 case 'w':
3726 try
3727 {
3728 Vector3 rotate = (new Vector3(1, 0, 0) * Quaternion.CreateFromEulers(hpr.Z * Utils.DEG_TO_RAD, hpr.Y * Utils.DEG_TO_RAD, hpr.X * Utils.DEG_TO_RAD));
3729
3730 xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
3731 ds.SetViewpoint(ref xyz, ref hpr);
3732 }
3733 catch (ArgumentException)
3734 { hpr.X = 0; }
3735 break;
3736
3737 case 'a':
3738 hpr.X++;
3739 ds.SetViewpoint(ref xyz, ref hpr);
3740 break;
3741
3742 case 's':
3743 try
3744 {
3745 Vector3 rotate2 = (new Vector3(-1, 0, 0) * Quaternion.CreateFromEulers(hpr.Z * Utils.DEG_TO_RAD, hpr.Y * Utils.DEG_TO_RAD, hpr.X * Utils.DEG_TO_RAD));
3746
3747 xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
3748 ds.SetViewpoint(ref xyz, ref hpr);
3749 }
3750 catch (ArgumentException)
3751 { hpr.X = 0; }
3752 break;
3753 case 'd':
3754 hpr.X--;
3755 ds.SetViewpoint(ref xyz, ref hpr);
3756 break;
3757 case 'r':
3758 xyz.Z++;
3759 ds.SetViewpoint(ref xyz, ref hpr);
3760 break;
3761 case 'f':
3762 xyz.Z--;
3763 ds.SetViewpoint(ref xyz, ref hpr);
3764 break;
3765 case 'e':
3766 xyz.Y++;
3767 ds.SetViewpoint(ref xyz, ref hpr);
3768 break;
3769 case 'q':
3770 xyz.Y--;
3771 ds.SetViewpoint(ref xyz, ref hpr);
3772 break;
3773 }
3774 }
3775
3776 public void step(int pause)
3777 {
3778
3779 ds.SetColor(1.0f, 1.0f, 0.0f);
3780 ds.SetTexture(ds.Texture.Wood);
3781 lock (_prims)
3782 {
3783 foreach (OdePrim prm in _prims)
3784 {
3785 //IntPtr body = d.GeomGetBody(prm.prim_geom);
3786 if (prm.prim_geom != IntPtr.Zero)
3787 {
3788 d.Vector3 pos;
3789 d.GeomCopyPosition(prm.prim_geom, out pos);
3790 //d.BodyCopyPosition(body, out pos);
3791
3792 d.Matrix3 R;
3793 d.GeomCopyRotation(prm.prim_geom, out R);
3794 //d.BodyCopyRotation(body, out R);
3795
3796
3797 d.Vector3 sides = new d.Vector3();
3798 sides.X = prm.Size.X;
3799 sides.Y = prm.Size.Y;
3800 sides.Z = prm.Size.Z;
3801
3802 ds.DrawBox(ref pos, ref R, ref sides);
3803 }
3804 }
3805 }
3806 ds.SetColor(1.0f, 0.0f, 0.0f);
3807 lock (_characters)
3808 {
3809 foreach (OdeCharacter chr in _characters)
3810 {
3811 if (chr.Shell != IntPtr.Zero)
3812 {
3813 IntPtr body = d.GeomGetBody(chr.Shell);
3814
3815 d.Vector3 pos;
3816 d.GeomCopyPosition(chr.Shell, out pos);
3817 //d.BodyCopyPosition(body, out pos);
3818
3819 d.Matrix3 R;
3820 d.GeomCopyRotation(chr.Shell, out R);
3821 //d.BodyCopyRotation(body, out R);
3822
3823 ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
3824 d.Vector3 sides = new d.Vector3();
3825 sides.X = 0.5f;
3826 sides.Y = 0.5f;
3827 sides.Z = 0.5f;
3828
3829 ds.DrawBox(ref pos, ref R, ref sides);
3830 }
3831 }
3832 }
3833 }
3834
3835 public void start(int unused)
3836 {
3837 ds.SetViewpoint(ref xyz, ref hpr);
3838 }
3839#endif
3840 }
3841}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
new file mode 100644
index 0000000..69e2d03
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
@@ -0,0 +1,122 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using Nini.Config;
30using NUnit.Framework;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Region.Physics.Manager;
34using log4net;
35using System.Reflection;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 [TestFixture]
40 public class ODETestClass
41 {
42 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
43
44 private OdePlugin cbt;
45 private PhysicsScene ps;
46 private IMeshingPlugin imp;
47
48 [SetUp]
49 public void Initialize()
50 {
51 // Loading ODEPlugin
52 cbt = new OdePlugin();
53 // Loading Zero Mesher
54 imp = new ZeroMesherPlugin();
55 // Getting Physics Scene
56 ps = cbt.GetScene("test");
57 // Initializing Physics Scene.
58 ps.Initialise(imp.GetMesher(),null);
59 float[] _heightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize];
60 for (int i = 0; i < ((int)Constants.RegionSize * (int)Constants.RegionSize); i++)
61 {
62 _heightmap[i] = 21f;
63 }
64 ps.SetTerrain(_heightmap);
65 }
66
67 [TearDown]
68 public void Terminate()
69 {
70 ps.DeleteTerrain();
71 ps.Dispose();
72
73 }
74
75 [Test]
76 public void CreateAndDropPhysicalCube()
77 {
78 PrimitiveBaseShape newcube = PrimitiveBaseShape.CreateBox();
79 Vector3 position = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 128f);
80 Vector3 size = new Vector3(0.5f, 0.5f, 0.5f);
81 Quaternion rot = Quaternion.Identity;
82 PhysicsActor prim = ps.AddPrimShape("CoolShape", newcube, position, size, rot, true);
83 OdePrim oprim = (OdePrim)prim;
84 OdeScene pscene = (OdeScene) ps;
85
86 Assert.That(oprim.m_taintadd);
87
88 prim.LocalID = 5;
89
90 for (int i = 0; i < 58; i++)
91 {
92 ps.Simulate(0.133f);
93
94 Assert.That(oprim.prim_geom != (IntPtr)0);
95
96 Assert.That(oprim.m_targetSpace != (IntPtr)0);
97
98 //Assert.That(oprim.m_targetSpace == pscene.space);
99 m_log.Info("TargetSpace: " + oprim.m_targetSpace + " - SceneMainSpace: " + pscene.space);
100
101 Assert.That(!oprim.m_taintadd);
102 m_log.Info("Prim Position (" + oprim.m_localID + "): " + prim.Position.ToString());
103
104 // Make sure we're above the ground
105 //Assert.That(prim.Position.Z > 20f);
106 //m_log.Info("PrimCollisionScore (" + oprim.m_localID + "): " + oprim.m_collisionscore);
107
108 // Make sure we've got a Body
109 Assert.That(oprim.Body != (IntPtr)0);
110 //m_log.Info(
111 }
112
113 // Make sure we're not somewhere above the ground
114 Assert.That(prim.Position.Z < 21.5f);
115
116 ps.RemovePrim(prim);
117 Assert.That(oprim.m_taintremove);
118 ps.Simulate(0.133f);
119 Assert.That(oprim.Body == (IntPtr)0);
120 }
121 }
122}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
new file mode 100644
index 0000000..87ca446
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
@@ -0,0 +1,98 @@
1/*
2 * Copyright ODE
3 * Ode.NET - .NET bindings for ODE
4 * Jason Perkins (starkos@industriousone.com)
5 * Licensed under the New BSD
6 * Part of the OpenDynamicsEngine
7Open Dynamics Engine
8Copyright (c) 2001-2007, Russell L. Smith.
9All rights reserved.
10
11Redistribution and use in source and binary forms, with or without
12modification, are permitted provided that the following conditions
13are met:
14
15Redistributions of source code must retain the above copyright notice,
16this list of conditions and the following disclaimer.
17
18Redistributions in binary form must reproduce the above copyright notice,
19this list of conditions and the following disclaimer in the documentation
20and/or other materials provided with the distribution.
21
22Neither the names of ODE's copyright owner nor the names of its
23contributors may be used to endorse or promote products derived from
24this software without specific prior written permission.
25
26THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
27"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
28LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
29FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
30OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
31SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
32TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
33PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
34LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
35NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
36SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
37 *
38 *
39 */
40
41using System;
42using System.Runtime.InteropServices;
43using Ode.NET;
44
45namespace Drawstuff.NET
46{
47#if dDOUBLE
48 using dReal = System.Double;
49#else
50 using dReal = System.Single;
51#endif
52
53 public static class ds
54 {
55 public const int VERSION = 2;
56
57 public enum Texture
58 {
59 None,
60 Wood
61 }
62
63 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
64 public delegate void CallbackFunction(int arg);
65
66 [StructLayout(LayoutKind.Sequential)]
67 public struct Functions
68 {
69 public int version;
70 public CallbackFunction start;
71 public CallbackFunction step;
72 public CallbackFunction command;
73 public CallbackFunction stop;
74 public string path_to_textures;
75 }
76
77 [DllImport("drawstuff", EntryPoint = "dsDrawBox")]
78 public static extern void DrawBox(ref d.Vector3 pos, ref d.Matrix3 R, ref d.Vector3 sides);
79
80 [DllImport("drawstuff", EntryPoint = "dsDrawCapsule")]
81 public static extern void DrawCapsule(ref d.Vector3 pos, ref d.Matrix3 R, dReal length, dReal radius);
82
83 [DllImport("drawstuff", EntryPoint = "dsDrawConvex")]
84 public static extern void DrawConvex(ref d.Vector3 pos, ref d.Matrix3 R, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
85
86 [DllImport("drawstuff", EntryPoint = "dsSetColor")]
87 public static extern void SetColor(float red, float green, float blue);
88
89 [DllImport("drawstuff", EntryPoint = "dsSetTexture")]
90 public static extern void SetTexture(Texture texture);
91
92 [DllImport("drawstuff", EntryPoint = "dsSetViewpoint")]
93 public static extern void SetViewpoint(ref d.Vector3 xyz, ref d.Vector3 hpr);
94
95 [DllImport("drawstuff", EntryPoint = "dsSimulationLoop")]
96 public static extern void SimulationLoop(int argc, string[] argv, int window_width, int window_height, ref Functions fn);
97 }
98}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
index 04efc1d..72b01ac 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
@@ -92,6 +92,9 @@ namespace OpenSim.Region.Physics.Manager
92 /// <param name="prim"></param> 92 /// <param name="prim"></param>
93 public abstract void RemovePrim(PhysicsActor prim); 93 public abstract void RemovePrim(PhysicsActor prim);
94 94
95 //public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
96 // Vector3 size, Quaternion rotation); //To be removed - Actually removed!
97
95 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, 98 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
96 Vector3 size, Quaternion rotation, bool isPhysical, uint localid); 99 Vector3 size, Quaternion rotation, bool isPhysical, uint localid);
97 100
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index 0a0d13f..c165a41 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -1221,7 +1221,6 @@ namespace OpenSim.Region.Physics.OdePlugin
1221 1221
1222 public override float APIDDamping{ set { return; } } 1222 public override float APIDDamping{ set { return; } }
1223 1223
1224
1225 public override void SubscribeEvents(int ms) 1224 public override void SubscribeEvents(int ms)
1226 { 1225 {
1227 m_requestedUpdateFrequency = ms; 1226 m_requestedUpdateFrequency = ms;
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 924d7c2..0a4fc51 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -600,8 +600,8 @@ namespace OpenSim.Region.Physics.OdePlugin
600 break; 600 break;
601 601
602 case HollowShape.Circle: 602 case HollowShape.Circle:
603 // Hollow shape is a perfect cyllinder in respect to the cube's scale 603 // Hollow shape is a perfect cylinder in respect to the cube's scale
604 // Cyllinder hollow volume calculation 604 // Cylinder hollow volume calculation
605 605
606 hollowVolume *= 0.1963495f * 3.07920140172638f; 606 hollowVolume *= 0.1963495f * 3.07920140172638f;
607 break; 607 break;
@@ -2808,7 +2808,7 @@ Console.WriteLine(" JointCreateFixed");
2808 } 2808 }
2809 public override bool PIDActive { set { m_usePID = value; } } 2809 public override bool PIDActive { set { m_usePID = value; } }
2810 public override float PIDTau { set { m_PIDTau = value; } } 2810 public override float PIDTau { set { m_PIDTau = value; } }
2811 2811
2812 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } 2812 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2813 public override bool PIDHoverActive { set { m_useHoverPID = value; } } 2813 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
2814 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } 2814 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
diff --git a/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
index 6c2bdde..9d7aa94 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
@@ -137,8 +137,15 @@ namespace OpenSim.Region.Physics.OdePlugin
137 ODERayCastRequest[] reqs = m_PendingRequests.ToArray(); 137 ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
138 for (int i = 0; i < reqs.Length; i++) 138 for (int i = 0; i < reqs.Length; i++)
139 { 139 {
140 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast 140 try
141 RayCast(reqs[i]); // if there isn't anyone to send results 141 {
142 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
143 RayCast(reqs[i]); // if there isn't anyone to send results
144 }
145 catch
146 {
147 //Fail silently
148 }
142 } 149 }
143 150
144 m_PendingRequests.Clear(); 151 m_PendingRequests.Clear();
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
index 91ec3df..9ba5ebb 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
@@ -301,7 +301,7 @@ namespace OpenSim.Region.Physics.POSPlugin
301 { 301 {
302 set { return; } 302 set { return; }
303 } 303 }
304 304
305 public override Quaternion APIDTarget 305 public override Quaternion APIDTarget
306 { 306 {
307 set { return; } 307 set { return; }
diff --git a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
index 4a24c7d..3edc3a2 100644
--- a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
+++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
@@ -88,89 +88,7 @@ namespace OpenSim.Region.RegionCombinerModule
88 public void RegionLoaded(Scene scene) 88 public void RegionLoaded(Scene scene)
89 { 89 {
90 if (enabledYN) 90 if (enabledYN)
91 {
92 RegionLoadedDoWork(scene); 91 RegionLoadedDoWork(scene);
93
94 scene.EventManager.OnNewPresence += NewPresence;
95 }
96 }
97
98 private void NewPresence(ScenePresence presence)
99 {
100 if (presence.IsChildAgent)
101 {
102 byte[] throttleData;
103
104 try
105 {
106 throttleData = presence.ControllingClient.GetThrottlesPacked(1);
107 }
108 catch (NotImplementedException)
109 {
110 return;
111 }
112
113 if (throttleData == null)
114 return;
115
116 if (throttleData.Length == 0)
117 return;
118
119 if (throttleData.Length != 28)
120 return;
121
122 byte[] adjData;
123 int pos = 0;
124
125 if (!BitConverter.IsLittleEndian)
126 {
127 byte[] newData = new byte[7 * 4];
128 Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
129
130 for (int i = 0; i < 7; i++)
131 Array.Reverse(newData, i * 4, 4);
132
133 adjData = newData;
134 }
135 else
136 {
137 adjData = throttleData;
138 }
139
140 // 0.125f converts from bits to bytes
141 int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
142 int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
143 int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
144 int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
145 int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
146 int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
147 int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
148 // State is a subcategory of task that we allocate a percentage to
149
150
151 //int total = resend + land + wind + cloud + task + texture + asset;
152
153 byte[] data = new byte[7 * 4];
154 int ii = 0;
155
156 Buffer.BlockCopy(Utils.FloatToBytes(resend), 0, data, ii, 4); ii += 4;
157 Buffer.BlockCopy(Utils.FloatToBytes(land * 50), 0, data, ii, 4); ii += 4;
158 Buffer.BlockCopy(Utils.FloatToBytes(wind), 0, data, ii, 4); ii += 4;
159 Buffer.BlockCopy(Utils.FloatToBytes(cloud), 0, data, ii, 4); ii += 4;
160 Buffer.BlockCopy(Utils.FloatToBytes(task), 0, data, ii, 4); ii += 4;
161 Buffer.BlockCopy(Utils.FloatToBytes(texture), 0, data, ii, 4); ii += 4;
162 Buffer.BlockCopy(Utils.FloatToBytes(asset), 0, data, ii, 4);
163
164 try
165 {
166 presence.ControllingClient.SetChildAgentThrottle(data);
167 }
168 catch (NotImplementedException)
169 {
170 return;
171 }
172
173 }
174 } 92 }
175 93
176 private void RegionLoadedDoWork(Scene scene) 94 private void RegionLoadedDoWork(Scene scene)
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
index ee32755..61e4934 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
@@ -248,6 +248,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
248 248
249 } 249 }
250 250
251 public static void StateChange(IScriptEngine engine, uint localID, UUID itemID)
252 {
253 // Remove a specific script
254
255 // Remove dataserver events
256 m_Dataserver[engine].RemoveEvents(localID, itemID);
257
258 IWorldComm comms = engine.World.RequestModuleInterface<IWorldComm>();
259 if (comms != null)
260 comms.DeleteListener(itemID);
261
262 IXMLRPC xmlrpc = engine.World.RequestModuleInterface<IXMLRPC>();
263 xmlrpc.DeleteChannels(itemID);
264 xmlrpc.CancelSRDRequests(itemID);
265
266 // Remove Sensors
267 m_SensorRepeat[engine].UnSetSenseRepeaterEvents(localID, itemID);
268
269 }
270
251 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID) 271 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID)
252 { 272 {
253 List<Object> data = new List<Object>(); 273 List<Object> data = new List<Object>();
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs
new file mode 100644
index 0000000..489c1c6
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs
@@ -0,0 +1,118 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Reflection;
30using System.Collections;
31using System.Collections.Generic;
32using System.Runtime.Remoting.Lifetime;
33using OpenMetaverse;
34using Nini.Config;
35using OpenSim;
36using OpenSim.Framework;
37using OpenSim.Region.CoreModules.World.LightShare;
38using OpenSim.Region.Framework.Interfaces;
39using OpenSim.Region.Framework.Scenes;
40using OpenSim.Region.ScriptEngine.Shared;
41using OpenSim.Region.ScriptEngine.Shared.Api.Plugins;
42using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
43using OpenSim.Region.ScriptEngine.Interfaces;
44using OpenSim.Region.ScriptEngine.Shared.Api.Interfaces;
45using OpenSim.Services.Interfaces;
46
47using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
48using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
49using LSL_Key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
50using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
51using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
52using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
53using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
54
55namespace OpenSim.Region.ScriptEngine.Shared.Api
56{
57 [Serializable]
58 public class CM_Api : MarshalByRefObject, ICM_Api, IScriptApi
59 {
60 internal IScriptEngine m_ScriptEngine;
61 internal SceneObjectPart m_host;
62 internal uint m_localID;
63 internal UUID m_itemID;
64 internal bool m_CMFunctionsEnabled = false;
65
66 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
67 {
68 m_ScriptEngine = ScriptEngine;
69 m_host = host;
70 m_localID = localID;
71 m_itemID = itemID;
72
73 if (m_ScriptEngine.Config.GetBoolean("AllowCareminsterFunctions", false))
74 m_CMFunctionsEnabled = true;
75 }
76
77 public override Object InitializeLifetimeService()
78 {
79 ILease lease = (ILease)base.InitializeLifetimeService();
80
81 if (lease.CurrentState == LeaseState.Initial)
82 {
83 lease.InitialLeaseTime = TimeSpan.FromMinutes(0);
84 // lease.RenewOnCallTime = TimeSpan.FromSeconds(10.0);
85 // lease.SponsorshipTimeout = TimeSpan.FromMinutes(1.0);
86 }
87 return lease;
88 }
89
90 public Scene World
91 {
92 get { return m_ScriptEngine.World; }
93 }
94
95 public string cmDetectedCountry(int number)
96 {
97 m_host.AddScriptLPS(1);
98 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, number);
99 if (detectedParams == null)
100 return String.Empty;
101 return detectedParams.Country;
102 }
103
104 public string cmGetAgentCountry(LSL_Key key)
105 {
106 if (!World.Permissions.IsGod(m_host.OwnerID))
107 return String.Empty;
108
109 UUID uuid;
110
111 if (!UUID.TryParse(key, out uuid))
112 return String.Empty;
113
114 UserAccount account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid);
115 return account.UserCountry;
116 }
117 }
118}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 88e884d..bf791a9 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -28,10 +28,12 @@
28using System; 28using System;
29using System.Collections; 29using System.Collections;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Diagnostics; //for [DebuggerNonUserCode]
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using System.Text; 33using System.Text;
33using System.Threading; 34using System.Threading;
34using System.Text.RegularExpressions; 35using System.Text.RegularExpressions;
36using System.Timers;
35using Nini.Config; 37using Nini.Config;
36using log4net; 38using log4net;
37using OpenMetaverse; 39using OpenMetaverse;
@@ -44,6 +46,7 @@ using OpenSim.Region.CoreModules.World.Land;
44using OpenSim.Region.CoreModules.World.Terrain; 46using OpenSim.Region.CoreModules.World.Terrain;
45using OpenSim.Region.Framework.Interfaces; 47using OpenSim.Region.Framework.Interfaces;
46using OpenSim.Region.Framework.Scenes; 48using OpenSim.Region.Framework.Scenes;
49using OpenSim.Region.Framework.Scenes.Serialization;
47using OpenSim.Region.Framework.Scenes.Animation; 50using OpenSim.Region.Framework.Scenes.Animation;
48using OpenSim.Region.Physics.Manager; 51using OpenSim.Region.Physics.Manager;
49using OpenSim.Region.ScriptEngine.Shared; 52using OpenSim.Region.ScriptEngine.Shared;
@@ -65,6 +68,7 @@ using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
65using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString; 68using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
66using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3; 69using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
67using System.Reflection; 70using System.Reflection;
71using Timer = System.Timers.Timer;
68 72
69namespace OpenSim.Region.ScriptEngine.Shared.Api 73namespace OpenSim.Region.ScriptEngine.Shared.Api
70{ 74{
@@ -81,7 +85,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
81 /// </summary> 85 /// </summary>
82 public class LSL_Api : MarshalByRefObject, ILSL_Api, IScriptApi 86 public class LSL_Api : MarshalByRefObject, ILSL_Api, IScriptApi
83 { 87 {
84 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 88// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
85 protected IScriptEngine m_ScriptEngine; 89 protected IScriptEngine m_ScriptEngine;
86 protected SceneObjectPart m_host; 90 protected SceneObjectPart m_host;
87 protected uint m_localID; 91 protected uint m_localID;
@@ -99,16 +103,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
99 protected int m_notecardLineReadCharsMax = 255; 103 protected int m_notecardLineReadCharsMax = 255;
100 protected int m_scriptConsoleChannel = 0; 104 protected int m_scriptConsoleChannel = 0;
101 protected bool m_scriptConsoleChannelEnabled = false; 105 protected bool m_scriptConsoleChannelEnabled = false;
106 protected bool m_debuggerSafe = false;
102 protected IUrlModule m_UrlModule = null; 107 protected IUrlModule m_UrlModule = null;
103 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache = 108 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache =
104 new Dictionary<UUID, UserInfoCacheEntry>(); 109 new Dictionary<UUID, UserInfoCacheEntry>();
105 110
111 protected Timer m_ShoutSayTimer;
112 protected int m_SayShoutCount = 0;
113
106 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID) 114 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
107 { 115 {
116 m_ShoutSayTimer = new Timer(1000);
117 m_ShoutSayTimer.Elapsed += SayShoutTimerElapsed;
118 m_ShoutSayTimer.AutoReset = true;
119 m_ShoutSayTimer.Start();
120
108 m_ScriptEngine = ScriptEngine; 121 m_ScriptEngine = ScriptEngine;
109 m_host = host; 122 m_host = host;
110 m_localID = localID; 123 m_localID = localID;
111 m_itemID = itemID; 124 m_itemID = itemID;
125 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
112 126
113 m_ScriptDelayFactor = 127 m_ScriptDelayFactor =
114 m_ScriptEngine.Config.GetFloat("ScriptDelayFactor", 1.0f); 128 m_ScriptEngine.Config.GetFloat("ScriptDelayFactor", 1.0f);
@@ -161,6 +175,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
161 get { return m_ScriptEngine.World; } 175 get { return m_ScriptEngine.World; }
162 } 176 }
163 177
178 [DebuggerNonUserCode]
164 public void state(string newState) 179 public void state(string newState)
165 { 180 {
166 m_ScriptEngine.SetState(m_itemID, newState); 181 m_ScriptEngine.SetState(m_itemID, newState);
@@ -170,6 +185,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
170 /// Reset the named script. The script must be present 185 /// Reset the named script. The script must be present
171 /// in the same prim. 186 /// in the same prim.
172 /// </summary> 187 /// </summary>
188 [DebuggerNonUserCode]
173 public void llResetScript() 189 public void llResetScript()
174 { 190 {
175 m_host.AddScriptLPS(1); 191 m_host.AddScriptLPS(1);
@@ -226,9 +242,62 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
226 } 242 }
227 } 243 }
228 244
245 public List<ScenePresence> GetLinkAvatars(int linkType)
246 {
247 List<ScenePresence> ret = new List<ScenePresence>();
248 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
249 return ret;
250
251 List<ScenePresence> avs = m_host.ParentGroup.GetLinkedAvatars();
252
253 switch (linkType)
254 {
255 case ScriptBaseClass.LINK_SET:
256 return avs;
257
258 case ScriptBaseClass.LINK_ROOT:
259 return ret;
260
261 case ScriptBaseClass.LINK_ALL_OTHERS:
262 return avs;
263
264 case ScriptBaseClass.LINK_ALL_CHILDREN:
265 return avs;
266
267 case ScriptBaseClass.LINK_THIS:
268 return ret;
269
270 default:
271 if (linkType < 0)
272 return ret;
273
274 int partCount = m_host.ParentGroup.GetPartCount();
275
276 if (linkType <= partCount)
277 {
278 return ret;
279 }
280 else
281 {
282 linkType = linkType - partCount;
283 if (linkType > avs.Count)
284 {
285 return ret;
286 }
287 else
288 {
289 ret.Add(avs[linkType-1]);
290 return ret;
291 }
292 }
293 }
294 }
295
229 public List<SceneObjectPart> GetLinkParts(int linkType) 296 public List<SceneObjectPart> GetLinkParts(int linkType)
230 { 297 {
231 List<SceneObjectPart> ret = new List<SceneObjectPart>(); 298 List<SceneObjectPart> ret = new List<SceneObjectPart>();
299 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
300 return ret;
232 ret.Add(m_host); 301 ret.Add(m_host);
233 302
234 switch (linkType) 303 switch (linkType)
@@ -275,40 +344,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
275 protected UUID InventorySelf() 344 protected UUID InventorySelf()
276 { 345 {
277 UUID invItemID = new UUID(); 346 UUID invItemID = new UUID();
278 347 bool unlock = false;
279 lock (m_host.TaskInventory) 348 if (!m_host.TaskInventory.IsReadLockedByMe())
349 {
350 m_host.TaskInventory.LockItemsForRead(true);
351 unlock = true;
352 }
353 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
280 { 354 {
281 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 355 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID)
282 { 356 {
283 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID) 357 invItemID = inv.Key;
284 { 358 break;
285 invItemID = inv.Key;
286 break;
287 }
288 } 359 }
289 } 360 }
290 361 if (unlock)
362 {
363 m_host.TaskInventory.LockItemsForRead(false);
364 }
291 return invItemID; 365 return invItemID;
292 } 366 }
293 367
294 protected UUID InventoryKey(string name, int type) 368 protected UUID InventoryKey(string name, int type)
295 { 369 {
296 m_host.AddScriptLPS(1); 370 m_host.AddScriptLPS(1);
297 371 m_host.TaskInventory.LockItemsForRead(true);
298 lock (m_host.TaskInventory) 372
373 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
299 { 374 {
300 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 375 if (inv.Value.Name == name)
301 { 376 {
302 if (inv.Value.Name == name) 377 m_host.TaskInventory.LockItemsForRead(false);
378
379 if (inv.Value.Type != type)
303 { 380 {
304 if (inv.Value.Type != type) 381 return UUID.Zero;
305 return UUID.Zero;
306
307 return inv.Value.AssetID;
308 } 382 }
383
384 return inv.Value.AssetID;
309 } 385 }
310 } 386 }
311 387
388 m_host.TaskInventory.LockItemsForRead(false);
312 return UUID.Zero; 389 return UUID.Zero;
313 } 390 }
314 391
@@ -316,17 +393,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
316 { 393 {
317 m_host.AddScriptLPS(1); 394 m_host.AddScriptLPS(1);
318 395
319 lock (m_host.TaskInventory) 396
397 m_host.TaskInventory.LockItemsForRead(true);
398
399 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
320 { 400 {
321 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 401 if (inv.Value.Name == name)
322 { 402 {
323 if (inv.Value.Name == name) 403 m_host.TaskInventory.LockItemsForRead(false);
324 { 404 return inv.Value.AssetID;
325 return inv.Value.AssetID;
326 }
327 } 405 }
328 } 406 }
329 407
408 m_host.TaskInventory.LockItemsForRead(false);
409
410
330 return UUID.Zero; 411 return UUID.Zero;
331 } 412 }
332 413
@@ -468,26 +549,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
468 549
469 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke 550 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke
470 551
471 // Old implementation of llRot2Euler. Normalization not required as Atan2 function will 552 // Utility function for llRot2Euler
472 // only return values >= -PI (-180 degrees) and <= PI (180 degrees). 553
554 // normalize an angle between -PI and PI (-180 to +180 degrees)
555 protected double NormalizeAngle(double angle)
556 {
557 if (angle > -Math.PI && angle < Math.PI)
558 return angle;
559
560 int numPis = (int)(Math.PI / angle);
561 double remainder = angle - Math.PI * numPis;
562 if (numPis % 2 == 1)
563 return Math.PI - angle;
564 return remainder;
565 }
473 566
474 public LSL_Vector llRot2Euler(LSL_Rotation r) 567 public LSL_Vector llRot2Euler(LSL_Rotation q1)
475 { 568 {
476 m_host.AddScriptLPS(1); 569 m_host.AddScriptLPS(1);
477 //This implementation is from http://lslwiki.net/lslwiki/wakka.php?wakka=LibraryRotationFunctions. ckrinke 570 LSL_Vector eul = new LSL_Vector();
478 LSL_Rotation t = new LSL_Rotation(r.x * r.x, r.y * r.y, r.z * r.z, r.s * r.s); 571
479 double m = (t.x + t.y + t.z + t.s); 572 double sqw = q1.s*q1.s;
480 if (m == 0) return new LSL_Vector(); 573 double sqx = q1.x*q1.x;
481 double n = 2 * (r.y * r.s + r.x * r.z); 574 double sqy = q1.z*q1.z;
482 double p = m * m - n * n; 575 double sqz = q1.y*q1.y;
483 if (p > 0) 576 double unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor
484 return new LSL_Vector(Math.Atan2(2.0 * (r.x * r.s - r.y * r.z), (-t.x - t.y + t.z + t.s)), 577 double test = q1.x*q1.z + q1.y*q1.s;
485 Math.Atan2(n, Math.Sqrt(p)), 578 if (test > 0.4999*unit) { // singularity at north pole
486 Math.Atan2(2.0 * (r.z * r.s - r.x * r.y), (t.x - t.y - t.z + t.s))); 579 eul.z = 2 * Math.Atan2(q1.x,q1.s);
487 else if (n > 0) 580 eul.y = Math.PI/2;
488 return new LSL_Vector(0.0, Math.PI * 0.5, Math.Atan2((r.z * r.s + r.x * r.y), 0.5 - t.x - t.z)); 581 eul.x = 0;
489 else 582 return eul;
490 return new LSL_Vector(0.0, -Math.PI * 0.5, Math.Atan2((r.z * r.s + r.x * r.y), 0.5 - t.x - t.z)); 583 }
584 if (test < -0.4999*unit) { // singularity at south pole
585 eul.z = -2 * Math.Atan2(q1.x,q1.s);
586 eul.y = -Math.PI/2;
587 eul.x = 0;
588 return eul;
589 }
590 eul.z = Math.Atan2(2*q1.z*q1.s-2*q1.x*q1.y , sqx - sqy - sqz + sqw);
591 eul.y = Math.Asin(2*test/unit);
592 eul.x = Math.Atan2(2*q1.x*q1.s-2*q1.z*q1.y , -sqx + sqy - sqz + sqw);
593 return eul;
491 } 594 }
492 595
493 /* From wiki: 596 /* From wiki:
@@ -689,77 +792,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
689 { 792 {
690 //A and B should both be normalized 793 //A and B should both be normalized
691 m_host.AddScriptLPS(1); 794 m_host.AddScriptLPS(1);
692 LSL_Rotation rotBetween; 795 /* This method is more accurate than the SL one, and thus causes problems
693 // Check for zero vectors. If either is zero, return zero rotation. Otherwise, 796 for scripts that deal with the SL inaccuracy around 180-degrees -.- .._.
694 // continue calculation. 797
695 if (a == new LSL_Vector(0.0f, 0.0f, 0.0f) || b == new LSL_Vector(0.0f, 0.0f, 0.0f)) 798 double dotProduct = LSL_Vector.Dot(a, b);
799 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
800 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b);
801 double angle = Math.Acos(dotProduct / magProduct);
802 LSL_Vector axis = LSL_Vector.Norm(crossProduct);
803 double s = Math.Sin(angle / 2);
804
805 double x = axis.x * s;
806 double y = axis.y * s;
807 double z = axis.z * s;
808 double w = Math.Cos(angle / 2);
809
810 if (Double.IsNaN(x) || Double.IsNaN(y) || Double.IsNaN(z) || Double.IsNaN(w))
811 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
812
813 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w);
814 */
815
816 // This method mimics the 180 errors found in SL
817 // See www.euclideanspace.com... angleBetween
818 LSL_Vector vec_a = a;
819 LSL_Vector vec_b = b;
820
821 // Eliminate zero length
822 LSL_Float vec_a_mag = LSL_Vector.Mag(vec_a);
823 LSL_Float vec_b_mag = LSL_Vector.Mag(vec_b);
824 if (vec_a_mag < 0.00001 ||
825 vec_b_mag < 0.00001)
696 { 826 {
697 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); 827 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
698 } 828 }
699 else 829
830 // Normalize
831 vec_a = llVecNorm(vec_a);
832 vec_b = llVecNorm(vec_b);
833
834 // Calculate axis and rotation angle
835 LSL_Vector axis = vec_a % vec_b;
836 LSL_Float cos_theta = vec_a * vec_b;
837
838 // Check if parallel
839 if (cos_theta > 0.99999)
700 { 840 {
701 a = LSL_Vector.Norm(a); 841 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
702 b = LSL_Vector.Norm(b); 842 }
703 double dotProduct = LSL_Vector.Dot(a, b); 843
704 // There are two degenerate cases possible. These are for vectors 180 or 844 // Check if anti-parallel
705 // 0 degrees apart. These have to be detected and handled individually. 845 else if (cos_theta < -0.99999)
706 // 846 {
707 // Check for vectors 180 degrees apart. 847 LSL_Vector orthog_axis = new LSL_Vector(1.0, 0.0, 0.0) - (vec_a.x / (vec_a * vec_a) * vec_a);
708 // A dot product of -1 would mean the angle between vectors is 180 degrees. 848 if (LSL_Vector.Mag(orthog_axis) < 0.000001) orthog_axis = new LSL_Vector(0.0, 0.0, 1.0);
709 if (dotProduct < -0.9999999f) 849 return new LSL_Rotation((float)orthog_axis.x, (float)orthog_axis.y, (float)orthog_axis.z, 0.0);
710 { 850 }
711 // First assume X axis is orthogonal to the vectors. 851 else // other rotation
712 LSL_Vector orthoVector = new LSL_Vector(1.0f, 0.0f, 0.0f); 852 {
713 orthoVector = orthoVector - a * (a.x / LSL_Vector.Dot(a, a)); 853 LSL_Float theta = (LSL_Float)Math.Acos(cos_theta) * 0.5f;
714 // Check for near zero vector. A very small non-zero number here will create 854 axis = llVecNorm(axis);
715 // a rotation in an undesired direction. 855 double x, y, z, s, t;
716 if (LSL_Vector.Mag(orthoVector) > 0.0001) 856 s = Math.Cos(theta);
717 { 857 t = Math.Sin(theta);
718 rotBetween = new LSL_Rotation(orthoVector.x, orthoVector.y, orthoVector.z, 0.0f); 858 x = axis.x * t;
719 } 859 y = axis.y * t;
720 // If the magnitude of the vector was near zero, then assume the X axis is not 860 z = axis.z * t;
721 // orthogonal and use the Z axis instead. 861 return new LSL_Rotation(x,y,z,s);
722 else
723 {
724 // Set 180 z rotation.
725 rotBetween = new LSL_Rotation(0.0f, 0.0f, 1.0f, 0.0f);
726 }
727 }
728 // Check for parallel vectors.
729 // A dot product of 1 would mean the angle between vectors is 0 degrees.
730 else if (dotProduct > 0.9999999f)
731 {
732 // Set zero rotation.
733 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
734 }
735 else
736 {
737 // All special checks have been performed so get the axis of rotation.
738 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
739 // Quarternion s value is the length of the unit vector + dot product.
740 double qs = 1.0 + dotProduct;
741 rotBetween = new LSL_Rotation(crossProduct.x, crossProduct.y, crossProduct.z, qs);
742 // Normalize the rotation.
743 double mag = LSL_Rotation.Mag(rotBetween);
744 // We shouldn't have to worry about a divide by zero here. The qs value will be
745 // non-zero because we already know if we're here, then the dotProduct is not -1 so
746 // qs will not be zero. Also, we've already handled the input vectors being zero so the
747 // crossProduct vector should also not be zero.
748 rotBetween.x = rotBetween.x / mag;
749 rotBetween.y = rotBetween.y / mag;
750 rotBetween.z = rotBetween.z / mag;
751 rotBetween.s = rotBetween.s / mag;
752 // Check for undefined values and set zero rotation if any found. This code might not actually be required
753 // any longer since zero vectors are checked for at the top.
754 if (Double.IsNaN(rotBetween.x) || Double.IsNaN(rotBetween.y) || Double.IsNaN(rotBetween.z) || Double.IsNaN(rotBetween.s))
755 {
756 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
757 }
758 }
759 } 862 }
760 return rotBetween;
761 } 863 }
762 864
763 public void llWhisper(int channelID, string text) 865 public void llWhisper(int channelID, string text)
764 { 866 {
765 m_host.AddScriptLPS(1); 867 m_host.AddScriptLPS(1);
@@ -779,6 +881,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
779 { 881 {
780 m_host.AddScriptLPS(1); 882 m_host.AddScriptLPS(1);
781 883
884 if (channelID == 0)
885 m_SayShoutCount++;
886
887 if (m_SayShoutCount >= 11)
888 ScriptSleep(2000);
889
782 if (m_scriptConsoleChannelEnabled && (channelID == m_scriptConsoleChannel)) 890 if (m_scriptConsoleChannelEnabled && (channelID == m_scriptConsoleChannel))
783 { 891 {
784 Console.WriteLine(text); 892 Console.WriteLine(text);
@@ -801,6 +909,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
801 { 909 {
802 m_host.AddScriptLPS(1); 910 m_host.AddScriptLPS(1);
803 911
912 if (channelID == 0)
913 m_SayShoutCount++;
914
915 if (m_SayShoutCount >= 11)
916 ScriptSleep(2000);
917
804 if (text.Length > 1023) 918 if (text.Length > 1023)
805 text = text.Substring(0, 1023); 919 text = text.Substring(0, 1023);
806 920
@@ -1101,10 +1215,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1101 return detectedParams.TouchUV; 1215 return detectedParams.TouchUV;
1102 } 1216 }
1103 1217
1218 [DebuggerNonUserCode]
1104 public virtual void llDie() 1219 public virtual void llDie()
1105 { 1220 {
1106 m_host.AddScriptLPS(1); 1221 m_host.AddScriptLPS(1);
1107 throw new SelfDeleteException(); 1222 if (!m_host.IsAttachment) throw new SelfDeleteException();
1108 } 1223 }
1109 1224
1110 public LSL_Float llGround(LSL_Vector offset) 1225 public LSL_Float llGround(LSL_Vector offset)
@@ -1177,6 +1292,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1177 1292
1178 public void llSetStatus(int status, int value) 1293 public void llSetStatus(int status, int value)
1179 { 1294 {
1295 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
1296 return;
1180 m_host.AddScriptLPS(1); 1297 m_host.AddScriptLPS(1);
1181 1298
1182 int statusrotationaxis = 0; 1299 int statusrotationaxis = 0;
@@ -1406,6 +1523,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1406 { 1523 {
1407 m_host.AddScriptLPS(1); 1524 m_host.AddScriptLPS(1);
1408 1525
1526 SetColor(m_host, color, face);
1527 }
1528
1529 protected void SetColor(SceneObjectPart part, LSL_Vector color, int face)
1530 {
1531 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1532 return;
1533
1534 Primitive.TextureEntry tex = part.Shape.Textures;
1535 Color4 texcolor;
1536 if (face >= 0 && face < GetNumberOfSides(part))
1537 {
1538 texcolor = tex.CreateFace((uint)face).RGBA;
1539 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1540 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1541 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1542 tex.FaceTextures[face].RGBA = texcolor;
1543 part.UpdateTexture(tex);
1544 return;
1545 }
1546 else if (face == ScriptBaseClass.ALL_SIDES)
1547 {
1548 for (uint i = 0; i < GetNumberOfSides(part); i++)
1549 {
1550 if (tex.FaceTextures[i] != null)
1551 {
1552 texcolor = tex.FaceTextures[i].RGBA;
1553 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1554 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1555 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1556 tex.FaceTextures[i].RGBA = texcolor;
1557 }
1558 texcolor = tex.DefaultTexture.RGBA;
1559 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1560 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1561 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1562 tex.DefaultTexture.RGBA = texcolor;
1563 }
1564 part.UpdateTexture(tex);
1565 return;
1566 }
1567
1409 if (face == ScriptBaseClass.ALL_SIDES) 1568 if (face == ScriptBaseClass.ALL_SIDES)
1410 face = SceneObjectPart.ALL_SIDES; 1569 face = SceneObjectPart.ALL_SIDES;
1411 1570
@@ -1414,6 +1573,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1414 1573
1415 public void SetTexGen(SceneObjectPart part, int face,int style) 1574 public void SetTexGen(SceneObjectPart part, int face,int style)
1416 { 1575 {
1576 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1577 return;
1578
1417 Primitive.TextureEntry tex = part.Shape.Textures; 1579 Primitive.TextureEntry tex = part.Shape.Textures;
1418 MappingType textype; 1580 MappingType textype;
1419 textype = MappingType.Default; 1581 textype = MappingType.Default;
@@ -1444,6 +1606,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1444 1606
1445 public void SetGlow(SceneObjectPart part, int face, float glow) 1607 public void SetGlow(SceneObjectPart part, int face, float glow)
1446 { 1608 {
1609 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1610 return;
1611
1447 Primitive.TextureEntry tex = part.Shape.Textures; 1612 Primitive.TextureEntry tex = part.Shape.Textures;
1448 if (face >= 0 && face < GetNumberOfSides(part)) 1613 if (face >= 0 && face < GetNumberOfSides(part))
1449 { 1614 {
@@ -1469,6 +1634,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1469 1634
1470 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump) 1635 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump)
1471 { 1636 {
1637 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1638 return;
1472 1639
1473 Shininess sval = new Shininess(); 1640 Shininess sval = new Shininess();
1474 1641
@@ -1519,6 +1686,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1519 1686
1520 public void SetFullBright(SceneObjectPart part, int face, bool bright) 1687 public void SetFullBright(SceneObjectPart part, int face, bool bright)
1521 { 1688 {
1689 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1690 return;
1691
1522 Primitive.TextureEntry tex = part.Shape.Textures; 1692 Primitive.TextureEntry tex = part.Shape.Textures;
1523 if (face >= 0 && face < GetNumberOfSides(part)) 1693 if (face >= 0 && face < GetNumberOfSides(part))
1524 { 1694 {
@@ -1579,13 +1749,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1579 m_host.AddScriptLPS(1); 1749 m_host.AddScriptLPS(1);
1580 1750
1581 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1751 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1582 1752 if (parts.Count > 0)
1583 foreach (SceneObjectPart part in parts) 1753 {
1584 SetAlpha(part, alpha, face); 1754 try
1755 {
1756 parts[0].ParentGroup.areUpdatesSuspended = true;
1757 foreach (SceneObjectPart part in parts)
1758 SetAlpha(part, alpha, face);
1759 }
1760 finally
1761 {
1762 parts[0].ParentGroup.areUpdatesSuspended = false;
1763 }
1764 }
1585 } 1765 }
1586 1766
1587 protected void SetAlpha(SceneObjectPart part, double alpha, int face) 1767 protected void SetAlpha(SceneObjectPart part, double alpha, int face)
1588 { 1768 {
1769 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1770 return;
1771
1589 Primitive.TextureEntry tex = part.Shape.Textures; 1772 Primitive.TextureEntry tex = part.Shape.Textures;
1590 Color4 texcolor; 1773 Color4 texcolor;
1591 if (face >= 0 && face < GetNumberOfSides(part)) 1774 if (face >= 0 && face < GetNumberOfSides(part))
@@ -1638,7 +1821,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1638 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction, 1821 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction,
1639 float wind, float tension, LSL_Vector Force) 1822 float wind, float tension, LSL_Vector Force)
1640 { 1823 {
1641 if (part == null) 1824 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1642 return; 1825 return;
1643 1826
1644 if (flexi) 1827 if (flexi)
@@ -1673,7 +1856,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1673 /// <param name="falloff"></param> 1856 /// <param name="falloff"></param>
1674 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff) 1857 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff)
1675 { 1858 {
1676 if (part == null) 1859 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1677 return; 1860 return;
1678 1861
1679 if (light) 1862 if (light)
@@ -1750,15 +1933,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1750 m_host.AddScriptLPS(1); 1933 m_host.AddScriptLPS(1);
1751 1934
1752 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1935 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1753 1936 if (parts.Count > 0)
1754 foreach (SceneObjectPart part in parts) 1937 {
1755 SetTexture(part, texture, face); 1938 try
1756 1939 {
1940 parts[0].ParentGroup.areUpdatesSuspended = true;
1941 foreach (SceneObjectPart part in parts)
1942 SetTexture(part, texture, face);
1943 }
1944 finally
1945 {
1946 parts[0].ParentGroup.areUpdatesSuspended = false;
1947 }
1948 }
1757 ScriptSleep(200); 1949 ScriptSleep(200);
1758 } 1950 }
1759 1951
1760 protected void SetTexture(SceneObjectPart part, string texture, int face) 1952 protected void SetTexture(SceneObjectPart part, string texture, int face)
1761 { 1953 {
1954 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1955 return;
1956
1762 UUID textureID = new UUID(); 1957 UUID textureID = new UUID();
1763 1958
1764 textureID = InventoryKey(texture, (int)AssetType.Texture); 1959 textureID = InventoryKey(texture, (int)AssetType.Texture);
@@ -1803,6 +1998,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1803 1998
1804 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face) 1999 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face)
1805 { 2000 {
2001 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2002 return;
2003
1806 Primitive.TextureEntry tex = part.Shape.Textures; 2004 Primitive.TextureEntry tex = part.Shape.Textures;
1807 if (face >= 0 && face < GetNumberOfSides(part)) 2005 if (face >= 0 && face < GetNumberOfSides(part))
1808 { 2006 {
@@ -1839,6 +2037,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1839 2037
1840 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face) 2038 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face)
1841 { 2039 {
2040 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2041 return;
2042
1842 Primitive.TextureEntry tex = part.Shape.Textures; 2043 Primitive.TextureEntry tex = part.Shape.Textures;
1843 if (face >= 0 && face < GetNumberOfSides(part)) 2044 if (face >= 0 && face < GetNumberOfSides(part))
1844 { 2045 {
@@ -1875,6 +2076,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1875 2076
1876 protected void RotateTexture(SceneObjectPart part, double rotation, int face) 2077 protected void RotateTexture(SceneObjectPart part, double rotation, int face)
1877 { 2078 {
2079 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2080 return;
2081
1878 Primitive.TextureEntry tex = part.Shape.Textures; 2082 Primitive.TextureEntry tex = part.Shape.Textures;
1879 if (face >= 0 && face < GetNumberOfSides(part)) 2083 if (face >= 0 && face < GetNumberOfSides(part))
1880 { 2084 {
@@ -1943,10 +2147,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1943 return end; 2147 return end;
1944 } 2148 }
1945 2149
1946 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos) 2150 protected LSL_Vector GetSetPosTarget(SceneObjectPart part, LSL_Vector targetPos, LSL_Vector fromPos)
1947 { 2151 {
2152 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2153 return fromPos;
2154
1948 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) 2155 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos)
1949 LSL_Vector currentPos = GetPartLocalPos(part); 2156
1950 2157
1951 float ground = World.GetGroundHeight((float)targetPos.x, (float)targetPos.y); 2158 float ground = World.GetGroundHeight((float)targetPos.x, (float)targetPos.y);
1952 bool disable_underground_movement = m_ScriptEngine.Config.GetBoolean("DisableUndergroundMovement", true); 2159 bool disable_underground_movement = m_ScriptEngine.Config.GetBoolean("DisableUndergroundMovement", true);
@@ -1955,14 +2162,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1955 { 2162 {
1956 if ((targetPos.z < ground) && disable_underground_movement && m_host.ParentGroup.AttachmentPoint == 0) 2163 if ((targetPos.z < ground) && disable_underground_movement && m_host.ParentGroup.AttachmentPoint == 0)
1957 targetPos.z = ground; 2164 targetPos.z = ground;
2165 }
2166 LSL_Vector real_vec = SetPosAdjust(fromPos, targetPos);
2167
2168 return real_vec;
2169 }
2170
2171 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
2172 {
2173 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2174 return;
2175
2176 LSL_Vector currentPos = GetPartLocalPos(part);
2177 LSL_Vector toPos = GetSetPosTarget(part, targetPos, currentPos);
2178
2179 if (part.ParentGroup.RootPart == part)
2180 {
1958 SceneObjectGroup parent = part.ParentGroup; 2181 SceneObjectGroup parent = part.ParentGroup;
1959 LSL_Vector real_vec = SetPosAdjust(currentPos, targetPos); 2182 parent.UpdateGroupPosition(new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z));
1960 parent.UpdateGroupPosition(new Vector3((float)real_vec.x, (float)real_vec.y, (float)real_vec.z));
1961 } 2183 }
1962 else 2184 else
1963 { 2185 {
1964 LSL_Vector rel_vec = SetPosAdjust(currentPos, targetPos); 2186 part.OffsetPosition = new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z);
1965 part.OffsetPosition = new Vector3((float)rel_vec.x, (float)rel_vec.y, (float)rel_vec.z);
1966 SceneObjectGroup parent = part.ParentGroup; 2187 SceneObjectGroup parent = part.ParentGroup;
1967 parent.HasGroupChanged = true; 2188 parent.HasGroupChanged = true;
1968 parent.ScheduleGroupForTerseUpdate(); 2189 parent.ScheduleGroupForTerseUpdate();
@@ -2013,9 +2234,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2013 m_host.AddScriptLPS(1); 2234 m_host.AddScriptLPS(1);
2014 2235
2015 // try to let this work as in SL... 2236 // try to let this work as in SL...
2016 if (m_host.ParentID == 0) 2237 if (m_host.LinkNum < 2)
2017 { 2238 {
2018 // special case: If we are root, rotate complete SOG to new rotation 2239 // Special case: If we are root, rotate complete SOG to new
2240 // rotation.
2241 // We are root if the link number is 0 (single prim) or 1
2242 // (root prim). ParentID may be nonzero in attachments and
2243 // using it would cause attachments and HUDs to rotate
2244 // to the wrong positions.
2019 SetRot(m_host, Rot2Quaternion(rot)); 2245 SetRot(m_host, Rot2Quaternion(rot));
2020 } 2246 }
2021 else 2247 else
@@ -2040,6 +2266,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2040 2266
2041 protected void SetRot(SceneObjectPart part, Quaternion rot) 2267 protected void SetRot(SceneObjectPart part, Quaternion rot)
2042 { 2268 {
2269 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2270 return;
2271
2043 part.UpdateRotation(rot); 2272 part.UpdateRotation(rot);
2044 // Update rotation does not move the object in the physics scene if it's a linkset. 2273 // Update rotation does not move the object in the physics scene if it's a linkset.
2045 2274
@@ -2665,12 +2894,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2665 2894
2666 m_host.AddScriptLPS(1); 2895 m_host.AddScriptLPS(1);
2667 2896
2897 m_host.TaskInventory.LockItemsForRead(true);
2668 TaskInventoryItem item = m_host.TaskInventory[invItemID]; 2898 TaskInventoryItem item = m_host.TaskInventory[invItemID];
2669 2899 m_host.TaskInventory.LockItemsForRead(false);
2670 lock (m_host.TaskInventory)
2671 {
2672 item = m_host.TaskInventory[invItemID];
2673 }
2674 2900
2675 if (item.PermsGranter == UUID.Zero) 2901 if (item.PermsGranter == UUID.Zero)
2676 return 0; 2902 return 0;
@@ -2745,6 +2971,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2745 if (dist > m_ScriptDistanceFactor * 10.0f) 2971 if (dist > m_ScriptDistanceFactor * 10.0f)
2746 return; 2972 return;
2747 2973
2974 //Clone is thread-safe
2748 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 2975 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
2749 2976
2750 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory) 2977 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory)
@@ -2805,6 +3032,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2805 3032
2806 public void llLookAt(LSL_Vector target, double strength, double damping) 3033 public void llLookAt(LSL_Vector target, double strength, double damping)
2807 { 3034 {
3035 /*
2808 m_host.AddScriptLPS(1); 3036 m_host.AddScriptLPS(1);
2809 // Determine where we are looking from 3037 // Determine where we are looking from
2810 LSL_Vector from = llGetPos(); 3038 LSL_Vector from = llGetPos();
@@ -2824,10 +3052,54 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2824 // the angles of rotation in radians into rotation value 3052 // the angles of rotation in radians into rotation value
2825 3053
2826 LSL_Types.Quaternion rot = llEuler2Rot(angle); 3054 LSL_Types.Quaternion rot = llEuler2Rot(angle);
2827 Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s); 3055
2828 m_host.startLookAt(rotation, (float)damping, (float)strength); 3056 // This would only work if your physics system contains an APID controller:
3057 // Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s);
3058 // m_host.startLookAt(rotation, (float)damping, (float)strength);
3059
2829 // Orient the object to the angle calculated 3060 // Orient the object to the angle calculated
2830 //llSetRot(rot); 3061 llSetRot(rot);
3062 */
3063
3064 //The above code, while nice, doesn't replicate the behaviour of SL and tends to "roll" the object.
3065 //There's probably a smarter way of doing this, my rotation math-fu is weak.
3066 // http://bugs.meta7.com/view.php?id=28
3067 // - Tom
3068
3069 /* And the following does not do the job either. It has to be performed inside the ODE glue-code. -.- .._.
3070 LSL_Rotation newrot = llGetRot() * llRotBetween(new LSL_Vector(1.0d, 0.0d, 0.0d) * llGetRot(), new LSL_Vector(0.0d, 0.0d, -1.0d));
3071 llSetRot(newrot * llRotBetween(new LSL_Vector(0.0d,0.0d,1.0d) * newrot, target - llGetPos()));
3072 */
3073 if (m_host.PhysActor != null && !m_host.PhysActor.IsPhysical)
3074 {
3075 // Part is non-phys, convert this to a llSetRot()
3076 Vector3 tgt = new Vector3((float)target.x, (float)target.y, (float)target.z);
3077 Vector3 dir = tgt - m_host.GroupPosition;
3078 dir.Normalize();
3079 float tzrot = (float)Math.Atan2(dir.Y, dir.X);
3080 float txy = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y));
3081 float terot = (float)Math.Atan2(-dir.Z, txy);
3082 LSL_Vector az = new LSL_Vector(0.0f, 0.0f, tzrot);
3083 LSL_Vector ae = new LSL_Vector(0.0f, terot, 0.0f);
3084 LSL_Types.Quaternion spin = llEuler2Rot(az);
3085 LSL_Types.Quaternion rot = llEuler2Rot(ae) * spin;
3086 llSetRot(rot);
3087 }
3088 else
3089 {
3090 // Physical, send the target vector to RotLookAt method inside a 'rotation', the .w -99.9 value indicates it is really a LookAt.
3091 Quaternion q = new Quaternion((float)target.x, (float)target.y, (float)target.z, -99.9f);
3092 m_host.RotLookAt(q, (float)strength, (float)damping);
3093 }
3094
3095 }
3096
3097 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
3098 {
3099 m_host.AddScriptLPS(1);
3100// NotImplemented("llRotLookAt");
3101 m_host.RotLookAt(Rot2Quaternion(target), (float)strength, (float)damping);
3102
2831 } 3103 }
2832 3104
2833 public void llStopLookAt() 3105 public void llStopLookAt()
@@ -2876,13 +3148,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2876 { 3148 {
2877 TaskInventoryItem item; 3149 TaskInventoryItem item;
2878 3150
2879 lock (m_host.TaskInventory) 3151 m_host.TaskInventory.LockItemsForRead(true);
3152 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2880 { 3153 {
2881 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3154 m_host.TaskInventory.LockItemsForRead(false);
2882 return; 3155 return;
2883 else
2884 item = m_host.TaskInventory[InventorySelf()];
2885 } 3156 }
3157 else
3158 {
3159 item = m_host.TaskInventory[InventorySelf()];
3160 }
3161 m_host.TaskInventory.LockItemsForRead(false);
2886 3162
2887 if (item.PermsGranter != UUID.Zero) 3163 if (item.PermsGranter != UUID.Zero)
2888 { 3164 {
@@ -2904,13 +3180,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2904 { 3180 {
2905 TaskInventoryItem item; 3181 TaskInventoryItem item;
2906 3182
3183 m_host.TaskInventory.LockItemsForRead(true);
2907 lock (m_host.TaskInventory) 3184 lock (m_host.TaskInventory)
2908 { 3185 {
3186
2909 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3187 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3188 {
3189 m_host.TaskInventory.LockItemsForRead(false);
2910 return; 3190 return;
3191 }
2911 else 3192 else
3193 {
2912 item = m_host.TaskInventory[InventorySelf()]; 3194 item = m_host.TaskInventory[InventorySelf()];
3195 }
2913 } 3196 }
3197 m_host.TaskInventory.LockItemsForRead(false);
2914 3198
2915 m_host.AddScriptLPS(1); 3199 m_host.AddScriptLPS(1);
2916 3200
@@ -2942,18 +3226,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2942 { 3226 {
2943 m_host.AddScriptLPS(1); 3227 m_host.AddScriptLPS(1);
2944 3228
2945// if (m_host.ParentGroup.RootPart.AttachmentPoint == 0)
2946// return;
2947
2948 TaskInventoryItem item; 3229 TaskInventoryItem item;
2949 3230
2950 lock (m_host.TaskInventory) 3231 m_host.TaskInventory.LockItemsForRead(true);
3232
3233 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2951 { 3234 {
2952 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3235 m_host.TaskInventory.LockItemsForRead(false);
2953 return; 3236 return;
2954 else
2955 item = m_host.TaskInventory[InventorySelf()];
2956 } 3237 }
3238 else
3239 {
3240 item = m_host.TaskInventory[InventorySelf()];
3241 }
3242
3243 m_host.TaskInventory.LockItemsForRead(false);
2957 3244
2958 if (item.PermsGranter != m_host.OwnerID) 3245 if (item.PermsGranter != m_host.OwnerID)
2959 return; 3246 return;
@@ -2964,10 +3251,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2964 3251
2965 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 3252 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
2966 3253
2967 IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule; 3254 grp.AttachToAgent(m_host.OwnerID, (uint)attachment, Vector3.Zero, false);
2968 if (attachmentsModule != null)
2969 attachmentsModule.AttachObject(presence.ControllingClient,
2970 grp, (uint)attachment, false);
2971 } 3255 }
2972 } 3256 }
2973 3257
@@ -2980,13 +3264,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2980 3264
2981 TaskInventoryItem item; 3265 TaskInventoryItem item;
2982 3266
2983 lock (m_host.TaskInventory) 3267 m_host.TaskInventory.LockItemsForRead(true);
3268
3269 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2984 { 3270 {
2985 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3271 m_host.TaskInventory.LockItemsForRead(false);
2986 return; 3272 return;
2987 else
2988 item = m_host.TaskInventory[InventorySelf()];
2989 } 3273 }
3274 else
3275 {
3276 item = m_host.TaskInventory[InventorySelf()];
3277 }
3278 m_host.TaskInventory.LockItemsForRead(false);
3279
2990 3280
2991 if (item.PermsGranter != m_host.OwnerID) 3281 if (item.PermsGranter != m_host.OwnerID)
2992 return; 3282 return;
@@ -3033,6 +3323,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3033 3323
3034 public void llInstantMessage(string user, string message) 3324 public void llInstantMessage(string user, string message)
3035 { 3325 {
3326 UUID result;
3327 if (!UUID.TryParse(user, out result))
3328 {
3329 ShoutError("An invalid key was passed to llInstantMessage");
3330 ScriptSleep(2000);
3331 return;
3332 }
3333
3334
3036 m_host.AddScriptLPS(1); 3335 m_host.AddScriptLPS(1);
3037 3336
3038 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance. 3337 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance.
@@ -3047,14 +3346,34 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3047 UUID friendTransactionID = UUID.Random(); 3346 UUID friendTransactionID = UUID.Random();
3048 3347
3049 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID); 3348 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
3050 3349
3051 GridInstantMessage msg = new GridInstantMessage(); 3350 GridInstantMessage msg = new GridInstantMessage();
3052 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid; 3351 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid;
3053 msg.toAgentID = new Guid(user); // toAgentID.Guid; 3352 msg.toAgentID = new Guid(user); // toAgentID.Guid;
3054 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here 3353 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here
3055// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message); 3354// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message);
3056// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString()); 3355// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString());
3057 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();// timestamp; 3356// DateTime dt = DateTime.UtcNow;
3357//
3358// // Ticks from UtcNow, but make it look like local. Evil, huh?
3359// dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
3360//
3361// try
3362// {
3363// // Convert that to the PST timezone
3364// TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
3365// dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
3366// }
3367// catch
3368// {
3369// // No logging here, as it could be VERY spammy
3370// }
3371//
3372// // And make it look local again to fool the unix time util
3373// dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
3374
3375 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();
3376
3058 //if (client != null) 3377 //if (client != null)
3059 //{ 3378 //{
3060 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName; 3379 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName;
@@ -3068,12 +3387,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3068 msg.message = message.Substring(0, 1024); 3387 msg.message = message.Substring(0, 1024);
3069 else 3388 else
3070 msg.message = message; 3389 msg.message = message;
3071 msg.dialog = (byte)19; // messgage from script ??? // dialog; 3390 msg.dialog = (byte)19; // MessageFromObject
3072 msg.fromGroup = false;// fromGroup; 3391 msg.fromGroup = false;// fromGroup;
3073 msg.offline = (byte)0; //offline; 3392 msg.offline = (byte)0; //offline;
3074 msg.ParentEstateID = 0; //ParentEstateID; 3393 msg.ParentEstateID = World.RegionInfo.EstateSettings.EstateID;
3075 msg.Position = new Vector3(m_host.AbsolutePosition); 3394 msg.Position = new Vector3(m_host.AbsolutePosition);
3076 msg.RegionID = World.RegionInfo.RegionID.Guid;//RegionID.Guid; 3395 msg.RegionID = World.RegionInfo.RegionID.Guid;
3077 msg.binaryBucket 3396 msg.binaryBucket
3078 = Util.StringToBytes256( 3397 = Util.StringToBytes256(
3079 "{0}/{1}/{2}/{3}", 3398 "{0}/{1}/{2}/{3}",
@@ -3101,7 +3420,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3101 } 3420 }
3102 3421
3103 emailModule.SendEmail(m_host.UUID, address, subject, message); 3422 emailModule.SendEmail(m_host.UUID, address, subject, message);
3104 ScriptSleep(20000); 3423 ScriptSleep(15000);
3105 } 3424 }
3106 3425
3107 public void llGetNextEmail(string address, string subject) 3426 public void llGetNextEmail(string address, string subject)
@@ -3201,13 +3520,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3201 m_host.AddScriptLPS(1); 3520 m_host.AddScriptLPS(1);
3202 } 3521 }
3203 3522
3204 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
3205 {
3206 m_host.AddScriptLPS(1);
3207 Quaternion rot = new Quaternion((float)target.x, (float)target.y, (float)target.z, (float)target.s);
3208 m_host.RotLookAt(rot, (float)strength, (float)damping);
3209 }
3210
3211 public LSL_Integer llStringLength(string str) 3523 public LSL_Integer llStringLength(string str)
3212 { 3524 {
3213 m_host.AddScriptLPS(1); 3525 m_host.AddScriptLPS(1);
@@ -3231,14 +3543,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3231 3543
3232 TaskInventoryItem item; 3544 TaskInventoryItem item;
3233 3545
3234 lock (m_host.TaskInventory) 3546 m_host.TaskInventory.LockItemsForRead(true);
3547 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3235 { 3548 {
3236 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3549 m_host.TaskInventory.LockItemsForRead(false);
3237 return; 3550 return;
3238 else
3239 item = m_host.TaskInventory[InventorySelf()];
3240 } 3551 }
3241 3552 else
3553 {
3554 item = m_host.TaskInventory[InventorySelf()];
3555 }
3556 m_host.TaskInventory.LockItemsForRead(false);
3242 if (item.PermsGranter == UUID.Zero) 3557 if (item.PermsGranter == UUID.Zero)
3243 return; 3558 return;
3244 3559
@@ -3268,13 +3583,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3268 3583
3269 TaskInventoryItem item; 3584 TaskInventoryItem item;
3270 3585
3271 lock (m_host.TaskInventory) 3586 m_host.TaskInventory.LockItemsForRead(true);
3587 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3272 { 3588 {
3273 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3589 m_host.TaskInventory.LockItemsForRead(false);
3274 return; 3590 return;
3275 else
3276 item = m_host.TaskInventory[InventorySelf()];
3277 } 3591 }
3592 else
3593 {
3594 item = m_host.TaskInventory[InventorySelf()];
3595 }
3596 m_host.TaskInventory.LockItemsForRead(false);
3597
3278 3598
3279 if (item.PermsGranter == UUID.Zero) 3599 if (item.PermsGranter == UUID.Zero)
3280 return; 3600 return;
@@ -3339,10 +3659,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3339 3659
3340 TaskInventoryItem item; 3660 TaskInventoryItem item;
3341 3661
3342 lock (m_host.TaskInventory) 3662
3663 m_host.TaskInventory.LockItemsForRead(true);
3664 if (!m_host.TaskInventory.ContainsKey(invItemID))
3665 {
3666 m_host.TaskInventory.LockItemsForRead(false);
3667 return;
3668 }
3669 else
3343 { 3670 {
3344 item = m_host.TaskInventory[invItemID]; 3671 item = m_host.TaskInventory[invItemID];
3345 } 3672 }
3673 m_host.TaskInventory.LockItemsForRead(false);
3346 3674
3347 if (agentID == UUID.Zero || perm == 0) // Releasing permissions 3675 if (agentID == UUID.Zero || perm == 0) // Releasing permissions
3348 { 3676 {
@@ -3370,15 +3698,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3370 int implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS | 3698 int implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS |
3371 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3699 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3372 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3700 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3701 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3373 ScriptBaseClass.PERMISSION_ATTACH; 3702 ScriptBaseClass.PERMISSION_ATTACH;
3374 3703
3375 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3704 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3376 { 3705 {
3377 lock (m_host.TaskInventory) 3706 m_host.TaskInventory.LockItemsForWrite(true);
3378 { 3707 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3379 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3708 m_host.TaskInventory[invItemID].PermsMask = perm;
3380 m_host.TaskInventory[invItemID].PermsMask = perm; 3709 m_host.TaskInventory.LockItemsForWrite(false);
3381 }
3382 3710
3383 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3711 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3384 "run_time_permissions", new Object[] { 3712 "run_time_permissions", new Object[] {
@@ -3388,28 +3716,44 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3388 return; 3716 return;
3389 } 3717 }
3390 } 3718 }
3391 else if (m_host.SitTargetAvatar == agentID) // Sitting avatar 3719 else
3392 { 3720 {
3393 // When agent is sitting, certain permissions are implicit if requested from sitting agent 3721 bool sitting = false;
3394 int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3722 if (m_host.SitTargetAvatar == agentID)
3395 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3723 {
3396 ScriptBaseClass.PERMISSION_TRACK_CAMERA | 3724 sitting = true;
3397 ScriptBaseClass.PERMISSION_TAKE_CONTROLS; 3725 }
3726 else
3727 {
3728 foreach (SceneObjectPart p in m_host.ParentGroup.Parts)
3729 {
3730 if (p.SitTargetAvatar == agentID)
3731 sitting = true;
3732 }
3733 }
3398 3734
3399 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3735 if (sitting)
3400 { 3736 {
3401 lock (m_host.TaskInventory) 3737 // When agent is sitting, certain permissions are implicit if requested from sitting agent
3738 int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3739 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3740 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3741 ScriptBaseClass.PERMISSION_TAKE_CONTROLS;
3742
3743 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3402 { 3744 {
3745 m_host.TaskInventory.LockItemsForWrite(true);
3403 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3746 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3404 m_host.TaskInventory[invItemID].PermsMask = perm; 3747 m_host.TaskInventory[invItemID].PermsMask = perm;
3405 } 3748 m_host.TaskInventory.LockItemsForWrite(false);
3406 3749
3407 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3750 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3408 "run_time_permissions", new Object[] { 3751 "run_time_permissions", new Object[] {
3409 new LSL_Integer(perm) }, 3752 new LSL_Integer(perm) },
3410 new DetectParams[0])); 3753 new DetectParams[0]));
3411 3754
3412 return; 3755 return;
3756 }
3413 } 3757 }
3414 } 3758 }
3415 3759
@@ -3423,11 +3767,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3423 3767
3424 if (!m_waitingForScriptAnswer) 3768 if (!m_waitingForScriptAnswer)
3425 { 3769 {
3426 lock (m_host.TaskInventory) 3770 m_host.TaskInventory.LockItemsForWrite(true);
3427 { 3771 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3428 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3772 m_host.TaskInventory[invItemID].PermsMask = 0;
3429 m_host.TaskInventory[invItemID].PermsMask = 0; 3773 m_host.TaskInventory.LockItemsForWrite(false);
3430 }
3431 3774
3432 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer; 3775 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer;
3433 m_waitingForScriptAnswer=true; 3776 m_waitingForScriptAnswer=true;
@@ -3462,10 +3805,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3462 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0) 3805 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0)
3463 llReleaseControls(); 3806 llReleaseControls();
3464 3807
3465 lock (m_host.TaskInventory) 3808
3466 { 3809 m_host.TaskInventory.LockItemsForWrite(true);
3467 m_host.TaskInventory[invItemID].PermsMask = answer; 3810 m_host.TaskInventory[invItemID].PermsMask = answer;
3468 } 3811 m_host.TaskInventory.LockItemsForWrite(false);
3812
3469 3813
3470 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3814 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3471 "run_time_permissions", new Object[] { 3815 "run_time_permissions", new Object[] {
@@ -3477,16 +3821,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3477 { 3821 {
3478 m_host.AddScriptLPS(1); 3822 m_host.AddScriptLPS(1);
3479 3823
3480 lock (m_host.TaskInventory) 3824 m_host.TaskInventory.LockItemsForRead(true);
3825
3826 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3481 { 3827 {
3482 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3828 if (item.Type == 10 && item.ItemID == m_itemID)
3483 { 3829 {
3484 if (item.Type == 10 && item.ItemID == m_itemID) 3830 m_host.TaskInventory.LockItemsForRead(false);
3485 { 3831 return item.PermsGranter.ToString();
3486 return item.PermsGranter.ToString();
3487 }
3488 } 3832 }
3489 } 3833 }
3834 m_host.TaskInventory.LockItemsForRead(false);
3490 3835
3491 return UUID.Zero.ToString(); 3836 return UUID.Zero.ToString();
3492 } 3837 }
@@ -3495,19 +3840,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3495 { 3840 {
3496 m_host.AddScriptLPS(1); 3841 m_host.AddScriptLPS(1);
3497 3842
3498 lock (m_host.TaskInventory) 3843 m_host.TaskInventory.LockItemsForRead(true);
3844
3845 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3499 { 3846 {
3500 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3847 if (item.Type == 10 && item.ItemID == m_itemID)
3501 { 3848 {
3502 if (item.Type == 10 && item.ItemID == m_itemID) 3849 int perms = item.PermsMask;
3503 { 3850 if (m_automaticLinkPermission)
3504 int perms = item.PermsMask; 3851 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS;
3505 if (m_automaticLinkPermission) 3852 m_host.TaskInventory.LockItemsForRead(false);
3506 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS; 3853 return perms;
3507 return perms;
3508 }
3509 } 3854 }
3510 } 3855 }
3856 m_host.TaskInventory.LockItemsForRead(false);
3511 3857
3512 return 0; 3858 return 0;
3513 } 3859 }
@@ -3529,9 +3875,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3529 public void llSetLinkColor(int linknumber, LSL_Vector color, int face) 3875 public void llSetLinkColor(int linknumber, LSL_Vector color, int face)
3530 { 3876 {
3531 List<SceneObjectPart> parts = GetLinkParts(linknumber); 3877 List<SceneObjectPart> parts = GetLinkParts(linknumber);
3532 3878 if (parts.Count > 0)
3533 foreach (SceneObjectPart part in parts) 3879 {
3534 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face); 3880 try
3881 {
3882 parts[0].ParentGroup.areUpdatesSuspended = true;
3883 foreach (SceneObjectPart part in parts)
3884 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
3885 }
3886 finally
3887 {
3888 parts[0].ParentGroup.areUpdatesSuspended = false;
3889 }
3890 }
3535 } 3891 }
3536 3892
3537 public void llCreateLink(string target, int parent) 3893 public void llCreateLink(string target, int parent)
@@ -3544,11 +3900,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3544 return; 3900 return;
3545 3901
3546 TaskInventoryItem item; 3902 TaskInventoryItem item;
3547 lock (m_host.TaskInventory) 3903 m_host.TaskInventory.LockItemsForRead(true);
3548 { 3904 item = m_host.TaskInventory[invItemID];
3549 item = m_host.TaskInventory[invItemID]; 3905 m_host.TaskInventory.LockItemsForRead(false);
3550 } 3906
3551
3552 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3907 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3553 && !m_automaticLinkPermission) 3908 && !m_automaticLinkPermission)
3554 { 3909 {
@@ -3565,11 +3920,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3565 3920
3566 if (targetPart.ParentGroup.AttachmentPoint != 0) 3921 if (targetPart.ParentGroup.AttachmentPoint != 0)
3567 return; // Fail silently if attached 3922 return; // Fail silently if attached
3923
3924 if (targetPart.ParentGroup.RootPart.OwnerID != m_host.ParentGroup.RootPart.OwnerID)
3925 return;
3926
3568 SceneObjectGroup parentPrim = null, childPrim = null; 3927 SceneObjectGroup parentPrim = null, childPrim = null;
3569 3928
3570 if (targetPart != null) 3929 if (targetPart != null)
3571 { 3930 {
3572 if (parent != 0) { 3931 if (parent != 0)
3932 {
3573 parentPrim = m_host.ParentGroup; 3933 parentPrim = m_host.ParentGroup;
3574 childPrim = targetPart.ParentGroup; 3934 childPrim = targetPart.ParentGroup;
3575 } 3935 }
@@ -3601,16 +3961,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3601 m_host.AddScriptLPS(1); 3961 m_host.AddScriptLPS(1);
3602 UUID invItemID = InventorySelf(); 3962 UUID invItemID = InventorySelf();
3603 3963
3604 lock (m_host.TaskInventory) 3964 m_host.TaskInventory.LockItemsForRead(true);
3605 {
3606 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3965 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3607 && !m_automaticLinkPermission) 3966 && !m_automaticLinkPermission)
3608 { 3967 {
3609 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!"); 3968 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
3969 m_host.TaskInventory.LockItemsForRead(false);
3610 return; 3970 return;
3611 } 3971 }
3612 } 3972 m_host.TaskInventory.LockItemsForRead(false);
3613 3973
3614 if (linknum < ScriptBaseClass.LINK_THIS) 3974 if (linknum < ScriptBaseClass.LINK_THIS)
3615 return; 3975 return;
3616 3976
@@ -3649,10 +4009,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3649 // Restructuring Multiple Prims. 4009 // Restructuring Multiple Prims.
3650 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts); 4010 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts);
3651 parts.Remove(parentPrim.RootPart); 4011 parts.Remove(parentPrim.RootPart);
3652 foreach (SceneObjectPart part in parts) 4012 if (parts.Count > 0)
3653 { 4013 {
3654 parentPrim.DelinkFromGroup(part.LocalId, true); 4014 try
4015 {
4016 parts[0].ParentGroup.areUpdatesSuspended = true;
4017 foreach (SceneObjectPart part in parts)
4018 {
4019 parentPrim.DelinkFromGroup(part.LocalId, true);
4020 }
4021 }
4022 finally
4023 {
4024 parts[0].ParentGroup.areUpdatesSuspended = false;
4025 }
3655 } 4026 }
4027
3656 parentPrim.HasGroupChanged = true; 4028 parentPrim.HasGroupChanged = true;
3657 parentPrim.ScheduleGroupForFullUpdate(); 4029 parentPrim.ScheduleGroupForFullUpdate();
3658 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 4030 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
@@ -3661,11 +4033,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3661 { 4033 {
3662 SceneObjectPart newRoot = parts[0]; 4034 SceneObjectPart newRoot = parts[0];
3663 parts.Remove(newRoot); 4035 parts.Remove(newRoot);
3664 foreach (SceneObjectPart part in parts) 4036
4037 try
3665 { 4038 {
3666 part.UpdateFlag = 0; 4039 parts[0].ParentGroup.areUpdatesSuspended = true;
3667 newRoot.ParentGroup.LinkToGroup(part.ParentGroup); 4040 foreach (SceneObjectPart part in parts)
4041 {
4042 part.UpdateFlag = 0;
4043 newRoot.ParentGroup.LinkToGroup(part.ParentGroup);
4044 }
3668 } 4045 }
4046 finally
4047 {
4048 parts[0].ParentGroup.areUpdatesSuspended = false;
4049 }
4050
4051
3669 newRoot.ParentGroup.HasGroupChanged = true; 4052 newRoot.ParentGroup.HasGroupChanged = true;
3670 newRoot.ParentGroup.ScheduleGroupForFullUpdate(); 4053 newRoot.ParentGroup.ScheduleGroupForFullUpdate();
3671 } 4054 }
@@ -3685,6 +4068,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3685 public void llBreakAllLinks() 4068 public void llBreakAllLinks()
3686 { 4069 {
3687 m_host.AddScriptLPS(1); 4070 m_host.AddScriptLPS(1);
4071
4072 UUID invItemID = InventorySelf();
4073
4074 TaskInventoryItem item;
4075 m_host.TaskInventory.LockItemsForRead(true);
4076 item = m_host.TaskInventory[invItemID];
4077 m_host.TaskInventory.LockItemsForRead(false);
4078
4079 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
4080 && !m_automaticLinkPermission)
4081 {
4082 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
4083 return;
4084 }
4085
3688 SceneObjectGroup parentPrim = m_host.ParentGroup; 4086 SceneObjectGroup parentPrim = m_host.ParentGroup;
3689 if (parentPrim.AttachmentPoint != 0) 4087 if (parentPrim.AttachmentPoint != 0)
3690 return; // Fail silently if attached 4088 return; // Fail silently if attached
@@ -3711,6 +4109,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3711 } 4109 }
3712 else 4110 else
3713 { 4111 {
4112 if (linknum > m_host.ParentGroup.PrimCount || (linknum == 1 && m_host.ParentGroup.PrimCount == 1))
4113 {
4114 linknum -= (m_host.ParentGroup.PrimCount) + 1;
4115
4116 if (linknum < 0)
4117 return UUID.Zero.ToString();
4118
4119 List<ScenePresence> avatars = GetLinkAvatars(ScriptBaseClass.LINK_SET);
4120 if (avatars.Count > linknum)
4121 {
4122 return avatars[linknum].UUID.ToString();
4123 }
4124 }
3714 return UUID.Zero.ToString(); 4125 return UUID.Zero.ToString();
3715 } 4126 }
3716 } 4127 }
@@ -3787,17 +4198,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3787 m_host.AddScriptLPS(1); 4198 m_host.AddScriptLPS(1);
3788 int count = 0; 4199 int count = 0;
3789 4200
3790 lock (m_host.TaskInventory) 4201 m_host.TaskInventory.LockItemsForRead(true);
4202 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3791 { 4203 {
3792 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4204 if (inv.Value.Type == type || type == -1)
3793 { 4205 {
3794 if (inv.Value.Type == type || type == -1) 4206 count = count + 1;
3795 {
3796 count = count + 1;
3797 }
3798 } 4207 }
3799 } 4208 }
3800 4209
4210 m_host.TaskInventory.LockItemsForRead(false);
3801 return count; 4211 return count;
3802 } 4212 }
3803 4213
@@ -3806,16 +4216,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3806 m_host.AddScriptLPS(1); 4216 m_host.AddScriptLPS(1);
3807 ArrayList keys = new ArrayList(); 4217 ArrayList keys = new ArrayList();
3808 4218
3809 lock (m_host.TaskInventory) 4219 m_host.TaskInventory.LockItemsForRead(true);
4220 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3810 { 4221 {
3811 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4222 if (inv.Value.Type == type || type == -1)
3812 { 4223 {
3813 if (inv.Value.Type == type || type == -1) 4224 keys.Add(inv.Value.Name);
3814 {
3815 keys.Add(inv.Value.Name);
3816 }
3817 } 4225 }
3818 } 4226 }
4227 m_host.TaskInventory.LockItemsForRead(false);
3819 4228
3820 if (keys.Count == 0) 4229 if (keys.Count == 0)
3821 { 4230 {
@@ -3852,25 +4261,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3852 } 4261 }
3853 4262
3854 // move the first object found with this inventory name 4263 // move the first object found with this inventory name
3855 lock (m_host.TaskInventory) 4264 m_host.TaskInventory.LockItemsForRead(true);
4265 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3856 { 4266 {
3857 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4267 if (inv.Value.Name == inventory)
3858 { 4268 {
3859 if (inv.Value.Name == inventory) 4269 found = true;
3860 { 4270 objId = inv.Key;
3861 found = true; 4271 assetType = inv.Value.Type;
3862 objId = inv.Key; 4272 objName = inv.Value.Name;
3863 assetType = inv.Value.Type; 4273 break;
3864 objName = inv.Value.Name;
3865 break;
3866 }
3867 } 4274 }
3868 } 4275 }
4276 m_host.TaskInventory.LockItemsForRead(false);
3869 4277
3870 if (!found) 4278 if (!found)
3871 { 4279 {
3872 llSay(0, String.Format("Could not find object '{0}'", inventory)); 4280 llSay(0, String.Format("Could not find object '{0}'", inventory));
3873 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory)); 4281 return;
4282// throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory));
3874 } 4283 }
3875 4284
3876 // check if destination is an object 4285 // check if destination is an object
@@ -3896,6 +4305,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3896 return; 4305 return;
3897 } 4306 }
3898 } 4307 }
4308
3899 // destination is an avatar 4309 // destination is an avatar
3900 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId); 4310 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId);
3901 4311
@@ -3918,26 +4328,36 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3918 bucket); 4328 bucket);
3919 if (m_TransferModule != null) 4329 if (m_TransferModule != null)
3920 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {}); 4330 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
4331
4332 //This delay should only occur when giving inventory to avatars.
3921 ScriptSleep(3000); 4333 ScriptSleep(3000);
3922 } 4334 }
3923 } 4335 }
3924 4336
4337 [DebuggerNonUserCode]
3925 public void llRemoveInventory(string name) 4338 public void llRemoveInventory(string name)
3926 { 4339 {
3927 m_host.AddScriptLPS(1); 4340 m_host.AddScriptLPS(1);
3928 4341
3929 lock (m_host.TaskInventory) 4342 List<TaskInventoryItem> inv;
4343 try
3930 { 4344 {
3931 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4345 m_host.TaskInventory.LockItemsForRead(true);
4346 inv = new List<TaskInventoryItem>(m_host.TaskInventory.Values);
4347 }
4348 finally
4349 {
4350 m_host.TaskInventory.LockItemsForRead(false);
4351 }
4352 foreach (TaskInventoryItem item in inv)
4353 {
4354 if (item.Name == name)
3932 { 4355 {
3933 if (item.Name == name) 4356 if (item.ItemID == m_itemID)
3934 { 4357 throw new ScriptDeleteException();
3935 if (item.ItemID == m_itemID) 4358 else
3936 throw new ScriptDeleteException(); 4359 m_host.Inventory.RemoveInventoryItem(item.ItemID);
3937 else 4360 return;
3938 m_host.Inventory.RemoveInventoryItem(item.ItemID);
3939 return;
3940 }
3941 } 4361 }
3942 } 4362 }
3943 } 4363 }
@@ -3972,112 +4392,122 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3972 { 4392 {
3973 m_host.AddScriptLPS(1); 4393 m_host.AddScriptLPS(1);
3974 4394
3975 UUID uuid = (UUID)id; 4395 UUID uuid;
3976 PresenceInfo pinfo = null; 4396 if (UUID.TryParse(id, out uuid))
3977 UserAccount account;
3978
3979 UserInfoCacheEntry ce;
3980 if (!m_userInfoCache.TryGetValue(uuid, out ce))
3981 { 4397 {
3982 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid); 4398 PresenceInfo pinfo = null;
3983 if (account == null) 4399 UserAccount account;
4400
4401 UserInfoCacheEntry ce;
4402 if (!m_userInfoCache.TryGetValue(uuid, out ce))
3984 { 4403 {
3985 m_userInfoCache[uuid] = null; // Cache negative 4404 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid);
3986 return UUID.Zero.ToString(); 4405 if (account == null)
3987 } 4406 {
4407 m_userInfoCache[uuid] = null; // Cache negative
4408 return UUID.Zero.ToString();
4409 }
3988 4410
3989 4411
3990 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() }); 4412 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
3991 if (pinfos != null && pinfos.Length > 0) 4413 if (pinfos != null && pinfos.Length > 0)
3992 {
3993 foreach (PresenceInfo p in pinfos)
3994 { 4414 {
3995 if (p.RegionID != UUID.Zero) 4415 foreach (PresenceInfo p in pinfos)
3996 { 4416 {
3997 pinfo = p; 4417 if (p.RegionID != UUID.Zero)
4418 {
4419 pinfo = p;
4420 }
3998 } 4421 }
3999 } 4422 }
4000 }
4001 4423
4002 ce = new UserInfoCacheEntry(); 4424 ce = new UserInfoCacheEntry();
4003 ce.time = Util.EnvironmentTickCount(); 4425 ce.time = Util.EnvironmentTickCount();
4004 ce.account = account; 4426 ce.account = account;
4005 ce.pinfo = pinfo; 4427 ce.pinfo = pinfo;
4006 } 4428 m_userInfoCache[uuid] = ce;
4007 else 4429 }
4008 { 4430 else
4009 if (ce == null) 4431 {
4010 return UUID.Zero.ToString(); 4432 if (ce == null)
4433 return UUID.Zero.ToString();
4011 4434
4012 account = ce.account; 4435 account = ce.account;
4013 pinfo = ce.pinfo; 4436 pinfo = ce.pinfo;
4014 } 4437 }
4015 4438
4016 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000) 4439 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000)
4017 {
4018 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4019 if (pinfos != null && pinfos.Length > 0)
4020 { 4440 {
4021 foreach (PresenceInfo p in pinfos) 4441 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4442 if (pinfos != null && pinfos.Length > 0)
4022 { 4443 {
4023 if (p.RegionID != UUID.Zero) 4444 foreach (PresenceInfo p in pinfos)
4024 { 4445 {
4025 pinfo = p; 4446 if (p.RegionID != UUID.Zero)
4447 {
4448 pinfo = p;
4449 }
4026 } 4450 }
4027 } 4451 }
4028 } 4452 else
4029 else 4453 pinfo = null;
4030 pinfo = null;
4031 4454
4032 ce.time = Util.EnvironmentTickCount(); 4455 ce.time = Util.EnvironmentTickCount();
4033 ce.pinfo = pinfo; 4456 ce.pinfo = pinfo;
4034 } 4457 }
4035 4458
4036 string reply = String.Empty; 4459 string reply = String.Empty;
4037 4460
4038 switch (data) 4461 switch (data)
4039 { 4462 {
4040 case 1: // DATA_ONLINE (0|1) 4463 case 1: // DATA_ONLINE (0|1)
4041 if (pinfo != null && pinfo.RegionID != UUID.Zero) 4464 if (pinfo != null && pinfo.RegionID != UUID.Zero)
4042 reply = "1"; 4465 reply = "1";
4043 else 4466 else
4044 reply = "0"; 4467 reply = "0";
4045 break; 4468 break;
4046 case 2: // DATA_NAME (First Last) 4469 case 2: // DATA_NAME (First Last)
4047 reply = account.FirstName + " " + account.LastName; 4470 reply = account.FirstName + " " + account.LastName;
4048 break; 4471 break;
4049 case 3: // DATA_BORN (YYYY-MM-DD) 4472 case 3: // DATA_BORN (YYYY-MM-DD)
4050 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0); 4473 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0);
4051 born = born.AddSeconds(account.Created); 4474 born = born.AddSeconds(account.Created);
4052 reply = born.ToString("yyyy-MM-dd"); 4475 reply = born.ToString("yyyy-MM-dd");
4053 break; 4476 break;
4054 case 4: // DATA_RATING (0,0,0,0,0,0) 4477 case 4: // DATA_RATING (0,0,0,0,0,0)
4055 reply = "0,0,0,0,0,0"; 4478 reply = "0,0,0,0,0,0";
4056 break; 4479 break;
4057 case 8: // DATA_PAYINFO (0|1|2|3) 4480 case 8: // DATA_PAYINFO (0|1|2|3)
4058 reply = "0"; 4481 reply = "0";
4059 break; 4482 break;
4060 default: 4483 default:
4061 return UUID.Zero.ToString(); // Raise no event 4484 return UUID.Zero.ToString(); // Raise no event
4062 } 4485 }
4063 4486
4064 UUID rq = UUID.Random(); 4487 UUID rq = UUID.Random();
4065 4488
4066 UUID tid = AsyncCommands. 4489 UUID tid = AsyncCommands.
4067 DataserverPlugin.RegisterRequest(m_localID, 4490 DataserverPlugin.RegisterRequest(m_localID,
4068 m_itemID, rq.ToString()); 4491 m_itemID, rq.ToString());
4069 4492
4070 AsyncCommands. 4493 AsyncCommands.
4071 DataserverPlugin.DataserverReply(rq.ToString(), reply); 4494 DataserverPlugin.DataserverReply(rq.ToString(), reply);
4072 4495
4073 ScriptSleep(100); 4496 ScriptSleep(100);
4074 return tid.ToString(); 4497 return tid.ToString();
4498 }
4499 else
4500 {
4501 ShoutError("Invalid UUID passed to llRequestAgentData.");
4502 }
4503 return "";
4075 } 4504 }
4076 4505
4077 public LSL_String llRequestInventoryData(string name) 4506 public LSL_String llRequestInventoryData(string name)
4078 { 4507 {
4079 m_host.AddScriptLPS(1); 4508 m_host.AddScriptLPS(1);
4080 4509
4510 //Clone is thread safe
4081 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 4511 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
4082 4512
4083 foreach (TaskInventoryItem item in itemDictionary.Values) 4513 foreach (TaskInventoryItem item in itemDictionary.Values)
@@ -4131,6 +4561,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4131 ScenePresence presence = World.GetScenePresence(agentId); 4561 ScenePresence presence = World.GetScenePresence(agentId);
4132 if (presence != null) 4562 if (presence != null)
4133 { 4563 {
4564 // agent must not be a god
4565 if (presence.UserLevel >= 200) return;
4566
4134 // agent must be over the owners land 4567 // agent must be over the owners land
4135 if (m_host.OwnerID == World.LandChannel.GetLandObject( 4568 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4136 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) 4569 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
@@ -4153,7 +4586,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4153 UUID av = new UUID(); 4586 UUID av = new UUID();
4154 if (!UUID.TryParse(agent,out av)) 4587 if (!UUID.TryParse(agent,out av))
4155 { 4588 {
4156 LSLError("First parameter to llDialog needs to be a key"); 4589 //LSLError("First parameter to llDialog needs to be a key");
4157 return; 4590 return;
4158 } 4591 }
4159 4592
@@ -4190,17 +4623,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4190 UUID soundId = UUID.Zero; 4623 UUID soundId = UUID.Zero;
4191 if (!UUID.TryParse(impact_sound, out soundId)) 4624 if (!UUID.TryParse(impact_sound, out soundId))
4192 { 4625 {
4193 lock (m_host.TaskInventory) 4626 m_host.TaskInventory.LockItemsForRead(true);
4627 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4194 { 4628 {
4195 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4629 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound)
4196 { 4630 {
4197 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound) 4631 soundId = item.AssetID;
4198 { 4632 break;
4199 soundId = item.AssetID;
4200 break;
4201 }
4202 } 4633 }
4203 } 4634 }
4635 m_host.TaskInventory.LockItemsForRead(false);
4204 } 4636 }
4205 m_host.CollisionSound = soundId; 4637 m_host.CollisionSound = soundId;
4206 m_host.CollisionSoundVolume = (float)impact_volume; 4638 m_host.CollisionSoundVolume = (float)impact_volume;
@@ -4240,6 +4672,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4240 UUID partItemID; 4672 UUID partItemID;
4241 foreach (SceneObjectPart part in parts) 4673 foreach (SceneObjectPart part in parts)
4242 { 4674 {
4675 //Clone is thread safe
4243 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); 4676 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
4244 4677
4245 foreach (TaskInventoryItem item in itemsDictionary.Values) 4678 foreach (TaskInventoryItem item in itemsDictionary.Values)
@@ -4454,17 +4887,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4454 4887
4455 m_host.AddScriptLPS(1); 4888 m_host.AddScriptLPS(1);
4456 4889
4457 lock (m_host.TaskInventory) 4890 m_host.TaskInventory.LockItemsForRead(true);
4891 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4458 { 4892 {
4459 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4893 if (item.Type == 10 && item.ItemID == m_itemID)
4460 { 4894 {
4461 if (item.Type == 10 && item.ItemID == m_itemID) 4895 result = item.Name!=null?item.Name:String.Empty;
4462 { 4896 break;
4463 result = item.Name != null ? item.Name : String.Empty;
4464 break;
4465 }
4466 } 4897 }
4467 } 4898 }
4899 m_host.TaskInventory.LockItemsForRead(false);
4468 4900
4469 return result; 4901 return result;
4470 } 4902 }
@@ -4633,23 +5065,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4633 { 5065 {
4634 m_host.AddScriptLPS(1); 5066 m_host.AddScriptLPS(1);
4635 5067
4636 lock (m_host.TaskInventory) 5068 m_host.TaskInventory.LockItemsForRead(true);
5069 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
4637 { 5070 {
4638 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 5071 if (inv.Value.Name == name)
4639 { 5072 {
4640 if (inv.Value.Name == name) 5073 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify))
4641 { 5074 {
4642 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) 5075 m_host.TaskInventory.LockItemsForRead(false);
4643 { 5076 return inv.Value.AssetID.ToString();
4644 return inv.Value.AssetID.ToString(); 5077 }
4645 } 5078 else
4646 else 5079 {
4647 { 5080 m_host.TaskInventory.LockItemsForRead(false);
4648 return UUID.Zero.ToString(); 5081 return UUID.Zero.ToString();
4649 }
4650 } 5082 }
4651 } 5083 }
4652 } 5084 }
5085 m_host.TaskInventory.LockItemsForRead(false);
4653 5086
4654 return UUID.Zero.ToString(); 5087 return UUID.Zero.ToString();
4655 } 5088 }
@@ -4802,14 +5235,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4802 { 5235 {
4803 m_host.AddScriptLPS(1); 5236 m_host.AddScriptLPS(1);
4804 5237
4805 if (src == null) 5238 return src.Length;
4806 {
4807 return 0;
4808 }
4809 else
4810 {
4811 return src.Length;
4812 }
4813 } 5239 }
4814 5240
4815 public LSL_Integer llList2Integer(LSL_List src, int index) 5241 public LSL_Integer llList2Integer(LSL_List src, int index)
@@ -4855,7 +5281,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4855 else if (src.Data[index] is LSL_Float) 5281 else if (src.Data[index] is LSL_Float)
4856 return Convert.ToDouble(((LSL_Float) src.Data[index]).value); 5282 return Convert.ToDouble(((LSL_Float) src.Data[index]).value);
4857 else if (src.Data[index] is LSL_String) 5283 else if (src.Data[index] is LSL_String)
4858 return Convert.ToDouble(((LSL_String) src.Data[index]).m_string); 5284 {
5285 string str = ((LSL_String) src.Data[index]).m_string;
5286 Match m = Regex.Match(str, "^\\s*(-?\\+?[,0-9]+\\.?[0-9]*)");
5287 if (m != Match.Empty)
5288 {
5289 str = m.Value;
5290 double d = 0.0;
5291 if (!Double.TryParse(str, out d))
5292 return 0.0;
5293
5294 return d;
5295 }
5296 return 0.0;
5297 }
4859 return Convert.ToDouble(src.Data[index]); 5298 return Convert.ToDouble(src.Data[index]);
4860 } 5299 }
4861 catch (FormatException) 5300 catch (FormatException)
@@ -5128,7 +5567,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5128 } 5567 }
5129 } 5568 }
5130 } 5569 }
5131 else { 5570 else
5571 {
5132 object[] array = new object[src.Length]; 5572 object[] array = new object[src.Length];
5133 Array.Copy(src.Data, 0, array, 0, src.Length); 5573 Array.Copy(src.Data, 0, array, 0, src.Length);
5134 result = new LSL_List(array); 5574 result = new LSL_List(array);
@@ -5579,10 +6019,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5579 m_host.AddScriptLPS(1); 6019 m_host.AddScriptLPS(1);
5580 6020
5581 List<SceneObjectPart> parts = GetLinkParts(linknumber); 6021 List<SceneObjectPart> parts = GetLinkParts(linknumber);
5582 6022 if (parts.Count > 0)
5583 foreach (var part in parts)
5584 { 6023 {
5585 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate); 6024 try
6025 {
6026 parts[0].ParentGroup.areUpdatesSuspended = true;
6027 foreach (var part in parts)
6028 {
6029 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate);
6030 }
6031 }
6032 finally
6033 {
6034 parts[0].ParentGroup.areUpdatesSuspended = false;
6035 }
5586 } 6036 }
5587 } 6037 }
5588 6038
@@ -5636,6 +6086,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5636 ScriptSleep(5000); 6086 ScriptSleep(5000);
5637 } 6087 }
5638 6088
6089 public LSL_List llParseString2List(string str, LSL_List separators, LSL_List in_spacers)
6090 {
6091 return ParseString2List(str, separators, in_spacers, false);
6092 }
6093
5639 public LSL_Integer llOverMyLand(string id) 6094 public LSL_Integer llOverMyLand(string id)
5640 { 6095 {
5641 m_host.AddScriptLPS(1); 6096 m_host.AddScriptLPS(1);
@@ -5836,7 +6291,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5836 return m_host.ParentGroup.AttachmentPoint; 6291 return m_host.ParentGroup.AttachmentPoint;
5837 } 6292 }
5838 6293
5839 public LSL_Integer llGetFreeMemory() 6294 public virtual LSL_Integer llGetFreeMemory()
5840 { 6295 {
5841 m_host.AddScriptLPS(1); 6296 m_host.AddScriptLPS(1);
5842 // Make scripts designed for LSO happy 6297 // Make scripts designed for LSO happy
@@ -5953,7 +6408,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5953 SetParticleSystem(m_host, rules); 6408 SetParticleSystem(m_host, rules);
5954 } 6409 }
5955 6410
5956 private void SetParticleSystem(SceneObjectPart part, LSL_List rules) { 6411 private void SetParticleSystem(SceneObjectPart part, LSL_List rules)
6412 {
5957 6413
5958 6414
5959 if (rules.Length == 0) 6415 if (rules.Length == 0)
@@ -6147,14 +6603,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6147 6603
6148 protected UUID GetTaskInventoryItem(string name) 6604 protected UUID GetTaskInventoryItem(string name)
6149 { 6605 {
6150 lock (m_host.TaskInventory) 6606 m_host.TaskInventory.LockItemsForRead(true);
6607 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6151 { 6608 {
6152 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6609 if (inv.Value.Name == name)
6153 { 6610 {
6154 if (inv.Value.Name == name) 6611 m_host.TaskInventory.LockItemsForRead(false);
6155 return inv.Key; 6612 return inv.Key;
6156 } 6613 }
6157 } 6614 }
6615 m_host.TaskInventory.LockItemsForRead(false);
6158 6616
6159 return UUID.Zero; 6617 return UUID.Zero;
6160 } 6618 }
@@ -6390,13 +6848,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6390 UUID av = new UUID(); 6848 UUID av = new UUID();
6391 if (!UUID.TryParse(avatar,out av)) 6849 if (!UUID.TryParse(avatar,out av))
6392 { 6850 {
6393 LSLError("First parameter to llDialog needs to be a key"); 6851 //LSLError("First parameter to llDialog needs to be a key");
6394 return; 6852 return;
6395 } 6853 }
6396 if (buttons.Length < 1) 6854 if (buttons.Length < 1)
6397 { 6855 {
6398 LSLError("No less than 1 button can be shown"); 6856 buttons.Add("OK");
6399 return;
6400 } 6857 }
6401 if (buttons.Length > 12) 6858 if (buttons.Length > 12)
6402 { 6859 {
@@ -6413,7 +6870,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6413 } 6870 }
6414 if (buttons.Data[i].ToString().Length > 24) 6871 if (buttons.Data[i].ToString().Length > 24)
6415 { 6872 {
6416 LSLError("button label cannot be longer than 24 characters"); 6873 llWhisper(ScriptBaseClass.DEBUG_CHANNEL, "button label cannot be longer than 24 characters");
6417 return; 6874 return;
6418 } 6875 }
6419 buts[i] = buttons.Data[i].ToString(); 6876 buts[i] = buttons.Data[i].ToString();
@@ -6472,22 +6929,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6472 } 6929 }
6473 6930
6474 // copy the first script found with this inventory name 6931 // copy the first script found with this inventory name
6475 lock (m_host.TaskInventory) 6932 TaskInventoryItem scriptItem = null;
6933 m_host.TaskInventory.LockItemsForRead(true);
6934 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6476 { 6935 {
6477 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6936 if (inv.Value.Name == name)
6478 { 6937 {
6479 if (inv.Value.Name == name) 6938 // make sure the object is a script
6939 if (10 == inv.Value.Type)
6480 { 6940 {
6481 // make sure the object is a script 6941 found = true;
6482 if (10 == inv.Value.Type) 6942 srcId = inv.Key;
6483 { 6943 scriptItem = inv.Value;
6484 found = true; 6944 break;
6485 srcId = inv.Key;
6486 break;
6487 }
6488 } 6945 }
6489 } 6946 }
6490 } 6947 }
6948 m_host.TaskInventory.LockItemsForRead(false);
6491 6949
6492 if (!found) 6950 if (!found)
6493 { 6951 {
@@ -6495,8 +6953,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6495 return; 6953 return;
6496 } 6954 }
6497 6955
6498 // the rest of the permission checks are done in RezScript, so check the pin there as well 6956 SceneObjectPart dest = World.GetSceneObjectPart(destId);
6499 World.RezScript(srcId, m_host, destId, pin, running, start_param); 6957 if (dest != null)
6958 {
6959 if ((scriptItem.BasePermissions & (uint)PermissionMask.Transfer) != 0 || dest.ParentGroup.RootPart.OwnerID == m_host.ParentGroup.RootPart.OwnerID)
6960 {
6961 // the rest of the permission checks are done in RezScript, so check the pin there as well
6962 World.RezScript(srcId, m_host, destId, pin, running, start_param);
6963
6964 if ((scriptItem.BasePermissions & (uint)PermissionMask.Copy) == 0)
6965 m_host.Inventory.RemoveInventoryItem(srcId);
6966 }
6967 }
6500 // this will cause the delay even if the script pin or permissions were wrong - seems ok 6968 // this will cause the delay even if the script pin or permissions were wrong - seems ok
6501 ScriptSleep(3000); 6969 ScriptSleep(3000);
6502 } 6970 }
@@ -6559,18 +7027,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6559 public LSL_String llMD5String(string src, int nonce) 7027 public LSL_String llMD5String(string src, int nonce)
6560 { 7028 {
6561 m_host.AddScriptLPS(1); 7029 m_host.AddScriptLPS(1);
6562 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString())); 7030 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString()), Encoding.UTF8);
6563 } 7031 }
6564 7032
6565 public LSL_String llSHA1String(string src) 7033 public LSL_String llSHA1String(string src)
6566 { 7034 {
6567 m_host.AddScriptLPS(1); 7035 m_host.AddScriptLPS(1);
6568 return Util.SHA1Hash(src).ToLower(); 7036 return Util.SHA1Hash(src, Encoding.UTF8).ToLower();
6569 } 7037 }
6570 7038
6571 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve) 7039 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve)
6572 { 7040 {
6573 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7041 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
7042 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7043 return shapeBlock;
6574 7044
6575 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && 7045 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT &&
6576 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE && 7046 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE &&
@@ -6663,6 +7133,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6663 // Prim type box, cylinder and prism. 7133 // Prim type box, cylinder and prism.
6664 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) 7134 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)
6665 { 7135 {
7136 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7137 return;
7138
6666 ObjectShapePacket.ObjectDataBlock shapeBlock; 7139 ObjectShapePacket.ObjectDataBlock shapeBlock;
6667 7140
6668 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve); 7141 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve);
@@ -6711,6 +7184,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6711 // Prim type sphere. 7184 // Prim type sphere.
6712 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve) 7185 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve)
6713 { 7186 {
7187 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7188 return;
7189
6714 ObjectShapePacket.ObjectDataBlock shapeBlock; 7190 ObjectShapePacket.ObjectDataBlock shapeBlock;
6715 7191
6716 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve); 7192 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve);
@@ -6752,6 +7228,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6752 // Prim type torus, tube and ring. 7228 // Prim type torus, tube and ring.
6753 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) 7229 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)
6754 { 7230 {
7231 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7232 return;
7233
6755 ObjectShapePacket.ObjectDataBlock shapeBlock; 7234 ObjectShapePacket.ObjectDataBlock shapeBlock;
6756 7235
6757 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve); 7236 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve);
@@ -6877,6 +7356,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6877 // Prim type sculpt. 7356 // Prim type sculpt.
6878 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve) 7357 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve)
6879 { 7358 {
7359 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7360 return;
7361
6880 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7362 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
6881 UUID sculptId; 7363 UUID sculptId;
6882 7364
@@ -6893,13 +7375,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6893 shapeBlock.PathScaleX = 100; 7375 shapeBlock.PathScaleX = 100;
6894 shapeBlock.PathScaleY = 150; 7376 shapeBlock.PathScaleY = 150;
6895 7377
6896 if (type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_CYLINDER && 7378 if ((type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_CYLINDER) == 0 &&
6897 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_PLANE && 7379 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_PLANE) == 0 &&
6898 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE && 7380 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE) == 0 &&
6899 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS) 7381 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS) == 0)
6900 { 7382 {
6901 // default 7383 // default
6902 type = (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE; 7384 type = type | (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE;
6903 } 7385 }
6904 7386
6905 part.Shape.SetSculptProperties((byte)type, sculptId); 7387 part.Shape.SetSculptProperties((byte)type, sculptId);
@@ -6915,32 +7397,87 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6915 ScriptSleep(200); 7397 ScriptSleep(200);
6916 } 7398 }
6917 7399
6918 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) 7400 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules)
6919 { 7401 {
6920 m_host.AddScriptLPS(1); 7402 m_host.AddScriptLPS(1);
6921 7403
6922 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7404 List<SceneObjectPart> parts = GetLinkParts(linknumber);
7405 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
7406 if (parts.Count>0)
7407 {
7408 try
7409 {
7410 parts[0].ParentGroup.areUpdatesSuspended = true;
7411 foreach (SceneObjectPart part in parts)
7412 SetPrimParams(part, rules);
7413 }
7414 finally
7415 {
7416 parts[0].ParentGroup.areUpdatesSuspended = false;
7417 }
7418 }
7419 if (avatars.Count > 0)
7420 {
7421 foreach (ScenePresence avatar in avatars)
7422 SetPrimParams(avatar, rules);
7423 }
7424 }
6923 7425
6924 foreach (SceneObjectPart part in parts) 7426 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules)
6925 SetPrimParams(part, rules); 7427 {
6926 7428 llSetLinkPrimitiveParamsFast(linknumber, rules);
6927 ScriptSleep(200); 7429 ScriptSleep(200);
6928 } 7430 }
6929 7431
6930 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules) 7432 protected void SetPrimParams(ScenePresence av, LSL_List rules)
6931 { 7433 {
6932 m_host.AddScriptLPS(1); 7434 //This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
7435 //We only support PRIM_POSITION and PRIM_ROTATION
6933 7436
6934 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7437 int idx = 0;
6935 7438
6936 foreach (SceneObjectPart part in parts) 7439 while (idx < rules.Length)
6937 SetPrimParams(part, rules); 7440 {
7441 int code = rules.GetLSLIntegerItem(idx++);
7442
7443 int remain = rules.Length - idx;
7444
7445
7446
7447 switch (code)
7448 {
7449 case (int)ScriptBaseClass.PRIM_POSITION:
7450 if (remain < 1)
7451 return;
7452 LSL_Vector v;
7453 v = rules.GetVector3Item(idx++);
7454 av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
7455 av.SendAvatarDataToAllAgents();
7456
7457 break;
7458
7459 case (int)ScriptBaseClass.PRIM_ROTATION:
7460 if (remain < 1)
7461 return;
7462 LSL_Rotation r;
7463 r = rules.GetQuaternionItem(idx++);
7464 av.OffsetRotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s);
7465 av.SendAvatarDataToAllAgents();
7466 break;
7467 }
7468 }
6938 } 7469 }
6939 7470
6940 protected void SetPrimParams(SceneObjectPart part, LSL_List rules) 7471 protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
6941 { 7472 {
7473 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7474 return;
7475
6942 int idx = 0; 7476 int idx = 0;
6943 7477
7478 bool positionChanged = false;
7479 LSL_Vector currentPosition = GetPartLocalPos(part);
7480
6944 while (idx < rules.Length) 7481 while (idx < rules.Length)
6945 { 7482 {
6946 int code = rules.GetLSLIntegerItem(idx++); 7483 int code = rules.GetLSLIntegerItem(idx++);
@@ -6949,7 +7486,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6949 7486
6950 int face; 7487 int face;
6951 LSL_Vector v; 7488 LSL_Vector v;
6952 7489
6953 switch (code) 7490 switch (code)
6954 { 7491 {
6955 case (int)ScriptBaseClass.PRIM_POSITION: 7492 case (int)ScriptBaseClass.PRIM_POSITION:
@@ -6957,7 +7494,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6957 return; 7494 return;
6958 7495
6959 v=rules.GetVector3Item(idx++); 7496 v=rules.GetVector3Item(idx++);
6960 SetPos(part, v); 7497 positionChanged = true;
7498 currentPosition = GetSetPosTarget(part, v, currentPosition);
6961 7499
6962 break; 7500 break;
6963 case (int)ScriptBaseClass.PRIM_SIZE: 7501 case (int)ScriptBaseClass.PRIM_SIZE:
@@ -7302,6 +7840,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7302 break; 7840 break;
7303 } 7841 }
7304 } 7842 }
7843
7844 if (positionChanged)
7845 {
7846 if (part.ParentGroup.RootPart == part)
7847 {
7848 SceneObjectGroup parent = part.ParentGroup;
7849 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
7850 }
7851 else
7852 {
7853 part.OffsetPosition = new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z);
7854 SceneObjectGroup parent = part.ParentGroup;
7855 parent.HasGroupChanged = true;
7856 parent.ScheduleGroupForTerseUpdate();
7857 }
7858 }
7305 } 7859 }
7306 7860
7307 public LSL_String llStringToBase64(string str) 7861 public LSL_String llStringToBase64(string str)
@@ -7450,13 +8004,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7450 public LSL_Integer llGetNumberOfPrims() 8004 public LSL_Integer llGetNumberOfPrims()
7451 { 8005 {
7452 m_host.AddScriptLPS(1); 8006 m_host.AddScriptLPS(1);
7453 int avatarCount = 0; 8007 int avatarCount = m_host.ParentGroup.GetLinkedAvatars().Count;
7454 World.ForEachScenePresence(delegate(ScenePresence presence) 8008
7455 {
7456 if (!presence.IsChildAgent && presence.ParentID != 0 && m_host.ParentGroup.HasChildPrim(presence.ParentID))
7457 avatarCount++;
7458 });
7459
7460 return m_host.ParentGroup.PrimCount + avatarCount; 8009 return m_host.ParentGroup.PrimCount + avatarCount;
7461 } 8010 }
7462 8011
@@ -7472,55 +8021,98 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7472 m_host.AddScriptLPS(1); 8021 m_host.AddScriptLPS(1);
7473 UUID objID = UUID.Zero; 8022 UUID objID = UUID.Zero;
7474 LSL_List result = new LSL_List(); 8023 LSL_List result = new LSL_List();
8024
8025 // If the ID is not valid, return null result
7475 if (!UUID.TryParse(obj, out objID)) 8026 if (!UUID.TryParse(obj, out objID))
7476 { 8027 {
7477 result.Add(new LSL_Vector()); 8028 result.Add(new LSL_Vector());
7478 result.Add(new LSL_Vector()); 8029 result.Add(new LSL_Vector());
7479 return result; 8030 return result;
7480 } 8031 }
8032
8033 // Check if this is an attached prim. If so, replace
8034 // the UUID with the avatar UUID and report it's bounding box
8035 SceneObjectPart part = World.GetSceneObjectPart(objID);
8036 if (part != null && part.ParentGroup.IsAttachment)
8037 objID = part.ParentGroup.RootPart.AttachedAvatar;
8038
8039 // Find out if this is an avatar ID. If so, return it's box
7481 ScenePresence presence = World.GetScenePresence(objID); 8040 ScenePresence presence = World.GetScenePresence(objID);
7482 if (presence != null) 8041 if (presence != null)
7483 { 8042 {
7484 if (presence.ParentID == 0) // not sat on an object 8043 // As per LSL Wiki, there is no difference between sitting
8044 // and standing avatar since server 1.36
8045 LSL_Vector lower;
8046 LSL_Vector upper;
8047 if (presence.Animator.Animations.DefaultAnimation.AnimID
8048 == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
7485 { 8049 {
7486 LSL_Vector lower; 8050 // This is for ground sitting avatars
7487 LSL_Vector upper; 8051 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7488 if (presence.Animator.Animations.DefaultAnimation.AnimID 8052 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7489 == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) 8053 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7490 {
7491 // This is for ground sitting avatars
7492 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7493 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7494 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7495 }
7496 else
7497 {
7498 // This is for standing/flying avatars
7499 float height = presence.Appearance.AvatarHeight / 2.0f;
7500 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7501 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7502 }
7503 result.Add(lower);
7504 result.Add(upper);
7505 return result;
7506 } 8054 }
7507 else 8055 else
7508 { 8056 {
7509 // sitting on an object so we need the bounding box of that 8057 // This is for standing/flying avatars
7510 // which should include the avatar so set the UUID to the 8058 float height = presence.Appearance.AvatarHeight / 2.0f;
7511 // UUID of the object the avatar is sat on and allow it to fall through 8059 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7512 // to processing an object 8060 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7513 SceneObjectPart p = World.GetSceneObjectPart(presence.ParentID);
7514 objID = p.UUID;
7515 } 8061 }
8062
8063 // Adjust to the documented error offsets (see LSL Wiki)
8064 lower += new LSL_Vector(0.05f, 0.05f, 0.05f);
8065 upper -= new LSL_Vector(0.05f, 0.05f, 0.05f);
8066
8067 if (lower.x > upper.x)
8068 lower.x = upper.x;
8069 if (lower.y > upper.y)
8070 lower.y = upper.y;
8071 if (lower.z > upper.z)
8072 lower.z = upper.z;
8073
8074 result.Add(lower);
8075 result.Add(upper);
8076 return result;
7516 } 8077 }
7517 SceneObjectPart part = World.GetSceneObjectPart(objID); 8078
8079 part = World.GetSceneObjectPart(objID);
7518 // Currently only works for single prims without a sitting avatar 8080 // Currently only works for single prims without a sitting avatar
7519 if (part != null) 8081 if (part != null)
7520 { 8082 {
7521 Vector3 halfSize = part.Scale / 2.0f; 8083 float minX;
7522 LSL_Vector lower = new LSL_Vector(halfSize.X * -1.0f, halfSize.Y * -1.0f, halfSize.Z * -1.0f); 8084 float maxX;
7523 LSL_Vector upper = new LSL_Vector(halfSize.X, halfSize.Y, halfSize.Z); 8085 float minY;
8086 float maxY;
8087 float minZ;
8088 float maxZ;
8089
8090 // This BBox is in sim coordinates, with the offset being
8091 // a contained point.
8092 Vector3[] offsets = Scene.GetCombinedBoundingBox(new List<SceneObjectGroup> { part.ParentGroup },
8093 out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
8094
8095 minX -= offsets[0].X;
8096 maxX -= offsets[0].X;
8097 minY -= offsets[0].Y;
8098 maxY -= offsets[0].Y;
8099 minZ -= offsets[0].Z;
8100 maxZ -= offsets[0].Z;
8101
8102 LSL_Vector lower;
8103 LSL_Vector upper;
8104
8105 // Adjust to the documented error offsets (see LSL Wiki)
8106 lower = new LSL_Vector(minX + 0.05f, minY + 0.05f, minZ + 0.05f);
8107 upper = new LSL_Vector(maxX - 0.05f, maxY - 0.05f, maxZ - 0.05f);
8108
8109 if (lower.x > upper.x)
8110 lower.x = upper.x;
8111 if (lower.y > upper.y)
8112 lower.y = upper.y;
8113 if (lower.z > upper.z)
8114 lower.z = upper.z;
8115
7524 result.Add(lower); 8116 result.Add(lower);
7525 result.Add(upper); 8117 result.Add(upper);
7526 return result; 8118 return result;
@@ -7600,13 +8192,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7600 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X, 8192 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X,
7601 part.AbsolutePosition.Y, 8193 part.AbsolutePosition.Y,
7602 part.AbsolutePosition.Z); 8194 part.AbsolutePosition.Z);
7603 // For some reason, the part.AbsolutePosition.* values do not change if the
7604 // linkset is rotated; they always reflect the child prim's world position
7605 // as though the linkset is unrotated. This is incompatible behavior with SL's
7606 // implementation, so will break scripts imported from there (not to mention it
7607 // makes it more difficult to determine a child prim's actual inworld position).
7608 if (part.ParentID != 0)
7609 v = ((v - llGetRootPosition()) * llGetRootRotation()) + llGetRootPosition();
7610 res.Add(v); 8195 res.Add(v);
7611 break; 8196 break;
7612 8197
@@ -7767,56 +8352,92 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7767 case (int)ScriptBaseClass.PRIM_BUMP_SHINY: 8352 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
7768 if (remain < 1) 8353 if (remain < 1)
7769 return res; 8354 return res;
7770 8355 face = (int)rules.GetLSLIntegerItem(idx++);
7771 face=(int)rules.GetLSLIntegerItem(idx++);
7772 8356
7773 tex = part.Shape.Textures; 8357 tex = part.Shape.Textures;
8358 int shiny;
7774 if (face == ScriptBaseClass.ALL_SIDES) 8359 if (face == ScriptBaseClass.ALL_SIDES)
7775 { 8360 {
7776 for (face = 0; face < GetNumberOfSides(part); face++) 8361 for (face = 0; face < GetNumberOfSides(part); face++)
7777 { 8362 {
7778 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8363 Shininess shinyness = tex.GetFace((uint)face).Shiny;
7779 // Convert Shininess to PRIM_SHINY_* 8364 if (shinyness == Shininess.High)
7780 res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); 8365 {
7781 // PRIM_BUMP_* 8366 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
7782 res.Add(new LSL_Integer((int)texface.Bump)); 8367 }
8368 else if (shinyness == Shininess.Medium)
8369 {
8370 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8371 }
8372 else if (shinyness == Shininess.Low)
8373 {
8374 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8375 }
8376 else
8377 {
8378 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8379 }
8380 res.Add(new LSL_Integer(shiny));
8381 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
7783 } 8382 }
7784 } 8383 }
7785 else 8384 else
7786 { 8385 {
7787 if (face >= 0 && face < GetNumberOfSides(part)) 8386 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8387 if (shinyness == Shininess.High)
7788 { 8388 {
7789 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8389 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
7790 // Convert Shininess to PRIM_SHINY_*
7791 res.Add(new LSL_Integer((uint)texface.Shiny >> 6));
7792 // PRIM_BUMP_*
7793 res.Add(new LSL_Integer((int)texface.Bump));
7794 } 8390 }
8391 else if (shinyness == Shininess.Medium)
8392 {
8393 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8394 }
8395 else if (shinyness == Shininess.Low)
8396 {
8397 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8398 }
8399 else
8400 {
8401 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8402 }
8403 res.Add(new LSL_Integer(shiny));
8404 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
7795 } 8405 }
7796 break; 8406 break;
7797 8407
7798 case (int)ScriptBaseClass.PRIM_FULLBRIGHT: 8408 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
7799 if (remain < 1) 8409 if (remain < 1)
7800 return res; 8410 return res;
7801 8411 face = (int)rules.GetLSLIntegerItem(idx++);
7802 face=(int)rules.GetLSLIntegerItem(idx++);
7803 8412
7804 tex = part.Shape.Textures; 8413 tex = part.Shape.Textures;
8414 int fullbright;
7805 if (face == ScriptBaseClass.ALL_SIDES) 8415 if (face == ScriptBaseClass.ALL_SIDES)
7806 { 8416 {
7807 for (face = 0; face < GetNumberOfSides(part); face++) 8417 for (face = 0; face < GetNumberOfSides(part); face++)
7808 { 8418 {
7809 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8419 if (tex.GetFace((uint)face).Fullbright == true)
7810 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0)); 8420 {
8421 fullbright = ScriptBaseClass.TRUE;
8422 }
8423 else
8424 {
8425 fullbright = ScriptBaseClass.FALSE;
8426 }
8427 res.Add(new LSL_Integer(fullbright));
7811 } 8428 }
7812 } 8429 }
7813 else 8430 else
7814 { 8431 {
7815 if (face >= 0 && face < GetNumberOfSides(part)) 8432 if (tex.GetFace((uint)face).Fullbright == true)
7816 { 8433 {
7817 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8434 fullbright = ScriptBaseClass.TRUE;
7818 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0));
7819 } 8435 }
8436 else
8437 {
8438 fullbright = ScriptBaseClass.FALSE;
8439 }
8440 res.Add(new LSL_Integer(fullbright));
7820 } 8441 }
7821 break; 8442 break;
7822 8443
@@ -7838,27 +8459,35 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7838 break; 8459 break;
7839 8460
7840 case (int)ScriptBaseClass.PRIM_TEXGEN: 8461 case (int)ScriptBaseClass.PRIM_TEXGEN:
8462 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
7841 if (remain < 1) 8463 if (remain < 1)
7842 return res; 8464 return res;
7843 8465 face = (int)rules.GetLSLIntegerItem(idx++);
7844 face=(int)rules.GetLSLIntegerItem(idx++);
7845 8466
7846 tex = part.Shape.Textures; 8467 tex = part.Shape.Textures;
7847 if (face == ScriptBaseClass.ALL_SIDES) 8468 if (face == ScriptBaseClass.ALL_SIDES)
7848 { 8469 {
7849 for (face = 0; face < GetNumberOfSides(part); face++) 8470 for (face = 0; face < GetNumberOfSides(part); face++)
7850 { 8471 {
7851 MappingType texgen = tex.GetFace((uint)face).TexMapType; 8472 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
7852 // Convert MappingType to PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR etc. 8473 {
7853 res.Add(new LSL_Integer((uint)texgen >> 1)); 8474 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8475 }
8476 else
8477 {
8478 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8479 }
7854 } 8480 }
7855 } 8481 }
7856 else 8482 else
7857 { 8483 {
7858 if (face >= 0 && face < GetNumberOfSides(part)) 8484 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
7859 { 8485 {
7860 MappingType texgen = tex.GetFace((uint)face).TexMapType; 8486 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
7861 res.Add(new LSL_Integer((uint)texgen >> 1)); 8487 }
8488 else
8489 {
8490 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
7862 } 8491 }
7863 } 8492 }
7864 break; 8493 break;
@@ -7881,28 +8510,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7881 case (int)ScriptBaseClass.PRIM_GLOW: 8510 case (int)ScriptBaseClass.PRIM_GLOW:
7882 if (remain < 1) 8511 if (remain < 1)
7883 return res; 8512 return res;
7884 8513 face = (int)rules.GetLSLIntegerItem(idx++);
7885 face=(int)rules.GetLSLIntegerItem(idx++);
7886 8514
7887 tex = part.Shape.Textures; 8515 tex = part.Shape.Textures;
8516 float primglow;
7888 if (face == ScriptBaseClass.ALL_SIDES) 8517 if (face == ScriptBaseClass.ALL_SIDES)
7889 { 8518 {
7890 for (face = 0; face < GetNumberOfSides(part); face++) 8519 for (face = 0; face < GetNumberOfSides(part); face++)
7891 { 8520 {
7892 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8521 primglow = tex.GetFace((uint)face).Glow;
7893 res.Add(new LSL_Float(texface.Glow)); 8522 res.Add(new LSL_Float(primglow));
7894 } 8523 }
7895 } 8524 }
7896 else 8525 else
7897 { 8526 {
7898 if (face >= 0 && face < GetNumberOfSides(part)) 8527 primglow = tex.GetFace((uint)face).Glow;
7899 { 8528 res.Add(new LSL_Float(primglow));
7900 Primitive.TextureEntryFace texface = tex.GetFace((uint)face);
7901 res.Add(new LSL_Float(texface.Glow));
7902 }
7903 } 8529 }
7904 break; 8530 break;
7905
7906 case (int)ScriptBaseClass.PRIM_TEXT: 8531 case (int)ScriptBaseClass.PRIM_TEXT:
7907 Color4 textColor = part.GetTextColor(); 8532 Color4 textColor = part.GetTextColor();
7908 res.Add(new LSL_String(part.Text)); 8533 res.Add(new LSL_String(part.Text));
@@ -8451,8 +9076,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8451 // The function returns an ordered list 9076 // The function returns an ordered list
8452 // representing the tokens found in the supplied 9077 // representing the tokens found in the supplied
8453 // sources string. If two successive tokenizers 9078 // sources string. If two successive tokenizers
8454 // are encountered, then a NULL entry is added 9079 // are encountered, then a null-string entry is
8455 // to the list. 9080 // added to the list.
8456 // 9081 //
8457 // It is a precondition that the source and 9082 // It is a precondition that the source and
8458 // toekizer lisst are non-null. If they are null, 9083 // toekizer lisst are non-null. If they are null,
@@ -8460,7 +9085,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8460 // while their lengths are being determined. 9085 // while their lengths are being determined.
8461 // 9086 //
8462 // A small amount of working memoryis required 9087 // A small amount of working memoryis required
8463 // of approximately 8*#tokenizers. 9088 // of approximately 8*#tokenizers + 8*srcstrlen.
8464 // 9089 //
8465 // There are many ways in which this function 9090 // There are many ways in which this function
8466 // can be implemented, this implementation is 9091 // can be implemented, this implementation is
@@ -8476,155 +9101,124 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8476 // and eliminates redundant tokenizers as soon 9101 // and eliminates redundant tokenizers as soon
8477 // as is possible. 9102 // as is possible.
8478 // 9103 //
8479 // The implementation tries to avoid any copying 9104 // The implementation tries to minimize temporary
8480 // of arrays or other objects. 9105 // garbage generation.
8481 // </remarks> 9106 // </remarks>
8482 9107
8483 private LSL_List ParseString(string src, LSL_List separators, LSL_List spacers, bool keepNulls) 9108 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8484 { 9109 {
8485 int beginning = 0; 9110 return ParseString2List(src, separators, spacers, true);
8486 int srclen = src.Length; 9111 }
8487 int seplen = separators.Length;
8488 object[] separray = separators.Data;
8489 int spclen = spacers.Length;
8490 object[] spcarray = spacers.Data;
8491 int mlen = seplen+spclen;
8492
8493 int[] offset = new int[mlen+1];
8494 bool[] active = new bool[mlen];
8495
8496 int best;
8497 int j;
8498
8499 // Initial capacity reduces resize cost
8500 9112
8501 LSL_List tokens = new LSL_List(); 9113 private LSL_List ParseString2List(string src, LSL_List separators, LSL_List spacers, bool keepNulls)
9114 {
9115 int srclen = src.Length;
9116 int seplen = separators.Length;
9117 object[] separray = separators.Data;
9118 int spclen = spacers.Length;
9119 object[] spcarray = spacers.Data;
9120 int dellen = 0;
9121 string[] delarray = new string[seplen+spclen];
8502 9122
8503 // All entries are initially valid 9123 int outlen = 0;
9124 string[] outarray = new string[srclen*2+1];
8504 9125
8505 for (int i = 0; i < mlen; i++) 9126 int i, j;
8506 active[i] = true; 9127 string d;
8507 9128
8508 offset[mlen] = srclen; 9129 m_host.AddScriptLPS(1);
8509 9130
8510 while (beginning < srclen) 9131 /*
9132 * Convert separator and spacer lists to C# strings.
9133 * Also filter out null strings so we don't hang.
9134 */
9135 for (i = 0; i < seplen; i ++)
8511 { 9136 {
9137 d = separray[i].ToString();
9138 if (d.Length > 0)
9139 {
9140 delarray[dellen++] = d;
9141 }
9142 }
9143 seplen = dellen;
8512 9144
8513 best = mlen; // as bad as it gets 9145 for (i = 0; i < spclen; i ++)
9146 {
9147 d = spcarray[i].ToString();
9148 if (d.Length > 0)
9149 {
9150 delarray[dellen++] = d;
9151 }
9152 }
8514 9153
8515 // Scan for separators 9154 /*
9155 * Scan through source string from beginning to end.
9156 */
9157 for (i = 0;;)
9158 {
8516 9159
8517 for (j = 0; j < seplen; j++) 9160 /*
9161 * Find earliest delimeter in src starting at i (if any).
9162 */
9163 int earliestDel = -1;
9164 int earliestSrc = srclen;
9165 string earliestStr = null;
9166 for (j = 0; j < dellen; j ++)
8518 { 9167 {
8519 if (separray[j].ToString() == String.Empty) 9168 d = delarray[j];
8520 active[j] = false; 9169 if (d != null)
8521
8522 if (active[j])
8523 { 9170 {
8524 // scan all of the markers 9171 int index = src.IndexOf(d, i);
8525 if ((offset[j] = src.IndexOf(separray[j].ToString(), beginning)) == -1) 9172 if (index < 0)
8526 { 9173 {
8527 // not present at all 9174 delarray[j] = null; // delim nowhere in src, don't check it anymore
8528 active[j] = false;
8529 } 9175 }
8530 else 9176 else if (index < earliestSrc)
8531 { 9177 {
8532 // present and correct 9178 earliestSrc = index; // where delimeter starts in source string
8533 if (offset[j] < offset[best]) 9179 earliestDel = j; // where delimeter is in delarray[]
8534 { 9180 earliestStr = d; // the delimeter string from delarray[]
8535 // closest so far 9181 if (index == i) break; // can't do any better than found at beg of string
8536 best = j;
8537 if (offset[best] == beginning)
8538 break;
8539 }
8540 } 9182 }
8541 } 9183 }
8542 } 9184 }
8543 9185
8544 // Scan for spacers 9186 /*
8545 9187 * Output source string starting at i through start of earliest delimeter.
8546 if (offset[best] != beginning) 9188 */
9189 if (keepNulls || (earliestSrc > i))
8547 { 9190 {
8548 for (j = seplen; (j < mlen) && (offset[best] > beginning); j++) 9191 outarray[outlen++] = src.Substring(i, earliestSrc - i);
8549 {
8550 if (spcarray[j-seplen].ToString() == String.Empty)
8551 active[j] = false;
8552
8553 if (active[j])
8554 {
8555 // scan all of the markers
8556 if ((offset[j] = src.IndexOf(spcarray[j-seplen].ToString(), beginning)) == -1)
8557 {
8558 // not present at all
8559 active[j] = false;
8560 }
8561 else
8562 {
8563 // present and correct
8564 if (offset[j] < offset[best])
8565 {
8566 // closest so far
8567 best = j;
8568 }
8569 }
8570 }
8571 }
8572 } 9192 }
8573 9193
8574 // This is the normal exit from the scanning loop 9194 /*
9195 * If no delimeter found at or after i, we're done scanning.
9196 */
9197 if (earliestDel < 0) break;
8575 9198
8576 if (best == mlen) 9199 /*
9200 * If delimeter was a spacer, output the spacer.
9201 */
9202 if (earliestDel >= seplen)
8577 { 9203 {
8578 // no markers were found on this pass 9204 outarray[outlen++] = earliestStr;
8579 // so we're pretty much done
8580 if ((keepNulls) || ((!keepNulls) && (srclen - beginning) > 0))
8581 tokens.Add(new LSL_String(src.Substring(beginning, srclen - beginning)));
8582 break;
8583 } 9205 }
8584 9206
8585 // Otherwise we just add the newly delimited token 9207 /*
8586 // and recalculate where the search should continue. 9208 * Look at rest of src string following delimeter.
8587 if ((keepNulls) || ((!keepNulls) && (offset[best] - beginning) > 0)) 9209 */
8588 tokens.Add(new LSL_String(src.Substring(beginning,offset[best]-beginning))); 9210 i = earliestSrc + earliestStr.Length;
8589
8590 if (best < seplen)
8591 {
8592 beginning = offset[best] + (separray[best].ToString()).Length;
8593 }
8594 else
8595 {
8596 beginning = offset[best] + (spcarray[best - seplen].ToString()).Length;
8597 string str = spcarray[best - seplen].ToString();
8598 if ((keepNulls) || ((!keepNulls) && (str.Length > 0)))
8599 tokens.Add(new LSL_String(str));
8600 }
8601 } 9211 }
8602 9212
8603 // This an awkward an not very intuitive boundary case. If the 9213 /*
8604 // last substring is a tokenizer, then there is an implied trailing 9214 * Make up an exact-sized output array suitable for an LSL_List object.
8605 // null list entry. Hopefully the single comparison will not be too 9215 */
8606 // arduous. Alternatively the 'break' could be replced with a return 9216 object[] outlist = new object[outlen];
8607 // but that's shabby programming. 9217 for (i = 0; i < outlen; i ++)
8608
8609 if ((beginning == srclen) && (keepNulls))
8610 { 9218 {
8611 if (srclen != 0) 9219 outlist[i] = new LSL_String(outarray[i]);
8612 tokens.Add(new LSL_String(""));
8613 } 9220 }
8614 9221 return new LSL_List(outlist);
8615 return tokens;
8616 }
8617
8618 public LSL_List llParseString2List(string src, LSL_List separators, LSL_List spacers)
8619 {
8620 m_host.AddScriptLPS(1);
8621 return this.ParseString(src, separators, spacers, false);
8622 }
8623
8624 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8625 {
8626 m_host.AddScriptLPS(1);
8627 return this.ParseString(src, separators, spacers, true);
8628 } 9222 }
8629 9223
8630 public LSL_Integer llGetObjectPermMask(int mask) 9224 public LSL_Integer llGetObjectPermMask(int mask)
@@ -8701,28 +9295,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8701 { 9295 {
8702 m_host.AddScriptLPS(1); 9296 m_host.AddScriptLPS(1);
8703 9297
8704 lock (m_host.TaskInventory) 9298 m_host.TaskInventory.LockItemsForRead(true);
9299 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8705 { 9300 {
8706 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9301 if (inv.Value.Name == item)
8707 { 9302 {
8708 if (inv.Value.Name == item) 9303 m_host.TaskInventory.LockItemsForRead(false);
9304 switch (mask)
8709 { 9305 {
8710 switch (mask) 9306 case 0:
8711 { 9307 return (int)inv.Value.BasePermissions;
8712 case 0: 9308 case 1:
8713 return (int)inv.Value.BasePermissions; 9309 return (int)inv.Value.CurrentPermissions;
8714 case 1: 9310 case 2:
8715 return (int)inv.Value.CurrentPermissions; 9311 return (int)inv.Value.GroupPermissions;
8716 case 2: 9312 case 3:
8717 return (int)inv.Value.GroupPermissions; 9313 return (int)inv.Value.EveryonePermissions;
8718 case 3: 9314 case 4:
8719 return (int)inv.Value.EveryonePermissions; 9315 return (int)inv.Value.NextPermissions;
8720 case 4:
8721 return (int)inv.Value.NextPermissions;
8722 }
8723 } 9316 }
8724 } 9317 }
8725 } 9318 }
9319 m_host.TaskInventory.LockItemsForRead(false);
8726 9320
8727 return -1; 9321 return -1;
8728 } 9322 }
@@ -8769,16 +9363,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8769 { 9363 {
8770 m_host.AddScriptLPS(1); 9364 m_host.AddScriptLPS(1);
8771 9365
8772 lock (m_host.TaskInventory) 9366 m_host.TaskInventory.LockItemsForRead(true);
9367 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8773 { 9368 {
8774 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9369 if (inv.Value.Name == item)
8775 { 9370 {
8776 if (inv.Value.Name == item) 9371 m_host.TaskInventory.LockItemsForRead(false);
8777 { 9372 return inv.Value.CreatorID.ToString();
8778 return inv.Value.CreatorID.ToString();
8779 }
8780 } 9373 }
8781 } 9374 }
9375 m_host.TaskInventory.LockItemsForRead(false);
8782 9376
8783 llSay(0, "No item name '" + item + "'"); 9377 llSay(0, "No item name '" + item + "'");
8784 9378
@@ -8926,7 +9520,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8926 } 9520 }
8927 9521
8928 /// <summary> 9522 /// <summary>
8929 /// illListReplaceList removes the sub-list defined by the inclusive indices 9523 /// llListReplaceList removes the sub-list defined by the inclusive indices
8930 /// start and end and inserts the src list in its place. The inclusive 9524 /// start and end and inserts the src list in its place. The inclusive
8931 /// nature of the indices means that at least one element must be deleted 9525 /// nature of the indices means that at least one element must be deleted
8932 /// if the indices are within the bounds of the existing list. I.e. 2,2 9526 /// if the indices are within the bounds of the existing list. I.e. 2,2
@@ -8983,16 +9577,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8983 // based upon end. Note that if end exceeds the upper 9577 // based upon end. Note that if end exceeds the upper
8984 // bound in this case, the entire destination list 9578 // bound in this case, the entire destination list
8985 // is removed. 9579 // is removed.
8986 else 9580 else if (start == 0)
8987 { 9581 {
8988 if (end + 1 < dest.Length) 9582 if (end + 1 < dest.Length)
8989 {
8990 return src + dest.GetSublist(end + 1, -1); 9583 return src + dest.GetSublist(end + 1, -1);
8991 }
8992 else 9584 else
8993 {
8994 return src; 9585 return src;
8995 } 9586 }
9587 else // Start < 0
9588 {
9589 if (end + 1 < dest.Length)
9590 return dest.GetSublist(end + 1, -1);
9591 else
9592 return new LSL_List();
8996 } 9593 }
8997 } 9594 }
8998 // Finally, if start > end, we strip away a prefix and 9595 // Finally, if start > end, we strip away a prefix and
@@ -9043,17 +9640,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9043 int width = 0; 9640 int width = 0;
9044 int height = 0; 9641 int height = 0;
9045 9642
9046 ParcelMediaCommandEnum? commandToSend = null; 9643 uint commandToSend = 0;
9047 float time = 0.0f; // default is from start 9644 float time = 0.0f; // default is from start
9048 9645
9049 ScenePresence presence = null; 9646 ScenePresence presence = null;
9050 9647
9051 for (int i = 0; i < commandList.Data.Length; i++) 9648 for (int i = 0; i < commandList.Data.Length; i++)
9052 { 9649 {
9053 ParcelMediaCommandEnum command = (ParcelMediaCommandEnum)commandList.Data[i]; 9650 uint command = (uint)(commandList.GetLSLIntegerItem(i));
9054 switch (command) 9651 switch (command)
9055 { 9652 {
9056 case ParcelMediaCommandEnum.Agent: 9653 case (uint)ParcelMediaCommandEnum.Agent:
9057 // we send only to one agent 9654 // we send only to one agent
9058 if ((i + 1) < commandList.Length) 9655 if ((i + 1) < commandList.Length)
9059 { 9656 {
@@ -9070,25 +9667,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9070 } 9667 }
9071 break; 9668 break;
9072 9669
9073 case ParcelMediaCommandEnum.Loop: 9670 case (uint)ParcelMediaCommandEnum.Loop:
9074 loop = 1; 9671 loop = 1;
9075 commandToSend = command; 9672 commandToSend = command;
9076 update = true; //need to send the media update packet to set looping 9673 update = true; //need to send the media update packet to set looping
9077 break; 9674 break;
9078 9675
9079 case ParcelMediaCommandEnum.Play: 9676 case (uint)ParcelMediaCommandEnum.Play:
9080 loop = 0; 9677 loop = 0;
9081 commandToSend = command; 9678 commandToSend = command;
9082 update = true; //need to send the media update packet to make sure it doesn't loop 9679 update = true; //need to send the media update packet to make sure it doesn't loop
9083 break; 9680 break;
9084 9681
9085 case ParcelMediaCommandEnum.Pause: 9682 case (uint)ParcelMediaCommandEnum.Pause:
9086 case ParcelMediaCommandEnum.Stop: 9683 case (uint)ParcelMediaCommandEnum.Stop:
9087 case ParcelMediaCommandEnum.Unload: 9684 case (uint)ParcelMediaCommandEnum.Unload:
9088 commandToSend = command; 9685 commandToSend = command;
9089 break; 9686 break;
9090 9687
9091 case ParcelMediaCommandEnum.Url: 9688 case (uint)ParcelMediaCommandEnum.Url:
9092 if ((i + 1) < commandList.Length) 9689 if ((i + 1) < commandList.Length)
9093 { 9690 {
9094 if (commandList.Data[i + 1] is LSL_String) 9691 if (commandList.Data[i + 1] is LSL_String)
@@ -9101,7 +9698,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9101 } 9698 }
9102 break; 9699 break;
9103 9700
9104 case ParcelMediaCommandEnum.Texture: 9701 case (uint)ParcelMediaCommandEnum.Texture:
9105 if ((i + 1) < commandList.Length) 9702 if ((i + 1) < commandList.Length)
9106 { 9703 {
9107 if (commandList.Data[i + 1] is LSL_String) 9704 if (commandList.Data[i + 1] is LSL_String)
@@ -9114,7 +9711,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9114 } 9711 }
9115 break; 9712 break;
9116 9713
9117 case ParcelMediaCommandEnum.Time: 9714 case (uint)ParcelMediaCommandEnum.Time:
9118 if ((i + 1) < commandList.Length) 9715 if ((i + 1) < commandList.Length)
9119 { 9716 {
9120 if (commandList.Data[i + 1] is LSL_Float) 9717 if (commandList.Data[i + 1] is LSL_Float)
@@ -9126,7 +9723,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9126 } 9723 }
9127 break; 9724 break;
9128 9725
9129 case ParcelMediaCommandEnum.AutoAlign: 9726 case (uint)ParcelMediaCommandEnum.AutoAlign:
9130 if ((i + 1) < commandList.Length) 9727 if ((i + 1) < commandList.Length)
9131 { 9728 {
9132 if (commandList.Data[i + 1] is LSL_Integer) 9729 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9140,7 +9737,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9140 } 9737 }
9141 break; 9738 break;
9142 9739
9143 case ParcelMediaCommandEnum.Type: 9740 case (uint)ParcelMediaCommandEnum.Type:
9144 if ((i + 1) < commandList.Length) 9741 if ((i + 1) < commandList.Length)
9145 { 9742 {
9146 if (commandList.Data[i + 1] is LSL_String) 9743 if (commandList.Data[i + 1] is LSL_String)
@@ -9153,7 +9750,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9153 } 9750 }
9154 break; 9751 break;
9155 9752
9156 case ParcelMediaCommandEnum.Desc: 9753 case (uint)ParcelMediaCommandEnum.Desc:
9157 if ((i + 1) < commandList.Length) 9754 if ((i + 1) < commandList.Length)
9158 { 9755 {
9159 if (commandList.Data[i + 1] is LSL_String) 9756 if (commandList.Data[i + 1] is LSL_String)
@@ -9166,7 +9763,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9166 } 9763 }
9167 break; 9764 break;
9168 9765
9169 case ParcelMediaCommandEnum.Size: 9766 case (uint)ParcelMediaCommandEnum.Size:
9170 if ((i + 2) < commandList.Length) 9767 if ((i + 2) < commandList.Length)
9171 { 9768 {
9172 if (commandList.Data[i + 1] is LSL_Integer) 9769 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9236,7 +9833,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9236 } 9833 }
9237 } 9834 }
9238 9835
9239 if (commandToSend != null) 9836 if (commandToSend != 0)
9240 { 9837 {
9241 // the commandList contained a start/stop/... command, too 9838 // the commandList contained a start/stop/... command, too
9242 if (presence == null) 9839 if (presence == null)
@@ -9273,7 +9870,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9273 9870
9274 if (aList.Data[i] != null) 9871 if (aList.Data[i] != null)
9275 { 9872 {
9276 switch ((ParcelMediaCommandEnum) aList.Data[i]) 9873 switch ((ParcelMediaCommandEnum) Convert.ToInt32(aList.Data[i].ToString()))
9277 { 9874 {
9278 case ParcelMediaCommandEnum.Url: 9875 case ParcelMediaCommandEnum.Url:
9279 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL)); 9876 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL));
@@ -9316,16 +9913,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9316 { 9913 {
9317 m_host.AddScriptLPS(1); 9914 m_host.AddScriptLPS(1);
9318 9915
9319 lock (m_host.TaskInventory) 9916 m_host.TaskInventory.LockItemsForRead(true);
9917 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9320 { 9918 {
9321 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9919 if (inv.Value.Name == name)
9322 { 9920 {
9323 if (inv.Value.Name == name) 9921 m_host.TaskInventory.LockItemsForRead(false);
9324 { 9922 return inv.Value.Type;
9325 return inv.Value.Type;
9326 }
9327 } 9923 }
9328 } 9924 }
9925 m_host.TaskInventory.LockItemsForRead(false);
9329 9926
9330 return -1; 9927 return -1;
9331 } 9928 }
@@ -9336,15 +9933,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9336 9933
9337 if (quick_pay_buttons.Data.Length < 4) 9934 if (quick_pay_buttons.Data.Length < 4)
9338 { 9935 {
9339 LSLError("List must have at least 4 elements"); 9936 int x;
9340 return; 9937 for (x=quick_pay_buttons.Data.Length; x<= 4; x++)
9938 {
9939 quick_pay_buttons.Add(ScriptBaseClass.PAY_HIDE);
9940 }
9341 } 9941 }
9342 m_host.ParentGroup.RootPart.PayPrice[0]=price; 9942 int[] nPrice = new int[5];
9343 9943 nPrice[0] = price;
9344 m_host.ParentGroup.RootPart.PayPrice[1]=(LSL_Integer)quick_pay_buttons.Data[0]; 9944 nPrice[1] = quick_pay_buttons.GetLSLIntegerItem(0);
9345 m_host.ParentGroup.RootPart.PayPrice[2]=(LSL_Integer)quick_pay_buttons.Data[1]; 9945 nPrice[2] = quick_pay_buttons.GetLSLIntegerItem(1);
9346 m_host.ParentGroup.RootPart.PayPrice[3]=(LSL_Integer)quick_pay_buttons.Data[2]; 9946 nPrice[3] = quick_pay_buttons.GetLSLIntegerItem(2);
9347 m_host.ParentGroup.RootPart.PayPrice[4]=(LSL_Integer)quick_pay_buttons.Data[3]; 9947 nPrice[4] = quick_pay_buttons.GetLSLIntegerItem(3);
9948 m_host.ParentGroup.RootPart.PayPrice = nPrice;
9348 m_host.ParentGroup.HasGroupChanged = true; 9949 m_host.ParentGroup.HasGroupChanged = true;
9349 } 9950 }
9350 9951
@@ -9356,17 +9957,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9356 if (invItemID == UUID.Zero) 9957 if (invItemID == UUID.Zero)
9357 return new LSL_Vector(); 9958 return new LSL_Vector();
9358 9959
9359 lock (m_host.TaskInventory) 9960 m_host.TaskInventory.LockItemsForRead(true);
9961 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9360 { 9962 {
9361 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 9963 m_host.TaskInventory.LockItemsForRead(false);
9362 return new LSL_Vector(); 9964 return new LSL_Vector();
9965 }
9363 9966
9364 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 9967 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9365 { 9968 {
9366 ShoutError("No permissions to track the camera"); 9969 ShoutError("No permissions to track the camera");
9367 return new LSL_Vector(); 9970 m_host.TaskInventory.LockItemsForRead(false);
9368 } 9971 return new LSL_Vector();
9369 } 9972 }
9973 m_host.TaskInventory.LockItemsForRead(false);
9370 9974
9371 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 9975 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9372 if (presence != null) 9976 if (presence != null)
@@ -9384,17 +9988,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9384 if (invItemID == UUID.Zero) 9988 if (invItemID == UUID.Zero)
9385 return new LSL_Rotation(); 9989 return new LSL_Rotation();
9386 9990
9387 lock (m_host.TaskInventory) 9991 m_host.TaskInventory.LockItemsForRead(true);
9992 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9388 { 9993 {
9389 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 9994 m_host.TaskInventory.LockItemsForRead(false);
9390 return new LSL_Rotation(); 9995 return new LSL_Rotation();
9391
9392 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9393 {
9394 ShoutError("No permissions to track the camera");
9395 return new LSL_Rotation();
9396 }
9397 } 9996 }
9997 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9998 {
9999 ShoutError("No permissions to track the camera");
10000 m_host.TaskInventory.LockItemsForRead(false);
10001 return new LSL_Rotation();
10002 }
10003 m_host.TaskInventory.LockItemsForRead(false);
9398 10004
9399 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 10005 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9400 if (presence != null) 10006 if (presence != null)
@@ -9456,8 +10062,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9456 { 10062 {
9457 m_host.AddScriptLPS(1); 10063 m_host.AddScriptLPS(1);
9458 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0); 10064 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0);
9459 if (detectedParams == null) return; // only works on the first detected avatar 10065 if (detectedParams == null)
9460 10066 {
10067 if (m_host.IsAttachment == true)
10068 {
10069 detectedParams = new DetectParams();
10070 detectedParams.Key = m_host.OwnerID;
10071 }
10072 else
10073 {
10074 return;
10075 }
10076 }
10077
9461 ScenePresence avatar = World.GetScenePresence(detectedParams.Key); 10078 ScenePresence avatar = World.GetScenePresence(detectedParams.Key);
9462 if (avatar != null) 10079 if (avatar != null)
9463 { 10080 {
@@ -9465,6 +10082,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9465 new Vector3((float)pos.x, (float)pos.y, (float)pos.z), 10082 new Vector3((float)pos.x, (float)pos.y, (float)pos.z),
9466 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z)); 10083 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z));
9467 } 10084 }
10085
9468 ScriptSleep(1000); 10086 ScriptSleep(1000);
9469 } 10087 }
9470 10088
@@ -9557,14 +10175,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9557 if (objectID == UUID.Zero) return; 10175 if (objectID == UUID.Zero) return;
9558 10176
9559 UUID agentID; 10177 UUID agentID;
9560 lock (m_host.TaskInventory) 10178 m_host.TaskInventory.LockItemsForRead(true);
9561 { 10179 // we need the permission first, to know which avatar we want to set the camera for
9562 // we need the permission first, to know which avatar we want to set the camera for 10180 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9563 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9564 10181
9565 if (agentID == UUID.Zero) return; 10182 if (agentID == UUID.Zero)
9566 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 10183 {
10184 m_host.TaskInventory.LockItemsForRead(false);
10185 return;
9567 } 10186 }
10187 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
10188 {
10189 m_host.TaskInventory.LockItemsForRead(false);
10190 return;
10191 }
10192 m_host.TaskInventory.LockItemsForRead(false);
9568 10193
9569 ScenePresence presence = World.GetScenePresence(agentID); 10194 ScenePresence presence = World.GetScenePresence(agentID);
9570 10195
@@ -9573,12 +10198,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9573 10198
9574 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>(); 10199 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>();
9575 object[] data = rules.Data; 10200 object[] data = rules.Data;
9576 for (int i = 0; i < data.Length; ++i) { 10201 for (int i = 0; i < data.Length; ++i)
10202 {
9577 int type = Convert.ToInt32(data[i++].ToString()); 10203 int type = Convert.ToInt32(data[i++].ToString());
9578 if (i >= data.Length) break; // odd number of entries => ignore the last 10204 if (i >= data.Length) break; // odd number of entries => ignore the last
9579 10205
9580 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3) 10206 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3)
9581 switch (type) { 10207 switch (type)
10208 {
9582 case ScriptBaseClass.CAMERA_FOCUS: 10209 case ScriptBaseClass.CAMERA_FOCUS:
9583 case ScriptBaseClass.CAMERA_FOCUS_OFFSET: 10210 case ScriptBaseClass.CAMERA_FOCUS_OFFSET:
9584 case ScriptBaseClass.CAMERA_POSITION: 10211 case ScriptBaseClass.CAMERA_POSITION:
@@ -9614,12 +10241,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9614 10241
9615 // we need the permission first, to know which avatar we want to clear the camera for 10242 // we need the permission first, to know which avatar we want to clear the camera for
9616 UUID agentID; 10243 UUID agentID;
9617 lock (m_host.TaskInventory) 10244 m_host.TaskInventory.LockItemsForRead(true);
10245 agentID = m_host.TaskInventory[invItemID].PermsGranter;
10246 if (agentID == UUID.Zero)
9618 { 10247 {
9619 agentID = m_host.TaskInventory[invItemID].PermsGranter; 10248 m_host.TaskInventory.LockItemsForRead(false);
9620 if (agentID == UUID.Zero) return; 10249 return;
9621 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 10250 }
10251 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
10252 {
10253 m_host.TaskInventory.LockItemsForRead(false);
10254 return;
9622 } 10255 }
10256 m_host.TaskInventory.LockItemsForRead(false);
9623 10257
9624 ScenePresence presence = World.GetScenePresence(agentID); 10258 ScenePresence presence = World.GetScenePresence(agentID);
9625 10259
@@ -9686,19 +10320,65 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9686 public LSL_String llXorBase64StringsCorrect(string str1, string str2) 10320 public LSL_String llXorBase64StringsCorrect(string str1, string str2)
9687 { 10321 {
9688 m_host.AddScriptLPS(1); 10322 m_host.AddScriptLPS(1);
9689 string ret = String.Empty; 10323
9690 string src1 = llBase64ToString(str1); 10324 if (str1 == String.Empty)
9691 string src2 = llBase64ToString(str2); 10325 return String.Empty;
9692 int c = 0; 10326 if (str2 == String.Empty)
9693 for (int i = 0; i < src1.Length; i++) 10327 return str1;
10328
10329 int len = str2.Length;
10330 if ((len % 4) != 0) // LL is EVIL!!!!
10331 {
10332 while (str2.EndsWith("="))
10333 str2 = str2.Substring(0, str2.Length - 1);
10334
10335 len = str2.Length;
10336 int mod = len % 4;
10337
10338 if (mod == 1)
10339 str2 = str2.Substring(0, str2.Length - 1);
10340 else if (mod == 2)
10341 str2 += "==";
10342 else if (mod == 3)
10343 str2 += "=";
10344 }
10345
10346 byte[] data1;
10347 byte[] data2;
10348 try
10349 {
10350 data1 = Convert.FromBase64String(str1);
10351 data2 = Convert.FromBase64String(str2);
10352 }
10353 catch (Exception)
10354 {
10355 return new LSL_String(String.Empty);
10356 }
10357
10358 byte[] d2 = new Byte[data1.Length];
10359 int pos = 0;
10360
10361 if (data1.Length <= data2.Length)
9694 { 10362 {
9695 ret += (char) (src1[i] ^ src2[c]); 10363 Array.Copy(data2, 0, d2, 0, data1.Length);
10364 }
10365 else
10366 {
10367 while (pos < data1.Length)
10368 {
10369 len = data1.Length - pos;
10370 if (len > data2.Length)
10371 len = data2.Length;
9696 10372
9697 c++; 10373 Array.Copy(data2, 0, d2, pos, len);
9698 if (c >= src2.Length) 10374 pos += len;
9699 c = 0; 10375 }
9700 } 10376 }
9701 return llStringToBase64(ret); 10377
10378 for (pos = 0 ; pos < data1.Length ; pos++ )
10379 data1[pos] ^= d2[pos];
10380
10381 return Convert.ToBase64String(data1);
9702 } 10382 }
9703 10383
9704 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body) 10384 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body)
@@ -9757,12 +10437,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9757 Regex r = new Regex(authregex); 10437 Regex r = new Regex(authregex);
9758 int[] gnums = r.GetGroupNumbers(); 10438 int[] gnums = r.GetGroupNumbers();
9759 Match m = r.Match(url); 10439 Match m = r.Match(url);
9760 if (m.Success) { 10440 if (m.Success)
9761 for (int i = 1; i < gnums.Length; i++) { 10441 {
10442 for (int i = 1; i < gnums.Length; i++)
10443 {
9762 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]]; 10444 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]];
9763 //CaptureCollection cc = g.Captures; 10445 //CaptureCollection cc = g.Captures;
9764 } 10446 }
9765 if (m.Groups.Count == 5) { 10447 if (m.Groups.Count == 5)
10448 {
9766 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString()))); 10449 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString())));
9767 url = m.Groups[1].ToString() + m.Groups[4].ToString(); 10450 url = m.Groups[1].ToString() + m.Groups[4].ToString();
9768 } 10451 }
@@ -10048,15 +10731,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10048 10731
10049 internal UUID ScriptByName(string name) 10732 internal UUID ScriptByName(string name)
10050 { 10733 {
10051 lock (m_host.TaskInventory) 10734 m_host.TaskInventory.LockItemsForRead(true);
10735
10736 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
10052 { 10737 {
10053 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 10738 if (item.Type == 10 && item.Name == name)
10054 { 10739 {
10055 if (item.Type == 10 && item.Name == name) 10740 m_host.TaskInventory.LockItemsForRead(false);
10056 return item.ItemID; 10741 return item.ItemID;
10057 } 10742 }
10058 } 10743 }
10059 10744
10745 m_host.TaskInventory.LockItemsForRead(false);
10746
10060 return UUID.Zero; 10747 return UUID.Zero;
10061 } 10748 }
10062 10749
@@ -10097,6 +10784,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10097 { 10784 {
10098 m_host.AddScriptLPS(1); 10785 m_host.AddScriptLPS(1);
10099 10786
10787 //Clone is thread safe
10100 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10788 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10101 10789
10102 UUID assetID = UUID.Zero; 10790 UUID assetID = UUID.Zero;
@@ -10159,6 +10847,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10159 { 10847 {
10160 m_host.AddScriptLPS(1); 10848 m_host.AddScriptLPS(1);
10161 10849
10850 //Clone is thread safe
10162 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10851 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10163 10852
10164 UUID assetID = UUID.Zero; 10853 UUID assetID = UUID.Zero;
@@ -10239,15 +10928,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10239 return GetLinkPrimitiveParams(obj, rules); 10928 return GetLinkPrimitiveParams(obj, rules);
10240 } 10929 }
10241 10930
10242 public void print(string str) 10931 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
10243 { 10932 {
10244 // yes, this is a real LSL function. See: http://wiki.secondlife.com/wiki/Print 10933 List<SceneObjectPart> parts = GetLinkParts(link);
10245 IOSSL_Api ossl = (IOSSL_Api)m_ScriptEngine.GetApi(m_itemID, "OSSL"); 10934 if (parts.Count < 1)
10246 if (ossl != null) 10935 return 0;
10247 { 10936
10248 ossl.CheckThreatLevel(ThreatLevel.High, "print"); 10937 return GetNumberOfSides(parts[0]);
10249 m_log.Info("LSL print():" + str);
10250 }
10251 } 10938 }
10252 10939
10253 private string Name2Username(string name) 10940 private string Name2Username(string name)
@@ -10293,6 +10980,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10293 return rq.ToString(); 10980 return rq.ToString();
10294 } 10981 }
10295 10982
10983 private void SayShoutTimerElapsed(Object sender, ElapsedEventArgs args)
10984 {
10985 m_SayShoutCount = 0;
10986 }
10296 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options) 10987 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options)
10297 { 10988 {
10298 m_host.AddScriptLPS(1); 10989 m_host.AddScriptLPS(1);
@@ -10462,22 +11153,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10462 NotImplemented("llGetSPMaxMemory"); 11153 NotImplemented("llGetSPMaxMemory");
10463 } 11154 }
10464 11155
10465 public void llGetUsedMemory() 11156 public virtual LSL_Integer llGetUsedMemory()
10466 { 11157 {
10467 m_host.AddScriptLPS(1); 11158 m_host.AddScriptLPS(1);
10468 NotImplemented("llGetUsedMemory"); 11159 NotImplemented("llGetUsedMemory");
11160 return 0;
10469 } 11161 }
10470 11162
10471 public void llScriptProfiler(LSL_Integer flags) 11163 public void llScriptProfiler(LSL_Integer flags)
10472 { 11164 {
10473 m_host.AddScriptLPS(1); 11165 m_host.AddScriptLPS(1);
10474 NotImplemented("llScriptProfiler"); 11166 //NotImplemented("llScriptProfiler");
10475 } 11167 }
10476 11168
10477 public void llSetSoundQueueing(int queue) 11169 public void llSetSoundQueueing(int queue)
10478 { 11170 {
10479 m_host.AddScriptLPS(1); 11171 m_host.AddScriptLPS(1);
10480 NotImplemented("llSetSoundQueueing");
10481 } 11172 }
10482 11173
10483 public void llCollisionSprite(string impact_sprite) 11174 public void llCollisionSprite(string impact_sprite)
@@ -10489,7 +11180,56 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10489 public void llGodLikeRezObject(string inventory, LSL_Vector pos) 11180 public void llGodLikeRezObject(string inventory, LSL_Vector pos)
10490 { 11181 {
10491 m_host.AddScriptLPS(1); 11182 m_host.AddScriptLPS(1);
10492 NotImplemented("llGodLikeRezObject"); 11183
11184 if (!World.Permissions.IsGod(m_host.OwnerID))
11185 NotImplemented("llGodLikeRezObject");
11186
11187 AssetBase rezAsset = World.AssetService.Get(inventory);
11188 if (rezAsset == null)
11189 {
11190 llSay(0, "Asset not found");
11191 return;
11192 }
11193
11194 SceneObjectGroup group = null;
11195
11196 try
11197 {
11198 string xmlData = Utils.BytesToString(rezAsset.Data);
11199 group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
11200 }
11201 catch
11202 {
11203 llSay(0, "Asset not found");
11204 return;
11205 }
11206
11207 if (group == null)
11208 {
11209 llSay(0, "Asset not found");
11210 return;
11211 }
11212
11213 group.RootPart.AttachPoint = group.RootPart.Shape.State;
11214 group.RootPart.AttachOffset = group.AbsolutePosition;
11215
11216 group.ResetIDs();
11217
11218 Vector3 llpos = new Vector3((float)pos.x, (float)pos.y, (float)pos.z);
11219 World.AddNewSceneObject(group, true, llpos, Quaternion.Identity, Vector3.Zero);
11220 group.CreateScriptInstances(0, true, World.DefaultScriptEngine, 3);
11221 group.ScheduleGroupForFullUpdate();
11222
11223 // objects rezzed with this method are die_at_edge by default.
11224 group.RootPart.SetDieAtEdge(true);
11225
11226 group.ResumeScripts();
11227
11228 m_ScriptEngine.PostObjectEvent(m_host.LocalId, new EventParams(
11229 "object_rez", new Object[] {
11230 new LSL_String(
11231 group.RootPart.UUID.ToString()) },
11232 new DetectParams[0]));
10493 } 11233 }
10494 11234
10495 #endregion 11235 #endregion
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index 3ddd79b..9ec8a42 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -135,6 +135,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
135 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow; 135 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow;
136 internal float m_ScriptDelayFactor = 1.0f; 136 internal float m_ScriptDelayFactor = 1.0f;
137 internal float m_ScriptDistanceFactor = 1.0f; 137 internal float m_ScriptDistanceFactor = 1.0f;
138 internal bool m_debuggerSafe = false;
138 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >(); 139 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >();
139 140
140 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID) 141 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
@@ -143,6 +144,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
143 m_host = host; 144 m_host = host;
144 m_localID = localID; 145 m_localID = localID;
145 m_itemID = itemID; 146 m_itemID = itemID;
147 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
146 148
147 if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false)) 149 if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false))
148 m_OSFunctionsEnabled = true; 150 m_OSFunctionsEnabled = true;
@@ -201,7 +203,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
201 203
202 internal void OSSLError(string msg) 204 internal void OSSLError(string msg)
203 { 205 {
204 throw new Exception("OSSL Runtime Error: " + msg); 206 if (m_debuggerSafe)
207 {
208 OSSLShoutError(msg);
209 }
210 else
211 {
212 throw new Exception("OSSL Runtime Error: " + msg);
213 }
205 } 214 }
206 215
207 private void InitLSL() 216 private void InitLSL()
@@ -833,18 +842,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
833 if (target != null) 842 if (target != null)
834 { 843 {
835 UUID animID=UUID.Zero; 844 UUID animID=UUID.Zero;
836 lock (m_host.TaskInventory) 845 m_host.TaskInventory.LockItemsForRead(true);
846 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
837 { 847 {
838 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 848 if (inv.Value.Name == animation)
839 { 849 {
840 if (inv.Value.Name == animation) 850 if (inv.Value.Type == (int)AssetType.Animation)
841 { 851 animID = inv.Value.AssetID;
842 if (inv.Value.Type == (int)AssetType.Animation) 852 continue;
843 animID = inv.Value.AssetID;
844 continue;
845 }
846 } 853 }
847 } 854 }
855 m_host.TaskInventory.LockItemsForRead(false);
848 if (animID == UUID.Zero) 856 if (animID == UUID.Zero)
849 target.Animator.AddAnimation(animation, m_host.UUID); 857 target.Animator.AddAnimation(animation, m_host.UUID);
850 else 858 else
@@ -866,18 +874,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
866 if (target != null) 874 if (target != null)
867 { 875 {
868 UUID animID = UUID.Zero; 876 UUID animID = UUID.Zero;
869 lock (m_host.TaskInventory) 877 m_host.TaskInventory.LockItemsForRead(true);
878 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
870 { 879 {
871 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 880 if (inv.Value.Name == animation)
872 { 881 {
873 if (inv.Value.Name == animation) 882 if (inv.Value.Type == (int)AssetType.Animation)
874 { 883 animID = inv.Value.AssetID;
875 if (inv.Value.Type == (int)AssetType.Animation) 884 continue;
876 animID = inv.Value.AssetID;
877 continue;
878 }
879 } 885 }
880 } 886 }
887 m_host.TaskInventory.LockItemsForRead(false);
881 888
882 if (animID == UUID.Zero) 889 if (animID == UUID.Zero)
883 target.Animator.RemoveAnimation(animation); 890 target.Animator.RemoveAnimation(animation);
@@ -1827,6 +1834,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1827 1834
1828 if (!UUID.TryParse(notecardNameOrUuid, out assetID)) 1835 if (!UUID.TryParse(notecardNameOrUuid, out assetID))
1829 { 1836 {
1837 m_host.TaskInventory.LockItemsForRead(true);
1830 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1838 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1831 { 1839 {
1832 if (item.Type == 7 && item.Name == notecardNameOrUuid) 1840 if (item.Type == 7 && item.Name == notecardNameOrUuid)
@@ -1834,6 +1842,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1834 assetID = item.AssetID; 1842 assetID = item.AssetID;
1835 } 1843 }
1836 } 1844 }
1845 m_host.TaskInventory.LockItemsForRead(false);
1837 } 1846 }
1838 1847
1839 if (assetID == UUID.Zero) 1848 if (assetID == UUID.Zero)
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
index 4ac7f8b..6de0773 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
@@ -205,7 +205,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
205 // Is the sensor type is AGENT and not SCRIPTED then include agents 205 // Is the sensor type is AGENT and not SCRIPTED then include agents
206 if ((ts.type & (AGENT | AGENT_BY_USERNAME)) != 0 && (ts.type & SCRIPTED) == 0) 206 if ((ts.type & (AGENT | AGENT_BY_USERNAME)) != 0 && (ts.type & SCRIPTED) == 0)
207 { 207 {
208 sensedEntities.AddRange(doAgentSensor(ts)); 208 sensedEntities.AddRange(doAgentSensor(ts));
209 } 209 }
210 210
211 // If SCRIPTED or PASSIVE or ACTIVE check objects 211 // If SCRIPTED or PASSIVE or ACTIVE check objects
@@ -302,13 +302,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
302 float dy; 302 float dy;
303 float dz; 303 float dz;
304 304
305 Quaternion q = SensePoint.RotationOffset; 305// Quaternion q = SensePoint.RotationOffset;
306 Quaternion q = SensePoint.GetWorldRotation(); // non-attached prim Sensor *always* uses World rotation!
306 if (SensePoint.ParentGroup.IsAttachment) 307 if (SensePoint.ParentGroup.IsAttachment)
307 { 308 {
308 // In attachments, the sensor cone always orients with the 309 // In attachments, the sensor cone always orients with the
309 // avatar rotation. This may include a nonzero elevation if 310 // avatar rotation. This may include a nonzero elevation if
310 // in mouselook. 311 // in mouselook.
311 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); 312 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
313 fromRegionPos = avatar.AbsolutePosition;
312 q = avatar.Rotation; 314 q = avatar.Rotation;
313 } 315 }
314 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 316 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
@@ -429,6 +431,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
429 // avatar rotation. This may include a nonzero elevation if 431 // avatar rotation. This may include a nonzero elevation if
430 // in mouselook. 432 // in mouselook.
431 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); 433 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
434 fromRegionPos = avatar.AbsolutePosition;
432 q = avatar.Rotation; 435 q = avatar.Rotation;
433 } 436 }
434 437
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
index eeb59d9..2fd33fe 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
@@ -109,25 +109,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
109 if (Timers.Count == 0) 109 if (Timers.Count == 0)
110 return; 110 return;
111 111
112 Dictionary<string, TimerClass>.ValueCollection tvals;
112 lock (TimerListLock) 113 lock (TimerListLock)
113 { 114 {
114 // Go through all timers 115 // Go through all timers
115 Dictionary<string, TimerClass>.ValueCollection tvals = Timers.Values; 116 tvals = Timers.Values;
116 foreach (TimerClass ts in tvals) 117 }
118
119 foreach (TimerClass ts in tvals)
120 {
121 // Time has passed?
122 if (ts.next < DateTime.Now.Ticks)
117 { 123 {
118 // Time has passed? 124 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next);
119 if (ts.next < DateTime.Now.Ticks) 125 // Add it to queue
120 { 126 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
121 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next); 127 new EventParams("timer", new Object[0],
122 // Add it to queue 128 new DetectParams[0]));
123 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, 129 // set next interval
124 new EventParams("timer", new Object[0], 130
125 new DetectParams[0])); 131 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
126 // set next interval 132 ts.next = DateTime.Now.Ticks + ts.interval;
127
128 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
129 ts.next = DateTime.Now.Ticks + ts.interval;
130 }
131 } 133 }
132 } 134 }
133 } 135 }
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs
new file mode 100644
index 0000000..ab215f3
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs
@@ -0,0 +1,46 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Collections;
29using OpenSim.Region.ScriptEngine.Interfaces;
30
31using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
32using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
33using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
34using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
35using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
36using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
37using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
38
39namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
40{
41 public interface ICM_Api
42 {
43 string cmDetectedCountry(int num);
44 string cmGetAgentCountry(key key);
45 }
46}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
index 4d7d60d..7c388fe 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
@@ -122,6 +122,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
122 LSL_Float llGetEnergy(); 122 LSL_Float llGetEnergy();
123 LSL_Vector llGetForce(); 123 LSL_Vector llGetForce();
124 LSL_Integer llGetFreeMemory(); 124 LSL_Integer llGetFreeMemory();
125 LSL_Integer llGetUsedMemory();
125 LSL_Integer llGetFreeURLs(); 126 LSL_Integer llGetFreeURLs();
126 LSL_Vector llGetGeometricCenter(); 127 LSL_Vector llGetGeometricCenter();
127 LSL_Float llGetGMTclock(); 128 LSL_Float llGetGMTclock();
@@ -404,7 +405,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
404 LSL_Vector llWind(LSL_Vector offset); 405 LSL_Vector llWind(LSL_Vector offset);
405 LSL_String llXorBase64Strings(string str1, string str2); 406 LSL_String llXorBase64Strings(string str1, string str2);
406 LSL_String llXorBase64StringsCorrect(string str1, string str2); 407 LSL_String llXorBase64StringsCorrect(string str1, string str2);
407 void print(string str); 408 LSL_Integer llGetLinkNumberOfSides(LSL_Integer link);
408 409
409 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 410 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
410 LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 411 LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
index 87cfe1a..5ddba60 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
@@ -83,7 +83,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
83 // Avatar Info Commands 83 // Avatar Info Commands
84 string osGetAgentIP(string agent); 84 string osGetAgentIP(string agent);
85 LSL_List osGetAgents(); 85 LSL_List osGetAgents();
86 86
87 // Teleport commands 87 // Teleport commands
88 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 88 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
89 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 89 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs
new file mode 100644
index 0000000..4132dfa
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs
@@ -0,0 +1,71 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Runtime.Remoting.Lifetime;
30using System.Threading;
31using System.Reflection;
32using System.Collections;
33using System.Collections.Generic;
34using OpenSim.Framework;
35using OpenSim.Region.Framework.Interfaces;
36using OpenSim.Region.ScriptEngine.Interfaces;
37using OpenSim.Region.ScriptEngine.Shared.Api.Interfaces;
38using integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
39using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
40using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
41using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
42using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
43using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
44using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
45using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
46
47namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
48{
49 public partial class ScriptBaseClass : MarshalByRefObject
50 {
51 public ICM_Api m_CM_Functions;
52
53 public void ApiTypeCM(IScriptApi api)
54 {
55 if (!(api is ICM_Api))
56 return;
57
58 m_CM_Functions = (ICM_Api)api;
59 }
60
61 public string cmDetectedCountry(int num)
62 {
63 return m_CM_Functions.cmDetectedCountry(num);
64 }
65
66 public string cmGetAgentCountry(key key)
67 {
68 return m_CM_Functions.cmGetAgentCountry(key);
69 }
70 }
71}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
index 9615315..943d7a2 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Diagnostics; //for [DebuggerNonUserCode]
30using System.Reflection; 31using System.Reflection;
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using OpenSim.Region.ScriptEngine.Shared; 33using OpenSim.Region.ScriptEngine.Shared;
@@ -132,6 +133,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
132 return (eventFlags); 133 return (eventFlags);
133 } 134 }
134 135
136 [DebuggerNonUserCode]
135 public void ExecuteEvent(string state, string FunctionName, object[] args) 137 public void ExecuteEvent(string state, string FunctionName, object[] args)
136 { 138 {
137 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory. 139 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory.
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
index e82c281..59eaccb 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
@@ -281,6 +281,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
281 public const int CHANGED_REGION_START = 1024; //LL Changed the constant from CHANGED_REGION_RESTART 281 public const int CHANGED_REGION_START = 1024; //LL Changed the constant from CHANGED_REGION_RESTART
282 public const int CHANGED_MEDIA = 2048; 282 public const int CHANGED_MEDIA = 2048;
283 public const int CHANGED_ANIMATION = 16384; 283 public const int CHANGED_ANIMATION = 16384;
284 public const int CHANGED_POSITION = 32768;
284 public const int TYPE_INVALID = 0; 285 public const int TYPE_INVALID = 0;
285 public const int TYPE_INTEGER = 1; 286 public const int TYPE_INTEGER = 1;
286 public const int TYPE_FLOAT = 2; 287 public const int TYPE_FLOAT = 2;
@@ -374,6 +375,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
374 public const int PRIM_SCULPT_TYPE_TORUS = 2; 375 public const int PRIM_SCULPT_TYPE_TORUS = 2;
375 public const int PRIM_SCULPT_TYPE_PLANE = 3; 376 public const int PRIM_SCULPT_TYPE_PLANE = 3;
376 public const int PRIM_SCULPT_TYPE_CYLINDER = 4; 377 public const int PRIM_SCULPT_TYPE_CYLINDER = 4;
378 public const int PRIM_SCULPT_FLAG_INVERT = 64;
379 public const int PRIM_SCULPT_FLAG_MIRROR = 128;
377 380
378 public const int MASK_BASE = 0; 381 public const int MASK_BASE = 0;
379 public const int MASK_OWNER = 1; 382 public const int MASK_OWNER = 1;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
index 96e46fd..ca54862 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Diagnostics; //for [DebuggerNonUserCode]
29using System.Runtime.Remoting.Lifetime; 30using System.Runtime.Remoting.Lifetime;
30using System.Threading; 31using System.Threading;
31using System.Reflection; 32using System.Reflection;
@@ -309,6 +310,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
309 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel); 310 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel);
310 } 311 }
311 312
313 [DebuggerNonUserCode]
312 public void llDie() 314 public void llDie()
313 { 315 {
314 m_LSL_Functions.llDie(); 316 m_LSL_Functions.llDie();
@@ -459,6 +461,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
459 return m_LSL_Functions.llGetFreeMemory(); 461 return m_LSL_Functions.llGetFreeMemory();
460 } 462 }
461 463
464 public LSL_Integer llGetUsedMemory()
465 {
466 return m_LSL_Functions.llGetUsedMemory();
467 }
468
462 public LSL_Integer llGetFreeURLs() 469 public LSL_Integer llGetFreeURLs()
463 { 470 {
464 return m_LSL_Functions.llGetFreeURLs(); 471 return m_LSL_Functions.llGetFreeURLs();
@@ -1873,9 +1880,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1873 return m_LSL_Functions.llClearPrimMedia(face); 1880 return m_LSL_Functions.llClearPrimMedia(face);
1874 } 1881 }
1875 1882
1876 public void print(string str) 1883 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
1877 { 1884 {
1878 m_LSL_Functions.print(str); 1885 return m_LSL_Functions.llGetLinkNumberOfSides(link);
1879 } 1886 }
1880 } 1887 }
1881} 1888}
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 6e9f3ec..cf25189 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.IO; 29using System.IO;
30using System.Diagnostics; //for [DebuggerNonUserCode]
30using System.Runtime.Remoting; 31using System.Runtime.Remoting;
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using System.Threading; 33using System.Threading;
@@ -55,7 +56,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
55{ 56{
56 public class ScriptInstance : MarshalByRefObject, IScriptInstance 57 public class ScriptInstance : MarshalByRefObject, IScriptInstance
57 { 58 {
58 // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 59 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
59 60
60 private IScriptEngine m_Engine; 61 private IScriptEngine m_Engine;
61 private IScriptWorkItem m_CurrentResult = null; 62 private IScriptWorkItem m_CurrentResult = null;
@@ -238,13 +239,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
238 239
239 if (part != null) 240 if (part != null)
240 { 241 {
241 lock (part.TaskInventory) 242 part.TaskInventory.LockItemsForRead(true);
243 if (part.TaskInventory.ContainsKey(m_ItemID))
242 { 244 {
243 if (part.TaskInventory.ContainsKey(m_ItemID)) 245 m_thisScriptTask = part.TaskInventory[m_ItemID];
244 {
245 m_thisScriptTask = part.TaskInventory[m_ItemID];
246 }
247 } 246 }
247 part.TaskInventory.LockItemsForRead(false);
248 } 248 }
249 249
250 ApiManager am = new ApiManager(); 250 ApiManager am = new ApiManager();
@@ -271,9 +271,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
271 //RemotingServices.GetLifetimeService(m_Script as ScriptBaseClass); 271 //RemotingServices.GetLifetimeService(m_Script as ScriptBaseClass);
272// lease.Register(this); 272// lease.Register(this);
273 } 273 }
274 catch (Exception) 274 catch (Exception e)
275 { 275 {
276 // m_log.ErrorFormat("[Script] Error loading assembly {0}\n"+e.ToString(), assembly); 276 m_log.ErrorFormat("[Script] Error loading assembly {0}\n"+e.ToString(), assembly);
277 throw;
277 } 278 }
278 279
279 try 280 try
@@ -434,14 +435,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
434 { 435 {
435 int permsMask; 436 int permsMask;
436 UUID permsGranter; 437 UUID permsGranter;
437 lock (part.TaskInventory) 438 part.TaskInventory.LockItemsForRead(true);
439 if (!part.TaskInventory.ContainsKey(m_ItemID))
438 { 440 {
439 if (!part.TaskInventory.ContainsKey(m_ItemID)) 441 part.TaskInventory.LockItemsForRead(false);
440 return; 442 return;
441
442 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
443 permsMask = part.TaskInventory[m_ItemID].PermsMask;
444 } 443 }
444 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
445 permsMask = part.TaskInventory[m_ItemID].PermsMask;
446 part.TaskInventory.LockItemsForRead(false);
445 447
446 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0) 448 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0)
447 { 449 {
@@ -550,6 +552,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
550 return true; 552 return true;
551 } 553 }
552 554
555 [DebuggerNonUserCode] //Prevents the debugger from farting in this function
553 public void SetState(string state) 556 public void SetState(string state)
554 { 557 {
555 if (state == State) 558 if (state == State)
@@ -561,7 +564,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
561 new DetectParams[0])); 564 new DetectParams[0]));
562 PostEvent(new EventParams("state_entry", new Object[0], 565 PostEvent(new EventParams("state_entry", new Object[0],
563 new DetectParams[0])); 566 new DetectParams[0]));
564 567
565 throw new EventAbortException(); 568 throw new EventAbortException();
566 } 569 }
567 570
@@ -644,14 +647,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
644 /// <returns></returns> 647 /// <returns></returns>
645 public object EventProcessor() 648 public object EventProcessor()
646 { 649 {
647 if (m_Suspended) 650 EventParams data = null;
648 return 0;
649 651
650 lock (m_Script) 652 lock (m_EventQueue)
651 { 653 {
652 EventParams data = null; 654 if (m_Suspended)
655 return 0;
653 656
654 lock (m_EventQueue) 657 lock (m_Script)
655 { 658 {
656 data = (EventParams) m_EventQueue.Dequeue(); 659 data = (EventParams) m_EventQueue.Dequeue();
657 if (data == null) // Shouldn't happen 660 if (data == null) // Shouldn't happen
@@ -677,6 +680,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
677 if (data.EventName == "collision") 680 if (data.EventName == "collision")
678 m_CollisionInQueue = false; 681 m_CollisionInQueue = false;
679 } 682 }
683 }
684 lock(m_Script)
685 {
680 686
681 //m_log.DebugFormat("[XENGINE]: Processing event {0} for {1}", data.EventName, this); 687 //m_log.DebugFormat("[XENGINE]: Processing event {0} for {1}", data.EventName, this);
682 688
@@ -833,6 +839,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
833 new Object[0], new DetectParams[0])); 839 new Object[0], new DetectParams[0]));
834 } 840 }
835 841
842 [DebuggerNonUserCode] //Stops the VS debugger from farting in this function
836 public void ApiResetScript() 843 public void ApiResetScript()
837 { 844 {
838 // bool running = Running; 845 // bool running = Running;
@@ -864,10 +871,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
864 871
865 public Dictionary<string, object> GetVars() 872 public Dictionary<string, object> GetVars()
866 { 873 {
867 if (m_Script != null) 874 return m_Script.GetVars();
868 return m_Script.GetVars();
869 else
870 return new Dictionary<string, object>();
871 } 875 }
872 876
873 public void SetVars(Dictionary<string, object> vars) 877 public void SetVars(Dictionary<string, object> vars)
diff --git a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
index d848b2a..9e6752c 100644
--- a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
@@ -83,19 +83,19 @@ namespace OpenSim.Region.ScriptEngine.Shared
83 83
84 public override string ToString() 84 public override string ToString()
85 { 85 {
86 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", x, y, z); 86 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", x, y, z);
87 return s; 87 return s;
88 } 88 }
89 89
90 public static explicit operator LSLString(Vector3 vec) 90 public static explicit operator LSLString(Vector3 vec)
91 { 91 {
92 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", vec.x, vec.y, vec.z); 92 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", vec.x, vec.y, vec.z);
93 return new LSLString(s); 93 return new LSLString(s);
94 } 94 }
95 95
96 public static explicit operator string(Vector3 vec) 96 public static explicit operator string(Vector3 vec)
97 { 97 {
98 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", vec.x, vec.y, vec.z); 98 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", vec.x, vec.y, vec.z);
99 return s; 99 return s;
100 } 100 }
101 101
@@ -342,19 +342,19 @@ namespace OpenSim.Region.ScriptEngine.Shared
342 342
343 public override string ToString() 343 public override string ToString()
344 { 344 {
345 string st=String.Format(Culture.FormatProvider, "<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", x, y, z, s); 345 string st=String.Format(Culture.FormatProvider, "<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", x, y, z, s);
346 return st; 346 return st;
347 } 347 }
348 348
349 public static explicit operator string(Quaternion r) 349 public static explicit operator string(Quaternion r)
350 { 350 {
351 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", r.x, r.y, r.z, r.s); 351 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", r.x, r.y, r.z, r.s);
352 return s; 352 return s;
353 } 353 }
354 354
355 public static explicit operator LSLString(Quaternion r) 355 public static explicit operator LSLString(Quaternion r)
356 { 356 {
357 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", r.x, r.y, r.z, r.s); 357 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", r.x, r.y, r.z, r.s);
358 return new LSLString(s); 358 return new LSLString(s);
359 } 359 }
360 360
@@ -459,6 +459,8 @@ namespace OpenSim.Region.ScriptEngine.Shared
459 size += 64; 459 size += 64;
460 else if (o is int) 460 else if (o is int)
461 size += 4; 461 size += 4;
462 else if (o is uint)
463 size += 4;
462 else if (o is string) 464 else if (o is string)
463 size += ((string)o).Length; 465 size += ((string)o).Length;
464 else if (o is float) 466 else if (o is float)
@@ -613,24 +615,16 @@ namespace OpenSim.Region.ScriptEngine.Shared
613 615
614 public static bool operator ==(list a, list b) 616 public static bool operator ==(list a, list b)
615 { 617 {
616 int la = -1; 618 int la = a.Length;
617 int lb = -1; 619 int lb = b.Length;
618 try { la = a.Length; }
619 catch (NullReferenceException) { }
620 try { lb = b.Length; }
621 catch (NullReferenceException) { }
622 620
623 return la == lb; 621 return la == lb;
624 } 622 }
625 623
626 public static bool operator !=(list a, list b) 624 public static bool operator !=(list a, list b)
627 { 625 {
628 int la = -1; 626 int la = a.Length;
629 int lb = -1; 627 int lb = b.Length;
630 try { la = a.Length; }
631 catch (NullReferenceException) { }
632 try {lb = b.Length;}
633 catch (NullReferenceException) { }
634 628
635 return la != lb; 629 return la != lb;
636 } 630 }
@@ -1064,7 +1058,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
1064 { 1058 {
1065 list ret = new list(); 1059 list ret = new list();
1066 double entry; 1060 double entry;
1067 for (int i = 0; i < src.Data.Length - 1; i++) 1061 for (int i = 0; i < src.Data.Length; i++)
1068 { 1062 {
1069 if (double.TryParse(src.Data[i].ToString(), NumberStyles.Float, Culture.NumberFormatInfo, out entry)) 1063 if (double.TryParse(src.Data[i].ToString(), NumberStyles.Float, Culture.NumberFormatInfo, out entry))
1070 { 1064 {
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index c443669..9cb074a 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
@@ -30,6 +30,7 @@ using System.IO;
30using System.Threading; 30using System.Threading;
31using System.Collections; 31using System.Collections;
32using System.Collections.Generic; 32using System.Collections.Generic;
33using System.Diagnostics; //for [DebuggerNonUserCode]
33using System.Security; 34using System.Security;
34using System.Security.Policy; 35using System.Security.Policy;
35using System.Reflection; 36using System.Reflection;
@@ -102,6 +103,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
102 private Dictionary<UUID, IScriptInstance> m_Scripts = 103 private Dictionary<UUID, IScriptInstance> m_Scripts =
103 new Dictionary<UUID, IScriptInstance>(); 104 new Dictionary<UUID, IScriptInstance>();
104 105
106 private OpenMetaverse.ReaderWriterLockSlim m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
107
105 // Maps the asset ID to the assembly 108 // Maps the asset ID to the assembly
106 109
107 private Dictionary<UUID, string> m_Assemblies = 110 private Dictionary<UUID, string> m_Assemblies =
@@ -124,6 +127,71 @@ namespace OpenSim.Region.ScriptEngine.XEngine
124 IWorkItemResult m_CurrentCompile = null; 127 IWorkItemResult m_CurrentCompile = null;
125 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>(); 128 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>();
126 129
130 private void lockScriptsForRead(bool locked)
131 {
132 if (locked)
133 {
134 if (m_scriptsLock.RecursiveReadCount > 0)
135 {
136 m_log.Error("[XEngine.m_Scripts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
137 m_scriptsLock.ExitReadLock();
138 }
139 if (m_scriptsLock.RecursiveWriteCount > 0)
140 {
141 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
142 m_scriptsLock.ExitWriteLock();
143 }
144
145 while (!m_scriptsLock.TryEnterReadLock(60000))
146 {
147 m_log.Error("[XEngine.m_Scripts] Thread lock detected while trying to aquire READ lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
148 if (m_scriptsLock.IsWriteLockHeld)
149 {
150 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
151 }
152 }
153 }
154 else
155 {
156 if (m_scriptsLock.RecursiveReadCount > 0)
157 {
158 m_scriptsLock.ExitReadLock();
159 }
160 }
161 }
162 private void lockScriptsForWrite(bool locked)
163 {
164 if (locked)
165 {
166 if (m_scriptsLock.RecursiveReadCount > 0)
167 {
168 m_log.Error("[XEngine.m_Scripts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
169 m_scriptsLock.ExitReadLock();
170 }
171 if (m_scriptsLock.RecursiveWriteCount > 0)
172 {
173 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
174 m_scriptsLock.ExitWriteLock();
175 }
176
177 while (!m_scriptsLock.TryEnterWriteLock(60000))
178 {
179 m_log.Error("[XEngine.m_Scripts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
180 if (m_scriptsLock.IsWriteLockHeld)
181 {
182 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
183 }
184 }
185 }
186 else
187 {
188 if (m_scriptsLock.RecursiveWriteCount > 0)
189 {
190 m_scriptsLock.ExitWriteLock();
191 }
192 }
193 }
194
127 public string ScriptEngineName 195 public string ScriptEngineName
128 { 196 {
129 get { return "XEngine"; } 197 get { return "XEngine"; }
@@ -269,43 +337,45 @@ namespace OpenSim.Region.ScriptEngine.XEngine
269 337
270 public void RemoveRegion(Scene scene) 338 public void RemoveRegion(Scene scene)
271 { 339 {
272 lock (m_Scripts) 340 lockScriptsForRead(true);
341 foreach (IScriptInstance instance in m_Scripts.Values)
273 { 342 {
274 foreach (IScriptInstance instance in m_Scripts.Values) 343 // Force a final state save
344 //
345 if (m_Assemblies.ContainsKey(instance.AssetID))
275 { 346 {
276 // Force a final state save 347 string assembly = m_Assemblies[instance.AssetID];
277 // 348 instance.SaveState(assembly);
278 if (m_Assemblies.ContainsKey(instance.AssetID)) 349 }
279 {
280 string assembly = m_Assemblies[instance.AssetID];
281 instance.SaveState(assembly);
282 }
283 350
284 // Clear the event queue and abort the instance thread 351 // Clear the event queue and abort the instance thread
285 // 352 //
286 instance.ClearQueue(); 353 instance.ClearQueue();
287 instance.Stop(0); 354 instance.Stop(0);
288 355
289 // Release events, timer, etc 356 // Release events, timer, etc
290 // 357 //
291 instance.DestroyScriptInstance(); 358 instance.DestroyScriptInstance();
292 359
293 // Unload scripts and app domains 360 // Unload scripts and app domains
294 // Must be done explicitly because they have infinite 361 // Must be done explicitly because they have infinite
295 // lifetime 362 // lifetime
296 // 363 //
297 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID); 364 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
298 if (m_DomainScripts[instance.AppDomain].Count == 0) 365 if (m_DomainScripts[instance.AppDomain].Count == 0)
299 { 366 {
300 m_DomainScripts.Remove(instance.AppDomain); 367 m_DomainScripts.Remove(instance.AppDomain);
301 UnloadAppDomain(instance.AppDomain); 368 UnloadAppDomain(instance.AppDomain);
302 }
303 } 369 }
304 m_Scripts.Clear();
305 m_PrimObjects.Clear();
306 m_Assemblies.Clear();
307 m_DomainScripts.Clear();
308 } 370 }
371 lockScriptsForRead(false);
372 lockScriptsForWrite(true);
373 m_Scripts.Clear();
374 lockScriptsForWrite(false);
375 m_PrimObjects.Clear();
376 m_Assemblies.Clear();
377 m_DomainScripts.Clear();
378
309 lock (m_ScriptEngines) 379 lock (m_ScriptEngines)
310 { 380 {
311 m_ScriptEngines.Remove(this); 381 m_ScriptEngines.Remove(this);
@@ -364,22 +434,20 @@ namespace OpenSim.Region.ScriptEngine.XEngine
364 434
365 List<IScriptInstance> instances = new List<IScriptInstance>(); 435 List<IScriptInstance> instances = new List<IScriptInstance>();
366 436
367 lock (m_Scripts) 437 lockScriptsForRead(true);
368 { 438 foreach (IScriptInstance instance in m_Scripts.Values)
369 foreach (IScriptInstance instance in m_Scripts.Values)
370 instances.Add(instance); 439 instances.Add(instance);
371 } 440 lockScriptsForRead(false);
372 441
373 foreach (IScriptInstance i in instances) 442 foreach (IScriptInstance i in instances)
374 { 443 {
375 string assembly = String.Empty; 444 string assembly = String.Empty;
376 445
377 lock (m_Scripts) 446
378 {
379 if (!m_Assemblies.ContainsKey(i.AssetID)) 447 if (!m_Assemblies.ContainsKey(i.AssetID))
380 continue; 448 continue;
381 assembly = m_Assemblies[i.AssetID]; 449 assembly = m_Assemblies[i.AssetID];
382 } 450
383 451
384 i.SaveState(assembly); 452 i.SaveState(assembly);
385 } 453 }
@@ -713,92 +781,95 @@ namespace OpenSim.Region.ScriptEngine.XEngine
713 } 781 }
714 782
715 ScriptInstance instance = null; 783 ScriptInstance instance = null;
716 lock (m_Scripts) 784 // Create the object record
785 lockScriptsForRead(true);
786 if ((!m_Scripts.ContainsKey(itemID)) ||
787 (m_Scripts[itemID].AssetID != assetID))
717 { 788 {
718 // Create the object record 789 lockScriptsForRead(false);
719 790
720 if ((!m_Scripts.ContainsKey(itemID)) || 791 UUID appDomain = assetID;
721 (m_Scripts[itemID].AssetID != assetID))
722 {
723 UUID appDomain = assetID;
724 792
725 if (part.ParentGroup.IsAttachment) 793 if (part.ParentGroup.IsAttachment)
726 appDomain = part.ParentGroup.RootPart.UUID; 794 appDomain = part.ParentGroup.RootPart.UUID;
727 795
728 if (!m_AppDomains.ContainsKey(appDomain)) 796 if (!m_AppDomains.ContainsKey(appDomain))
797 {
798 try
729 { 799 {
730 try 800 AppDomainSetup appSetup = new AppDomainSetup();
731 { 801 appSetup.PrivateBinPath = Path.Combine(
732 AppDomainSetup appSetup = new AppDomainSetup(); 802 m_ScriptEnginesPath,
733 appSetup.PrivateBinPath = Path.Combine( 803 m_Scene.RegionInfo.RegionID.ToString());
734 m_ScriptEnginesPath, 804
735 m_Scene.RegionInfo.RegionID.ToString()); 805 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence;
736 806 Evidence evidence = new Evidence(baseEvidence);
737 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence; 807
738 Evidence evidence = new Evidence(baseEvidence); 808 AppDomain sandbox;
739 809 if (m_AppDomainLoading)
740 AppDomain sandbox; 810 sandbox = AppDomain.CreateDomain(
741 if (m_AppDomainLoading) 811 m_Scene.RegionInfo.RegionID.ToString(),
742 sandbox = AppDomain.CreateDomain( 812 evidence, appSetup);
743 m_Scene.RegionInfo.RegionID.ToString(), 813 else
744 evidence, appSetup); 814 sandbox = AppDomain.CurrentDomain;
745 else 815
746 sandbox = AppDomain.CurrentDomain; 816 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
747 817 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
748 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel(); 818 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
749 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition(); 819 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
750 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet"); 820 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
751 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet); 821 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
752 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement); 822 //sandbox.SetAppDomainPolicy(sandboxPolicy);
753 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup; 823
754 //sandbox.SetAppDomainPolicy(sandboxPolicy); 824 m_AppDomains[appDomain] = sandbox;
755 825
756 m_AppDomains[appDomain] = sandbox; 826 m_AppDomains[appDomain].AssemblyResolve +=
757 827 new ResolveEventHandler(
758 m_AppDomains[appDomain].AssemblyResolve += 828 AssemblyResolver.OnAssemblyResolve);
759 new ResolveEventHandler( 829 m_DomainScripts[appDomain] = new List<UUID>();
760 AssemblyResolver.OnAssemblyResolve); 830 }
761 m_DomainScripts[appDomain] = new List<UUID>(); 831 catch (Exception e)
762 } 832 {
763 catch (Exception e) 833 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
834 m_ScriptErrorMessage += "Exception creating app domain:\n";
835 m_ScriptFailCount++;
836 lock (m_AddingAssemblies)
764 { 837 {
765 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString()); 838 m_AddingAssemblies[assembly]--;
766 m_ScriptErrorMessage += "Exception creating app domain:\n";
767 m_ScriptFailCount++;
768 lock (m_AddingAssemblies)
769 {
770 m_AddingAssemblies[assembly]--;
771 }
772 return false;
773 } 839 }
840 return false;
774 } 841 }
775 m_DomainScripts[appDomain].Add(itemID); 842 }
776 843 m_DomainScripts[appDomain].Add(itemID);
777 instance = new ScriptInstance(this, part, 844
778 itemID, assetID, assembly, 845 instance = new ScriptInstance(this, part,
779 m_AppDomains[appDomain], 846 itemID, assetID, assembly,
780 part.ParentGroup.RootPart.Name, 847 m_AppDomains[appDomain],
781 item.Name, startParam, postOnRez, 848 part.ParentGroup.RootPart.Name,
782 stateSource, m_MaxScriptQueue); 849 item.Name, startParam, postOnRez,
783 850 stateSource, m_MaxScriptQueue);
784 m_log.DebugFormat( 851
852 m_log.DebugFormat(
785 "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}", 853 "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}",
786 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID, 854 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID,
787 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName); 855 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
788 856
789 if (presence != null) 857 if (presence != null)
790 { 858 {
791 ShowScriptSaveResponse(item.OwnerID, 859 ShowScriptSaveResponse(item.OwnerID,
792 assetID, "Compile successful", true); 860 assetID, "Compile successful", true);
793 }
794
795 instance.AppDomain = appDomain;
796 instance.LineMap = linemap;
797
798 m_Scripts[itemID] = instance;
799 } 861 }
800 }
801 862
863 instance.AppDomain = appDomain;
864 instance.LineMap = linemap;
865 lockScriptsForWrite(true);
866 m_Scripts[itemID] = instance;
867 lockScriptsForWrite(false);
868 }
869 else
870 {
871 lockScriptsForRead(false);
872 }
802 lock (m_PrimObjects) 873 lock (m_PrimObjects)
803 { 874 {
804 if (!m_PrimObjects.ContainsKey(localID)) 875 if (!m_PrimObjects.ContainsKey(localID))
@@ -817,9 +888,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
817 m_AddingAssemblies[assembly]--; 888 m_AddingAssemblies[assembly]--;
818 } 889 }
819 890
820 if (instance != null) 891 if (instance!=null)
821 instance.Init(); 892 instance.Init();
822 893
823 return true; 894 return true;
824 } 895 }
825 896
@@ -832,20 +903,23 @@ namespace OpenSim.Region.ScriptEngine.XEngine
832 m_CompileDict.Remove(itemID); 903 m_CompileDict.Remove(itemID);
833 } 904 }
834 905
835 IScriptInstance instance = null; 906 lockScriptsForRead(true);
836 907 // Do we even have it?
837 lock (m_Scripts) 908 if (!m_Scripts.ContainsKey(itemID))
838 { 909 {
839 // Do we even have it? 910 lockScriptsForRead(false);
840 if (!m_Scripts.ContainsKey(itemID)) 911 return;
841 return;
842
843 instance=m_Scripts[itemID];
844 m_Scripts.Remove(itemID);
845 } 912 }
913
846 914
915 IScriptInstance instance=m_Scripts[itemID];
916 lockScriptsForRead(false);
917 lockScriptsForWrite(true);
918 m_Scripts.Remove(itemID);
919 lockScriptsForWrite(false);
847 instance.ClearQueue(); 920 instance.ClearQueue();
848 instance.Stop(0); 921 instance.Stop(0);
922
849// bool objectRemoved = false; 923// bool objectRemoved = false;
850 924
851 lock (m_PrimObjects) 925 lock (m_PrimObjects)
@@ -881,11 +955,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
881 ObjectRemoved handlerObjectRemoved = OnObjectRemoved; 955 ObjectRemoved handlerObjectRemoved = OnObjectRemoved;
882 if (handlerObjectRemoved != null) 956 if (handlerObjectRemoved != null)
883 { 957 {
884 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID); 958 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
885 handlerObjectRemoved(part.UUID); 959 handlerObjectRemoved(part.UUID);
886 } 960 }
887 961
888 962 CleanAssemblies();
963
889 ScriptRemoved handlerScriptRemoved = OnScriptRemoved; 964 ScriptRemoved handlerScriptRemoved = OnScriptRemoved;
890 if (handlerScriptRemoved != null) 965 if (handlerScriptRemoved != null)
891 handlerScriptRemoved(itemID); 966 handlerScriptRemoved(itemID);
@@ -1027,7 +1102,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1027 return false; 1102 return false;
1028 1103
1029 uuids = m_PrimObjects[localID]; 1104 uuids = m_PrimObjects[localID];
1030 } 1105
1031 1106
1032 foreach (UUID itemID in uuids) 1107 foreach (UUID itemID in uuids)
1033 { 1108 {
@@ -1045,6 +1120,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1045 result = true; 1120 result = true;
1046 } 1121 }
1047 } 1122 }
1123 }
1048 1124
1049 return result; 1125 return result;
1050 } 1126 }
@@ -1144,12 +1220,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1144 private IScriptInstance GetInstance(UUID itemID) 1220 private IScriptInstance GetInstance(UUID itemID)
1145 { 1221 {
1146 IScriptInstance instance; 1222 IScriptInstance instance;
1147 lock (m_Scripts) 1223 lockScriptsForRead(true);
1224 if (!m_Scripts.ContainsKey(itemID))
1148 { 1225 {
1149 if (!m_Scripts.ContainsKey(itemID)) 1226 lockScriptsForRead(false);
1150 return null; 1227 return null;
1151 instance = m_Scripts[itemID];
1152 } 1228 }
1229 instance = m_Scripts[itemID];
1230 lockScriptsForRead(false);
1153 return instance; 1231 return instance;
1154 } 1232 }
1155 1233
@@ -1173,6 +1251,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1173 return false; 1251 return false;
1174 } 1252 }
1175 1253
1254 [DebuggerNonUserCode]
1176 public void ApiResetScript(UUID itemID) 1255 public void ApiResetScript(UUID itemID)
1177 { 1256 {
1178 IScriptInstance instance = GetInstance(itemID); 1257 IScriptInstance instance = GetInstance(itemID);
@@ -1224,6 +1303,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1224 return UUID.Zero; 1303 return UUID.Zero;
1225 } 1304 }
1226 1305
1306 [DebuggerNonUserCode]
1227 public void SetState(UUID itemID, string newState) 1307 public void SetState(UUID itemID, string newState)
1228 { 1308 {
1229 IScriptInstance instance = GetInstance(itemID); 1309 IScriptInstance instance = GetInstance(itemID);
@@ -1244,11 +1324,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1244 { 1324 {
1245 List<IScriptInstance> instances = new List<IScriptInstance>(); 1325 List<IScriptInstance> instances = new List<IScriptInstance>();
1246 1326
1247 lock (m_Scripts) 1327 lockScriptsForRead(true);
1248 { 1328 foreach (IScriptInstance instance in m_Scripts.Values)
1249 foreach (IScriptInstance instance in m_Scripts.Values)
1250 instances.Add(instance); 1329 instances.Add(instance);
1251 } 1330 lockScriptsForRead(false);
1252 1331
1253 foreach (IScriptInstance i in instances) 1332 foreach (IScriptInstance i in instances)
1254 { 1333 {
@@ -1629,5 +1708,17 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1629 1708
1630 instance.Resume(); 1709 instance.Resume();
1631 } 1710 }
1711
1712 public bool HasScript(UUID itemID, out bool running)
1713 {
1714 running = true;
1715
1716 IScriptInstance instance = GetInstance(itemID);
1717 if (instance == null)
1718 return false;
1719
1720 running = instance.Running;
1721 return true;
1722 }
1632 } 1723 }
1633} 1724}