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-rw-r--r--OpenSim/Region/Application/OpenSim.cs2
-rw-r--r--OpenSim/Region/Application/OpenSimBase.cs49
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs3
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs148
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs5
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs66
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs31
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs102
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs13
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs11
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs6
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs20
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs31
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs17
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs15
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs8
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs351
-rw-r--r--OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs2
-rw-r--r--OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs9
-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs7
-rw-r--r--OpenSim/Region/Framework/Interfaces/IDwellModule.cs37
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs3
-rw-r--r--OpenSim/Region/Framework/Interfaces/IInterregionComms.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISnmpModule.cs27
-rw-r--r--OpenSim/Region/Framework/ModuleLoader.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs26
-rw-r--r--OpenSim/Region/Framework/Scenes/EntityManager.cs79
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs15
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs45
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs139
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs131
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs26
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs766
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs161
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs738
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs885
-rw-r--r--OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs9
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs9
-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.cs1369
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs3916
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs375
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs (renamed from OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs)46
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs3853
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs122
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs98
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODECharacter.cs1
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs2
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSPrim.cs2
-rw-r--r--OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs82
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs1307
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs3
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs36
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs13
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs32
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs1
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs15
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs40
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs12
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs422
69 files changed, 14107 insertions, 1744 deletions
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index 501d47f..cb48ac1 100644
--- a/OpenSim/Region/Application/OpenSim.cs
+++ b/OpenSim/Region/Application/OpenSim.cs
@@ -425,7 +425,7 @@ namespace OpenSim
425 if (alert != null) 425 if (alert != null)
426 presence.ControllingClient.Kick(alert); 426 presence.ControllingClient.Kick(alert);
427 else 427 else
428 presence.ControllingClient.Kick("\nThe OpenSim manager kicked you out.\n"); 428 presence.ControllingClient.Kick("\nYou have been logged out by an administrator.\n");
429 429
430 // ...and close on our side 430 // ...and close on our side
431 presence.Scene.IncomingCloseAgent(presence.UUID); 431 presence.Scene.IncomingCloseAgent(presence.UUID);
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index f535fe8..27cb137 100644
--- a/OpenSim/Region/Application/OpenSimBase.cs
+++ b/OpenSim/Region/Application/OpenSimBase.cs
@@ -343,10 +343,26 @@ namespace OpenSim
343 else m_log.Error("[MODULES]: The new RegionModulesController is missing..."); 343 else m_log.Error("[MODULES]: The new RegionModulesController is missing...");
344 344
345 scene.SetModuleInterfaces(); 345 scene.SetModuleInterfaces();
346// First Step of bootreport sequence
347 if (scene.SnmpService != null)
348 {
349 scene.SnmpService.ColdStart(1,scene);
350 scene.SnmpService.LinkDown(scene);
351 }
352
353 if (scene.SnmpService != null)
354 {
355 scene.SnmpService.BootInfo("Loading prins", scene);
356 }
346 357
347 // Prims have to be loaded after module configuration since some modules may be invoked during the load 358 // Prims have to be loaded after module configuration since some modules may be invoked during the load
348 scene.LoadPrimsFromStorage(regionInfo.originRegionID); 359 scene.LoadPrimsFromStorage(regionInfo.originRegionID);
349 360
361 if (scene.SnmpService != null)
362 {
363 scene.SnmpService.BootInfo("Creating region texture", scene);
364 }
365
350 // moved these here as the terrain texture has to be created after the modules are initialized 366 // moved these here as the terrain texture has to be created after the modules are initialized
351 // and has to happen before the region is registered with the grid. 367 // and has to happen before the region is registered with the grid.
352 scene.CreateTerrainTexture(); 368 scene.CreateTerrainTexture();
@@ -354,6 +370,10 @@ namespace OpenSim
354 // TODO : Try setting resource for region xstats here on scene 370 // TODO : Try setting resource for region xstats here on scene
355 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo)); 371 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo));
356 372
373 if (scene.SnmpService != null)
374 {
375 scene.SnmpService.BootInfo("Grid Registration in progress", scene);
376 }
357 try 377 try
358 { 378 {
359 scene.RegisterRegionWithGrid(); 379 scene.RegisterRegionWithGrid();
@@ -362,11 +382,20 @@ namespace OpenSim
362 { 382 {
363 m_log.ErrorFormat("[STARTUP]: Registration of region with grid failed, aborting startup - {0}", e.StackTrace); 383 m_log.ErrorFormat("[STARTUP]: Registration of region with grid failed, aborting startup - {0}", e.StackTrace);
364 384
385 if (scene.SnmpService != null)
386 {
387 scene.SnmpService.Critical("Grid registration failed. Startup aborted.", scene);
388 }
365 // Carrying on now causes a lot of confusion down the 389 // Carrying on now causes a lot of confusion down the
366 // line - we need to get the user's attention 390 // line - we need to get the user's attention
367 Environment.Exit(1); 391 Environment.Exit(1);
368 } 392 }
369 393
394 if (scene.SnmpService != null)
395 {
396 scene.SnmpService.BootInfo("Grid Registration done", scene);
397 }
398
370 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID); 399 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
371 scene.EventManager.TriggerParcelPrimCountUpdate(); 400 scene.EventManager.TriggerParcelPrimCountUpdate();
372 401
@@ -374,6 +403,11 @@ namespace OpenSim
374 // scripting engines. 403 // scripting engines.
375 scene.CreateScriptInstances(); 404 scene.CreateScriptInstances();
376 405
406 if (scene.SnmpService != null)
407 {
408 scene.SnmpService.BootInfo("ScriptEngine started", scene);
409 }
410
377 m_sceneManager.Add(scene); 411 m_sceneManager.Add(scene);
378 412
379 if (m_autoCreateClientStack) 413 if (m_autoCreateClientStack)
@@ -382,6 +416,10 @@ namespace OpenSim
382 clientServer.Start(); 416 clientServer.Start();
383 } 417 }
384 418
419 if (scene.SnmpService != null)
420 {
421 scene.SnmpService.BootInfo("Initializing region modules", scene);
422 }
385 if (do_post_init) 423 if (do_post_init)
386 { 424 {
387 foreach (IRegionModule module in modules) 425 foreach (IRegionModule module in modules)
@@ -393,6 +431,12 @@ namespace OpenSim
393 431
394 mscene = scene; 432 mscene = scene;
395 433
434 if (scene.SnmpService != null)
435 {
436 scene.SnmpService.BootInfo("The region is operational", scene);
437 scene.SnmpService.LinkUp(scene);
438 }
439
396 scene.StartTimer(); 440 scene.StartTimer();
397 441
398 return clientServer; 442 return clientServer;
@@ -401,6 +445,11 @@ namespace OpenSim
401 private void ShutdownRegion(Scene scene) 445 private void ShutdownRegion(Scene scene)
402 { 446 {
403 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName); 447 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName);
448 if (scene.SnmpService != null)
449 {
450 scene.SnmpService.BootInfo("The region is shutting down", scene);
451 scene.SnmpService.LinkDown(scene);
452 }
404 IRegionModulesController controller; 453 IRegionModulesController controller;
405 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller)) 454 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller))
406 { 455 {
diff --git a/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs b/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs
index 9869a99..5c17b0e 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs
@@ -202,6 +202,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
202 m_stopPacket = TexturePacketCount(); 202 m_stopPacket = TexturePacketCount();
203 } 203 }
204 204
205 //Give them at least two packets, to play nice with some broken viewers (SL also behaves this way)
206 if (m_stopPacket == 1 && Layers[0].End > FIRST_PACKET_SIZE) m_stopPacket++;
207
205 m_currentPacket = StartPacket; 208 m_currentPacket = StartPacket;
206 } 209 }
207 } 210 }
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index cdd22de..f071841 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -339,6 +339,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
339 private AgentUpdateArgs lastarg; 339 private AgentUpdateArgs lastarg;
340 private bool m_IsActive = true; 340 private bool m_IsActive = true;
341 private bool m_IsLoggingOut = false; 341 private bool m_IsLoggingOut = false;
342 private bool m_IsPresenceReady = false;
342 343
343 protected Dictionary<PacketType, PacketProcessor> m_packetHandlers = new Dictionary<PacketType, PacketProcessor>(); 344 protected Dictionary<PacketType, PacketProcessor> m_packetHandlers = new Dictionary<PacketType, PacketProcessor>();
344 protected Dictionary<string, GenericMessage> m_genericPacketHandlers = new Dictionary<string, GenericMessage>(); //PauPaw:Local Generic Message handlers 345 protected Dictionary<string, GenericMessage> m_genericPacketHandlers = new Dictionary<string, GenericMessage>(); //PauPaw:Local Generic Message handlers
@@ -362,6 +363,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
362 363
363 private Timer m_propertiesPacketTimer; 364 private Timer m_propertiesPacketTimer;
364 private List<ObjectPropertiesPacket.ObjectDataBlock> m_propertiesBlocks = new List<ObjectPropertiesPacket.ObjectDataBlock>(); 365 private List<ObjectPropertiesPacket.ObjectDataBlock> m_propertiesBlocks = new List<ObjectPropertiesPacket.ObjectDataBlock>();
366 private List<Packet> m_pendingPackets;
365 367
366 #endregion Class Members 368 #endregion Class Members
367 369
@@ -402,6 +404,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
402 get { return m_IsActive; } 404 get { return m_IsActive; }
403 set { m_IsActive = value; } 405 set { m_IsActive = value; }
404 } 406 }
407
405 public bool IsLoggingOut 408 public bool IsLoggingOut
406 { 409 {
407 get { return m_IsLoggingOut; } 410 get { return m_IsLoggingOut; }
@@ -466,18 +469,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
466 469
467 #region Client Methods 470 #region Client Methods
468 471
472
469 /// <summary> 473 /// <summary>
470 /// Shut down the client view 474 /// Shut down the client view
471 /// </summary> 475 /// </summary>
472 public void Close() 476 public void Close()
473 { 477 {
478 Close(true);
479 }
480
481 /// <summary>
482 /// Shut down the client view
483 /// </summary>
484 public void Close(bool sendStop)
485 {
474 m_log.DebugFormat( 486 m_log.DebugFormat(
475 "[CLIENT]: Close has been called for {0} attached to scene {1}", 487 "[CLIENT]: Close has been called for {0} attached to scene {1}",
476 Name, m_scene.RegionInfo.RegionName); 488 Name, m_scene.RegionInfo.RegionName);
477 489
478 // Send the STOP packet 490 if (sendStop)
479 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator); 491 {
480 OutPacket(disable, ThrottleOutPacketType.Unknown); 492 // Send the STOP packet
493 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator);
494 OutPacket(disable, ThrottleOutPacketType.Unknown);
495 }
481 496
482 IsActive = false; 497 IsActive = false;
483 498
@@ -1043,6 +1058,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1043 public virtual void SendLayerData(float[] map) 1058 public virtual void SendLayerData(float[] map)
1044 { 1059 {
1045 Util.FireAndForget(DoSendLayerData, map); 1060 Util.FireAndForget(DoSendLayerData, map);
1061
1062 // Send it sync, and async. It's not that much data
1063 // and it improves user experience just so much!
1064 DoSendLayerData(map);
1046 } 1065 }
1047 1066
1048 /// <summary> 1067 /// <summary>
@@ -1055,16 +1074,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1055 1074
1056 try 1075 try
1057 { 1076 {
1058 //for (int y = 0; y < 16; y++) 1077 for (int y = 0; y < 16; y++)
1059 //{ 1078 {
1060 // for (int x = 0; x < 16; x++) 1079 for (int x = 0; x < 16; x+=4)
1061 // { 1080 {
1062 // SendLayerData(x, y, map); 1081 SendLayerPacket(x, y, map);
1063 // } 1082 }
1064 //} 1083 }
1065
1066 // Send LayerData in a spiral pattern. Fun!
1067 SendLayerTopRight(map, 0, 0, 15, 15);
1068 } 1084 }
1069 catch (Exception e) 1085 catch (Exception e)
1070 { 1086 {
@@ -1072,51 +1088,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1072 } 1088 }
1073 } 1089 }
1074 1090
1075 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
1076 {
1077 // Row
1078 for (int i = x1; i <= x2; i++)
1079 SendLayerData(i, y1, map);
1080
1081 // Column
1082 for (int j = y1 + 1; j <= y2; j++)
1083 SendLayerData(x2, j, map);
1084
1085 if (x2 - x1 > 0)
1086 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
1087 }
1088
1089 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
1090 {
1091 // Row in reverse
1092 for (int i = x2; i >= x1; i--)
1093 SendLayerData(i, y2, map);
1094
1095 // Column in reverse
1096 for (int j = y2 - 1; j >= y1; j--)
1097 SendLayerData(x1, j, map);
1098
1099 if (x2 - x1 > 0)
1100 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
1101 }
1102
1103 /// <summary> 1091 /// <summary>
1104 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 1092 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
1105 /// </summary> 1093 /// </summary>
1106 /// <param name="map">heightmap</param> 1094 /// <param name="map">heightmap</param>
1107 /// <param name="px">X coordinate for patches 0..12</param> 1095 /// <param name="px">X coordinate for patches 0..12</param>
1108 /// <param name="py">Y coordinate for patches 0..15</param> 1096 /// <param name="py">Y coordinate for patches 0..15</param>
1109 // private void SendLayerPacket(float[] map, int y, int x) 1097 private void SendLayerPacket(int x, int y, float[] map)
1110 // { 1098 {
1111 // int[] patches = new int[4]; 1099 int[] patches = new int[4];
1112 // patches[0] = x + 0 + y * 16; 1100 patches[0] = x + 0 + y * 16;
1113 // patches[1] = x + 1 + y * 16; 1101 patches[1] = x + 1 + y * 16;
1114 // patches[2] = x + 2 + y * 16; 1102 patches[2] = x + 2 + y * 16;
1115 // patches[3] = x + 3 + y * 16; 1103 patches[3] = x + 3 + y * 16;
1116 1104
1117 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 1105 float[] heightmap = (map.Length == 65536) ?
1118 // OutPacket(layerpack, ThrottleOutPacketType.Land); 1106 map :
1119 // } 1107 LLHeightFieldMoronize(map);
1108
1109 try
1110 {
1111 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1112 OutPacket(layerpack, ThrottleOutPacketType.Land);
1113 }
1114 catch
1115 {
1116 for (int px = x ; px < x + 4 ; px++)
1117 SendLayerData(px, y, map);
1118 }
1119 }
1120 1120
1121 /// <summary> 1121 /// <summary>
1122 /// Sends a specified patch to a client 1122 /// Sends a specified patch to a client
@@ -1136,7 +1136,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1136 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); 1136 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1137 layerpack.Header.Reliable = true; 1137 layerpack.Header.Reliable = true;
1138 1138
1139 OutPacket(layerpack, ThrottleOutPacketType.Land); 1139 OutPacket(layerpack, ThrottleOutPacketType.Task);
1140 } 1140 }
1141 catch (Exception e) 1141 catch (Exception e)
1142 { 1142 {
@@ -3935,6 +3935,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3935 { 3935 {
3936 m_propertiesPacketTimer.Stop(); 3936 m_propertiesPacketTimer.Stop();
3937 3937
3938 if (m_propertiesBlocks.Count == 0)
3939 return;
3940
3938 proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[m_propertiesBlocks.Count]; 3941 proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[m_propertiesBlocks.Count];
3939 3942
3940 int index = 0; 3943 int index = 0;
@@ -4926,6 +4929,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4926 (x.CameraLeftAxis != lastarg.CameraLeftAxis) || 4929 (x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
4927 (x.CameraUpAxis != lastarg.CameraUpAxis) || 4930 (x.CameraUpAxis != lastarg.CameraUpAxis) ||
4928 (x.ControlFlags != lastarg.ControlFlags) || 4931 (x.ControlFlags != lastarg.ControlFlags) ||
4932 (x.ControlFlags != 0) ||
4929 (x.Far != lastarg.Far) || 4933 (x.Far != lastarg.Far) ||
4930 (x.Flags != lastarg.Flags) || 4934 (x.Flags != lastarg.Flags) ||
4931 (x.State != lastarg.State) || 4935 (x.State != lastarg.State) ||
@@ -5297,7 +5301,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5297 args.Channel = ch; 5301 args.Channel = ch;
5298 args.From = String.Empty; 5302 args.From = String.Empty;
5299 args.Message = Utils.BytesToString(msg); 5303 args.Message = Utils.BytesToString(msg);
5300 args.Type = ChatTypeEnum.Shout; 5304 args.Type = ChatTypeEnum.Region; //Behaviour in SL is that the response can be heard from any distance
5301 args.Position = new Vector3(); 5305 args.Position = new Vector3();
5302 args.Scene = Scene; 5306 args.Scene = Scene;
5303 args.Sender = this; 5307 args.Sender = this;
@@ -11215,18 +11219,44 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11215 } 11219 }
11216 11220
11217 /// <summary> 11221 /// <summary>
11222 /// This processes packets which have accumulated while the presence was still in the process of initialising.
11223 /// </summary>
11224 public void ProcessPendingPackets()
11225 {
11226 m_IsPresenceReady = true;
11227 if (m_pendingPackets == null)
11228 return;
11229 foreach (Packet p in m_pendingPackets)
11230 {
11231 ProcessInPacket(p);
11232 }
11233 m_pendingPackets.Clear();
11234 }
11235
11236 /// <summary>
11218 /// Entryway from the client to the simulator. All UDP packets from the client will end up here 11237 /// Entryway from the client to the simulator. All UDP packets from the client will end up here
11219 /// </summary> 11238 /// </summary>
11220 /// <param name="Pack">OpenMetaverse.packet</param> 11239 /// <param name="Pack">OpenMetaverse.packet</param>
11221 public void ProcessInPacket(Packet Pack) 11240 public void ProcessInPacket(Packet Pack)
11222 { 11241 {
11223 if (m_debugPacketLevel >= 255) 11242 if (!m_IsPresenceReady)
11224 m_log.DebugFormat("[CLIENT]: Packet IN {0}", Pack.Type); 11243 {
11244 if (m_pendingPackets == null)
11245 {
11246 m_pendingPackets = new List<Packet>();
11247 }
11248 m_pendingPackets.Add(Pack);
11249 }
11250 else
11251 {
11252 if (m_debugPacketLevel >= 255)
11253 m_log.DebugFormat("[CLIENT]: Packet IN {0}", Pack.Type);
11225 11254
11226 if (!ProcessPacketMethod(Pack)) 11255 if (!ProcessPacketMethod(Pack))
11227 m_log.Warn("[CLIENT]: unhandled packet " + Pack.Type); 11256 m_log.Warn("[CLIENT]: unhandled packet " + Pack.Type);
11228 11257
11229 PacketPool.Instance.ReturnPacket(Pack); 11258 PacketPool.Instance.ReturnPacket(Pack);
11259 }
11230 } 11260 }
11231 11261
11232 private static PrimitiveBaseShape GetShapeFromAddPacket(ObjectAddPacket addPacket) 11262 private static PrimitiveBaseShape GetShapeFromAddPacket(ObjectAddPacket addPacket)
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
index 1b81105..cda461c 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
@@ -899,7 +899,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
899 client.OnLogout += LogoutHandler; 899 client.OnLogout += LogoutHandler;
900 900
901 // Start the IClientAPI 901 // Start the IClientAPI
902 client.Start(); 902 // Spin it off so that it doesn't clog up the LLUDPServer
903 Util.FireAndForget(delegate(object o) { client.Start(); });
903 } 904 }
904 else 905 else
905 { 906 {
@@ -915,7 +916,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
915 if (m_scene.TryGetClient(udpClient.AgentID, out client)) 916 if (m_scene.TryGetClient(udpClient.AgentID, out client))
916 { 917 {
917 client.IsLoggingOut = true; 918 client.IsLoggingOut = true;
918 client.Close(); 919 client.Close(false);
919 } 920 }
920 } 921 }
921 922
diff --git a/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs b/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
index bdbd284..91e3d20 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
@@ -133,7 +133,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
133 this.parent = parent; 133 this.parent = parent;
134 MaxBurst = maxBurst; 134 MaxBurst = maxBurst;
135 DripRate = dripRate; 135 DripRate = dripRate;
136 lastDrip = Environment.TickCount & Int32.MaxValue; 136 lastDrip = Environment.TickCount;
137 } 137 }
138 138
139 /// <summary> 139 /// <summary>
@@ -144,40 +144,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
144 /// the bucket, otherwise false</returns> 144 /// the bucket, otherwise false</returns>
145 public bool RemoveTokens(int amount) 145 public bool RemoveTokens(int amount)
146 { 146 {
147 bool dummy;
148 return RemoveTokens(amount, out dummy);
149 }
150
151 /// <summary>
152 /// Remove a given number of tokens from the bucket
153 /// </summary>
154 /// <param name="amount">Number of tokens to remove from the bucket</param>
155 /// <param name="dripSucceeded">True if tokens were added to the bucket
156 /// during this call, otherwise false</param>
157 /// <returns>True if the requested number of tokens were removed from
158 /// the bucket, otherwise false</returns>
159 public bool RemoveTokens(int amount, out bool dripSucceeded)
160 {
161 if (maxBurst == 0) 147 if (maxBurst == 0)
162 { 148 {
163 dripSucceeded = true;
164 return true; 149 return true;
165 } 150 }
166 151
167 dripSucceeded = Drip(); 152 if (amount > maxBurst)
168
169 if (content - amount >= 0)
170 { 153 {
171 if (parent != null && !parent.RemoveTokens(amount)) 154 throw new Exception("amount " + amount + " exceeds maxBurst " + maxBurst);
172 return false; 155 }
173 156
174 content -= amount; 157 Drip();
175 return true; 158
159 if (content < amount)
160 {
161 return false;
176 } 162 }
177 else 163
164 if (parent != null && !parent.RemoveTokens(amount))
178 { 165 {
179 return false; 166 return false;
180 } 167 }
168
169 content -= amount;
170 return true;
181 } 171 }
182 172
183 /// <summary> 173 /// <summary>
@@ -193,25 +183,23 @@ namespace OpenSim.Region.ClientStack.LindenUDP
193 content = maxBurst; 183 content = maxBurst;
194 return true; 184 return true;
195 } 185 }
196 else
197 {
198 int now = Environment.TickCount & Int32.MaxValue;
199 int deltaMS = now - lastDrip;
200 186
201 if (deltaMS <= 0) 187 int now = Environment.TickCount;
202 { 188 int deltaMS = now - lastDrip;
203 if (deltaMS < 0) 189 lastDrip = now;
204 lastDrip = now;
205 return false;
206 }
207 190
208 int dripAmount = deltaMS * tokensPerMS; 191 if (deltaMS <= 0)
209 192 {
210 content = Math.Min(content + dripAmount, maxBurst); 193 return false;
211 lastDrip = now; 194 }
212 195
213 return true; 196 long dripAmount = (long)deltaMS * (long)tokensPerMS + (long)content;
197 if (dripAmount > maxBurst)
198 {
199 dripAmount = maxBurst;
214 } 200 }
201 content = (int)dripAmount;
202 return true;
215 } 203 }
216 } 204 }
217} 205}
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index a7b4c66..d3d6f25 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 Nini.Config; 33using Nini.Config;
33using OpenMetaverse; 34using OpenMetaverse;
@@ -36,6 +37,7 @@ using OpenSim.Framework;
36using OpenSim.Region.Framework; 37using OpenSim.Region.Framework;
37using OpenSim.Region.Framework.Interfaces; 38using OpenSim.Region.Framework.Interfaces;
38using OpenSim.Region.Framework.Scenes; 39using OpenSim.Region.Framework.Scenes;
40using OpenSim.Region.Framework.Scenes.Serialization;
39 41
40namespace OpenSim.Region.CoreModules.Avatar.Attachments 42namespace OpenSim.Region.CoreModules.Avatar.Attachments
41{ 43{
@@ -198,8 +200,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
198 200
199 public UUID RezSingleAttachmentFromInventory( 201 public UUID RezSingleAttachmentFromInventory(
200 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus) 202 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus)
203 {
204 return RezSingleAttachmentFromInventory(remoteClient, itemID, AttachmentPt, true, null);
205 }
206
207 public UUID RezSingleAttachmentFromInventory(
208 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc)
201 { 209 {
202 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(remoteClient, itemID, AttachmentPt); 210 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(remoteClient, itemID, AttachmentPt, doc);
203 211
204 if (updateInventoryStatus) 212 if (updateInventoryStatus)
205 { 213 {
@@ -218,7 +226,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
218 } 226 }
219 227
220 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal( 228 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
221 IClientAPI remoteClient, UUID itemID, uint AttachmentPt) 229 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, XmlDocument doc)
222 { 230 {
223 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>(); 231 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
224 if (invAccess != null) 232 if (invAccess != null)
@@ -244,13 +252,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
244 if (tainted) 252 if (tainted)
245 objatt.HasGroupChanged = true; 253 objatt.HasGroupChanged = true;
246 254
255 if (doc != null)
256 {
257 objatt.LoadScriptState(doc);
258 objatt.ResetOwnerChangeFlag();
259 }
260
247 // Fire after attach, so we don't get messy perms dialogs 261 // Fire after attach, so we don't get messy perms dialogs
248 // 3 == AttachedRez 262 // 3 == AttachedRez
249 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 3); 263 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 3);
250 objatt.ResumeScripts(); 264 objatt.ResumeScripts();
251 265
252 // Do this last so that event listeners have access to all the effects of the attachment 266 // Do this last so that event listeners have access to all the effects of the attachment
253 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, remoteClient.AgentId); 267 //m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, remoteClient.AgentId);
254 } 268 }
255 else 269 else
256 { 270 {
@@ -279,7 +293,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
279 if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence)) 293 if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence))
280 { 294 {
281 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 295 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
282 item = m_scene.InventoryService.GetItem(item); 296 if (m_scene.InventoryService != null)
297 item = m_scene.InventoryService.GetItem(item);
283 298
284 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /*att.UUID*/); 299 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /*att.UUID*/);
285 } 300 }
@@ -324,6 +339,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
324 { 339 {
325 // XXYY!! 340 // XXYY!!
326 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 341 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
342 if (item == null)
343 m_log.Error("[ATTACHMENT]: item == null");
344 if (m_scene == null)
345 m_log.Error("[ATTACHMENT]: m_scene == null");
346 if (m_scene.InventoryService == null)
347 m_log.Error("[ATTACHMENT]: m_scene.InventoryService == null");
327 item = m_scene.InventoryService.GetItem(item); 348 item = m_scene.InventoryService.GetItem(item);
328 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /* att.UUID */); 349 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /* att.UUID */);
329 350
@@ -412,6 +433,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
412 if (group.GetFromItemID() == itemID) 433 if (group.GetFromItemID() == itemID)
413 { 434 {
414 m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero); 435 m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero);
436 // CM / XMREngine!!!! Needed to conclude attach event
437 SceneObjectSerializer.ToOriginalXmlFormat(group);
415 group.DetachToInventoryPrep(); 438 group.DetachToInventoryPrep();
416 m_log.Debug("[ATTACHMENTS MODULE]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString()); 439 m_log.Debug("[ATTACHMENTS MODULE]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString());
417 m_scene.UpdateKnownItem(remoteClient, group,group.GetFromItemID(), group.OwnerID); 440 m_scene.UpdateKnownItem(remoteClient, group,group.GetFromItemID(), group.OwnerID);
diff --git a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
index 02f0968..9c8cbc6 100644
--- a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
@@ -49,7 +49,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
49 private int m_shoutdistance = 100; 49 private int m_shoutdistance = 100;
50 private int m_whisperdistance = 10; 50 private int m_whisperdistance = 10;
51 private List<Scene> m_scenes = new List<Scene>(); 51 private List<Scene> m_scenes = new List<Scene>();
52 52 private List<string> FreezeCache = new List<string>();
53 private string m_adminPrefix = "";
53 internal object m_syncy = new object(); 54 internal object m_syncy = new object();
54 55
55 internal IConfig m_config; 56 internal IConfig m_config;
@@ -76,6 +77,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
76 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance); 77 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance);
77 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance); 78 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance);
78 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance); 79 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance);
80 m_adminPrefix = config.Configs["Chat"].GetString("admin_prefix", "");
79 } 81 }
80 82
81 public virtual void AddRegion(Scene scene) 83 public virtual void AddRegion(Scene scene)
@@ -171,7 +173,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
171 return; 173 return;
172 } 174 }
173 175
174 DeliverChatToAvatars(ChatSourceType.Agent, c); 176 if (FreezeCache.Contains(c.Sender.AgentId.ToString()))
177 {
178 if (c.Type != ChatTypeEnum.StartTyping || c.Type != ChatTypeEnum.StopTyping)
179 c.Sender.SendAgentAlertMessage("You may not talk as you are frozen.", false);
180 }
181 else
182 {
183 DeliverChatToAvatars(ChatSourceType.Agent, c);
184 }
175 } 185 }
176 186
177 public virtual void OnChatFromWorld(Object sender, OSChatMessage c) 187 public virtual void OnChatFromWorld(Object sender, OSChatMessage c)
@@ -185,6 +195,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
185 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c) 195 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c)
186 { 196 {
187 string fromName = c.From; 197 string fromName = c.From;
198 string fromNamePrefix = "";
188 UUID fromID = UUID.Zero; 199 UUID fromID = UUID.Zero;
189 string message = c.Message; 200 string message = c.Message;
190 IScene scene = c.Scene; 201 IScene scene = c.Scene;
@@ -207,7 +218,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
207 fromPos = avatar.AbsolutePosition; 218 fromPos = avatar.AbsolutePosition;
208 fromName = avatar.Name; 219 fromName = avatar.Name;
209 fromID = c.Sender.AgentId; 220 fromID = c.Sender.AgentId;
210 221 if (avatar.GodLevel > 200)
222 {
223 fromNamePrefix = m_adminPrefix;
224 }
211 break; 225 break;
212 226
213 case ChatSourceType.Object: 227 case ChatSourceType.Object:
@@ -227,7 +241,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
227 s.ForEachScenePresence( 241 s.ForEachScenePresence(
228 delegate(ScenePresence presence) 242 delegate(ScenePresence presence)
229 { 243 {
230 TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, c.Type, message, sourceType); 244 ILandObject Presencecheck = s.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
245 if (Presencecheck != null)
246 {
247 if (Presencecheck.IsEitherBannedOrRestricted(c.SenderUUID) != true)
248 {
249 TrySendChatMessage(presence, fromPos, regionPos, fromID, fromNamePrefix+fromName, c.Type, message, sourceType);
250 }
251 }
252
231 } 253 }
232 ); 254 );
233 } 255 }
@@ -270,25 +292,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
270 } 292 }
271 293
272 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType); 294 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType);
273 295 if (c.Scene != null)
274 ((Scene)c.Scene).ForEachScenePresence( 296 {
275 delegate(ScenePresence presence) 297 ((Scene)c.Scene).ForEachScenePresence
276 { 298 (
277 // ignore chat from child agents 299 delegate(ScenePresence presence)
278 if (presence.IsChildAgent) return; 300 {
279 301 // ignore chat from child agents
280 IClientAPI client = presence.ControllingClient; 302 if (presence.IsChildAgent) return;
281 303
282 // don't forward SayOwner chat from objects to 304 IClientAPI client = presence.ControllingClient;
283 // non-owner agents 305
284 if ((c.Type == ChatTypeEnum.Owner) && 306 // don't forward SayOwner chat from objects to
285 (null != c.SenderObject) && 307 // non-owner agents
286 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId)) 308 if ((c.Type == ChatTypeEnum.Owner) &&
287 return; 309 (null != c.SenderObject) &&
288 310 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId))
289 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID, 311 return;
290 (byte)sourceType, (byte)ChatAudibleLevel.Fully); 312
291 }); 313 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID,
314 (byte)sourceType, (byte)ChatAudibleLevel.Fully);
315 }
316 );
317 }
292 } 318 }
293 319
294 320
@@ -317,5 +343,35 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
317 presence.ControllingClient.SendChatMessage(message, (byte) type, fromPos, fromName, 343 presence.ControllingClient.SendChatMessage(message, (byte) type, fromPos, fromName,
318 fromAgentID,(byte)src,(byte)ChatAudibleLevel.Fully); 344 fromAgentID,(byte)src,(byte)ChatAudibleLevel.Fully);
319 } 345 }
346
347 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
348 public void ParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
349 {
350 System.Threading.Timer Timer;
351 if (flags == 0)
352 {
353 FreezeCache.Add(target.ToString());
354 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
355 Timer = new System.Threading.Timer(timeCB, target, 30000, 0);
356 Timers.Add(target, Timer);
357 }
358 else
359 {
360 FreezeCache.Remove(target.ToString());
361 Timers.TryGetValue(target, out Timer);
362 Timers.Remove(target);
363 Timer.Dispose();
364 }
365 }
366
367 private void OnEndParcelFrozen(object avatar)
368 {
369 UUID target = (UUID)avatar;
370 FreezeCache.Remove(target.ToString());
371 System.Threading.Timer Timer;
372 Timers.TryGetValue(target, out Timer);
373 Timers.Remove(target);
374 Timer.Dispose();
375 }
320 } 376 }
321} 377}
diff --git a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
index b5c3176..4e36c5d 100644
--- a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
@@ -55,6 +55,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
55 55
56 m_scene.AddCommand( 56 m_scene.AddCommand(
57 this, "alert general", "alert general <message>", "Send an alert to everyone", HandleAlertConsoleCommand); 57 this, "alert general", "alert general <message>", "Send an alert to everyone", HandleAlertConsoleCommand);
58
59 m_scene.AddCommand(
60 this, "alert dialog", "alert dialog <message>", "Send a dialog alert to everyone", HandleAlertConsoleCommand);
61
62
58 } 63 }
59 64
60 public void PostInitialise() {} 65 public void PostInitialise() {}
@@ -181,6 +186,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
181 "[DIALOG]: Sending general alert in region {0} with message {1}", m_scene.RegionInfo.RegionName, message); 186 "[DIALOG]: Sending general alert in region {0} with message {1}", m_scene.RegionInfo.RegionName, message);
182 SendGeneralAlert(message); 187 SendGeneralAlert(message);
183 } 188 }
189 else if (cmdparams[1] == "dialog")
190 {
191 string message = CombineParams(cmdparams, 2);
192
193 m_log.InfoFormat(
194 "[DIALOG]: Sending dialog alert in region {0} with message {1}", m_scene.RegionInfo.RegionName, message);
195 SendNotificationToUsersInRegion(UUID.Zero, "System", message);
196 }
184 else 197 else
185 { 198 {
186 string firstName = cmdparams[1]; 199 string firstName = cmdparams[1];
diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
index 5552be7..c6f8b88 100644
--- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
@@ -67,7 +67,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
67 return false; 67 return false;
68 } 68 }
69 } 69 }
70 70
71 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 71 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
72 72
73 protected List<Scene> m_Scenes = new List<Scene>(); 73 protected List<Scene> m_Scenes = new List<Scene>();
@@ -203,9 +203,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
203 203
204 UserFriendData data = m_Friends[principalID]; 204 UserFriendData data = m_Friends[principalID];
205 205
206 string searchFor = friendID.ToString();
206 foreach (FriendInfo fi in data.Friends) 207 foreach (FriendInfo fi in data.Friends)
207 { 208 {
208 if (fi.Friend == friendID.ToString()) 209 if (fi.Friend == searchFor)
209 return (uint)fi.TheirFlags; 210 return (uint)fi.TheirFlags;
210 } 211 }
211 return 0; 212 return 0;
@@ -292,7 +293,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
292 293
293 // Inform the friends that this user is online 294 // Inform the friends that this user is online
294 StatusChange(agentID, true); 295 StatusChange(agentID, true);
295 296
296 // Register that we need to send the list of online friends to this user 297 // Register that we need to send the list of online friends to this user
297 lock (m_NeedsListOfFriends) 298 lock (m_NeedsListOfFriends)
298 if (!m_NeedsListOfFriends.Contains(agentID)) 299 if (!m_NeedsListOfFriends.Contains(agentID))
@@ -498,7 +499,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
498 private void OnInstantMessage(IClientAPI client, GridInstantMessage im) 499 private void OnInstantMessage(IClientAPI client, GridInstantMessage im)
499 { 500 {
500 if (im.dialog == (byte)OpenMetaverse.InstantMessageDialog.FriendshipOffered) 501 if (im.dialog == (byte)OpenMetaverse.InstantMessageDialog.FriendshipOffered)
501 { 502 {
502 // we got a friendship offer 503 // we got a friendship offer
503 UUID principalID = new UUID(im.fromAgentID); 504 UUID principalID = new UUID(im.fromAgentID);
504 UUID friendID = new UUID(im.toAgentID); 505 UUID friendID = new UUID(im.toAgentID);
@@ -730,7 +731,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
730 // we're done 731 // we're done
731 return true; 732 return true;
732 } 733 }
733 734
734 return false; 735 return false;
735 } 736 }
736 737
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
index ab141eb..2dc7384 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
@@ -156,6 +156,12 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
156 return; 156 return;
157 } 157 }
158 158
159 if (dialog == (byte)InstantMessageDialog.MessageFromAgent ||
160 dialog == (byte)InstantMessageDialog.MessageFromObject)
161 {
162 im.offline = 1;
163 }
164
159 if (m_TransferModule != null) 165 if (m_TransferModule != null)
160 { 166 {
161 m_TransferModule.SendInstantMessage(im, 167 m_TransferModule.SendInstantMessage(im,
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
index fdfcd10..a2dc91f 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
@@ -172,13 +172,16 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
172 172
173 private void RetrieveInstantMessages(IClientAPI client) 173 private void RetrieveInstantMessages(IClientAPI client)
174 { 174 {
175 if (m_RestURL != "") 175 if (m_RestURL == String.Empty)
176 { 176 return;
177 m_log.DebugFormat("[OFFLINE MESSAGING] Retrieving stored messages for {0}", client.AgentId); 177
178 m_log.DebugFormat("[OFFLINE MESSAGING] Retrieving stored messages for {0}", client.AgentId);
178 179
179 List<GridInstantMessage> msglist = SynchronousRestObjectPoster.BeginPostObject<UUID, List<GridInstantMessage>>( 180 List<GridInstantMessage> msglist = SynchronousRestObjectPoster.BeginPostObject<UUID, List<GridInstantMessage>>(
180 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId); 181 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId);
181 182
183 if (msglist != null)
184 {
182 foreach (GridInstantMessage im in msglist) 185 foreach (GridInstantMessage im in msglist)
183 { 186 {
184 // client.SendInstantMessage(im); 187 // client.SendInstantMessage(im);
@@ -198,9 +201,18 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
198 201
199 private void UndeliveredMessage(GridInstantMessage im) 202 private void UndeliveredMessage(GridInstantMessage im)
200 { 203 {
204 if (im.dialog == 19)
205 im.offline = 1; // We want them pushed out to the server
201 if ((im.offline != 0) 206 if ((im.offline != 0)
202 && (!im.fromGroup || (im.fromGroup && m_ForwardOfflineGroupMessages))) 207 && (!im.fromGroup || (im.fromGroup && m_ForwardOfflineGroupMessages)))
203 { 208 {
209 // It's not delivered. Make sure the scope id is saved
210 // We don't need the imSessionID here anymore, overwrite it
211 Scene scene = FindScene(new UUID(im.fromAgentID));
212 if (scene == null)
213 scene = m_SceneList[0];
214 im.imSessionID = new Guid(scene.RegionInfo.ScopeID.ToString());
215
204 bool success = SynchronousRestObjectPoster.BeginPostObject<GridInstantMessage, bool>( 216 bool success = SynchronousRestObjectPoster.BeginPostObject<GridInstantMessage, bool>(
205 "POST", m_RestURL+"/SaveMessage/", im); 217 "POST", m_RestURL+"/SaveMessage/", im);
206 218
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
index 2f1e9dd..0d04491 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
@@ -241,6 +241,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
241 im.imSessionID = itemID.Guid; 241 im.imSessionID = itemID.Guid;
242 } 242 }
243 243
244 im.offline = 1; // Remember these
245
244 // Send the IM to the recipient. The item is already 246 // Send the IM to the recipient. The item is already
245 // in their inventory, so it will not be lost if 247 // in their inventory, so it will not be lost if
246 // they are offline. 248 // they are offline.
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index ab1cfc3..927eeab 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -264,7 +264,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
264 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field, 264 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
265 // it's actually doing a lot of work. 265 // it's actually doing a lot of work.
266 IPEndPoint endPoint = finalDestination.ExternalEndPoint; 266 IPEndPoint endPoint = finalDestination.ExternalEndPoint;
267 if (endPoint.Address != null) 267 if (endPoint != null && endPoint.Address != null)
268 { 268 {
269 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from 269 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from
270 // both regions 270 // both regions
@@ -851,15 +851,19 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
851 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID); 851 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
852 852
853 IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>(); 853 IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>();
854 if (eq != null) 854 IPEndPoint neighbourExternal = neighbourRegion.ExternalEndPoint;
855 { 855 if (neighbourExternal != null)
856 eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
857 capsPath, agent.UUID, agent.ControllingClient.SessionId);
858 }
859 else
860 { 856 {
861 agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, 857 if (eq != null)
862 capsPath); 858 {
859 eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourExternal,
860 capsPath, agent.UUID, agent.ControllingClient.SessionId);
861 }
862 else
863 {
864 agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourExternal,
865 capsPath);
866 }
863 } 867 }
864 868
865 if (!WaitForCallback(agent.UUID)) 869 if (!WaitForCallback(agent.UUID))
@@ -957,10 +961,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
957 agent.Viewer = currentAgentCircuit.Viewer; 961 agent.Viewer = currentAgentCircuit.Viewer;
958 } 962 }
959 963
960 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 964 IPEndPoint external = region.ExternalEndPoint;
961 d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true, 965 if (external != null)
966 {
967 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
968 d.BeginInvoke(sp, agent, region, external, true,
962 InformClientOfNeighbourCompleted, 969 InformClientOfNeighbourCompleted,
963 d); 970 d);
971 }
964 } 972 }
965 #endregion 973 #endregion
966 974
@@ -1089,6 +1097,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1089 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1097 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1090 try 1098 try
1091 { 1099 {
1100 //neighbour.ExternalEndPoint may return null, which will be caught
1092 d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent, 1101 d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent,
1093 InformClientOfNeighbourCompleted, 1102 InformClientOfNeighbourCompleted,
1094 d); 1103 d);
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
index e32dbb3..329a259 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
@@ -290,6 +290,23 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
290 return false; 290 return false;
291 } 291 }
292 292
293 public bool CloseChildAgent(GridRegion destination, UUID id)
294 {
295 if (destination == null)
296 return false;
297
298 foreach (Scene s in m_sceneList)
299 {
300 if (s.RegionInfo.RegionID == destination.RegionID)
301 {
302 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent");
303 return s.IncomingCloseChildAgent(id);
304 }
305 }
306 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
307 return false;
308 }
309
293 /** 310 /**
294 * Object-related communications 311 * Object-related communications
295 */ 312 */
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
index 3f577f2..e16e273 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
@@ -252,6 +252,21 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
252 return false; 252 return false;
253 } 253 }
254 254
255 public bool CloseChildAgent(GridRegion destination, UUID id)
256 {
257 if (destination == null)
258 return false;
259
260 // Try local first
261 if (m_localBackend.CloseChildAgent(destination, id))
262 return true;
263
264 // else do the remote thing
265 if (!m_localBackend.IsLocalRegion(destination.RegionHandle))
266 return m_remoteConnector.CloseChildAgent(destination, id);
267
268 return false;
269 }
255 270
256 public bool CloseAgent(GridRegion destination, UUID id) 271 public bool CloseAgent(GridRegion destination, UUID id)
257 { 272 {
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
index bc653ce..57b7672 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
@@ -261,10 +261,11 @@ namespace OpenSim.Region.CoreModules.World.Archiver
261 // Fix ownership/creator of inventory items 261 // Fix ownership/creator of inventory items
262 // Not doing so results in inventory items 262 // Not doing so results in inventory items
263 // being no copy/no mod for everyone 263 // being no copy/no mod for everyone
264 lock (part.TaskInventory) 264 part.TaskInventory.LockItemsForRead(true);
265 TaskInventoryDictionary inv = part.TaskInventory;
266 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
265 { 267 {
266 TaskInventoryDictionary inv = part.TaskInventory; 268 if (!ResolveUserUuid(kvp.Value.OwnerID))
267 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
268 { 269 {
269 if (!ResolveUserUuid(kvp.Value.OwnerID)) 270 if (!ResolveUserUuid(kvp.Value.OwnerID))
270 { 271 {
@@ -276,6 +277,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
276 } 277 }
277 } 278 }
278 } 279 }
280 part.TaskInventory.LockItemsForRead(false);
279 } 281 }
280 282
281 if (m_scene.AddRestoredSceneObject(sceneObject, true, false)) 283 if (m_scene.AddRestoredSceneObject(sceneObject, true, false))
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index 4ccd0f0..cfee1b0 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -82,6 +82,8 @@ namespace OpenSim.Region.CoreModules.World.Land
82 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1; 82 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
83 83
84 private bool m_allowedForcefulBans = true; 84 private bool m_allowedForcefulBans = true;
85 private UUID DefaultGodParcelGroup;
86 private string DefaultGodParcelName;
85 87
86 // caches ExtendedLandData 88 // caches ExtendedLandData
87 private Cache parcelInfoCache; 89 private Cache parcelInfoCache;
@@ -96,6 +98,12 @@ namespace OpenSim.Region.CoreModules.World.Land
96 98
97 public void Initialise(IConfigSource source) 99 public void Initialise(IConfigSource source)
98 { 100 {
101 IConfig cnf = source.Configs["LandManagement"];
102 if (cnf != null)
103 {
104 DefaultGodParcelGroup = new UUID(cnf.GetString("DefaultAdministratorGroupUUID", UUID.Zero.ToString()));
105 DefaultGodParcelName = cnf.GetString("DefaultAdministratorParcelName", "Default Parcel");
106 }
99 } 107 }
100 108
101 public void AddRegion(Scene scene) 109 public void AddRegion(Scene scene)
@@ -160,7 +168,7 @@ namespace OpenSim.Region.CoreModules.World.Land
160 client.OnParcelGodForceOwner += ClientOnParcelGodForceOwner; 168 client.OnParcelGodForceOwner += ClientOnParcelGodForceOwner;
161 client.OnParcelReclaim += ClientOnParcelReclaim; 169 client.OnParcelReclaim += ClientOnParcelReclaim;
162 client.OnParcelInfoRequest += ClientOnParcelInfoRequest; 170 client.OnParcelInfoRequest += ClientOnParcelInfoRequest;
163 client.OnParcelDwellRequest += ClientOnParcelDwellRequest; 171// client.OnParcelDwellRequest += ClientOnParcelDwellRequest;
164 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup; 172 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup;
165 client.OnPreAgentUpdate += ClientOnPreAgentUpdate; 173 client.OnPreAgentUpdate += ClientOnPreAgentUpdate;
166 174
@@ -351,7 +359,7 @@ namespace OpenSim.Region.CoreModules.World.Land
351 { 359 {
352 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT) 360 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
353 { 361 {
354 if (parcelAvatarIsEntering.IsBannedFromLand(avatar.UUID)) 362 if (parcelAvatarIsEntering.IsEitherBannedOrRestricted(avatar.UUID))
355 { 363 {
356 SendYouAreBannedNotice(avatar); 364 SendYouAreBannedNotice(avatar);
357 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar)); 365 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
@@ -648,7 +656,7 @@ namespace OpenSim.Region.CoreModules.World.Land
648 int x; 656 int x;
649 int y; 657 int y;
650 658
651 if (x_float > Constants.RegionSize || x_float <= 0 || y_float > Constants.RegionSize || y_float <= 0) 659 if (x_float > Constants.RegionSize || x_float < 0 || y_float > Constants.RegionSize || y_float < 0)
652 return null; 660 return null;
653 661
654 try 662 try
@@ -991,6 +999,10 @@ namespace OpenSim.Region.CoreModules.World.Land
991 //Owner Flag 999 //Owner Flag
992 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER); 1000 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER);
993 } 1001 }
1002 else if (currentParcelBlock.LandData.IsGroupOwned && remote_client.IsGroupMember(currentParcelBlock.LandData.GroupID))
1003 {
1004 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_GROUP);
1005 }
994 else if (currentParcelBlock.LandData.SalePrice > 0 && 1006 else if (currentParcelBlock.LandData.SalePrice > 0 &&
995 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero || 1007 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero ||
996 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId)) 1008 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId))
@@ -1291,18 +1303,31 @@ namespace OpenSim.Region.CoreModules.World.Land
1291 1303
1292 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data) 1304 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data)
1293 { 1305 {
1294 for (int i = 0; i < data.Count; i++) 1306 lock (m_landList)
1295 { 1307 {
1296 IncomingLandObjectFromStorage(data[i]); 1308 //Remove all the land objects in the sim and then process our new data
1309 foreach (int n in m_landList.Keys)
1310 {
1311 m_scene.EventManager.TriggerLandObjectRemoved(m_landList[n].LandData.GlobalID);
1312 }
1313 m_landIDList.Initialize();
1314 m_landList.Clear();
1315
1316 for (int i = 0; i < data.Count; i++)
1317 {
1318 IncomingLandObjectFromStorage(data[i]);
1319 }
1297 } 1320 }
1298 } 1321 }
1299 1322
1300 public void IncomingLandObjectFromStorage(LandData data) 1323 public void IncomingLandObjectFromStorage(LandData data)
1301 { 1324 {
1325
1302 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene); 1326 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
1303 new_land.LandData = data.Copy(); 1327 new_land.LandData = data.Copy();
1304 new_land.SetLandBitmapFromByteArray(); 1328 new_land.SetLandBitmapFromByteArray();
1305 AddLandObject(new_land); 1329 AddLandObject(new_land);
1330 new_land.SendLandUpdateToAvatarsOverMe();
1306 } 1331 }
1307 1332
1308 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient) 1333 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
@@ -1520,5 +1545,321 @@ namespace OpenSim.Region.CoreModules.World.Land
1520 1545
1521 UpdateLandObject(localID, land.LandData); 1546 UpdateLandObject(localID, land.LandData);
1522 } 1547 }
1548
1549 public void ClientOnParcelGodMark(IClientAPI client, UUID god, int landID)
1550 {
1551 ILandObject land = null;
1552 List<ILandObject> Land = ((Scene)client.Scene).LandChannel.AllParcels();
1553 foreach (ILandObject landObject in Land)
1554 {
1555 if (landObject.LandData.LocalID == landID)
1556 {
1557 land = landObject;
1558 }
1559 }
1560 land.DeedToGroup(DefaultGodParcelGroup);
1561 land.LandData.Name = DefaultGodParcelName;
1562 land.SendLandUpdateToAvatarsOverMe();
1563 }
1564
1565 private void ClientOnSimWideDeletes(IClientAPI client, UUID agentID, int flags, UUID targetID)
1566 {
1567 ScenePresence SP;
1568 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out SP);
1569 List<SceneObjectGroup> returns = new List<SceneObjectGroup>();
1570 if (SP.GodLevel != 0)
1571 {
1572 if (flags == 0) //All parcels, scripted or not
1573 {
1574 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1575 {
1576 if (e.OwnerID == targetID)
1577 {
1578 returns.Add(e);
1579 }
1580 }
1581 );
1582 }
1583 if (flags == 4) //All parcels, scripted object
1584 {
1585 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1586 {
1587 if (e.OwnerID == targetID)
1588 {
1589 if (e.scriptScore >= 0.01)
1590 {
1591 returns.Add(e);
1592 }
1593 }
1594 }
1595 );
1596 }
1597 if (flags == 4) //not target parcel, scripted object
1598 {
1599 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1600 {
1601 if (e.OwnerID == targetID)
1602 {
1603 ILandObject landobject = ((Scene)client.Scene).LandChannel.GetLandObject(e.AbsolutePosition.X, e.AbsolutePosition.Y);
1604 if (landobject.LandData.OwnerID != e.OwnerID)
1605 {
1606 if (e.scriptScore >= 0.01)
1607 {
1608 returns.Add(e);
1609 }
1610 }
1611 }
1612 }
1613 );
1614 }
1615 foreach (SceneObjectGroup ol in returns)
1616 {
1617 ReturnObject(ol, client);
1618 }
1619 }
1620 }
1621 public void ReturnObject(SceneObjectGroup obj, IClientAPI client)
1622 {
1623 SceneObjectGroup[] objs = new SceneObjectGroup[1];
1624 objs[0] = obj;
1625 ((Scene)client.Scene).returnObjects(objs, client.AgentId);
1626 }
1627
1628 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
1629
1630 public void ClientOnParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1631 {
1632 ScenePresence targetAvatar = null;
1633 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1634 ScenePresence parcelManager = null;
1635 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1636 System.Threading.Timer Timer;
1637
1638 if (targetAvatar.GodLevel == 0)
1639 {
1640 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1641 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1642 return;
1643 if (flags == 0)
1644 {
1645 targetAvatar.AllowMovement = false;
1646 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has frozen you for 30 seconds. You cannot move or interact with the world.");
1647 parcelManager.ControllingClient.SendAlertMessage("Avatar Frozen.");
1648 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
1649 Timer = new System.Threading.Timer(timeCB, targetAvatar, 30000, 0);
1650 Timers.Add(targetAvatar.UUID, Timer);
1651 }
1652 else
1653 {
1654 targetAvatar.AllowMovement = true;
1655 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has unfrozen you.");
1656 parcelManager.ControllingClient.SendAlertMessage("Avatar Unfrozen.");
1657 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1658 Timers.Remove(targetAvatar.UUID);
1659 Timer.Dispose();
1660 }
1661 }
1662 }
1663 private void OnEndParcelFrozen(object avatar)
1664 {
1665 ScenePresence targetAvatar = (ScenePresence)avatar;
1666 targetAvatar.AllowMovement = true;
1667 System.Threading.Timer Timer;
1668 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1669 Timers.Remove(targetAvatar.UUID);
1670 targetAvatar.ControllingClient.SendAgentAlertMessage("The freeze has worn off; you may go about your business.", false);
1671 }
1672
1673
1674 public void ClientOnParcelEjectUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1675 {
1676 ScenePresence targetAvatar = null;
1677 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1678 ScenePresence parcelManager = null;
1679 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1680 //Just eject
1681 if (flags == 0)
1682 {
1683 if (targetAvatar.GodLevel == 0)
1684 {
1685 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1686 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1687 return;
1688
1689 Vector3 position = new Vector3(0, 0, 0);
1690 List<ILandObject> allParcels = new List<ILandObject>();
1691 allParcels = AllParcels();
1692 if (allParcels.Count != 1)
1693 {
1694 foreach (ILandObject parcel in allParcels)
1695 {
1696 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1697 {
1698 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1699 {
1700 for (int x = 1; x <= Constants.RegionSize; x += 2)
1701 {
1702 for (int y = 1; y <= Constants.RegionSize; y += 2)
1703 {
1704 if (parcel.ContainsPoint(x, y))
1705 {
1706 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1707 targetAvatar.TeleportWithMomentum(position);
1708 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1709 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1710 return;
1711 }
1712 }
1713 }
1714 }
1715 }
1716 }
1717 }
1718 Vector3 targetVector;
1719 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1720 {
1721 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1722 {
1723 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1724 targetAvatar.TeleportWithMomentum(targetVector);
1725 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1726 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1727 return;
1728 }
1729 else
1730 {
1731 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1732 targetAvatar.TeleportWithMomentum(targetVector);
1733 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1734 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1735 return;
1736 }
1737 }
1738 else
1739 {
1740 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1741 {
1742 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1743 targetAvatar.TeleportWithMomentum(targetVector);
1744 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1745 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1746 return;
1747 }
1748 else
1749 {
1750 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1751 targetAvatar.TeleportWithMomentum(targetVector);
1752 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1753 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1754 return;
1755 }
1756 }
1757 }
1758 }
1759 //Eject and ban
1760 if (flags == 1)
1761 {
1762 if (targetAvatar.GodLevel == 0)
1763 {
1764 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1765 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1766 return;
1767
1768 Vector3 position = new Vector3(0, 0, 0);
1769 List<ILandObject> allParcels = new List<ILandObject>();
1770 allParcels = AllParcels();
1771 if (allParcels.Count != 1)
1772 {
1773 foreach (ILandObject parcel in allParcels)
1774 {
1775 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1776 {
1777 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1778 {
1779 for (int x = 1; x <= Constants.RegionSize; x += 2)
1780 {
1781 for (int y = 1; y <= Constants.RegionSize; y += 2)
1782 {
1783 if (parcel.ContainsPoint(x, y))
1784 {
1785 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1786 targetAvatar.TeleportWithMomentum(position);
1787 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1788 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1789 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1790 entry.AgentID = targetAvatar.UUID;
1791 entry.Flags = AccessList.Ban;
1792 entry.Time = new DateTime();
1793 land.LandData.ParcelAccessList.Add(entry);
1794 return;
1795 }
1796 }
1797 }
1798 }
1799 }
1800 }
1801 }
1802 Vector3 targetVector;
1803 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1804 {
1805 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1806 {
1807 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1808 targetAvatar.TeleportWithMomentum(targetVector);
1809 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1810 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1811 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1812 entry.AgentID = targetAvatar.UUID;
1813 entry.Flags = AccessList.Ban;
1814 entry.Time = new DateTime();
1815 land.LandData.ParcelAccessList.Add(entry);
1816 return;
1817 }
1818 else
1819 {
1820 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1821 targetAvatar.TeleportWithMomentum(targetVector);
1822 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1823 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1824 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1825 entry.AgentID = targetAvatar.UUID;
1826 entry.Flags = AccessList.Ban;
1827 entry.Time = new DateTime();
1828 land.LandData.ParcelAccessList.Add(entry);
1829 return;
1830 }
1831 }
1832 else
1833 {
1834 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1835 {
1836 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1837 targetAvatar.TeleportWithMomentum(targetVector);
1838 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1839 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1840 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1841 entry.AgentID = targetAvatar.UUID;
1842 entry.Flags = AccessList.Ban;
1843 entry.Time = new DateTime();
1844 land.LandData.ParcelAccessList.Add(entry);
1845 return;
1846 }
1847 else
1848 {
1849 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1850 targetAvatar.TeleportWithMomentum(targetVector);
1851 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1852 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1853 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1854 entry.AgentID = targetAvatar.UUID;
1855 entry.Flags = AccessList.Ban;
1856 entry.Time = new DateTime();
1857 land.LandData.ParcelAccessList.Add(entry);
1858 return;
1859 }
1860 }
1861 }
1862 }
1863 }
1523 } 1864 }
1524} 1865}
diff --git a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
index 1e7ea7b..0c20393 100644
--- a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
+++ b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
@@ -544,6 +544,8 @@ namespace OpenSim.Region.CoreModules.World.Terrain
544 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised()); 544 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised());
545 m_scene.SaveTerrain(); 545 m_scene.SaveTerrain();
546 546
547 m_scene.EventManager.TriggerTerrainUpdate();
548
547 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out. 549 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out.
548 //m_scene.CreateTerrainTexture(true); 550 //m_scene.CreateTerrainTexture(true);
549 } 551 }
diff --git a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
index af9df45..8ec5bb5 100644
--- a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
+++ b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
@@ -821,12 +821,21 @@ namespace OpenSim.Region.Examples.SimpleModule
821 { 821 {
822 } 822 }
823 823
824 public void ProcessPendingPackets()
825 {
826 }
827
824 public void ProcessInPacket(Packet NewPack) 828 public void ProcessInPacket(Packet NewPack)
825 { 829 {
826 } 830 }
827 831
828 public void Close() 832 public void Close()
829 { 833 {
834 Close(true);
835 }
836
837 public void Close(bool sendStop)
838 {
830 } 839 }
831 840
832 public void Start() 841 public void Start()
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index f8af367..958847b 100644
--- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using OpenMetaverse; 30using OpenMetaverse;
30using OpenMetaverse.Packets; 31using OpenMetaverse.Packets;
31using OpenSim.Framework; 32using OpenSim.Framework;
@@ -82,6 +83,10 @@ namespace OpenSim.Region.Framework.Interfaces
82 UUID RezSingleAttachmentFromInventory( 83 UUID RezSingleAttachmentFromInventory(
83 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus); 84 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus);
84 85
86 // Same as above, but also load script states from a separate doc
87 UUID RezSingleAttachmentFromInventory(
88 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc);
89
85 /// <summary> 90 /// <summary>
86 /// Rez multiple attachments from a user's inventory 91 /// Rez multiple attachments from a user's inventory
87 /// </summary> 92 /// </summary>
@@ -132,4 +137,4 @@ namespace OpenSim.Region.Framework.Interfaces
132 /// </param> 137 /// </param>
133 void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient); 138 void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient);
134 } 139 }
135} \ No newline at end of file 140}
diff --git a/OpenSim/Region/Framework/Interfaces/IDwellModule.cs b/OpenSim/Region/Framework/Interfaces/IDwellModule.cs
new file mode 100644
index 0000000..db50439
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/IDwellModule.cs
@@ -0,0 +1,37 @@
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 OpenMetaverse;
29using OpenSim.Framework;
30
31namespace OpenSim.Region.Framework.Interfaces
32{
33 public interface IDwellModule
34 {
35 int GetDwell(UUID parcelID);
36 }
37}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index fd43923..1e2f60b 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -105,6 +105,8 @@ namespace OpenSim.Region.Framework.Interfaces
105 /// <param name="stateSource"></param> 105 /// <param name="stateSource"></param>
106 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); 106 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
107 107
108 ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
109
108 /// <summary> 110 /// <summary>
109 /// Stop a script which is in this prim's inventory. 111 /// Stop a script which is in this prim's inventory.
110 /// </summary> 112 /// </summary>
@@ -214,5 +216,6 @@ namespace OpenSim.Region.Framework.Interfaces
214 /// A <see cref="Dictionary`2"/> 216 /// A <see cref="Dictionary`2"/>
215 /// </returns> 217 /// </returns>
216 Dictionary<UUID, string> GetScriptStates(); 218 Dictionary<UUID, string> GetScriptStates();
219 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
217 } 220 }
218} 221}
diff --git a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
index 2d6287f..67a500f 100644
--- a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
+++ b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
@@ -68,6 +68,14 @@ namespace OpenSim.Region.Framework.Interfaces
68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri); 68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri);
69 69
70 /// <summary> 70 /// <summary>
71 /// Close chid agent.
72 /// </summary>
73 /// <param name="regionHandle"></param>
74 /// <param name="id"></param>
75 /// <returns></returns>
76 bool SendCloseChildAgent(ulong regionHandle, UUID id);
77
78 /// <summary>
71 /// Close agent. 79 /// Close agent.
72 /// </summary> 80 /// </summary>
73 /// <param name="regionHandle"></param> 81 /// <param name="regionHandle"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
new file mode 100644
index 0000000..e01f649
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
@@ -0,0 +1,27 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster LImited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6// Mod 2
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface ISnmpModule
11{
12 void Trap(int code, string Message, Scene scene);
13 void Critical(string Message, Scene scene);
14 void Warning(string Message, Scene scene);
15 void Major(string Message, Scene scene);
16 void ColdStart(int step , Scene scene);
17 void Shutdown(int step , Scene scene);
18 //
19 // Node Start/stop events
20 //
21 void LinkUp(Scene scene);
22 void LinkDown(Scene scene);
23 void BootInfo(string data, Scene scene);
24 void trapDebug(string Module,string data, Scene scene);
25 void trapXMRE(int data, string Message, Scene scene);
26
27}
diff --git a/OpenSim/Region/Framework/ModuleLoader.cs b/OpenSim/Region/Framework/ModuleLoader.cs
index 23be9c2..69ba2042 100644
--- a/OpenSim/Region/Framework/ModuleLoader.cs
+++ b/OpenSim/Region/Framework/ModuleLoader.cs
@@ -226,7 +226,8 @@ namespace OpenSim.Region.Framework
226 "[MODULES]: Could not load types for [{0}]. Exception {1}", pluginAssembly.FullName, e); 226 "[MODULES]: Could not load types for [{0}]. Exception {1}", pluginAssembly.FullName, e);
227 227
228 // justincc: Right now this is fatal to really get the user's attention 228 // justincc: Right now this is fatal to really get the user's attention
229 throw e; 229 // TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to?
230 //throw e;
230 } 231 }
231 } 232 }
232 233
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index de4c5fb..702a1e2 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -53,10 +53,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
53 { 53 {
54 get { return m_movementAnimation; } 54 get { return m_movementAnimation; }
55 } 55 }
56 protected string m_movementAnimation = "DEFAULT"; 56 // protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
57 57 protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
58 private int m_animTickFall; 58 private int m_animTickFall;
59 private int m_animTickJump; 59// private int m_animTickJump;
60 public int m_animTickJump; // ScenePresence has to see this to control +Z force
60 61
61 /// <value> 62 /// <value>
62 /// The scene presence that this animator applies to 63 /// The scene presence that this animator applies to
@@ -123,8 +124,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
123 /// </summary> 124 /// </summary>
124 public void TrySetMovementAnimation(string anim) 125 public void TrySetMovementAnimation(string anim)
125 { 126 {
126 //m_log.DebugFormat("Updating movement animation to {0}", anim);
127
128 if (!m_scenePresence.IsChildAgent) 127 if (!m_scenePresence.IsChildAgent)
129 { 128 {
130 if (m_animations.TrySetDefaultAnimation( 129 if (m_animations.TrySetDefaultAnimation(
@@ -146,10 +145,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
146 const float PREJUMP_DELAY = 0.25f; 145 const float PREJUMP_DELAY = 0.25f;
147 146
148 #region Inputs 147 #region Inputs
149 if (m_scenePresence.SitGround) 148
150 {
151 return "SIT_GROUND_CONSTRAINED";
152 }
153 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; 149 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
154 PhysicsActor actor = m_scenePresence.PhysicsActor; 150 PhysicsActor actor = m_scenePresence.PhysicsActor;
155 151
@@ -159,11 +155,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
159 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 155 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
160 156
161 // Check control flags 157 // Check control flags
162 bool heldForward = 158 bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
163 (((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)); 159 bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
164 bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; 160 bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
165 bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; 161 bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
166 bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
167 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 162 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
168 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; 163 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
169 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; 164 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
@@ -266,7 +261,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
266 m_animTickJump = Environment.TickCount; 261 m_animTickJump = Environment.TickCount;
267 return "PREJUMP"; 262 return "PREJUMP";
268 } 263 }
269 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) 264 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f)
270 { 265 {
271 // Start actual jump 266 // Start actual jump
272 if (m_animTickJump == -1) 267 if (m_animTickJump == -1)
@@ -316,7 +311,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
316 public void UpdateMovementAnimations() 311 public void UpdateMovementAnimations()
317 { 312 {
318 m_movementAnimation = GetMovementAnimation(); 313 m_movementAnimation = GetMovementAnimation();
319
320 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump) 314 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
321 { 315 {
322 // This was the previous behavior before PREJUMP 316 // This was the previous behavior before PREJUMP
diff --git a/OpenSim/Region/Framework/Scenes/EntityManager.cs b/OpenSim/Region/Framework/Scenes/EntityManager.cs
index 099fcce..c246e32 100644
--- a/OpenSim/Region/Framework/Scenes/EntityManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EntityManager.cs
@@ -40,7 +40,7 @@ namespace OpenSim.Region.Framework.Scenes
40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>(); 40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>();
41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>(); 41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>();
42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>(); 42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>();
43 private readonly Object m_lock = new Object(); 43 private System.Threading.ReaderWriterLockSlim m_lock = new System.Threading.ReaderWriterLockSlim();
44 44
45 [Obsolete("Use Add() instead.")] 45 [Obsolete("Use Add() instead.")]
46 public void Add(UUID id, EntityBase eb) 46 public void Add(UUID id, EntityBase eb)
@@ -50,7 +50,8 @@ namespace OpenSim.Region.Framework.Scenes
50 50
51 public void Add(EntityBase entity) 51 public void Add(EntityBase entity)
52 { 52 {
53 lock (m_lock) 53 m_lock.EnterWriteLock();
54 try
54 { 55 {
55 try 56 try
56 { 57 {
@@ -62,11 +63,16 @@ namespace OpenSim.Region.Framework.Scenes
62 m_log.ErrorFormat("Add Entity failed: {0}", e.Message); 63 m_log.ErrorFormat("Add Entity failed: {0}", e.Message);
63 } 64 }
64 } 65 }
66 finally
67 {
68 m_lock.ExitWriteLock();
69 }
65 } 70 }
66 71
67 public void InsertOrReplace(EntityBase entity) 72 public void InsertOrReplace(EntityBase entity)
68 { 73 {
69 lock (m_lock) 74 m_lock.EnterWriteLock();
75 try
70 { 76 {
71 try 77 try
72 { 78 {
@@ -78,15 +84,24 @@ namespace OpenSim.Region.Framework.Scenes
78 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message); 84 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message);
79 } 85 }
80 } 86 }
87 finally
88 {
89 m_lock.ExitWriteLock();
90 }
81 } 91 }
82 92
83 public void Clear() 93 public void Clear()
84 { 94 {
85 lock (m_lock) 95 m_lock.EnterWriteLock();
96 try
86 { 97 {
87 m_eb_uuid.Clear(); 98 m_eb_uuid.Clear();
88 m_eb_localID.Clear(); 99 m_eb_localID.Clear();
89 } 100 }
101 finally
102 {
103 m_lock.ExitWriteLock();
104 }
90 } 105 }
91 106
92 public int Count 107 public int Count
@@ -123,7 +138,8 @@ namespace OpenSim.Region.Framework.Scenes
123 138
124 public bool Remove(uint localID) 139 public bool Remove(uint localID)
125 { 140 {
126 lock (m_lock) 141 m_lock.EnterWriteLock();
142 try
127 { 143 {
128 try 144 try
129 { 145 {
@@ -141,11 +157,16 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 157 return false;
142 } 158 }
143 } 159 }
160 finally
161 {
162 m_lock.ExitWriteLock();
163 }
144 } 164 }
145 165
146 public bool Remove(UUID id) 166 public bool Remove(UUID id)
147 { 167 {
148 lock (m_lock) 168 m_lock.EnterWriteLock();
169 try
149 { 170 {
150 try 171 try
151 { 172 {
@@ -163,13 +184,18 @@ namespace OpenSim.Region.Framework.Scenes
163 return false; 184 return false;
164 } 185 }
165 } 186 }
187 finally
188 {
189 m_lock.ExitWriteLock();
190 }
166 } 191 }
167 192
168 public List<EntityBase> GetAllByType<T>() 193 public List<EntityBase> GetAllByType<T>()
169 { 194 {
170 List<EntityBase> tmp = new List<EntityBase>(); 195 List<EntityBase> tmp = new List<EntityBase>();
171 196
172 lock (m_lock) 197 m_lock.EnterReadLock();
198 try
173 { 199 {
174 try 200 try
175 { 201 {
@@ -187,23 +213,33 @@ namespace OpenSim.Region.Framework.Scenes
187 tmp = null; 213 tmp = null;
188 } 214 }
189 } 215 }
216 finally
217 {
218 m_lock.ExitReadLock();
219 }
190 220
191 return tmp; 221 return tmp;
192 } 222 }
193 223
194 public List<EntityBase> GetEntities() 224 public List<EntityBase> GetEntities()
195 { 225 {
196 lock (m_lock) 226 m_lock.EnterReadLock();
227 try
197 { 228 {
198 return new List<EntityBase>(m_eb_uuid.Values); 229 return new List<EntityBase>(m_eb_uuid.Values);
199 } 230 }
231 finally
232 {
233 m_lock.ExitReadLock();
234 }
200 } 235 }
201 236
202 public EntityBase this[UUID id] 237 public EntityBase this[UUID id]
203 { 238 {
204 get 239 get
205 { 240 {
206 lock (m_lock) 241 m_lock.EnterReadLock();
242 try
207 { 243 {
208 EntityBase entity; 244 EntityBase entity;
209 if (m_eb_uuid.TryGetValue(id, out entity)) 245 if (m_eb_uuid.TryGetValue(id, out entity))
@@ -211,6 +247,10 @@ namespace OpenSim.Region.Framework.Scenes
211 else 247 else
212 return null; 248 return null;
213 } 249 }
250 finally
251 {
252 m_lock.ExitReadLock();
253 }
214 } 254 }
215 set 255 set
216 { 256 {
@@ -222,7 +262,8 @@ namespace OpenSim.Region.Framework.Scenes
222 { 262 {
223 get 263 get
224 { 264 {
225 lock (m_lock) 265 m_lock.EnterReadLock();
266 try
226 { 267 {
227 EntityBase entity; 268 EntityBase entity;
228 if (m_eb_localID.TryGetValue(localID, out entity)) 269 if (m_eb_localID.TryGetValue(localID, out entity))
@@ -230,6 +271,10 @@ namespace OpenSim.Region.Framework.Scenes
230 else 271 else
231 return null; 272 return null;
232 } 273 }
274 finally
275 {
276 m_lock.ExitReadLock();
277 }
233 } 278 }
234 set 279 set
235 { 280 {
@@ -239,18 +284,28 @@ namespace OpenSim.Region.Framework.Scenes
239 284
240 public bool TryGetValue(UUID key, out EntityBase obj) 285 public bool TryGetValue(UUID key, out EntityBase obj)
241 { 286 {
242 lock (m_lock) 287 m_lock.EnterReadLock();
288 try
243 { 289 {
244 return m_eb_uuid.TryGetValue(key, out obj); 290 return m_eb_uuid.TryGetValue(key, out obj);
245 } 291 }
292 finally
293 {
294 m_lock.ExitReadLock();
295 }
246 } 296 }
247 297
248 public bool TryGetValue(uint key, out EntityBase obj) 298 public bool TryGetValue(uint key, out EntityBase obj)
249 { 299 {
250 lock (m_lock) 300 m_lock.EnterReadLock();
301 try
251 { 302 {
252 return m_eb_localID.TryGetValue(key, out obj); 303 return m_eb_localID.TryGetValue(key, out obj);
253 } 304 }
305 finally
306 {
307 m_lock.ExitReadLock();
308 }
254 } 309 }
255 310
256 /// <summary> 311 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index ef125cd..0c9759d 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -55,8 +55,12 @@ namespace OpenSim.Region.Framework.Scenes
55 55
56 public delegate void OnTerrainTickDelegate(); 56 public delegate void OnTerrainTickDelegate();
57 57
58 public delegate void OnTerrainUpdateDelegate();
59
58 public event OnTerrainTickDelegate OnTerrainTick; 60 public event OnTerrainTickDelegate OnTerrainTick;
59 61
62 public event OnTerrainUpdateDelegate OnTerrainUpdate;
63
60 public delegate void OnBackupDelegate(IRegionDataStore datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(IRegionDataStore datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -716,6 +720,26 @@ namespace OpenSim.Region.Framework.Scenes
716 } 720 }
717 } 721 }
718 } 722 }
723 public void TriggerTerrainUpdate()
724 {
725 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
726 if (handlerTerrainUpdate != null)
727 {
728 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
729 {
730 try
731 {
732 d();
733 }
734 catch (Exception e)
735 {
736 m_log.ErrorFormat(
737 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
738 e.Message, e.StackTrace);
739 }
740 }
741 }
742 }
719 743
720 public void TriggerTerrainTick() 744 public void TriggerTerrainTick()
721 { 745 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index de3c360..8cd0160 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -211,12 +211,19 @@ namespace OpenSim.Region.Framework.Scenes
211 211
212 if (entity is SceneObjectPart) 212 if (entity is SceneObjectPart)
213 { 213 {
214 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
215 if (physActor == null || !physActor.IsPhysical)
216 priority += 100;
217
218 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment) 214 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment)
215 {
219 priority = 1.0; 216 priority = 1.0;
217 }
218 else
219 {
220 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
221 if (physActor == null || !physActor.IsPhysical)
222 priority += 100;
223 }
224
225 if (((SceneObjectPart)entity).ParentGroup.RootPart != (SceneObjectPart)entity)
226 priority +=1;
220 } 227 }
221 return priority; 228 return priority;
222 } 229 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 750b1f7..55c1575 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -94,6 +94,22 @@ namespace OpenSim.Region.Framework.Scenes
94 94
95 public void AddInventoryItem(UUID AgentID, InventoryItemBase item) 95 public void AddInventoryItem(UUID AgentID, InventoryItemBase item)
96 { 96 {
97 InventoryFolderBase folder;
98
99 if (item.Folder == UUID.Zero)
100 {
101 folder = InventoryService.GetFolderForType(AgentID, (AssetType)item.AssetType);
102 if (folder == null)
103 {
104 folder = InventoryService.GetRootFolder(AgentID);
105
106 if (folder == null)
107 return;
108 }
109
110 item.Folder = folder.ID;
111 }
112
97 if (InventoryService.AddItem(item)) 113 if (InventoryService.AddItem(item))
98 { 114 {
99 int userlevel = 0; 115 int userlevel = 0;
@@ -214,8 +230,7 @@ namespace OpenSim.Region.Framework.Scenes
214 { 230 {
215 // Needs to determine which engine was running it and use that 231 // Needs to determine which engine was running it and use that
216 // 232 //
217 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 233 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
218 errors = part.Inventory.GetScriptErrors(item.ItemID);
219 } 234 }
220 else 235 else
221 { 236 {
@@ -836,8 +851,12 @@ namespace OpenSim.Region.Framework.Scenes
836 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 851 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
837 { 852 {
838 SceneObjectPart part = GetSceneObjectPart(localID); 853 SceneObjectPart part = GetSceneObjectPart(localID);
839 SceneObjectGroup group = part.ParentGroup; 854 SceneObjectGroup group = null;
840 if (group != null) 855 if (part != null)
856 {
857 group = part.ParentGroup;
858 }
859 if (part != null && group != null)
841 { 860 {
842 TaskInventoryItem item = group.GetInventoryItem(localID, itemID); 861 TaskInventoryItem item = group.GetInventoryItem(localID, itemID);
843 if (item == null) 862 if (item == null)
@@ -1572,19 +1591,21 @@ namespace OpenSim.Region.Framework.Scenes
1572 // So that we know the database is upto date, 1591 // So that we know the database is upto date,
1573 // for when deleting the object from it 1592 // for when deleting the object from it
1574 ForceSceneObjectBackup(grp); 1593 ForceSceneObjectBackup(grp);
1594 if (remoteClient != null)
1595 {
1596 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1597 permissionToTakeCopy = false;
1598 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1599 permissionToTake = false;
1575 1600
1576 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1601 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1577 permissionToTakeCopy = false; 1602 permissionToDelete = false;
1578 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1579 permissionToTake = false;
1580
1581 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1582 permissionToDelete = false;
1583 1603
1604 }
1584 } 1605 }
1585 1606
1586 // Handle god perms 1607 // Handle god perms
1587 if (Permissions.IsGod(remoteClient.AgentId)) 1608 if (remoteClient != null && Permissions.IsGod(remoteClient.AgentId))
1588 { 1609 {
1589 permissionToTake = true; 1610 permissionToTake = true;
1590 permissionToTakeCopy = true; 1611 permissionToTakeCopy = true;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index e2ab643..c5fb198 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -149,6 +149,20 @@ namespace OpenSim.Region.Framework.Scenes
149 149
150 public IXfer XferManager; 150 public IXfer XferManager;
151 151
152 protected ISnmpModule m_snmpService = null;
153 public ISnmpModule SnmpService
154 {
155 get
156 {
157 if (m_snmpService == null)
158 {
159 m_snmpService = RequestModuleInterface<ISnmpModule>();
160 }
161
162 return m_snmpService;
163 }
164 }
165
152 protected IAssetService m_AssetService; 166 protected IAssetService m_AssetService;
153 protected IAuthorizationService m_AuthorizationService; 167 protected IAuthorizationService m_AuthorizationService;
154 168
@@ -609,6 +623,8 @@ namespace OpenSim.Region.Framework.Scenes
609 623
610 // Load region settings 624 // Load region settings
611 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID); 625 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);
626 m_regInfo.WindlightSettings = m_storageManager.DataStore.LoadRegionWindlightSettings(m_regInfo.RegionID);
627
612 if (m_storageManager.EstateDataStore != null) 628 if (m_storageManager.EstateDataStore != null)
613 { 629 {
614 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID, false); 630 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID, false);
@@ -711,7 +727,7 @@ namespace OpenSim.Region.Framework.Scenes
711 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 727 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
712 // TODO: Change default to true once the feature is supported 728 // TODO: Change default to true once the feature is supported
713 m_usePreJump = startupConfig.GetBoolean("enableprejump", false); 729 m_usePreJump = startupConfig.GetBoolean("enableprejump", false);
714 730 m_usePreJump = true; // Above line fails!?
715 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 731 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
716 if (RegionInfo.NonphysPrimMax > 0) 732 if (RegionInfo.NonphysPrimMax > 0)
717 { 733 {
@@ -1025,6 +1041,15 @@ namespace OpenSim.Region.Framework.Scenes
1025 /// <param name="seconds">float indicating duration before restart.</param> 1041 /// <param name="seconds">float indicating duration before restart.</param>
1026 public virtual void Restart(float seconds) 1042 public virtual void Restart(float seconds)
1027 { 1043 {
1044 Restart(seconds, true);
1045 }
1046
1047 /// <summary>
1048 /// Given float seconds, this will restart the region. showDialog will optionally alert the users.
1049 /// </summary>
1050 /// <param name="seconds">float indicating duration before restart.</param>
1051 public virtual void Restart(float seconds, bool showDialog)
1052 {
1028 // notifications are done in 15 second increments 1053 // notifications are done in 15 second increments
1029 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request 1054 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request
1030 // It's a 'Cancel restart' request. 1055 // It's a 'Cancel restart' request.
@@ -1045,8 +1070,11 @@ namespace OpenSim.Region.Framework.Scenes
1045 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed); 1070 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
1046 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes"); 1071 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes");
1047 m_restartTimer.Start(); 1072 m_restartTimer.Start();
1048 m_dialogModule.SendNotificationToUsersInRegion( 1073 if (showDialog)
1074 {
1075 m_dialogModule.SendNotificationToUsersInRegion(
1049 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0))); 1076 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0)));
1077 }
1050 } 1078 }
1051 } 1079 }
1052 1080
@@ -1404,16 +1432,16 @@ namespace OpenSim.Region.Framework.Scenes
1404 // Check if any objects have reached their targets 1432 // Check if any objects have reached their targets
1405 CheckAtTargets(); 1433 CheckAtTargets();
1406 1434
1407 // Update SceneObjectGroups that have scheduled themselves for updates
1408 // Objects queue their updates onto all scene presences
1409 if (m_frame % m_update_objects == 0)
1410 m_sceneGraph.UpdateObjectGroups();
1411
1412 // Run through all ScenePresences looking for updates 1435 // Run through all ScenePresences looking for updates
1413 // Presence updates and queued object updates for each presence are sent to clients 1436 // Presence updates and queued object updates for each presence are sent to clients
1414 if (m_frame % m_update_presences == 0) 1437 if (m_frame % m_update_presences == 0)
1415 m_sceneGraph.UpdatePresences(); 1438 m_sceneGraph.UpdatePresences();
1416 1439
1440 // Update SceneObjectGroups that have scheduled themselves for updates
1441 // Objects queue their updates onto all scene presences
1442 if (m_frame % m_update_objects == 0)
1443 m_sceneGraph.UpdateObjectGroups();
1444
1417 if (m_frame % m_update_coarse_locations == 0) 1445 if (m_frame % m_update_coarse_locations == 0)
1418 { 1446 {
1419 List<Vector3> coarseLocations; 1447 List<Vector3> coarseLocations;
@@ -1742,6 +1770,7 @@ namespace OpenSim.Region.Framework.Scenes
1742 public void StoreWindlightProfile(RegionLightShareData wl) 1770 public void StoreWindlightProfile(RegionLightShareData wl)
1743 { 1771 {
1744 m_regInfo.WindlightSettings = wl; 1772 m_regInfo.WindlightSettings = wl;
1773 wl.Save();
1745 m_storageManager.DataStore.StoreRegionWindlightSettings(wl); 1774 m_storageManager.DataStore.StoreRegionWindlightSettings(wl);
1746 m_eventManager.TriggerOnSaveNewWindlightProfile(); 1775 m_eventManager.TriggerOnSaveNewWindlightProfile();
1747 } 1776 }
@@ -1920,14 +1949,24 @@ namespace OpenSim.Region.Framework.Scenes
1920 /// <returns></returns> 1949 /// <returns></returns>
1921 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1950 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1922 { 1951 {
1952
1953 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1954 Vector3 wpos = Vector3.Zero;
1955 // Check for water surface intersection from above
1956 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1957 {
1958 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1959 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1960 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1961 wpos.Z = wheight;
1962 }
1963
1923 Vector3 pos = Vector3.Zero; 1964 Vector3 pos = Vector3.Zero;
1924 if (RayEndIsIntersection == (byte)1) 1965 if (RayEndIsIntersection == (byte)1)
1925 { 1966 {
1926 pos = RayEnd; 1967 pos = RayEnd;
1927 return pos;
1928 } 1968 }
1929 1969 else if (RayTargetID != UUID.Zero)
1930 if (RayTargetID != UUID.Zero)
1931 { 1970 {
1932 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1971 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1933 1972
@@ -1949,7 +1988,7 @@ namespace OpenSim.Region.Framework.Scenes
1949 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1988 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1950 1989
1951 // Un-comment out the following line to Get Raytrace results printed to the console. 1990 // Un-comment out the following line to Get Raytrace results printed to the console.
1952 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1991 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1953 float ScaleOffset = 0.5f; 1992 float ScaleOffset = 0.5f;
1954 1993
1955 // If we hit something 1994 // If we hit something
@@ -1972,13 +2011,10 @@ namespace OpenSim.Region.Framework.Scenes
1972 //pos.Z -= 0.25F; 2011 //pos.Z -= 0.25F;
1973 2012
1974 } 2013 }
1975
1976 return pos;
1977 } 2014 }
1978 else 2015 else
1979 { 2016 {
1980 // We don't have a target here, so we're going to raytrace all the objects in the scene. 2017 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1981
1982 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 2018 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1983 2019
1984 // Un-comment the following line to print the raytrace results to the console. 2020 // Un-comment the following line to print the raytrace results to the console.
@@ -1987,13 +2023,12 @@ namespace OpenSim.Region.Framework.Scenes
1987 if (ei.HitTF) 2023 if (ei.HitTF)
1988 { 2024 {
1989 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2025 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1990 } else 2026 }
2027 else
1991 { 2028 {
1992 // fall back to our stupid functionality 2029 // fall back to our stupid functionality
1993 pos = RayEnd; 2030 pos = RayEnd;
1994 } 2031 }
1995
1996 return pos;
1997 } 2032 }
1998 } 2033 }
1999 else 2034 else
@@ -2004,8 +2039,12 @@ namespace OpenSim.Region.Framework.Scenes
2004 //increase height so its above the ground. 2039 //increase height so its above the ground.
2005 //should be getting the normal of the ground at the rez point and using that? 2040 //should be getting the normal of the ground at the rez point and using that?
2006 pos.Z += scale.Z / 2f; 2041 pos.Z += scale.Z / 2f;
2007 return pos; 2042// return pos;
2008 } 2043 }
2044
2045 // check against posible water intercept
2046 if (wpos.Z > pos.Z) pos = wpos;
2047 return pos;
2009 } 2048 }
2010 2049
2011 2050
@@ -2138,13 +2177,22 @@ namespace OpenSim.Region.Framework.Scenes
2138 public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 2177 public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
2139 { 2178 {
2140 return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates); 2179 return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates);
2141 } 2180 }
2142 2181
2143 /// <summary> 2182 /// <summary>
2144 /// Delete every object from the scene. This does not include attachments worn by avatars. 2183 /// Delete every object from the scene. This does not include attachments worn by avatars.
2145 /// </summary> 2184 /// </summary>
2146 public void DeleteAllSceneObjects() 2185 public void DeleteAllSceneObjects()
2147 { 2186 {
2187 DeleteAllSceneObjects(false);
2188 }
2189
2190 /// <summary>
2191 /// Delete every object from the scene. This does not include attachments worn by avatars.
2192 /// </summary>
2193 public void DeleteAllSceneObjects(bool exceptNoCopy)
2194 {
2195 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2148 lock (Entities) 2196 lock (Entities)
2149 { 2197 {
2150 ICollection<EntityBase> entities = new List<EntityBase>(Entities); 2198 ICollection<EntityBase> entities = new List<EntityBase>(Entities);
@@ -2154,11 +2202,24 @@ namespace OpenSim.Region.Framework.Scenes
2154 if (e is SceneObjectGroup) 2202 if (e is SceneObjectGroup)
2155 { 2203 {
2156 SceneObjectGroup sog = (SceneObjectGroup)e; 2204 SceneObjectGroup sog = (SceneObjectGroup)e;
2157 if (!sog.IsAttachment) 2205 if (sog != null && !sog.IsAttachment)
2158 DeleteSceneObject((SceneObjectGroup)e, false); 2206 {
2207 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2208 {
2209 DeleteSceneObject((SceneObjectGroup)e, false);
2210 }
2211 else
2212 {
2213 toReturn.Add((SceneObjectGroup)e);
2214 }
2215 }
2159 } 2216 }
2160 } 2217 }
2161 } 2218 }
2219 if (toReturn.Count > 0)
2220 {
2221 returnObjects(toReturn.ToArray(), UUID.Zero);
2222 }
2162 } 2223 }
2163 2224
2164 /// <summary> 2225 /// <summary>
@@ -3197,6 +3258,16 @@ namespace OpenSim.Region.Framework.Scenes
3197 /// <param name="flags"></param> 3258 /// <param name="flags"></param>
3198 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3259 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3199 { 3260 {
3261 //Add half the avatar's height so that the user doesn't fall through prims
3262 ScenePresence presence;
3263 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3264 {
3265 if (presence.Appearance != null)
3266 {
3267 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3268 }
3269 }
3270
3200 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3271 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3201 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3272 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3202 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3273 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3584,6 +3655,8 @@ namespace OpenSim.Region.Framework.Scenes
3584 } 3655 }
3585 } 3656 }
3586 // Honor parcel landing type and position. 3657 // Honor parcel landing type and position.
3658 /*
3659 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3587 if (land != null) 3660 if (land != null)
3588 { 3661 {
3589 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3662 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3591,6 +3664,7 @@ namespace OpenSim.Region.Framework.Scenes
3591 agent.startpos = land.LandData.UserLocation; 3664 agent.startpos = land.LandData.UserLocation;
3592 } 3665 }
3593 } 3666 }
3667 */// This is now handled properly in ScenePresence.MakeRootAgent
3594 } 3668 }
3595 3669
3596 return true; 3670 return true;
@@ -3953,12 +4027,22 @@ namespace OpenSim.Region.Framework.Scenes
3953 return false; 4027 return false;
3954 } 4028 }
3955 4029
4030 public bool IncomingCloseAgent(UUID agentID)
4031 {
4032 return IncomingCloseAgent(agentID, false);
4033 }
4034
4035 public bool IncomingCloseChildAgent(UUID agentID)
4036 {
4037 return IncomingCloseAgent(agentID, true);
4038 }
4039
3956 /// <summary> 4040 /// <summary>
3957 /// Tell a single agent to disconnect from the region. 4041 /// Tell a single agent to disconnect from the region.
3958 /// </summary> 4042 /// </summary>
3959 /// <param name="regionHandle"></param>
3960 /// <param name="agentID"></param> 4043 /// <param name="agentID"></param>
3961 public bool IncomingCloseAgent(UUID agentID) 4044 /// <param name="childOnly"></param>
4045 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3962 { 4046 {
3963 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 4047 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3964 4048
@@ -3970,7 +4054,7 @@ namespace OpenSim.Region.Framework.Scenes
3970 { 4054 {
3971 m_sceneGraph.removeUserCount(false); 4055 m_sceneGraph.removeUserCount(false);
3972 } 4056 }
3973 else 4057 else if (!childOnly)
3974 { 4058 {
3975 m_sceneGraph.removeUserCount(true); 4059 m_sceneGraph.removeUserCount(true);
3976 } 4060 }
@@ -3986,9 +4070,12 @@ namespace OpenSim.Region.Framework.Scenes
3986 } 4070 }
3987 else 4071 else
3988 presence.ControllingClient.SendShutdownConnectionNotice(); 4072 presence.ControllingClient.SendShutdownConnectionNotice();
4073 presence.ControllingClient.Close(false);
4074 }
4075 else if (!childOnly)
4076 {
4077 presence.ControllingClient.Close(true);
3989 } 4078 }
3990
3991 presence.ControllingClient.Close();
3992 return true; 4079 return true;
3993 } 4080 }
3994 4081
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index c675322..a9ecde8 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -274,7 +274,7 @@ namespace OpenSim.Region.Framework.Scenes
274 uint x = 0, y = 0; 274 uint x = 0, y = 0;
275 Utils.LongToUInts(regionHandle, out x, out y); 275 Utils.LongToUInts(regionHandle, out x, out y);
276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); 276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
277 m_scene.SimulationService.CloseAgent(destination, agentID); 277 m_scene.SimulationService.CloseChildAgent(destination, agentID);
278 } 278 }
279 279
280 private void SendCloseChildAgentCompleted(IAsyncResult iar) 280 private void SendCloseChildAgentCompleted(IAsyncResult iar)
@@ -293,7 +293,7 @@ namespace OpenSim.Region.Framework.Scenes
293 d); 293 d);
294 } 294 }
295 } 295 }
296 296
297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
298 { 298 {
299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 240c688..81ef54f 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
@@ -133,13 +142,18 @@ namespace OpenSim.Region.Framework.Scenes
133 142
134 protected internal void Close() 143 protected internal void Close()
135 { 144 {
136 lock (m_presenceLock) 145 m_scenePresencesLock.EnterWriteLock();
146 try
137 { 147 {
138 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 148 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
139 List<ScenePresence> newlist = new List<ScenePresence>(); 149 List<ScenePresence> newlist = new List<ScenePresence>();
140 m_scenePresenceMap = newmap; 150 m_scenePresenceMap = newmap;
141 m_scenePresenceArray = newlist; 151 m_scenePresenceArray = newlist;
142 } 152 }
153 finally
154 {
155 m_scenePresencesLock.ExitWriteLock();
156 }
143 157
144 lock (m_dictionary_lock) 158 lock (m_dictionary_lock)
145 { 159 {
@@ -269,6 +283,30 @@ namespace OpenSim.Region.Framework.Scenes
269 protected internal bool AddRestoredSceneObject( 283 protected internal bool AddRestoredSceneObject(
270 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 284 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
271 { 285 {
286 // KF: Check for out-of-region, move inside and make static.
287 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
288 sceneObject.RootPart.GroupPosition.Y,
289 sceneObject.RootPart.GroupPosition.Z);
290 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 ||
291 npos.X > Constants.RegionSize ||
292 npos.Y > Constants.RegionSize))
293 {
294 if (npos.X < 0.0) npos.X = 1.0f;
295 if (npos.Y < 0.0) npos.Y = 1.0f;
296 if (npos.Z < 0.0) npos.Z = 0.0f;
297 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
298 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
299
300 foreach (SceneObjectPart part in sceneObject.Children.Values)
301 {
302 part.GroupPosition = npos;
303 }
304 sceneObject.RootPart.Velocity = Vector3.Zero;
305 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
306 sceneObject.RootPart.Acceleration = Vector3.Zero;
307 sceneObject.RootPart.Velocity = Vector3.Zero;
308 }
309
272 if (!alreadyPersisted) 310 if (!alreadyPersisted)
273 { 311 {
274 sceneObject.ForceInventoryPersistence(); 312 sceneObject.ForceInventoryPersistence();
@@ -359,10 +397,14 @@ namespace OpenSim.Region.Framework.Scenes
359 m_numPrim += sceneObject.Children.Count; 397 m_numPrim += sceneObject.Children.Count;
360 398
361 if (attachToBackup) 399 if (attachToBackup)
400 {
362 sceneObject.AttachToBackup(); 401 sceneObject.AttachToBackup();
402 }
363 403
364 if (OnObjectCreate != null) 404 if (OnObjectCreate != null)
405 {
365 OnObjectCreate(sceneObject); 406 OnObjectCreate(sceneObject);
407 }
366 408
367 lock (m_dictionary_lock) 409 lock (m_dictionary_lock)
368 { 410 {
@@ -429,6 +471,30 @@ namespace OpenSim.Region.Framework.Scenes
429 } 471 }
430 } 472 }
431 473
474 public void FireAttachToBackup(SceneObjectGroup obj)
475 {
476 if (OnAttachToBackup != null)
477 {
478 OnAttachToBackup(obj);
479 }
480 }
481
482 public void FireDetachFromBackup(SceneObjectGroup obj)
483 {
484 if (OnDetachFromBackup != null)
485 {
486 OnDetachFromBackup(obj);
487 }
488 }
489
490 public void FireChangeBackup(SceneObjectGroup obj)
491 {
492 if (OnChangeBackup != null)
493 {
494 OnChangeBackup(obj);
495 }
496 }
497
432 /// <summary> 498 /// <summary>
433 /// Process all pending updates 499 /// Process all pending updates
434 /// </summary> 500 /// </summary>
@@ -565,7 +631,8 @@ namespace OpenSim.Region.Framework.Scenes
565 631
566 Entities[presence.UUID] = presence; 632 Entities[presence.UUID] = presence;
567 633
568 lock (m_presenceLock) 634 m_scenePresencesLock.EnterWriteLock();
635 try
569 { 636 {
570 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 637 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
571 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 638 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -589,6 +656,10 @@ namespace OpenSim.Region.Framework.Scenes
589 m_scenePresenceMap = newmap; 656 m_scenePresenceMap = newmap;
590 m_scenePresenceArray = newlist; 657 m_scenePresenceArray = newlist;
591 } 658 }
659 finally
660 {
661 m_scenePresencesLock.ExitWriteLock();
662 }
592 } 663 }
593 664
594 /// <summary> 665 /// <summary>
@@ -603,7 +674,8 @@ namespace OpenSim.Region.Framework.Scenes
603 agentID); 674 agentID);
604 } 675 }
605 676
606 lock (m_presenceLock) 677 m_scenePresencesLock.EnterWriteLock();
678 try
607 { 679 {
608 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 680 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
609 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 681 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -625,6 +697,10 @@ namespace OpenSim.Region.Framework.Scenes
625 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 697 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
626 } 698 }
627 } 699 }
700 finally
701 {
702 m_scenePresencesLock.ExitWriteLock();
703 }
628 } 704 }
629 705
630 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 706 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1502,10 +1578,13 @@ namespace OpenSim.Region.Framework.Scenes
1502 /// <param name="childPrims"></param> 1578 /// <param name="childPrims"></param>
1503 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1579 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1504 { 1580 {
1581 SceneObjectGroup parentGroup = root.ParentGroup;
1582 if (parentGroup == null) return;
1505 Monitor.Enter(m_updateLock); 1583 Monitor.Enter(m_updateLock);
1584
1506 try 1585 try
1507 { 1586 {
1508 SceneObjectGroup parentGroup = root.ParentGroup; 1587 parentGroup.areUpdatesSuspended = true;
1509 1588
1510 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1589 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1511 if (parentGroup != null) 1590 if (parentGroup != null)
@@ -1544,12 +1623,12 @@ namespace OpenSim.Region.Framework.Scenes
1544 // occur on link to invoke this elsewhere (such as object selection) 1623 // occur on link to invoke this elsewhere (such as object selection)
1545 parentGroup.RootPart.CreateSelected = true; 1624 parentGroup.RootPart.CreateSelected = true;
1546 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1625 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1547 parentGroup.HasGroupChanged = true;
1548 parentGroup.ScheduleGroupForFullUpdate();
1549
1550 } 1626 }
1551 finally 1627 finally
1552 { 1628 {
1629 parentGroup.areUpdatesSuspended = false;
1630 parentGroup.HasGroupChanged = true;
1631 parentGroup.ScheduleGroupForFullUpdate();
1553 Monitor.Exit(m_updateLock); 1632 Monitor.Exit(m_updateLock);
1554 } 1633 }
1555 } 1634 }
@@ -1586,11 +1665,22 @@ namespace OpenSim.Region.Framework.Scenes
1586 } 1665 }
1587 } 1666 }
1588 1667
1589 foreach (SceneObjectPart child in childParts) 1668 if (childParts.Count > 0)
1590 { 1669 {
1591 // Unlink all child parts from their groups 1670 try
1592 // 1671 {
1593 child.ParentGroup.DelinkFromGroup(child, true); 1672 childParts[0].ParentGroup.areUpdatesSuspended = true;
1673 foreach (SceneObjectPart child in childParts)
1674 {
1675 // Unlink all child parts from their groups
1676 //
1677 child.ParentGroup.DelinkFromGroup(child, true);
1678 }
1679 }
1680 finally
1681 {
1682 childParts[0].ParentGroup.areUpdatesSuspended = false;
1683 }
1594 } 1684 }
1595 1685
1596 foreach (SceneObjectPart root in rootParts) 1686 foreach (SceneObjectPart root in rootParts)
@@ -1614,10 +1704,21 @@ namespace OpenSim.Region.Framework.Scenes
1614 if (numChildren > 1) 1704 if (numChildren > 1)
1615 sendEventsToRemainder = false; 1705 sendEventsToRemainder = false;
1616 1706
1617 foreach (SceneObjectPart p in newSet) 1707 if (newSet.Count > 0)
1618 { 1708 {
1619 if (p != group.RootPart) 1709 try
1620 group.DelinkFromGroup(p, sendEventsToRemainder); 1710 {
1711 newSet[0].ParentGroup.areUpdatesSuspended = true;
1712 foreach (SceneObjectPart p in newSet)
1713 {
1714 if (p != group.RootPart)
1715 group.DelinkFromGroup(p, sendEventsToRemainder);
1716 }
1717 }
1718 finally
1719 {
1720 newSet[0].ParentGroup.areUpdatesSuspended = false;
1721 }
1621 } 1722 }
1622 1723
1623 // If there is more than one prim remaining, we 1724 // If there is more than one prim remaining, we
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index f7e46af..1149a20 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -46,12 +46,12 @@ namespace OpenSim.Region.Framework.Scenes
46 /// </summary> 46 /// </summary>
47 public void ForceInventoryPersistence() 47 public void ForceInventoryPersistence()
48 { 48 {
49 lock (m_parts) 49 lockPartsForRead(true);
50 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
51 lockPartsForRead(false);
52 foreach (SceneObjectPart part in values)
50 { 53 {
51 foreach (SceneObjectPart part in m_parts.Values) 54 part.Inventory.ForceInventoryPersistence();
52 {
53 part.Inventory.ForceInventoryPersistence();
54 }
55 } 55 }
56 } 56 }
57 57
@@ -74,19 +74,17 @@ namespace OpenSim.Region.Framework.Scenes
74 /// <summary> 74 /// <summary>
75 /// Stop the scripts contained in all the prims in this group 75 /// Stop the scripts contained in all the prims in this group
76 /// </summary> 76 /// </summary>
77 /// <param name="sceneObjectBeingDeleted">
78 /// Should be true if these scripts are being removed because the scene
79 /// object is being deleted. This will prevent spurious updates to the client.
80 /// </param>
81 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 77 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
82 { 78 {
83 lock (m_parts) 79 lockPartsForRead(true);
80 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
81 lockPartsForRead(false);
82
83 foreach (SceneObjectPart part in values)
84 { 84 {
85 foreach (SceneObjectPart part in m_parts.Values) 85 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
86 {
87 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
88 }
89 } 86 }
87
90 } 88 }
91 89
92 /// <summary> 90 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index e23f39f..7081ced 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -104,8 +104,95 @@ namespace OpenSim.Region.Framework.Scenes
104 /// since the group's last persistent backup 104 /// since the group's last persistent backup
105 /// </summary> 105 /// </summary>
106 private bool m_hasGroupChanged = false; 106 private bool m_hasGroupChanged = false;
107 private long timeFirstChanged; 107 private long timeFirstChanged = 0;
108 private long timeLastChanged; 108 private long timeLastChanged = 0;
109 private long m_maxPersistTime = 0;
110 private long m_minPersistTime = 0;
111 private Random m_rand;
112 private bool m_suspendUpdates;
113 private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
114 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
115
116 public bool areUpdatesSuspended
117 {
118 get
119 {
120 return m_suspendUpdates;
121 }
122 set
123 {
124 m_suspendUpdates = value;
125 if (!value)
126 {
127 QueueForUpdateCheck();
128 }
129 }
130 }
131
132 public void lockPartsForRead(bool locked)
133 {
134 if (locked)
135 {
136 if (m_partsLock.RecursiveReadCount > 0)
137 {
138 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
139 m_partsLock.ExitReadLock();
140 }
141 if (m_partsLock.RecursiveWriteCount > 0)
142 {
143 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested (write lock exists on this thread). This should not happen and means something needs to be fixed.");
144 m_partsLock.ExitWriteLock();
145 }
146
147 while (!m_partsLock.TryEnterReadLock(60000))
148 {
149 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire READ lock of m_parts in SceneObjectGroup. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
150 if (m_partsLock.IsWriteLockHeld)
151 {
152 m_partsLock = new System.Threading.ReaderWriterLockSlim();
153 }
154 }
155 }
156 else
157 {
158 if (m_partsLock.RecursiveReadCount > 0)
159 {
160 m_partsLock.ExitReadLock();
161 }
162 }
163 }
164 public void lockPartsForWrite(bool locked)
165 {
166 if (locked)
167 {
168 if (m_partsLock.RecursiveReadCount > 0)
169 {
170 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
171 m_partsLock.ExitReadLock();
172 }
173 if (m_partsLock.RecursiveWriteCount > 0)
174 {
175 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
176 m_partsLock.ExitWriteLock();
177 }
178
179 while (!m_partsLock.TryEnterWriteLock(60000))
180 {
181 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
182 if (m_partsLock.IsWriteLockHeld)
183 {
184 m_partsLock = new System.Threading.ReaderWriterLockSlim();
185 }
186 }
187 }
188 else
189 {
190 if (m_partsLock.RecursiveWriteCount > 0)
191 {
192 m_partsLock.ExitWriteLock();
193 }
194 }
195 }
109 196
110 public bool HasGroupChanged 197 public bool HasGroupChanged
111 { 198 {
@@ -113,9 +200,39 @@ namespace OpenSim.Region.Framework.Scenes
113 { 200 {
114 if (value) 201 if (value)
115 { 202 {
203 if (m_isBackedUp)
204 {
205 m_scene.SceneGraph.FireChangeBackup(this);
206 }
116 timeLastChanged = DateTime.Now.Ticks; 207 timeLastChanged = DateTime.Now.Ticks;
117 if (!m_hasGroupChanged) 208 if (!m_hasGroupChanged)
118 timeFirstChanged = DateTime.Now.Ticks; 209 timeFirstChanged = DateTime.Now.Ticks;
210 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
211 {
212 if (m_rand == null)
213 {
214 byte[] val = new byte[16];
215 m_rootPart.UUID.ToBytes(val, 0);
216 m_rand = new Random(BitConverter.ToInt32(val, 0));
217 }
218
219 if (m_scene.GetRootAgentCount() == 0)
220 {
221 //If the region is empty, this change has been made by an automated process
222 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
223
224 float factor = 1.5f + (float)(m_rand.NextDouble());
225 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
226 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
227 }
228 else
229 {
230 //If the region is not empty, we want to obey the minimum and maximum persist times
231 //but add a random factor so we stagger the object persistance a little
232 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
233 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
234 }
235 }
119 } 236 }
120 m_hasGroupChanged = value; 237 m_hasGroupChanged = value;
121 } 238 }
@@ -131,8 +248,19 @@ namespace OpenSim.Region.Framework.Scenes
131 return false; 248 return false;
132 if (m_scene.ShuttingDown) 249 if (m_scene.ShuttingDown)
133 return true; 250 return true;
251
252 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
253 {
254 m_maxPersistTime = m_scene.m_persistAfter;
255 m_minPersistTime = m_scene.m_dontPersistBefore;
256 }
257
134 long currentTime = DateTime.Now.Ticks; 258 long currentTime = DateTime.Now.Ticks;
135 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 259
260 if (timeLastChanged == 0) timeLastChanged = currentTime;
261 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
262
263 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
136 return true; 264 return true;
137 return false; 265 return false;
138 } 266 }
@@ -258,13 +386,16 @@ namespace OpenSim.Region.Framework.Scenes
258 set 386 set
259 { 387 {
260 m_regionHandle = value; 388 m_regionHandle = value;
261 lock (m_parts) 389 lockPartsForRead(true);
262 { 390 {
263 foreach (SceneObjectPart part in m_parts.Values) 391 foreach (SceneObjectPart part in m_parts.Values)
264 { 392 {
393
265 part.RegionHandle = m_regionHandle; 394 part.RegionHandle = m_regionHandle;
395
266 } 396 }
267 } 397 }
398 lockPartsForRead(false);
268 } 399 }
269 } 400 }
270 401
@@ -298,6 +429,9 @@ namespace OpenSim.Region.Framework.Scenes
298 { 429 {
299 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 430 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
300 } 431 }
432
433 lockPartsForRead(true);
434
301 if (RootPart.GetStatusSandbox()) 435 if (RootPart.GetStatusSandbox())
302 { 436 {
303 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 437 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -305,17 +439,18 @@ namespace OpenSim.Region.Framework.Scenes
305 RootPart.ScriptSetPhysicsStatus(false); 439 RootPart.ScriptSetPhysicsStatus(false);
306 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"), 440 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
307 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false); 441 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
442 lockPartsForRead(false);
308 return; 443 return;
309 } 444 }
310 } 445 }
311 lock (m_parts) 446
447 foreach (SceneObjectPart part in m_parts.Values)
312 { 448 {
313 foreach (SceneObjectPart part in m_parts.Values) 449 part.GroupPosition = val;
314 {
315 part.GroupPosition = val;
316 }
317 } 450 }
318 451
452 lockPartsForRead(false);
453
319 //if (m_rootPart.PhysActor != null) 454 //if (m_rootPart.PhysActor != null)
320 //{ 455 //{
321 //m_rootPart.PhysActor.Position = 456 //m_rootPart.PhysActor.Position =
@@ -457,6 +592,7 @@ namespace OpenSim.Region.Framework.Scenes
457 /// </summary> 592 /// </summary>
458 public SceneObjectGroup() 593 public SceneObjectGroup()
459 { 594 {
595
460 } 596 }
461 597
462 /// <summary> 598 /// <summary>
@@ -473,7 +609,7 @@ namespace OpenSim.Region.Framework.Scenes
473 /// Constructor. This object is added to the scene later via AttachToScene() 609 /// Constructor. This object is added to the scene later via AttachToScene()
474 /// </summary> 610 /// </summary>
475 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 611 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
476 { 612 {
477 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 613 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
478 } 614 }
479 615
@@ -504,13 +640,16 @@ namespace OpenSim.Region.Framework.Scenes
504 640
505 public void SetFromItemID(UUID AssetId) 641 public void SetFromItemID(UUID AssetId)
506 { 642 {
507 lock (m_parts) 643 lockPartsForRead(true);
508 { 644 {
509 foreach (SceneObjectPart part in m_parts.Values) 645 foreach (SceneObjectPart part in m_parts.Values)
510 { 646 {
647
511 part.FromItemID = AssetId; 648 part.FromItemID = AssetId;
649
512 } 650 }
513 } 651 }
652 lockPartsForRead(false);
514 } 653 }
515 654
516 public UUID GetFromItemID() 655 public UUID GetFromItemID()
@@ -523,6 +662,8 @@ namespace OpenSim.Region.Framework.Scenes
523 /// </summary> 662 /// </summary>
524 public virtual void AttachToBackup() 663 public virtual void AttachToBackup()
525 { 664 {
665 m_scene.SceneGraph.FireAttachToBackup(this);
666
526 if (InSceneBackup) 667 if (InSceneBackup)
527 { 668 {
528 //m_log.DebugFormat( 669 //m_log.DebugFormat(
@@ -579,10 +720,11 @@ namespace OpenSim.Region.Framework.Scenes
579 Vector3 maxScale = Vector3.Zero; 720 Vector3 maxScale = Vector3.Zero;
580 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); 721 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
581 722
582 lock (m_parts) 723 lockPartsForRead(true);
583 { 724 {
584 foreach (SceneObjectPart part in m_parts.Values) 725 foreach (SceneObjectPart part in m_parts.Values)
585 { 726 {
727
586 Vector3 partscale = part.Scale; 728 Vector3 partscale = part.Scale;
587 Vector3 partoffset = part.OffsetPosition; 729 Vector3 partoffset = part.OffsetPosition;
588 730
@@ -593,8 +735,11 @@ namespace OpenSim.Region.Framework.Scenes
593 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; 735 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X;
594 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y; 736 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y;
595 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z; 737 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
738
596 } 739 }
597 } 740 }
741 lockPartsForRead(false);
742
598 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; 743 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
599 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; 744 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
600 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; 745 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
@@ -610,10 +755,11 @@ namespace OpenSim.Region.Framework.Scenes
610 755
611 EntityIntersection result = new EntityIntersection(); 756 EntityIntersection result = new EntityIntersection();
612 757
613 lock (m_parts) 758 lockPartsForRead(true);
614 { 759 {
615 foreach (SceneObjectPart part in m_parts.Values) 760 foreach (SceneObjectPart part in m_parts.Values)
616 { 761 {
762
617 // Temporary commented to stop compiler warning 763 // Temporary commented to stop compiler warning
618 //Vector3 partPosition = 764 //Vector3 partPosition =
619 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); 765 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
@@ -641,8 +787,10 @@ namespace OpenSim.Region.Framework.Scenes
641 result.distance = inter.distance; 787 result.distance = inter.distance;
642 } 788 }
643 } 789 }
790
644 } 791 }
645 } 792 }
793 lockPartsForRead(false);
646 return result; 794 return result;
647 } 795 }
648 796
@@ -661,10 +809,11 @@ namespace OpenSim.Region.Framework.Scenes
661 minY = 256f; 809 minY = 256f;
662 minZ = 8192f; 810 minZ = 8192f;
663 811
664 lock(m_parts); 812 lockPartsForRead(true);
665 { 813 {
666 foreach (SceneObjectPart part in m_parts.Values) 814 foreach (SceneObjectPart part in m_parts.Values)
667 { 815 {
816
668 Vector3 worldPos = part.GetWorldPosition(); 817 Vector3 worldPos = part.GetWorldPosition();
669 Vector3 offset = worldPos - AbsolutePosition; 818 Vector3 offset = worldPos - AbsolutePosition;
670 Quaternion worldRot; 819 Quaternion worldRot;
@@ -723,6 +872,8 @@ namespace OpenSim.Region.Framework.Scenes
723 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 872 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
724 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 873 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
725 874
875
876
726 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); 877 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
727 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); 878 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
728 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); 879 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
@@ -894,6 +1045,7 @@ namespace OpenSim.Region.Framework.Scenes
894 minZ = backBottomLeft.Z; 1045 minZ = backBottomLeft.Z;
895 } 1046 }
896 } 1047 }
1048 lockPartsForRead(false);
897 } 1049 }
898 1050
899 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight) 1051 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight)
@@ -929,21 +1081,29 @@ namespace OpenSim.Region.Framework.Scenes
929 1081
930 public void SaveScriptedState(XmlTextWriter writer) 1082 public void SaveScriptedState(XmlTextWriter writer)
931 { 1083 {
1084 SaveScriptedState(writer, false);
1085 }
1086
1087 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1088 {
932 XmlDocument doc = new XmlDocument(); 1089 XmlDocument doc = new XmlDocument();
933 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1090 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
934 1091
935 // Capture script state while holding the lock 1092 // Capture script state while holding the lock
936 lock (m_parts) 1093 lockPartsForRead(true);
937 { 1094 {
938 foreach (SceneObjectPart part in m_parts.Values) 1095 foreach (SceneObjectPart part in m_parts.Values)
939 { 1096 {
940 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(); 1097
1098 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(oldIDs);
941 foreach (UUID itemid in pstates.Keys) 1099 foreach (UUID itemid in pstates.Keys)
942 { 1100 {
943 states.Add(itemid, pstates[itemid]); 1101 states.Add(itemid, pstates[itemid]);
944 } 1102 }
1103
945 } 1104 }
946 } 1105 }
1106 lockPartsForRead(false);
947 1107
948 if (states.Count > 0) 1108 if (states.Count > 0)
949 { 1109 {
@@ -962,6 +1122,47 @@ namespace OpenSim.Region.Framework.Scenes
962 } 1122 }
963 1123
964 /// <summary> 1124 /// <summary>
1125 /// Add the avatar to this linkset (avatar is sat).
1126 /// </summary>
1127 /// <param name="agentID"></param>
1128 public void AddAvatar(UUID agentID)
1129 {
1130 ScenePresence presence;
1131 if (m_scene.TryGetScenePresence(agentID, out presence))
1132 {
1133 if (!m_linkedAvatars.Contains(presence))
1134 {
1135 m_linkedAvatars.Add(presence);
1136 }
1137 }
1138 }
1139
1140 /// <summary>
1141 /// Delete the avatar from this linkset (avatar is unsat).
1142 /// </summary>
1143 /// <param name="agentID"></param>
1144 public void DeleteAvatar(UUID agentID)
1145 {
1146 ScenePresence presence;
1147 if (m_scene.TryGetScenePresence(agentID, out presence))
1148 {
1149 if (m_linkedAvatars.Contains(presence))
1150 {
1151 m_linkedAvatars.Remove(presence);
1152 }
1153 }
1154 }
1155
1156 /// <summary>
1157 /// Returns the list of linked presences (avatars sat on this group)
1158 /// </summary>
1159 /// <param name="agentID"></param>
1160 public List<ScenePresence> GetLinkedAvatars()
1161 {
1162 return m_linkedAvatars;
1163 }
1164
1165 /// <summary>
965 /// Attach this scene object to the given avatar. 1166 /// Attach this scene object to the given avatar.
966 /// </summary> 1167 /// </summary>
967 /// <param name="agentID"></param> 1168 /// <param name="agentID"></param>
@@ -1112,13 +1313,16 @@ namespace OpenSim.Region.Framework.Scenes
1112 1313
1113 public override void UpdateMovement() 1314 public override void UpdateMovement()
1114 { 1315 {
1115 lock (m_parts) 1316 lockPartsForRead(true);
1116 { 1317 {
1117 foreach (SceneObjectPart part in m_parts.Values) 1318 foreach (SceneObjectPart part in m_parts.Values)
1118 { 1319 {
1320
1119 part.UpdateMovement(); 1321 part.UpdateMovement();
1322
1120 } 1323 }
1121 } 1324 }
1325 lockPartsForRead(false);
1122 } 1326 }
1123 1327
1124 public ushort GetTimeDilation() 1328 public ushort GetTimeDilation()
@@ -1162,7 +1366,7 @@ namespace OpenSim.Region.Framework.Scenes
1162 /// <param name="part"></param> 1366 /// <param name="part"></param>
1163 public void AddPart(SceneObjectPart part) 1367 public void AddPart(SceneObjectPart part)
1164 { 1368 {
1165 lock (m_parts) 1369 lockPartsForWrite(true);
1166 { 1370 {
1167 part.SetParent(this); 1371 part.SetParent(this);
1168 m_parts.Add(part.UUID, part); 1372 m_parts.Add(part.UUID, part);
@@ -1172,6 +1376,7 @@ namespace OpenSim.Region.Framework.Scenes
1172 if (part.LinkNum == 2 && RootPart != null) 1376 if (part.LinkNum == 2 && RootPart != null)
1173 RootPart.LinkNum = 1; 1377 RootPart.LinkNum = 1;
1174 } 1378 }
1379 lockPartsForWrite(false);
1175 } 1380 }
1176 1381
1177 /// <summary> 1382 /// <summary>
@@ -1179,28 +1384,33 @@ namespace OpenSim.Region.Framework.Scenes
1179 /// </summary> 1384 /// </summary>
1180 private void UpdateParentIDs() 1385 private void UpdateParentIDs()
1181 { 1386 {
1182 lock (m_parts) 1387 lockPartsForRead(true);
1183 { 1388 {
1184 foreach (SceneObjectPart part in m_parts.Values) 1389 foreach (SceneObjectPart part in m_parts.Values)
1185 { 1390 {
1391
1186 if (part.UUID != m_rootPart.UUID) 1392 if (part.UUID != m_rootPart.UUID)
1187 { 1393 {
1188 part.ParentID = m_rootPart.LocalId; 1394 part.ParentID = m_rootPart.LocalId;
1189 } 1395 }
1396
1190 } 1397 }
1191 } 1398 }
1399 lockPartsForRead(false);
1192 } 1400 }
1193 1401
1194 public void RegenerateFullIDs() 1402 public void RegenerateFullIDs()
1195 { 1403 {
1196 lock (m_parts) 1404 lockPartsForRead(true);
1197 { 1405 {
1198 foreach (SceneObjectPart part in m_parts.Values) 1406 foreach (SceneObjectPart part in m_parts.Values)
1199 { 1407 {
1408
1200 part.UUID = UUID.Random(); 1409 part.UUID = UUID.Random();
1201 1410
1202 } 1411 }
1203 } 1412 }
1413 lockPartsForRead(false);
1204 } 1414 }
1205 1415
1206 // helper provided for parts. 1416 // helper provided for parts.
@@ -1281,27 +1491,32 @@ namespace OpenSim.Region.Framework.Scenes
1281 1491
1282 DetachFromBackup(); 1492 DetachFromBackup();
1283 1493
1284 lock (m_parts) 1494 lockPartsForRead(true);
1495 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1496 lockPartsForRead(false);
1497
1498 foreach (SceneObjectPart part in values)
1285 { 1499 {
1286 foreach (SceneObjectPart part in m_parts.Values)
1287 {
1288// part.Inventory.RemoveScriptInstances(); 1500// part.Inventory.RemoveScriptInstances();
1289 Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1501
1502 Scene.ForEachScenePresence(delegate (ScenePresence sp)
1503 {
1504 if (sp.ParentID == LocalId)
1290 { 1505 {
1291 if (avatar.ParentID == LocalId) 1506 sp.StandUp();
1292 { 1507 }
1293 avatar.StandUp();
1294 }
1295 1508
1296 if (!silent) 1509 if (!silent)
1297 { 1510 {
1298 part.UpdateFlag = 0; 1511 part.UpdateFlag = 0;
1299 if (part == m_rootPart) 1512 if (part == m_rootPart)
1300 avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId); 1513 sp.ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1301 } 1514 }
1302 }); 1515 });
1303 } 1516
1304 } 1517 }
1518
1519
1305 } 1520 }
1306 1521
1307 public void AddScriptLPS(int count) 1522 public void AddScriptLPS(int count)
@@ -1326,17 +1541,20 @@ namespace OpenSim.Region.Framework.Scenes
1326 1541
1327 scriptEvents aggregateScriptEvents=0; 1542 scriptEvents aggregateScriptEvents=0;
1328 1543
1329 lock (m_parts) 1544 lockPartsForRead(true);
1330 { 1545 {
1331 foreach (SceneObjectPart part in m_parts.Values) 1546 foreach (SceneObjectPart part in m_parts.Values)
1332 { 1547 {
1548
1333 if (part == null) 1549 if (part == null)
1334 continue; 1550 continue;
1335 if (part != RootPart) 1551 if (part != RootPart)
1336 part.ObjectFlags = objectflagupdate; 1552 part.ObjectFlags = objectflagupdate;
1337 aggregateScriptEvents |= part.AggregateScriptEvents; 1553 aggregateScriptEvents |= part.AggregateScriptEvents;
1554
1338 } 1555 }
1339 } 1556 }
1557 lockPartsForRead(false);
1340 1558
1341 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0); 1559 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
1342 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0); 1560 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
@@ -1378,42 +1596,52 @@ namespace OpenSim.Region.Framework.Scenes
1378 /// <param name="m_physicalPrim"></param> 1596 /// <param name="m_physicalPrim"></param>
1379 public void ApplyPhysics(bool m_physicalPrim) 1597 public void ApplyPhysics(bool m_physicalPrim)
1380 { 1598 {
1381 lock (m_parts) 1599 lockPartsForRead(true);
1600
1601 if (m_parts.Count > 1)
1382 { 1602 {
1383 if (m_parts.Count > 1) 1603 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1604 lockPartsForRead(false);
1605 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1606 foreach (SceneObjectPart part in values)
1384 { 1607 {
1385 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); 1608
1386 foreach (SceneObjectPart part in m_parts.Values) 1609 if (part.LocalId != m_rootPart.LocalId)
1387 { 1610 {
1388 if (part.LocalId != m_rootPart.LocalId) 1611 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1389 {
1390 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1391 }
1392 } 1612 }
1393 1613
1394 // Hack to get the physics scene geometries in the right spot
1395 ResetChildPrimPhysicsPositions();
1396 }
1397 else
1398 {
1399 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1400 } 1614 }
1615 // Hack to get the physics scene geometries in the right spot
1616 ResetChildPrimPhysicsPositions();
1617 }
1618 else
1619 {
1620 lockPartsForRead(false);
1621 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1401 } 1622 }
1402 } 1623 }
1403 1624
1404 public void SetOwnerId(UUID userId) 1625 public void SetOwnerId(UUID userId)
1405 { 1626 {
1406 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1627 ForEachPart(delegate(SceneObjectPart part)
1628 {
1629
1630 part.OwnerID = userId;
1631
1632 });
1407 } 1633 }
1408 1634
1409 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1635 public void ForEachPart(Action<SceneObjectPart> whatToDo)
1410 { 1636 {
1411 lock (m_parts) 1637 lockPartsForRead(true);
1638 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1639 lockPartsForRead(false);
1640 foreach (SceneObjectPart part in values)
1412 { 1641 {
1413 foreach (SceneObjectPart part in m_parts.Values) 1642
1414 { 1643 whatToDo(part);
1415 whatToDo(part); 1644
1416 }
1417 } 1645 }
1418 } 1646 }
1419 1647
@@ -1511,15 +1739,17 @@ namespace OpenSim.Region.Framework.Scenes
1511 RootPart.SendFullUpdate( 1739 RootPart.SendFullUpdate(
1512 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID)); 1740 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID));
1513 1741
1514 lock (m_parts) 1742 lockPartsForRead(true);
1515 { 1743 {
1516 foreach (SceneObjectPart part in m_parts.Values) 1744 foreach (SceneObjectPart part in m_parts.Values)
1517 { 1745 {
1746
1518 if (part != RootPart) 1747 if (part != RootPart)
1519 part.SendFullUpdate( 1748 part.SendFullUpdate(
1520 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID)); 1749 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID));
1521 } 1750 }
1522 } 1751 }
1752 lockPartsForRead(false);
1523 } 1753 }
1524 1754
1525 #region Copying 1755 #region Copying
@@ -1588,10 +1818,11 @@ namespace OpenSim.Region.Framework.Scenes
1588 1818
1589 List<SceneObjectPart> partList; 1819 List<SceneObjectPart> partList;
1590 1820
1591 lock (m_parts) 1821 lockPartsForRead(true);
1592 { 1822
1593 partList = new List<SceneObjectPart>(m_parts.Values); 1823 partList = new List<SceneObjectPart>(m_parts.Values);
1594 } 1824
1825 lockPartsForRead(false);
1595 1826
1596 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1827 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1597 { 1828 {
@@ -1814,13 +2045,40 @@ namespace OpenSim.Region.Framework.Scenes
1814 } 2045 }
1815 } 2046 }
1816 2047
2048 public void rotLookAt(Quaternion target, float strength, float damping)
2049 {
2050 SceneObjectPart rootpart = m_rootPart;
2051 if (rootpart != null)
2052 {
2053 if (IsAttachment)
2054 {
2055 /*
2056 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2057 if (avatar != null)
2058 {
2059 Rotate the Av?
2060 } */
2061 }
2062 else
2063 {
2064 if (rootpart.PhysActor != null)
2065 { // APID must be implemented in your physics system for this to function.
2066 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2067 rootpart.PhysActor.APIDStrength = strength;
2068 rootpart.PhysActor.APIDDamping = damping;
2069 rootpart.PhysActor.APIDActive = true;
2070 }
2071 }
2072 }
2073 }
2074
1817 public void stopLookAt() 2075 public void stopLookAt()
1818 { 2076 {
1819 SceneObjectPart rootpart = m_rootPart; 2077 SceneObjectPart rootpart = m_rootPart;
1820 if (rootpart != null) 2078 if (rootpart != null)
1821 { 2079 {
1822 if (rootpart.PhysActor != null) 2080 if (rootpart.PhysActor != null)
1823 { 2081 { // APID must be implemented in your physics system for this to function.
1824 rootpart.PhysActor.APIDActive = false; 2082 rootpart.PhysActor.APIDActive = false;
1825 } 2083 }
1826 } 2084 }
@@ -1888,10 +2146,11 @@ namespace OpenSim.Region.Framework.Scenes
1888 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2146 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
1889 newPart.SetParent(this); 2147 newPart.SetParent(this);
1890 2148
1891 lock (m_parts) 2149 lockPartsForWrite(true);
1892 { 2150 {
1893 m_parts.Add(newPart.UUID, newPart); 2151 m_parts.Add(newPart.UUID, newPart);
1894 } 2152 }
2153 lockPartsForWrite(false);
1895 2154
1896 SetPartAsNonRoot(newPart); 2155 SetPartAsNonRoot(newPart);
1897 2156
@@ -1954,7 +2213,7 @@ namespace OpenSim.Region.Framework.Scenes
1954 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 2213 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1955 // return; 2214 // return;
1956 2215
1957 lock (m_parts) 2216 lockPartsForRead(true);
1958 { 2217 {
1959 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2218 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
1960 2219
@@ -1974,9 +2233,12 @@ namespace OpenSim.Region.Framework.Scenes
1974 { 2233 {
1975 if (!IsSelected) 2234 if (!IsSelected)
1976 part.UpdateLookAt(); 2235 part.UpdateLookAt();
2236
1977 part.SendScheduledUpdates(); 2237 part.SendScheduledUpdates();
2238
1978 } 2239 }
1979 } 2240 }
2241 lockPartsForRead(false);
1980 } 2242 }
1981 2243
1982 public void ScheduleFullUpdateToAvatar(ScenePresence presence) 2244 public void ScheduleFullUpdateToAvatar(ScenePresence presence)
@@ -1985,27 +2247,29 @@ namespace OpenSim.Region.Framework.Scenes
1985 2247
1986 RootPart.AddFullUpdateToAvatar(presence); 2248 RootPart.AddFullUpdateToAvatar(presence);
1987 2249
1988 lock (m_parts) 2250 lockPartsForRead(true);
1989 { 2251 {
1990 foreach (SceneObjectPart part in m_parts.Values) 2252 foreach (SceneObjectPart part in m_parts.Values)
1991 { 2253 {
2254
1992 if (part != RootPart) 2255 if (part != RootPart)
1993 part.AddFullUpdateToAvatar(presence); 2256 part.AddFullUpdateToAvatar(presence);
2257
1994 } 2258 }
1995 } 2259 }
2260 lockPartsForRead(false);
1996 } 2261 }
1997 2262
1998 public void ScheduleTerseUpdateToAvatar(ScenePresence presence) 2263 public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
1999 { 2264 {
2000// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1} just to avatar {2}", Name, UUID, presence.Name); 2265 lockPartsForRead(true);
2001 2266
2002 lock (m_parts) 2267 foreach (SceneObjectPart part in m_parts.Values)
2003 { 2268 {
2004 foreach (SceneObjectPart part in m_parts.Values) 2269 part.AddTerseUpdateToAvatar(presence);
2005 {
2006 part.AddTerseUpdateToAvatar(presence);
2007 }
2008 } 2270 }
2271
2272 lockPartsForRead(false);
2009 } 2273 }
2010 2274
2011 /// <summary> 2275 /// <summary>
@@ -2013,20 +2277,23 @@ namespace OpenSim.Region.Framework.Scenes
2013 /// </summary> 2277 /// </summary>
2014 public void ScheduleGroupForFullUpdate() 2278 public void ScheduleGroupForFullUpdate()
2015 { 2279 {
2016 if (IsAttachment) 2280 //if (IsAttachment)
2017 m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, LocalId); 2281 // m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, LocalId);
2018 2282
2019 checkAtTargets(); 2283 checkAtTargets();
2020 RootPart.ScheduleFullUpdate(); 2284 RootPart.ScheduleFullUpdate();
2021 2285
2022 lock (m_parts) 2286 lockPartsForRead(true);
2023 { 2287 {
2024 foreach (SceneObjectPart part in m_parts.Values) 2288 foreach (SceneObjectPart part in m_parts.Values)
2025 { 2289 {
2290
2026 if (part != RootPart) 2291 if (part != RootPart)
2027 part.ScheduleFullUpdate(); 2292 part.ScheduleFullUpdate();
2293
2028 } 2294 }
2029 } 2295 }
2296 lockPartsForRead(false);
2030 } 2297 }
2031 2298
2032 /// <summary> 2299 /// <summary>
@@ -2034,37 +2301,38 @@ namespace OpenSim.Region.Framework.Scenes
2034 /// </summary> 2301 /// </summary>
2035 public void ScheduleGroupForTerseUpdate() 2302 public void ScheduleGroupForTerseUpdate()
2036 { 2303 {
2037// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1}", Name, UUID); 2304 lockPartsForRead(true);
2038 2305 foreach (SceneObjectPart part in m_parts.Values)
2039 lock (m_parts)
2040 { 2306 {
2041 foreach (SceneObjectPart part in m_parts.Values) 2307 part.ScheduleTerseUpdate();
2042 {
2043 part.ScheduleTerseUpdate();
2044 }
2045 } 2308 }
2309
2310 lockPartsForRead(false);
2046 } 2311 }
2047 2312
2048 /// <summary> 2313 /// <summary>
2049 /// Immediately send a full update for this scene object. 2314 /// Immediately send a full update for this scene object.
2050 /// </summary> 2315 /// </summary>
2051 public void SendGroupFullUpdate() 2316 public void SendGroupFullUpdate()
2052 { 2317 {
2053 if (IsDeleted) 2318 if (IsDeleted)
2054 return; 2319 return;
2055 2320
2056// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2321// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
2057 2322
2058 RootPart.SendFullUpdateToAllClients(); 2323 RootPart.SendFullUpdateToAllClients();
2059 2324
2060 lock (m_parts) 2325 lockPartsForRead(true);
2061 { 2326 {
2062 foreach (SceneObjectPart part in m_parts.Values) 2327 foreach (SceneObjectPart part in m_parts.Values)
2063 { 2328 {
2329
2064 if (part != RootPart) 2330 if (part != RootPart)
2065 part.SendFullUpdateToAllClients(); 2331 part.SendFullUpdateToAllClients();
2332
2066 } 2333 }
2067 } 2334 }
2335 lockPartsForRead(false);
2068 } 2336 }
2069 2337
2070 /// <summary> 2338 /// <summary>
@@ -2096,14 +2364,15 @@ namespace OpenSim.Region.Framework.Scenes
2096 { 2364 {
2097 if (IsDeleted) 2365 if (IsDeleted)
2098 return; 2366 return;
2099 2367
2100 lock (m_parts) 2368 lockPartsForRead(true);
2101 { 2369 {
2102 foreach (SceneObjectPart part in m_parts.Values) 2370 foreach (SceneObjectPart part in m_parts.Values)
2103 { 2371 {
2104 part.SendTerseUpdateToAllClients(); 2372 part.SendTerseUpdateToAllClients();
2105 } 2373 }
2106 } 2374 }
2375 lockPartsForRead(false);
2107 } 2376 }
2108 2377
2109 #endregion 2378 #endregion
@@ -2117,16 +2386,18 @@ namespace OpenSim.Region.Framework.Scenes
2117 /// <returns>null if no child part with that linknum or child part</returns> 2386 /// <returns>null if no child part with that linknum or child part</returns>
2118 public SceneObjectPart GetLinkNumPart(int linknum) 2387 public SceneObjectPart GetLinkNumPart(int linknum)
2119 { 2388 {
2120 lock (m_parts) 2389 lockPartsForRead(true);
2121 { 2390 {
2122 foreach (SceneObjectPart part in m_parts.Values) 2391 foreach (SceneObjectPart part in m_parts.Values)
2123 { 2392 {
2124 if (part.LinkNum == linknum) 2393 if (part.LinkNum == linknum)
2125 { 2394 {
2395 lockPartsForRead(false);
2126 return part; 2396 return part;
2127 } 2397 }
2128 } 2398 }
2129 } 2399 }
2400 lockPartsForRead(false);
2130 2401
2131 return null; 2402 return null;
2132 } 2403 }
@@ -2154,17 +2425,19 @@ namespace OpenSim.Region.Framework.Scenes
2154 public SceneObjectPart GetChildPart(uint localID) 2425 public SceneObjectPart GetChildPart(uint localID)
2155 { 2426 {
2156 //m_log.DebugFormat("Entered looking for {0}", localID); 2427 //m_log.DebugFormat("Entered looking for {0}", localID);
2157 lock (m_parts) 2428 lockPartsForRead(true);
2158 { 2429 {
2159 foreach (SceneObjectPart part in m_parts.Values) 2430 foreach (SceneObjectPart part in m_parts.Values)
2160 { 2431 {
2161 //m_log.DebugFormat("Found {0}", part.LocalId); 2432 //m_log.DebugFormat("Found {0}", part.LocalId);
2162 if (part.LocalId == localID) 2433 if (part.LocalId == localID)
2163 { 2434 {
2435 lockPartsForRead(false);
2164 return part; 2436 return part;
2165 } 2437 }
2166 } 2438 }
2167 } 2439 }
2440 lockPartsForRead(false);
2168 2441
2169 return null; 2442 return null;
2170 } 2443 }
@@ -2194,17 +2467,19 @@ namespace OpenSim.Region.Framework.Scenes
2194 public bool HasChildPrim(uint localID) 2467 public bool HasChildPrim(uint localID)
2195 { 2468 {
2196 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID); 2469 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID);
2197 lock (m_parts) 2470 lockPartsForRead(true);
2198 { 2471 {
2199 foreach (SceneObjectPart part in m_parts.Values) 2472 foreach (SceneObjectPart part in m_parts.Values)
2200 { 2473 {
2201 //m_log.DebugFormat("Found {0}", part.LocalId); 2474 //m_log.DebugFormat("Found {0}", part.LocalId);
2202 if (part.LocalId == localID) 2475 if (part.LocalId == localID)
2203 { 2476 {
2477 lockPartsForRead(false);
2204 return true; 2478 return true;
2205 } 2479 }
2206 } 2480 }
2207 } 2481 }
2482 lockPartsForRead(false);
2208 2483
2209 return false; 2484 return false;
2210 } 2485 }
@@ -2254,53 +2529,57 @@ namespace OpenSim.Region.Framework.Scenes
2254 if (m_rootPart.LinkNum == 0) 2529 if (m_rootPart.LinkNum == 0)
2255 m_rootPart.LinkNum = 1; 2530 m_rootPart.LinkNum = 1;
2256 2531
2257 lock (m_parts) 2532 lockPartsForWrite(true);
2258 { 2533
2259 m_parts.Add(linkPart.UUID, linkPart); 2534 m_parts.Add(linkPart.UUID, linkPart);
2535
2536 lockPartsForWrite(false);
2260 2537
2261 // Insert in terms of link numbers, the new links 2538 // Insert in terms of link numbers, the new links
2262 // before the current ones (with the exception of 2539 // before the current ones (with the exception of
2263 // the root prim. Shuffle the old ones up 2540 // the root prim. Shuffle the old ones up
2264 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts) 2541 lockPartsForRead(true);
2542 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts)
2543 {
2544 if (kvp.Value.LinkNum != 1)
2265 { 2545 {
2266 if (kvp.Value.LinkNum != 1) 2546 // Don't update root prim link number
2267 { 2547 kvp.Value.LinkNum += objectGroup.PrimCount;
2268 // Don't update root prim link number
2269 kvp.Value.LinkNum += objectGroup.PrimCount;
2270 }
2271 } 2548 }
2549 }
2550 lockPartsForRead(false);
2272 2551
2273 linkPart.LinkNum = 2; 2552 linkPart.LinkNum = 2;
2274 2553
2275 linkPart.SetParent(this); 2554 linkPart.SetParent(this);
2276 linkPart.CreateSelected = true; 2555 linkPart.CreateSelected = true;
2277 2556
2278 //if (linkPart.PhysActor != null) 2557 //if (linkPart.PhysActor != null)
2279 //{ 2558 //{
2280 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2559 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
2281 2560
2282 //linkPart.PhysActor = null; 2561 //linkPart.PhysActor = null;
2283 //} 2562 //}
2284 2563
2285 //TODO: rest of parts 2564 //TODO: rest of parts
2286 int linkNum = 3; 2565 int linkNum = 3;
2287 foreach (SceneObjectPart part in objectGroup.Children.Values) 2566 foreach (SceneObjectPart part in objectGroup.Children.Values)
2567 {
2568 if (part.UUID != objectGroup.m_rootPart.UUID)
2288 { 2569 {
2289 if (part.UUID != objectGroup.m_rootPart.UUID) 2570 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2290 {
2291 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2292 }
2293 part.ClearUndoState();
2294 } 2571 }
2572 part.ClearUndoState();
2295 } 2573 }
2296 2574
2297 m_scene.UnlinkSceneObject(objectGroup.UUID, true); 2575 m_scene.UnlinkSceneObject(objectGroup.UUID, true);
2298 objectGroup.m_isDeleted = true; 2576 objectGroup.m_isDeleted = true;
2577
2578 objectGroup.lockPartsForWrite(true);
2299 2579
2300 lock (objectGroup.m_parts) 2580 objectGroup.m_parts.Clear();
2301 { 2581
2302 objectGroup.m_parts.Clear(); 2582 objectGroup.lockPartsForWrite(false);
2303 }
2304 2583
2305 // Can't do this yet since backup still makes use of the root part without any synchronization 2584 // Can't do this yet since backup still makes use of the root part without any synchronization
2306// objectGroup.m_rootPart = null; 2585// objectGroup.m_rootPart = null;
@@ -2370,11 +2649,12 @@ namespace OpenSim.Region.Framework.Scenes
2370 Quaternion worldRot = linkPart.GetWorldRotation(); 2649 Quaternion worldRot = linkPart.GetWorldRotation();
2371 2650
2372 // Remove the part from this object 2651 // Remove the part from this object
2373 lock (m_parts) 2652 lockPartsForWrite(true);
2374 { 2653 {
2375 m_parts.Remove(linkPart.UUID); 2654 m_parts.Remove(linkPart.UUID);
2376 } 2655 }
2377 2656 lockPartsForWrite(false);
2657 lockPartsForRead(true);
2378 if (m_parts.Count == 1 && RootPart != null) //Single prim is left 2658 if (m_parts.Count == 1 && RootPart != null) //Single prim is left
2379 RootPart.LinkNum = 0; 2659 RootPart.LinkNum = 0;
2380 else 2660 else
@@ -2385,6 +2665,7 @@ namespace OpenSim.Region.Framework.Scenes
2385 p.LinkNum--; 2665 p.LinkNum--;
2386 } 2666 }
2387 } 2667 }
2668 lockPartsForRead(false);
2388 2669
2389 linkPart.ParentID = 0; 2670 linkPart.ParentID = 0;
2390 linkPart.LinkNum = 0; 2671 linkPart.LinkNum = 0;
@@ -2428,6 +2709,8 @@ namespace OpenSim.Region.Framework.Scenes
2428 /// <param name="objectGroup"></param> 2709 /// <param name="objectGroup"></param>
2429 public virtual void DetachFromBackup() 2710 public virtual void DetachFromBackup()
2430 { 2711 {
2712 m_scene.SceneGraph.FireDetachFromBackup(this);
2713
2431 if (m_isBackedUp) 2714 if (m_isBackedUp)
2432 m_scene.EventManager.OnBackup -= ProcessBackup; 2715 m_scene.EventManager.OnBackup -= ProcessBackup;
2433 2716
@@ -2706,9 +2989,12 @@ namespace OpenSim.Region.Framework.Scenes
2706 2989
2707 if (selectionPart != null) 2990 if (selectionPart != null)
2708 { 2991 {
2709 lock (m_parts) 2992 lockPartsForRead(true);
2993 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
2994 lockPartsForRead(false);
2995 foreach (SceneObjectPart part in parts)
2710 { 2996 {
2711 foreach (SceneObjectPart part in m_parts.Values) 2997 if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0)
2712 { 2998 {
2713 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax || 2999 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax ||
2714 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax || 3000 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax ||
@@ -2718,12 +3004,13 @@ namespace OpenSim.Region.Framework.Scenes
2718 break; 3004 break;
2719 } 3005 }
2720 } 3006 }
3007 }
2721 3008
2722 foreach (SceneObjectPart part in m_parts.Values) 3009 foreach (SceneObjectPart part in parts)
2723 { 3010 {
2724 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3011 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2725 }
2726 } 3012 }
3013
2727 } 3014 }
2728 } 3015 }
2729 3016
@@ -2736,6 +3023,17 @@ namespace OpenSim.Region.Framework.Scenes
2736 } 3023 }
2737 } 3024 }
2738 3025
3026
3027
3028 /// <summary>
3029 /// Gets the number of parts
3030 /// </summary>
3031 /// <returns></returns>
3032 public int GetPartCount()
3033 {
3034 return Children.Count;
3035 }
3036
2739 /// <summary> 3037 /// <summary>
2740 /// Get the parts of this scene object 3038 /// Get the parts of this scene object
2741 /// </summary> 3039 /// </summary>
@@ -2809,11 +3107,9 @@ namespace OpenSim.Region.Framework.Scenes
2809 scale.Y = m_scene.m_maxNonphys; 3107 scale.Y = m_scene.m_maxNonphys;
2810 if (scale.Z > m_scene.m_maxNonphys) 3108 if (scale.Z > m_scene.m_maxNonphys)
2811 scale.Z = m_scene.m_maxNonphys; 3109 scale.Z = m_scene.m_maxNonphys;
2812
2813 SceneObjectPart part = GetChildPart(localID); 3110 SceneObjectPart part = GetChildPart(localID);
2814 if (part != null) 3111 if (part != null)
2815 { 3112 {
2816 part.Resize(scale);
2817 if (part.PhysActor != null) 3113 if (part.PhysActor != null)
2818 { 3114 {
2819 if (part.PhysActor.IsPhysical) 3115 if (part.PhysActor.IsPhysical)
@@ -2828,7 +3124,7 @@ namespace OpenSim.Region.Framework.Scenes
2828 part.PhysActor.Size = scale; 3124 part.PhysActor.Size = scale;
2829 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 3125 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2830 } 3126 }
2831 //if (part.UUID != m_rootPart.UUID) 3127 part.Resize(scale);
2832 3128
2833 HasGroupChanged = true; 3129 HasGroupChanged = true;
2834 ScheduleGroupForFullUpdate(); 3130 ScheduleGroupForFullUpdate();
@@ -2870,73 +3166,71 @@ namespace OpenSim.Region.Framework.Scenes
2870 float y = (scale.Y / part.Scale.Y); 3166 float y = (scale.Y / part.Scale.Y);
2871 float z = (scale.Z / part.Scale.Z); 3167 float z = (scale.Z / part.Scale.Z);
2872 3168
2873 lock (m_parts) 3169 lockPartsForRead(true);
3170 if (x > 1.0f || y > 1.0f || z > 1.0f)
2874 { 3171 {
2875 if (x > 1.0f || y > 1.0f || z > 1.0f) 3172 foreach (SceneObjectPart obPart in m_parts.Values)
2876 { 3173 {
2877 foreach (SceneObjectPart obPart in m_parts.Values) 3174 if (obPart.UUID != m_rootPart.UUID)
2878 { 3175 {
2879 if (obPart.UUID != m_rootPart.UUID) 3176 Vector3 oldSize = new Vector3(obPart.Scale);
2880 { 3177 obPart.IgnoreUndoUpdate = true;
2881 obPart.IgnoreUndoUpdate = true;
2882 Vector3 oldSize = new Vector3(obPart.Scale);
2883 3178
2884 float f = 1.0f; 3179 float f = 1.0f;
2885 float a = 1.0f; 3180 float a = 1.0f;
2886 3181
2887 if (part.PhysActor != null && part.PhysActor.IsPhysical) 3182 if (part.PhysActor != null && part.PhysActor.IsPhysical)
3183 {
3184 if (oldSize.X*x > m_scene.m_maxPhys)
2888 { 3185 {
2889 if (oldSize.X*x > m_scene.m_maxPhys) 3186 f = m_scene.m_maxPhys / oldSize.X;
2890 { 3187 a = f / x;
2891 f = m_scene.m_maxPhys / oldSize.X; 3188 x *= a;
2892 a = f / x; 3189 y *= a;
2893 x *= a; 3190 z *= a;
2894 y *= a;
2895 z *= a;
2896 }
2897 if (oldSize.Y*y > m_scene.m_maxPhys)
2898 {
2899 f = m_scene.m_maxPhys / oldSize.Y;
2900 a = f / y;
2901 x *= a;
2902 y *= a;
2903 z *= a;
2904 }
2905 if (oldSize.Z*z > m_scene.m_maxPhys)
2906 {
2907 f = m_scene.m_maxPhys / oldSize.Z;
2908 a = f / z;
2909 x *= a;
2910 y *= a;
2911 z *= a;
2912 }
2913 } 3191 }
2914 else 3192 if (oldSize.Y*y > m_scene.m_maxPhys)
2915 { 3193 {
2916 if (oldSize.X*x > m_scene.m_maxNonphys) 3194 f = m_scene.m_maxPhys / oldSize.Y;
2917 { 3195 a = f / y;
2918 f = m_scene.m_maxNonphys / oldSize.X; 3196 x *= a;
2919 a = f / x; 3197 y *= a;
2920 x *= a; 3198 z *= a;
2921 y *= a; 3199 }
2922 z *= a; 3200 if (oldSize.Z*z > m_scene.m_maxPhys)
2923 } 3201 {
2924 if (oldSize.Y*y > m_scene.m_maxNonphys) 3202 f = m_scene.m_maxPhys / oldSize.Z;
2925 { 3203 a = f / z;
2926 f = m_scene.m_maxNonphys / oldSize.Y; 3204 x *= a;
2927 a = f / y; 3205 y *= a;
2928 x *= a; 3206 z *= a;
2929 y *= a; 3207 }
2930 z *= a; 3208 }
2931 } 3209 else
2932 if (oldSize.Z*z > m_scene.m_maxNonphys) 3210 {
2933 { 3211 if (oldSize.X*x > m_scene.m_maxNonphys)
2934 f = m_scene.m_maxNonphys / oldSize.Z; 3212 {
2935 a = f / z; 3213 f = m_scene.m_maxNonphys / oldSize.X;
2936 x *= a; 3214 a = f / x;
2937 y *= a; 3215 x *= a;
2938 z *= a; 3216 y *= a;
2939 } 3217 z *= a;
3218 }
3219 if (oldSize.Y*y > m_scene.m_maxNonphys)
3220 {
3221 f = m_scene.m_maxNonphys / oldSize.Y;
3222 a = f / y;
3223 x *= a;
3224 y *= a;
3225 z *= a;
3226 }
3227 if (oldSize.Z*z > m_scene.m_maxNonphys)
3228 {
3229 f = m_scene.m_maxNonphys / oldSize.Z;
3230 a = f / z;
3231 x *= a;
3232 y *= a;
3233 z *= a;
2940 } 3234 }
2941 obPart.IgnoreUndoUpdate = false; 3235 obPart.IgnoreUndoUpdate = false;
2942 obPart.StoreUndoState(); 3236 obPart.StoreUndoState();
@@ -2944,6 +3238,7 @@ namespace OpenSim.Region.Framework.Scenes
2944 } 3238 }
2945 } 3239 }
2946 } 3240 }
3241 lockPartsForRead(false);
2947 3242
2948 Vector3 prevScale = part.Scale; 3243 Vector3 prevScale = part.Scale;
2949 prevScale.X *= x; 3244 prevScale.X *= x;
@@ -2951,7 +3246,7 @@ namespace OpenSim.Region.Framework.Scenes
2951 prevScale.Z *= z; 3246 prevScale.Z *= z;
2952 part.Resize(prevScale); 3247 part.Resize(prevScale);
2953 3248
2954 lock (m_parts) 3249 lockPartsForRead(true);
2955 { 3250 {
2956 foreach (SceneObjectPart obPart in m_parts.Values) 3251 foreach (SceneObjectPart obPart in m_parts.Values)
2957 { 3252 {
@@ -2973,6 +3268,7 @@ namespace OpenSim.Region.Framework.Scenes
2973 obPart.StoreUndoState(); 3268 obPart.StoreUndoState();
2974 } 3269 }
2975 } 3270 }
3271 lockPartsForRead(false);
2976 3272
2977 if (part.PhysActor != null) 3273 if (part.PhysActor != null)
2978 { 3274 {
@@ -3075,7 +3371,7 @@ namespace OpenSim.Region.Framework.Scenes
3075 axDiff *= Quaternion.Inverse(partRotation); 3371 axDiff *= Quaternion.Inverse(partRotation);
3076 diff = axDiff; 3372 diff = axDiff;
3077 3373
3078 lock (m_parts) 3374 lockPartsForRead(true);
3079 { 3375 {
3080 foreach (SceneObjectPart obPart in m_parts.Values) 3376 foreach (SceneObjectPart obPart in m_parts.Values)
3081 { 3377 {
@@ -3085,6 +3381,7 @@ namespace OpenSim.Region.Framework.Scenes
3085 } 3381 }
3086 } 3382 }
3087 } 3383 }
3384 lockPartsForRead(false);
3088 3385
3089 AbsolutePosition = newPos; 3386 AbsolutePosition = newPos;
3090 3387
@@ -3218,25 +3515,25 @@ namespace OpenSim.Region.Framework.Scenes
3218 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 3515 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
3219 } 3516 }
3220 3517
3221 lock (m_parts) 3518 lockPartsForRead(true);
3519
3520 foreach (SceneObjectPart prim in m_parts.Values)
3222 { 3521 {
3223 foreach (SceneObjectPart prim in m_parts.Values) 3522 if (prim.UUID != m_rootPart.UUID)
3224 { 3523 {
3225 if (prim.UUID != m_rootPart.UUID) 3524 prim.IgnoreUndoUpdate = true;
3226 { 3525 Vector3 axPos = prim.OffsetPosition;
3227 prim.IgnoreUndoUpdate = true; 3526 axPos *= oldParentRot;
3228 Vector3 axPos = prim.OffsetPosition; 3527 axPos *= Quaternion.Inverse(axRot);
3229 axPos *= oldParentRot; 3528 prim.OffsetPosition = axPos;
3230 axPos *= Quaternion.Inverse(axRot); 3529 Quaternion primsRot = prim.RotationOffset;
3231 prim.OffsetPosition = axPos; 3530 Quaternion newRot = primsRot * oldParentRot;
3232 Quaternion primsRot = prim.RotationOffset; 3531 newRot *= Quaternion.Inverse(axRot);
3233 Quaternion newRot = primsRot * oldParentRot; 3532 prim.RotationOffset = newRot;
3234 newRot *= Quaternion.Inverse(axRot); 3533 prim.ScheduleTerseUpdate();
3235 prim.RotationOffset = newRot;
3236 prim.ScheduleTerseUpdate();
3237 }
3238 } 3534 }
3239 } 3535 }
3536
3240 foreach (SceneObjectPart childpart in Children.Values) 3537 foreach (SceneObjectPart childpart in Children.Values)
3241 { 3538 {
3242 if (childpart != m_rootPart) 3539 if (childpart != m_rootPart)
@@ -3245,6 +3542,9 @@ namespace OpenSim.Region.Framework.Scenes
3245 childpart.StoreUndoState(); 3542 childpart.StoreUndoState();
3246 } 3543 }
3247 } 3544 }
3545
3546 lockPartsForRead(false);
3547
3248 m_rootPart.ScheduleTerseUpdate(); 3548 m_rootPart.ScheduleTerseUpdate();
3249 } 3549 }
3250 3550
@@ -3366,7 +3666,7 @@ namespace OpenSim.Region.Framework.Scenes
3366 if (atTargets.Count > 0) 3666 if (atTargets.Count > 0)
3367 { 3667 {
3368 uint[] localids = new uint[0]; 3668 uint[] localids = new uint[0];
3369 lock (m_parts) 3669 lockPartsForRead(true);
3370 { 3670 {
3371 localids = new uint[m_parts.Count]; 3671 localids = new uint[m_parts.Count];
3372 int cntr = 0; 3672 int cntr = 0;
@@ -3376,6 +3676,7 @@ namespace OpenSim.Region.Framework.Scenes
3376 cntr++; 3676 cntr++;
3377 } 3677 }
3378 } 3678 }
3679 lockPartsForRead(false);
3379 3680
3380 for (int ctr = 0; ctr < localids.Length; ctr++) 3681 for (int ctr = 0; ctr < localids.Length; ctr++)
3381 { 3682 {
@@ -3394,7 +3695,7 @@ namespace OpenSim.Region.Framework.Scenes
3394 { 3695 {
3395 //trigger not_at_target 3696 //trigger not_at_target
3396 uint[] localids = new uint[0]; 3697 uint[] localids = new uint[0];
3397 lock (m_parts) 3698 lockPartsForRead(true);
3398 { 3699 {
3399 localids = new uint[m_parts.Count]; 3700 localids = new uint[m_parts.Count];
3400 int cntr = 0; 3701 int cntr = 0;
@@ -3404,7 +3705,8 @@ namespace OpenSim.Region.Framework.Scenes
3404 cntr++; 3705 cntr++;
3405 } 3706 }
3406 } 3707 }
3407 3708 lockPartsForRead(false);
3709
3408 for (int ctr = 0; ctr < localids.Length; ctr++) 3710 for (int ctr = 0; ctr < localids.Length; ctr++)
3409 { 3711 {
3410 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); 3712 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]);
@@ -3445,7 +3747,8 @@ namespace OpenSim.Region.Framework.Scenes
3445 if (atRotTargets.Count > 0) 3747 if (atRotTargets.Count > 0)
3446 { 3748 {
3447 uint[] localids = new uint[0]; 3749 uint[] localids = new uint[0];
3448 lock (m_parts) 3750 lockPartsForRead(true);
3751 try
3449 { 3752 {
3450 localids = new uint[m_parts.Count]; 3753 localids = new uint[m_parts.Count];
3451 int cntr = 0; 3754 int cntr = 0;
@@ -3455,6 +3758,10 @@ namespace OpenSim.Region.Framework.Scenes
3455 cntr++; 3758 cntr++;
3456 } 3759 }
3457 } 3760 }
3761 finally
3762 {
3763 lockPartsForRead(false);
3764 }
3458 3765
3459 for (int ctr = 0; ctr < localids.Length; ctr++) 3766 for (int ctr = 0; ctr < localids.Length; ctr++)
3460 { 3767 {
@@ -3473,7 +3780,8 @@ namespace OpenSim.Region.Framework.Scenes
3473 { 3780 {
3474 //trigger not_at_target 3781 //trigger not_at_target
3475 uint[] localids = new uint[0]; 3782 uint[] localids = new uint[0];
3476 lock (m_parts) 3783 lockPartsForRead(true);
3784 try
3477 { 3785 {
3478 localids = new uint[m_parts.Count]; 3786 localids = new uint[m_parts.Count];
3479 int cntr = 0; 3787 int cntr = 0;
@@ -3483,6 +3791,10 @@ namespace OpenSim.Region.Framework.Scenes
3483 cntr++; 3791 cntr++;
3484 } 3792 }
3485 } 3793 }
3794 finally
3795 {
3796 lockPartsForRead(false);
3797 }
3486 3798
3487 for (int ctr = 0; ctr < localids.Length; ctr++) 3799 for (int ctr = 0; ctr < localids.Length; ctr++)
3488 { 3800 {
@@ -3496,19 +3808,20 @@ namespace OpenSim.Region.Framework.Scenes
3496 public float GetMass() 3808 public float GetMass()
3497 { 3809 {
3498 float retmass = 0f; 3810 float retmass = 0f;
3499 lock (m_parts) 3811 lockPartsForRead(true);
3500 { 3812 {
3501 foreach (SceneObjectPart part in m_parts.Values) 3813 foreach (SceneObjectPart part in m_parts.Values)
3502 { 3814 {
3503 retmass += part.GetMass(); 3815 retmass += part.GetMass();
3504 } 3816 }
3505 } 3817 }
3818 lockPartsForRead(false);
3506 return retmass; 3819 return retmass;
3507 } 3820 }
3508 3821
3509 public void CheckSculptAndLoad() 3822 public void CheckSculptAndLoad()
3510 { 3823 {
3511 lock (m_parts) 3824 lockPartsForRead(true);
3512 { 3825 {
3513 if (!IsDeleted) 3826 if (!IsDeleted)
3514 { 3827 {
@@ -3533,6 +3846,7 @@ namespace OpenSim.Region.Framework.Scenes
3533 } 3846 }
3534 } 3847 }
3535 } 3848 }
3849 lockPartsForRead(false);
3536 } 3850 }
3537 3851
3538 protected void AssetReceived(string id, Object sender, AssetBase asset) 3852 protected void AssetReceived(string id, Object sender, AssetBase asset)
@@ -3553,7 +3867,7 @@ namespace OpenSim.Region.Framework.Scenes
3553 /// <param name="client"></param> 3867 /// <param name="client"></param>
3554 public void SetGroup(UUID GroupID, IClientAPI client) 3868 public void SetGroup(UUID GroupID, IClientAPI client)
3555 { 3869 {
3556 lock (m_parts) 3870 lockPartsForRead(true);
3557 { 3871 {
3558 foreach (SceneObjectPart part in m_parts.Values) 3872 foreach (SceneObjectPart part in m_parts.Values)
3559 { 3873 {
@@ -3563,6 +3877,7 @@ namespace OpenSim.Region.Framework.Scenes
3563 3877
3564 HasGroupChanged = true; 3878 HasGroupChanged = true;
3565 } 3879 }
3880 lockPartsForRead(false);
3566 3881
3567 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 3882 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
3568 // for the same object with very different properties. The caller must schedule the update. 3883 // for the same object with very different properties. The caller must schedule the update.
@@ -3584,11 +3899,12 @@ namespace OpenSim.Region.Framework.Scenes
3584 3899
3585 public void SetAttachmentPoint(byte point) 3900 public void SetAttachmentPoint(byte point)
3586 { 3901 {
3587 lock (m_parts) 3902 lockPartsForRead(true);
3588 { 3903 {
3589 foreach (SceneObjectPart part in m_parts.Values) 3904 foreach (SceneObjectPart part in m_parts.Values)
3590 part.SetAttachmentPoint(point); 3905 part.SetAttachmentPoint(point);
3591 } 3906 }
3907 lockPartsForRead(false);
3592 } 3908 }
3593 3909
3594 #region ISceneObject 3910 #region ISceneObject
@@ -3622,6 +3938,14 @@ namespace OpenSim.Region.Framework.Scenes
3622 SetFromItemID(uuid); 3938 SetFromItemID(uuid);
3623 } 3939 }
3624 3940
3941 public void ResetOwnerChangeFlag()
3942 {
3943 ForEachPart(delegate(SceneObjectPart part)
3944 {
3945 part.ResetOwnerChangeFlag();
3946 });
3947 }
3948
3625 #endregion 3949 #endregion
3626 } 3950 }
3627} 3951}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 59fd805..09c945b 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -147,7 +147,7 @@ namespace OpenSim.Region.Framework.Scenes
147 147
148 // TODO: This needs to be persisted in next XML version update! 148 // TODO: This needs to be persisted in next XML version update!
149 [XmlIgnore] 149 [XmlIgnore]
150 public readonly int[] PayPrice = {-2,-2,-2,-2,-2}; 150 public int[] PayPrice = {-2,-2,-2,-2,-2};
151 [XmlIgnore] 151 [XmlIgnore]
152 public PhysicsActor PhysActor; 152 public PhysicsActor PhysActor;
153 153
@@ -274,6 +274,7 @@ namespace OpenSim.Region.Framework.Scenes
274 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 274 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
275 private Vector3 m_sitTargetPosition; 275 private Vector3 m_sitTargetPosition;
276 private string m_sitAnimation = "SIT"; 276 private string m_sitAnimation = "SIT";
277 private bool m_occupied; // KF if any av is sitting on this prim
277 private string m_text = String.Empty; 278 private string m_text = String.Empty;
278 private string m_touchName = String.Empty; 279 private string m_touchName = String.Empty;
279 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 280 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -453,12 +454,16 @@ namespace OpenSim.Region.Framework.Scenes
453 } 454 }
454 455
455 /// <value> 456 /// <value>
456 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 457 /// Get the inventory list
457 /// </value> 458 /// </value>
458 public TaskInventoryDictionary TaskInventory 459 public TaskInventoryDictionary TaskInventory
459 { 460 {
460 get { return m_inventory.Items; } 461 get {
461 set { m_inventory.Items = value; } 462 return m_inventory.Items;
463 }
464 set {
465 m_inventory.Items = value;
466 }
462 } 467 }
463 468
464 public uint ObjectFlags 469 public uint ObjectFlags
@@ -587,14 +592,12 @@ namespace OpenSim.Region.Framework.Scenes
587 set { m_LoopSoundSlavePrims = value; } 592 set { m_LoopSoundSlavePrims = value; }
588 } 593 }
589 594
590 [XmlIgnore]
591 public Byte[] TextureAnimation 595 public Byte[] TextureAnimation
592 { 596 {
593 get { return m_TextureAnimation; } 597 get { return m_TextureAnimation; }
594 set { m_TextureAnimation = value; } 598 set { m_TextureAnimation = value; }
595 } 599 }
596 600
597 [XmlIgnore]
598 public Byte[] ParticleSystem 601 public Byte[] ParticleSystem
599 { 602 {
600 get { return m_particleSystem; } 603 get { return m_particleSystem; }
@@ -648,7 +651,6 @@ namespace OpenSim.Region.Framework.Scenes
648 set 651 set
649 { 652 {
650 m_groupPosition = value; 653 m_groupPosition = value;
651
652 PhysicsActor actor = PhysActor; 654 PhysicsActor actor = PhysActor;
653 if (actor != null) 655 if (actor != null)
654 { 656 {
@@ -709,6 +711,12 @@ namespace OpenSim.Region.Framework.Scenes
709 // Tell the physics engines that this prim changed. 711 // Tell the physics engines that this prim changed.
710 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 712 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
711 } 713 }
714
715 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
716 foreach (ScenePresence av in avs)
717 {
718 av.SendFullUpdateToAllClients();
719 }
712 } 720 }
713 } 721 }
714 } 722 }
@@ -835,7 +843,16 @@ namespace OpenSim.Region.Framework.Scenes
835 /// <summary></summary> 843 /// <summary></summary>
836 public Vector3 Acceleration 844 public Vector3 Acceleration
837 { 845 {
838 get { return m_acceleration; } 846 get
847 {
848 PhysicsActor actor = PhysActor;
849 if (actor != null)
850 {
851 m_acceleration = actor.Acceleration;
852 }
853 return m_acceleration;
854 }
855
839 set { m_acceleration = value; } 856 set { m_acceleration = value; }
840 } 857 }
841 858
@@ -986,7 +1003,8 @@ namespace OpenSim.Region.Framework.Scenes
986 if (IsAttachment) 1003 if (IsAttachment)
987 return GroupPosition; 1004 return GroupPosition;
988 1005
989 return m_offsetPosition + m_groupPosition; } 1006// return m_offsetPosition + m_groupPosition; }
1007 return m_groupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset) ; } //KF: Rotation was ignored!
990 } 1008 }
991 1009
992 public SceneObjectGroup ParentGroup 1010 public SceneObjectGroup ParentGroup
@@ -1137,6 +1155,13 @@ namespace OpenSim.Region.Framework.Scenes
1137 get { return _flags; } 1155 get { return _flags; }
1138 set { _flags = value; } 1156 set { _flags = value; }
1139 } 1157 }
1158
1159 [XmlIgnore]
1160 public bool IsOccupied // KF If an av is sittingon this prim
1161 {
1162 get { return m_occupied; }
1163 set { m_occupied = value; }
1164 }
1140 1165
1141 [XmlIgnore] 1166 [XmlIgnore]
1142 public UUID SitTargetAvatar 1167 public UUID SitTargetAvatar
@@ -1212,14 +1237,6 @@ namespace OpenSim.Region.Framework.Scenes
1212 } 1237 }
1213 } 1238 }
1214 1239
1215 /// <summary>
1216 /// Clear all pending updates of parts to clients
1217 /// </summary>
1218 private void ClearUpdateSchedule()
1219 {
1220 m_updateFlag = 0;
1221 }
1222
1223 private void SendObjectPropertiesToClient(UUID AgentID) 1240 private void SendObjectPropertiesToClient(UUID AgentID)
1224 { 1241 {
1225 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1242 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
@@ -1731,7 +1748,7 @@ namespace OpenSim.Region.Framework.Scenes
1731 // which stops client-side interpolation of deactivated joint proxy objects. 1748 // which stops client-side interpolation of deactivated joint proxy objects.
1732 } 1749 }
1733 1750
1734 if (!UsePhysics && !isNew) 1751 if (!UsePhysics)
1735 { 1752 {
1736 // reset velocity to 0 on physics switch-off. Without that, the client thinks the 1753 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
1737 // prim still has velocity and continues to interpolate its position along the old 1754 // prim still has velocity and continues to interpolate its position along the old
@@ -1966,12 +1983,17 @@ namespace OpenSim.Region.Framework.Scenes
1966 public Vector3 GetWorldPosition() 1983 public Vector3 GetWorldPosition()
1967 { 1984 {
1968 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 1985 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
1969
1970 Vector3 axPos = OffsetPosition; 1986 Vector3 axPos = OffsetPosition;
1971
1972 axPos *= parentRot; 1987 axPos *= parentRot;
1973 Vector3 translationOffsetPosition = axPos; 1988 Vector3 translationOffsetPosition = axPos;
1974 return GroupPosition + translationOffsetPosition; 1989 if(_parentID == 0)
1990 {
1991 return GroupPosition;
1992 }
1993 else
1994 {
1995 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
1996 }
1975 } 1997 }
1976 1998
1977 /// <summary> 1999 /// <summary>
@@ -1982,7 +2004,7 @@ namespace OpenSim.Region.Framework.Scenes
1982 { 2004 {
1983 Quaternion newRot; 2005 Quaternion newRot;
1984 2006
1985 if (this.LinkNum == 0) 2007 if (this.LinkNum < 2) //KF Single or root prim
1986 { 2008 {
1987 newRot = RotationOffset; 2009 newRot = RotationOffset;
1988 } 2010 }
@@ -2628,17 +2650,18 @@ namespace OpenSim.Region.Framework.Scenes
2628 //Trys to fetch sound id from prim's inventory. 2650 //Trys to fetch sound id from prim's inventory.
2629 //Prim's inventory doesn't support non script items yet 2651 //Prim's inventory doesn't support non script items yet
2630 2652
2631 lock (TaskInventory) 2653 TaskInventory.LockItemsForRead(true);
2654
2655 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2632 { 2656 {
2633 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2657 if (item.Value.Name == sound)
2634 { 2658 {
2635 if (item.Value.Name == sound) 2659 soundID = item.Value.ItemID;
2636 { 2660 break;
2637 soundID = item.Value.ItemID;
2638 break;
2639 }
2640 } 2661 }
2641 } 2662 }
2663
2664 TaskInventory.LockItemsForRead(false);
2642 } 2665 }
2643 2666
2644 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2667 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2707,38 +2730,7 @@ namespace OpenSim.Region.Framework.Scenes
2707 2730
2708 public void RotLookAt(Quaternion target, float strength, float damping) 2731 public void RotLookAt(Quaternion target, float strength, float damping)
2709 { 2732 {
2710 rotLookAt(target, strength, damping); 2733 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2711 }
2712
2713 public void rotLookAt(Quaternion target, float strength, float damping)
2714 {
2715 if (IsAttachment)
2716 {
2717 /*
2718 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2719 if (avatar != null)
2720 {
2721 Rotate the Av?
2722 } */
2723 }
2724 else
2725 {
2726 APIDDamp = damping;
2727 APIDStrength = strength;
2728 APIDTarget = target;
2729 }
2730 }
2731
2732 public void startLookAt(Quaternion rot, float damp, float strength)
2733 {
2734 APIDDamp = damp;
2735 APIDStrength = strength;
2736 APIDTarget = rot;
2737 }
2738
2739 public void stopLookAt()
2740 {
2741 APIDTarget = Quaternion.Identity;
2742 } 2734 }
2743 2735
2744 /// <summary> 2736 /// <summary>
@@ -2750,7 +2742,10 @@ namespace OpenSim.Region.Framework.Scenes
2750 2742
2751 if (m_parentGroup != null) 2743 if (m_parentGroup != null)
2752 { 2744 {
2753 m_parentGroup.QueueForUpdateCheck(); 2745 if (!m_parentGroup.areUpdatesSuspended)
2746 {
2747 m_parentGroup.QueueForUpdateCheck();
2748 }
2754 } 2749 }
2755 2750
2756 int timeNow = Util.UnixTimeSinceEpoch(); 2751 int timeNow = Util.UnixTimeSinceEpoch();
@@ -2967,8 +2962,8 @@ namespace OpenSim.Region.Framework.Scenes
2967 { 2962 {
2968 const float ROTATION_TOLERANCE = 0.01f; 2963 const float ROTATION_TOLERANCE = 0.01f;
2969 const float VELOCITY_TOLERANCE = 0.001f; 2964 const float VELOCITY_TOLERANCE = 0.001f;
2970 const float POSITION_TOLERANCE = 0.05f; 2965 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2971 const int TIME_MS_TOLERANCE = 3000; 2966 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2972 2967
2973 if (m_updateFlag == 1) 2968 if (m_updateFlag == 1)
2974 { 2969 {
@@ -2982,7 +2977,7 @@ namespace OpenSim.Region.Framework.Scenes
2982 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 2977 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
2983 { 2978 {
2984 AddTerseUpdateToAllAvatars(); 2979 AddTerseUpdateToAllAvatars();
2985 ClearUpdateSchedule(); 2980
2986 2981
2987 // This causes the Scene to 'poll' physical objects every couple of frames 2982 // This causes the Scene to 'poll' physical objects every couple of frames
2988 // bad, so it's been replaced by an event driven method. 2983 // bad, so it's been replaced by an event driven method.
@@ -3000,16 +2995,18 @@ namespace OpenSim.Region.Framework.Scenes
3000 m_lastAngularVelocity = AngularVelocity; 2995 m_lastAngularVelocity = AngularVelocity;
3001 m_lastTerseSent = Environment.TickCount; 2996 m_lastTerseSent = Environment.TickCount;
3002 } 2997 }
2998 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
2999 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3003 } 3000 }
3004 else 3001 else
3005 { 3002 {
3006 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 3003 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3007 { 3004 {
3008 AddFullUpdateToAllAvatars(); 3005 AddFullUpdateToAllAvatars();
3009 ClearUpdateSchedule(); 3006 m_updateFlag = 0; //Same here
3010 } 3007 }
3011 } 3008 }
3012 ClearUpdateSchedule(); 3009 m_updateFlag = 0;
3013 } 3010 }
3014 3011
3015 /// <summary> 3012 /// <summary>
@@ -3036,17 +3033,16 @@ namespace OpenSim.Region.Framework.Scenes
3036 if (!UUID.TryParse(sound, out soundID)) 3033 if (!UUID.TryParse(sound, out soundID))
3037 { 3034 {
3038 // search sound file from inventory 3035 // search sound file from inventory
3039 lock (TaskInventory) 3036 TaskInventory.LockItemsForRead(true);
3037 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3040 { 3038 {
3041 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3039 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3042 { 3040 {
3043 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3041 soundID = item.Value.ItemID;
3044 { 3042 break;
3045 soundID = item.Value.ItemID;
3046 break;
3047 }
3048 } 3043 }
3049 } 3044 }
3045 TaskInventory.LockItemsForRead(false);
3050 } 3046 }
3051 3047
3052 if (soundID == UUID.Zero) 3048 if (soundID == UUID.Zero)
@@ -3481,7 +3477,7 @@ namespace OpenSim.Region.Framework.Scenes
3481 3477
3482 public void StopLookAt() 3478 public void StopLookAt()
3483 { 3479 {
3484 m_parentGroup.stopLookAt(); 3480 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3485 3481
3486 m_parentGroup.ScheduleGroupForTerseUpdate(); 3482 m_parentGroup.ScheduleGroupForTerseUpdate();
3487 } 3483 }
@@ -4475,8 +4471,9 @@ namespace OpenSim.Region.Framework.Scenes
4475 { 4471 {
4476 m_shape.TextureEntry = textureEntry; 4472 m_shape.TextureEntry = textureEntry;
4477 TriggerScriptChangedEvent(Changed.TEXTURE); 4473 TriggerScriptChangedEvent(Changed.TEXTURE);
4478 4474 m_updateFlag = 1;
4479 ParentGroup.HasGroupChanged = true; 4475 ParentGroup.HasGroupChanged = true;
4476
4480 //This is madness.. 4477 //This is madness..
4481 //ParentGroup.ScheduleGroupForFullUpdate(); 4478 //ParentGroup.ScheduleGroupForFullUpdate();
4482 //This is sparta 4479 //This is sparta
@@ -4721,5 +4718,17 @@ namespace OpenSim.Region.Framework.Scenes
4721 Color color = Color; 4718 Color color = Color;
4722 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4719 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4723 } 4720 }
4721
4722 public void ResetOwnerChangeFlag()
4723 {
4724 List<UUID> inv = Inventory.GetInventoryList();
4725
4726 foreach (UUID itemID in inv)
4727 {
4728 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4729 item.OwnerChanged = false;
4730 Inventory.UpdateInventoryItem(item);
4731 }
4732 }
4724 } 4733 }
4725} 4734}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 3a8f168..2cde8f3 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -46,6 +46,8 @@ namespace OpenSim.Region.Framework.Scenes
46 46
47 private string m_inventoryFileName = String.Empty; 47 private string m_inventoryFileName = String.Empty;
48 private int m_inventoryFileNameSerial = 0; 48 private int m_inventoryFileNameSerial = 0;
49
50 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
49 51
50 /// <value> 52 /// <value>
51 /// The part to which the inventory belongs. 53 /// The part to which the inventory belongs.
@@ -82,7 +84,9 @@ namespace OpenSim.Region.Framework.Scenes
82 /// </value> 84 /// </value>
83 protected internal TaskInventoryDictionary Items 85 protected internal TaskInventoryDictionary Items
84 { 86 {
85 get { return m_items; } 87 get {
88 return m_items;
89 }
86 set 90 set
87 { 91 {
88 m_items = value; 92 m_items = value;
@@ -118,22 +122,25 @@ namespace OpenSim.Region.Framework.Scenes
118 /// <param name="linkNum">Link number for the part</param> 122 /// <param name="linkNum">Link number for the part</param>
119 public void ResetInventoryIDs() 123 public void ResetInventoryIDs()
120 { 124 {
121 lock (Items) 125 m_items.LockItemsForWrite(true);
126
127 if (0 == Items.Count)
122 { 128 {
123 if (0 == Items.Count) 129 m_items.LockItemsForWrite(false);
124 return; 130 return;
131 }
125 132
126 HasInventoryChanged = true; 133 HasInventoryChanged = true;
127 m_part.ParentGroup.HasGroupChanged = true; 134 m_part.ParentGroup.HasGroupChanged = true;
128 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 135 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
129 Items.Clear(); 136 Items.Clear();
130 137
131 foreach (TaskInventoryItem item in items) 138 foreach (TaskInventoryItem item in items)
132 { 139 {
133 item.ResetIDs(m_part.UUID); 140 item.ResetIDs(m_part.UUID);
134 Items.Add(item.ItemID, item); 141 Items.Add(item.ItemID, item);
135 }
136 } 142 }
143 m_items.LockItemsForWrite(false);
137 } 144 }
138 145
139 /// <summary> 146 /// <summary>
@@ -142,25 +149,25 @@ namespace OpenSim.Region.Framework.Scenes
142 /// <param name="ownerId"></param> 149 /// <param name="ownerId"></param>
143 public void ChangeInventoryOwner(UUID ownerId) 150 public void ChangeInventoryOwner(UUID ownerId)
144 { 151 {
145 lock (Items) 152 m_items.LockItemsForWrite(true);
153 if (0 == Items.Count)
146 { 154 {
147 if (0 == Items.Count) 155 m_items.LockItemsForWrite(false);
148 { 156 return;
149 return; 157 }
150 }
151 158
152 HasInventoryChanged = true; 159 HasInventoryChanged = true;
153 m_part.ParentGroup.HasGroupChanged = true; 160 m_part.ParentGroup.HasGroupChanged = true;
154 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 161 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
155 foreach (TaskInventoryItem item in items) 162 foreach (TaskInventoryItem item in items)
163 {
164 if (ownerId != item.OwnerID)
156 { 165 {
157 if (ownerId != item.OwnerID) 166 item.LastOwnerID = item.OwnerID;
158 { 167 item.OwnerID = ownerId;
159 item.LastOwnerID = item.OwnerID;
160 item.OwnerID = ownerId;
161 }
162 } 168 }
163 } 169 }
170 m_items.LockItemsForWrite(false);
164 } 171 }
165 172
166 /// <summary> 173 /// <summary>
@@ -169,24 +176,24 @@ namespace OpenSim.Region.Framework.Scenes
169 /// <param name="groupID"></param> 176 /// <param name="groupID"></param>
170 public void ChangeInventoryGroup(UUID groupID) 177 public void ChangeInventoryGroup(UUID groupID)
171 { 178 {
172 lock (Items) 179 m_items.LockItemsForWrite(true);
180 if (0 == Items.Count)
173 { 181 {
174 if (0 == Items.Count) 182 m_items.LockItemsForWrite(false);
175 { 183 return;
176 return; 184 }
177 }
178 185
179 HasInventoryChanged = true; 186 HasInventoryChanged = true;
180 m_part.ParentGroup.HasGroupChanged = true; 187 m_part.ParentGroup.HasGroupChanged = true;
181 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 188 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
182 foreach (TaskInventoryItem item in items) 189 foreach (TaskInventoryItem item in items)
190 {
191 if (groupID != item.GroupID)
183 { 192 {
184 if (groupID != item.GroupID) 193 item.GroupID = groupID;
185 {
186 item.GroupID = groupID;
187 }
188 } 194 }
189 } 195 }
196 m_items.LockItemsForWrite(false);
190 } 197 }
191 198
192 /// <summary> 199 /// <summary>
@@ -194,15 +201,15 @@ namespace OpenSim.Region.Framework.Scenes
194 /// </summary> 201 /// </summary>
195 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 202 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
196 { 203 {
197 lock (m_items) 204 Items.LockItemsForRead(true);
205 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
206 Items.LockItemsForRead(false);
207 foreach (TaskInventoryItem item in items)
198 { 208 {
199 foreach (TaskInventoryItem item in Items.Values) 209 if ((int)InventoryType.LSL == item.InvType)
200 { 210 {
201 if ((int)InventoryType.LSL == item.InvType) 211 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
202 { 212 Thread.Sleep(10); // workaround for Mono cpu utilization > 100% bug
203 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
204 Thread.Sleep(10); // workaround for Mono cpu utilization > 100% bug
205 }
206 } 213 }
207 } 214 }
208 } 215 }
@@ -237,16 +244,20 @@ namespace OpenSim.Region.Framework.Scenes
237 /// </param> 244 /// </param>
238 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 245 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
239 { 246 {
240 lock (Items) 247 Items.LockItemsForRead(true);
248 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
249 Items.LockItemsForRead(false);
250
251 foreach (TaskInventoryItem item in items)
241 { 252 {
242 foreach (TaskInventoryItem item in Items.Values) 253 if ((int)InventoryType.LSL == item.InvType)
243 { 254 {
244 if ((int)InventoryType.LSL == item.InvType) 255 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
245 { 256 m_part.RemoveScriptEvents(item.ItemID);
246 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
247 }
248 } 257 }
249 } 258 }
259
260
250 } 261 }
251 262
252 /// <summary> 263 /// <summary>
@@ -262,7 +273,10 @@ namespace OpenSim.Region.Framework.Scenes
262 // item.Name, item.ItemID, m_part.Name, m_part.UUID); 273 // item.Name, item.ItemID, m_part.Name, m_part.UUID);
263 274
264 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 275 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
276 {
277 StoreScriptError(item.ItemID, "no permission");
265 return; 278 return;
279 }
266 280
267 m_part.AddFlag(PrimFlags.Scripted); 281 m_part.AddFlag(PrimFlags.Scripted);
268 282
@@ -271,14 +285,13 @@ namespace OpenSim.Region.Framework.Scenes
271 if (stateSource == 1 && // Prim crossing 285 if (stateSource == 1 && // Prim crossing
272 m_part.ParentGroup.Scene.m_trustBinaries) 286 m_part.ParentGroup.Scene.m_trustBinaries)
273 { 287 {
274 lock (m_items) 288 m_items.LockItemsForWrite(true);
275 { 289 m_items[item.ItemID].PermsMask = 0;
276 m_items[item.ItemID].PermsMask = 0; 290 m_items[item.ItemID].PermsGranter = UUID.Zero;
277 m_items[item.ItemID].PermsGranter = UUID.Zero; 291 m_items.LockItemsForWrite(false);
278 }
279
280 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 292 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
281 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 293 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
294 StoreScriptErrors(item.ItemID, null);
282 m_part.ParentGroup.AddActiveScriptCount(1); 295 m_part.ParentGroup.AddActiveScriptCount(1);
283 m_part.ScheduleFullUpdate(); 296 m_part.ScheduleFullUpdate();
284 return; 297 return;
@@ -287,6 +300,8 @@ namespace OpenSim.Region.Framework.Scenes
287 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 300 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
288 if (null == asset) 301 if (null == asset)
289 { 302 {
303 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
304 StoreScriptError(item.ItemID, msg);
290 m_log.ErrorFormat( 305 m_log.ErrorFormat(
291 "[PRIM INVENTORY]: " + 306 "[PRIM INVENTORY]: " +
292 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 307 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -295,20 +310,22 @@ namespace OpenSim.Region.Framework.Scenes
295 } 310 }
296 else 311 else
297 { 312 {
298 lock (m_items) 313 if (m_part.ParentGroup.m_savedScriptState != null)
299 { 314 RestoreSavedScriptState(item.OldItemID, item.ItemID);
300 if (m_part.ParentGroup.m_savedScriptState != null)
301 RestoreSavedScriptState(item.OldItemID, item.ItemID);
302 315
303 m_items[item.ItemID].PermsMask = 0; 316 m_items.LockItemsForWrite(true);
304 m_items[item.ItemID].PermsGranter = UUID.Zero;
305 317
306 string script = Utils.BytesToString(asset.Data); 318 m_items[item.ItemID].PermsMask = 0;
307 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 319 m_items[item.ItemID].PermsGranter = UUID.Zero;
308 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 320
309 m_part.ParentGroup.AddActiveScriptCount(1); 321 m_items.LockItemsForWrite(false);
310 m_part.ScheduleFullUpdate(); 322
311 } 323 string script = Utils.BytesToString(asset.Data);
324 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
325 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
326 StoreScriptErrors(item.ItemID, null);
327 m_part.ParentGroup.AddActiveScriptCount(1);
328 m_part.ScheduleFullUpdate();
312 } 329 }
313 } 330 }
314 } 331 }
@@ -370,27 +387,145 @@ namespace OpenSim.Region.Framework.Scenes
370 387
371 /// <summary> 388 /// <summary>
372 /// Start a script which is in this prim's inventory. 389 /// Start a script which is in this prim's inventory.
390 /// Some processing may occur in the background, but this routine returns asap.
373 /// </summary> 391 /// </summary>
374 /// <param name="itemId"> 392 /// <param name="itemId">
375 /// A <see cref="UUID"/> 393 /// A <see cref="UUID"/>
376 /// </param> 394 /// </param>
377 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 395 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
378 { 396 {
379 lock (m_items) 397 lock (m_scriptErrors)
398 {
399 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
400 m_scriptErrors.Remove(itemId);
401 }
402 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
403 }
404
405 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
406 {
407 m_items.LockItemsForRead(true);
408 if (m_items.ContainsKey(itemId))
380 { 409 {
381 if (m_items.ContainsKey(itemId)) 410 if (m_items.ContainsKey(itemId))
382 { 411 {
412 m_items.LockItemsForRead(false);
383 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource); 413 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
384 } 414 }
385 else 415 else
386 { 416 {
417 m_items.LockItemsForRead(false);
418 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
419 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
420 StoreScriptError(itemId, msg);
387 m_log.ErrorFormat( 421 m_log.ErrorFormat(
388 "[PRIM INVENTORY]: " + 422 "[PRIM INVENTORY]: " +
389 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 423 "Couldn't start script with ID {0} since it {1}", itemId, msg);
390 itemId, m_part.Name, m_part.UUID,
391 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
392 } 424 }
393 } 425 }
426 else
427 {
428 m_items.LockItemsForRead(false);
429 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
430 StoreScriptError(itemId, msg);
431 m_log.ErrorFormat(
432 "[PRIM INVENTORY]: " +
433 "Couldn't start script with ID {0} since it {1}", itemId, msg);
434 }
435
436 }
437
438 /// <summary>
439 /// Start a script which is in this prim's inventory and return any compilation error messages.
440 /// </summary>
441 /// <param name="itemId">
442 /// A <see cref="UUID"/>
443 /// </param>
444 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
445 {
446 ArrayList errors;
447
448 // Indicate to CreateScriptInstanceInternal() we want it to
449 // post any compilation/loading error messages
450 lock (m_scriptErrors)
451 {
452 m_scriptErrors[itemId] = null;
453 }
454
455 // Perform compilation/loading
456 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
457
458 // Wait for and retrieve any errors
459 lock (m_scriptErrors)
460 {
461 while ((errors = m_scriptErrors[itemId]) == null)
462 {
463 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
464 {
465 m_log.ErrorFormat(
466 "[PRIM INVENTORY]: " +
467 "timedout waiting for script {0} errors", itemId);
468 errors = m_scriptErrors[itemId];
469 if (errors == null)
470 {
471 errors = new ArrayList(1);
472 errors.Add("timedout waiting for errors");
473 }
474 break;
475 }
476 }
477 m_scriptErrors.Remove(itemId);
478 }
479 return errors;
480 }
481
482 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
483 private void StoreScriptErrors(UUID itemId, ArrayList errors)
484 {
485 lock (m_scriptErrors)
486 {
487 // If compilation/loading initiated via CreateScriptInstance(),
488 // it does not want the errors, so just get out
489 if (!m_scriptErrors.ContainsKey(itemId))
490 {
491 return;
492 }
493
494 // Initiated via CreateScriptInstanceEr(), if we know what the
495 // errors are, save them and wake CreateScriptInstanceEr().
496 if (errors != null)
497 {
498 m_scriptErrors[itemId] = errors;
499 System.Threading.Monitor.PulseAll(m_scriptErrors);
500 return;
501 }
502 }
503
504 // Initiated via CreateScriptInstanceEr() but we don't know what
505 // the errors are yet, so retrieve them from the script engine.
506 // This may involve some waiting internal to GetScriptErrors().
507 errors = GetScriptErrors(itemId);
508
509 // Get a default non-null value to indicate success.
510 if (errors == null)
511 {
512 errors = new ArrayList();
513 }
514
515 // Post to CreateScriptInstanceEr() and wake it up
516 lock (m_scriptErrors)
517 {
518 m_scriptErrors[itemId] = errors;
519 System.Threading.Monitor.PulseAll(m_scriptErrors);
520 }
521 }
522
523 // Like StoreScriptErrors(), but just posts a single string message
524 private void StoreScriptError(UUID itemId, string message)
525 {
526 ArrayList errors = new ArrayList(1);
527 errors.Add(message);
528 StoreScriptErrors(itemId, errors);
394 } 529 }
395 530
396 /// <summary> 531 /// <summary>
@@ -403,15 +538,7 @@ namespace OpenSim.Region.Framework.Scenes
403 /// </param> 538 /// </param>
404 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 539 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
405 { 540 {
406 bool scriptPresent = false; 541 if (m_items.ContainsKey(itemId))
407
408 lock (m_items)
409 {
410 if (m_items.ContainsKey(itemId))
411 scriptPresent = true;
412 }
413
414 if (scriptPresent)
415 { 542 {
416 if (!sceneObjectBeingDeleted) 543 if (!sceneObjectBeingDeleted)
417 m_part.RemoveScriptEvents(itemId); 544 m_part.RemoveScriptEvents(itemId);
@@ -437,11 +564,16 @@ namespace OpenSim.Region.Framework.Scenes
437 /// <returns></returns> 564 /// <returns></returns>
438 private bool InventoryContainsName(string name) 565 private bool InventoryContainsName(string name)
439 { 566 {
440 foreach (TaskInventoryItem item in Items.Values) 567 m_items.LockItemsForRead(true);
568 foreach (TaskInventoryItem item in m_items.Values)
441 { 569 {
442 if (item.Name == name) 570 if (item.Name == name)
571 {
572 m_items.LockItemsForRead(false);
443 return true; 573 return true;
574 }
444 } 575 }
576 m_items.LockItemsForRead(false);
445 return false; 577 return false;
446 } 578 }
447 579
@@ -483,13 +615,9 @@ namespace OpenSim.Region.Framework.Scenes
483 /// <param name="item"></param> 615 /// <param name="item"></param>
484 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 616 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
485 { 617 {
486 List<TaskInventoryItem> il; 618 m_items.LockItemsForRead(true);
487 619 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
488 lock (m_items) 620 m_items.LockItemsForRead(false);
489 {
490 il = new List<TaskInventoryItem>(m_items.Values);
491 }
492
493 foreach (TaskInventoryItem i in il) 621 foreach (TaskInventoryItem i in il)
494 { 622 {
495 if (i.Name == item.Name) 623 if (i.Name == item.Name)
@@ -527,15 +655,14 @@ namespace OpenSim.Region.Framework.Scenes
527 item.Name = name; 655 item.Name = name;
528 item.GroupID = m_part.GroupID; 656 item.GroupID = m_part.GroupID;
529 657
530 lock (m_items) 658 m_items.LockItemsForWrite(true);
531 { 659 m_items.Add(item.ItemID, item);
532 m_items.Add(item.ItemID, item); 660 m_items.LockItemsForWrite(false);
533
534 if (allowedDrop) 661 if (allowedDrop)
535 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 662 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
536 else 663 else
537 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 664 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
538 } 665
539 666
540 m_inventorySerial++; 667 m_inventorySerial++;
541 //m_inventorySerial += 2; 668 //m_inventorySerial += 2;
@@ -552,14 +679,13 @@ namespace OpenSim.Region.Framework.Scenes
552 /// <param name="items"></param> 679 /// <param name="items"></param>
553 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 680 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
554 { 681 {
555 lock (m_items) 682 m_items.LockItemsForWrite(true);
683 foreach (TaskInventoryItem item in items)
556 { 684 {
557 foreach (TaskInventoryItem item in items) 685 m_items.Add(item.ItemID, item);
558 { 686// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
559 m_items.Add(item.ItemID, item);
560// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
561 }
562 } 687 }
688 m_items.LockItemsForWrite(false);
563 689
564 m_inventorySerial++; 690 m_inventorySerial++;
565 } 691 }
@@ -572,10 +698,9 @@ namespace OpenSim.Region.Framework.Scenes
572 public TaskInventoryItem GetInventoryItem(UUID itemId) 698 public TaskInventoryItem GetInventoryItem(UUID itemId)
573 { 699 {
574 TaskInventoryItem item; 700 TaskInventoryItem item;
575 701 m_items.LockItemsForRead(true);
576 lock (m_items) 702 m_items.TryGetValue(itemId, out item);
577 m_items.TryGetValue(itemId, out item); 703 m_items.LockItemsForRead(false);
578
579 return item; 704 return item;
580 } 705 }
581 706
@@ -591,15 +716,16 @@ namespace OpenSim.Region.Framework.Scenes
591 { 716 {
592 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 717 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
593 718
594 lock (m_items) 719 m_items.LockItemsForRead(true);
720
721 foreach (TaskInventoryItem item in m_items.Values)
595 { 722 {
596 foreach (TaskInventoryItem item in m_items.Values) 723 if (item.Name == name)
597 { 724 items.Add(item);
598 if (item.Name == name)
599 items.Add(item);
600 }
601 } 725 }
602 726
727 m_items.LockItemsForRead(false);
728
603 return items; 729 return items;
604 } 730 }
605 731
@@ -616,45 +742,54 @@ namespace OpenSim.Region.Framework.Scenes
616 742
617 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents) 743 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents)
618 { 744 {
619 lock(m_items) 745 m_items.LockItemsForWrite(true);
746
747 if (m_items.ContainsKey(item.ItemID))
620 { 748 {
621 if (m_items.ContainsKey(item.ItemID)) 749 item.ParentID = m_part.UUID;
750 item.ParentPartID = m_part.UUID;
751 item.Flags = m_items[item.ItemID].Flags;
752
753 // If group permissions have been set on, check that the groupID is up to date in case it has
754 // changed since permissions were last set.
755 if (item.GroupPermissions != (uint)PermissionMask.None)
756 item.GroupID = m_part.GroupID;
757
758 if (item.AssetID == UUID.Zero)
622 { 759 {
623 if (m_items.ContainsKey(item.ItemID)) 760 item.AssetID = m_items[item.ItemID].AssetID;
624 { 761 }
625 item.ParentID = m_part.UUID; 762 else if ((InventoryType)item.Type == InventoryType.Notecard)
626 item.ParentPartID = m_part.UUID; 763 {
627 item.Flags = m_items[item.ItemID].Flags; 764 ScenePresence presence = m_part.ParentGroup.Scene.GetScenePresence(item.OwnerID);
628 765
629 // If group permissions have been set on, check that the groupID is up to date in case it has 766 if (presence != null)
630 // changed since permissions were last set.
631 if (item.GroupPermissions != (uint)PermissionMask.None)
632 item.GroupID = m_part.GroupID;
633
634 if (item.AssetID == UUID.Zero)
635 {
636 item.AssetID = m_items[item.ItemID].AssetID;
637 }
638 m_items[item.ItemID] = item;
639 m_inventorySerial++;
640 if (fireScriptEvents)
641 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
642 HasInventoryChanged = true;
643 m_part.ParentGroup.HasGroupChanged = true;
644 return true;
645 }
646 else
647 { 767 {
648 m_log.ErrorFormat( 768 presence.ControllingClient.SendAgentAlertMessage(
649 "[PRIM INVENTORY]: " + 769 "Notecard saved", false);
650 "Tried to retrieve item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory",
651 item.ItemID, m_part.Name, m_part.UUID,
652 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
653 } 770 }
654
655 } 771 }
656 return false; 772
773 m_items[item.ItemID] = item;
774 m_inventorySerial++;
775 if (fireScriptEvents)
776 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
777 HasInventoryChanged = true;
778 m_part.ParentGroup.HasGroupChanged = true;
779 m_items.LockItemsForWrite(false);
780 return true;
657 } 781 }
782 else
783 {
784 m_log.ErrorFormat(
785 "[PRIM INVENTORY]: " +
786 "Tried to retrieve item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory",
787 item.ItemID, m_part.Name, m_part.UUID,
788 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
789 }
790 m_items.LockItemsForWrite(false);
791
792 return false;
658 } 793 }
659 794
660 /// <summary> 795 /// <summary>
@@ -665,52 +800,53 @@ namespace OpenSim.Region.Framework.Scenes
665 /// in this prim's inventory.</returns> 800 /// in this prim's inventory.</returns>
666 public int RemoveInventoryItem(UUID itemID) 801 public int RemoveInventoryItem(UUID itemID)
667 { 802 {
668 lock (m_items) 803 m_items.LockItemsForRead(true);
804
805 if (m_items.ContainsKey(itemID))
669 { 806 {
670 if (m_items.ContainsKey(itemID)) 807 int type = m_items[itemID].InvType;
808 m_items.LockItemsForRead(false);
809 if (type == 10) // Script
671 { 810 {
672 int type = m_items[itemID].InvType; 811 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
673 if (type == 10) // Script 812 }
674 { 813 m_items.LockItemsForWrite(true);
675 m_part.RemoveScriptEvents(itemID); 814 m_items.Remove(itemID);
676 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 815 m_items.LockItemsForWrite(false);
677 } 816 m_inventorySerial++;
678 m_items.Remove(itemID); 817 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
679 m_inventorySerial++;
680 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
681
682 HasInventoryChanged = true;
683 m_part.ParentGroup.HasGroupChanged = true;
684 818
685 int scriptcount = 0; 819 HasInventoryChanged = true;
686 lock (m_items) 820 m_part.ParentGroup.HasGroupChanged = true;
687 {
688 foreach (TaskInventoryItem item in m_items.Values)
689 {
690 if (item.Type == 10)
691 {
692 scriptcount++;
693 }
694 }
695 }
696 821
697 if (scriptcount <= 0) 822 int scriptcount = 0;
823 m_items.LockItemsForRead(true);
824 foreach (TaskInventoryItem item in m_items.Values)
825 {
826 if (item.Type == 10)
698 { 827 {
699 m_part.RemFlag(PrimFlags.Scripted); 828 scriptcount++;
700 } 829 }
701
702 m_part.ScheduleFullUpdate();
703
704 return type;
705 } 830 }
706 else 831 m_items.LockItemsForRead(false);
832
833
834 if (scriptcount <= 0)
707 { 835 {
708 m_log.ErrorFormat( 836 m_part.RemFlag(PrimFlags.Scripted);
709 "[PRIM INVENTORY]: " +
710 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory",
711 itemID, m_part.Name, m_part.UUID,
712 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
713 } 837 }
838
839 m_part.ScheduleFullUpdate();
840
841 return type;
842 }
843 else
844 {
845 m_items.LockItemsForRead(false);
846 m_log.ErrorFormat(
847 "[PRIM INVENTORY]: " +
848 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
849 itemID, m_part.Name, m_part.UUID);
714 } 850 }
715 851
716 return -1; 852 return -1;
@@ -764,53 +900,54 @@ namespace OpenSim.Region.Framework.Scenes
764 // isn't available (such as drag from prim inventory to agent inventory) 900 // isn't available (such as drag from prim inventory to agent inventory)
765 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 901 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
766 902
767 lock (m_items) 903 m_items.LockItemsForRead(true);
904
905 foreach (TaskInventoryItem item in m_items.Values)
768 { 906 {
769 foreach (TaskInventoryItem item in m_items.Values) 907 UUID ownerID = item.OwnerID;
770 { 908 uint everyoneMask = 0;
771 UUID ownerID = item.OwnerID; 909 uint baseMask = item.BasePermissions;
772 uint everyoneMask = 0; 910 uint ownerMask = item.CurrentPermissions;
773 uint baseMask = item.BasePermissions; 911 uint groupMask = item.GroupPermissions;
774 uint ownerMask = item.CurrentPermissions;
775 uint groupMask = item.GroupPermissions;
776 912
777 invString.AddItemStart(); 913 invString.AddItemStart();
778 invString.AddNameValueLine("item_id", item.ItemID.ToString()); 914 invString.AddNameValueLine("item_id", item.ItemID.ToString());
779 invString.AddNameValueLine("parent_id", m_part.UUID.ToString()); 915 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
780 916
781 invString.AddPermissionsStart(); 917 invString.AddPermissionsStart();
782 918
783 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 919 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
784 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 920 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
785 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask)); 921 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
786 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask)); 922 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
787 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions)); 923 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
788 924
789 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 925 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
790 invString.AddNameValueLine("owner_id", ownerID.ToString()); 926 invString.AddNameValueLine("owner_id", ownerID.ToString());
791 927
792 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); 928 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
793 929
794 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 930 invString.AddNameValueLine("group_id", item.GroupID.ToString());
795 invString.AddSectionEnd(); 931 invString.AddSectionEnd();
796 932
797 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 933 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
798 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]); 934 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]);
799 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]); 935 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]);
800 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags)); 936 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
801 937
802 invString.AddSaleStart(); 938 invString.AddSaleStart();
803 invString.AddNameValueLine("sale_type", "not"); 939 invString.AddNameValueLine("sale_type", "not");
804 invString.AddNameValueLine("sale_price", "0"); 940 invString.AddNameValueLine("sale_price", "0");
805 invString.AddSectionEnd(); 941 invString.AddSectionEnd();
806 942
807 invString.AddNameValueLine("name", item.Name + "|"); 943 invString.AddNameValueLine("name", item.Name + "|");
808 invString.AddNameValueLine("desc", item.Description + "|"); 944 invString.AddNameValueLine("desc", item.Description + "|");
809 945
810 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 946 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
811 invString.AddSectionEnd(); 947 invString.AddSectionEnd();
812 }
813 } 948 }
949 int count = m_items.Count;
950 m_items.LockItemsForRead(false);
814 951
815 fileData = Utils.StringToBytes(invString.BuildString); 952 fileData = Utils.StringToBytes(invString.BuildString);
816 953
@@ -831,10 +968,9 @@ namespace OpenSim.Region.Framework.Scenes
831 { 968 {
832 if (HasInventoryChanged) 969 if (HasInventoryChanged)
833 { 970 {
834 lock (Items) 971 Items.LockItemsForRead(true);
835 { 972 datastore.StorePrimInventory(m_part.UUID, Items.Values);
836 datastore.StorePrimInventory(m_part.UUID, Items.Values); 973 Items.LockItemsForRead(false);
837 }
838 974
839 HasInventoryChanged = false; 975 HasInventoryChanged = false;
840 } 976 }
@@ -903,90 +1039,76 @@ namespace OpenSim.Region.Framework.Scenes
903 { 1039 {
904 uint mask=0x7fffffff; 1040 uint mask=0x7fffffff;
905 1041
906 lock (m_items) 1042 foreach (TaskInventoryItem item in m_items.Values)
907 { 1043 {
908 foreach (TaskInventoryItem item in m_items.Values) 1044 if (item.InvType != (int)InventoryType.Object)
909 { 1045 {
910 if (item.InvType != (int)InventoryType.Object) 1046 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
911 { 1047 mask &= ~((uint)PermissionMask.Copy >> 13);
912 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1048 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
913 mask &= ~((uint)PermissionMask.Copy >> 13); 1049 mask &= ~((uint)PermissionMask.Transfer >> 13);
914 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1050 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
915 mask &= ~((uint)PermissionMask.Transfer >> 13); 1051 mask &= ~((uint)PermissionMask.Modify >> 13);
916 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
917 mask &= ~((uint)PermissionMask.Modify >> 13);
918 }
919 else
920 {
921 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
922 mask &= ~((uint)PermissionMask.Copy >> 13);
923 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
924 mask &= ~((uint)PermissionMask.Transfer >> 13);
925 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
926 mask &= ~((uint)PermissionMask.Modify >> 13);
927 }
928
929 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
930 mask &= ~(uint)PermissionMask.Copy;
931 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
932 mask &= ~(uint)PermissionMask.Transfer;
933 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
934 mask &= ~(uint)PermissionMask.Modify;
935 } 1052 }
1053 else
1054 {
1055 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1056 mask &= ~((uint)PermissionMask.Copy >> 13);
1057 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1058 mask &= ~((uint)PermissionMask.Transfer >> 13);
1059 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1060 mask &= ~((uint)PermissionMask.Modify >> 13);
1061 }
1062
1063 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1064 mask &= ~(uint)PermissionMask.Copy;
1065 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1066 mask &= ~(uint)PermissionMask.Transfer;
1067 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1068 mask &= ~(uint)PermissionMask.Modify;
936 } 1069 }
937
938 return mask; 1070 return mask;
939 } 1071 }
940 1072
941 public void ApplyNextOwnerPermissions() 1073 public void ApplyNextOwnerPermissions()
942 { 1074 {
943 lock (m_items) 1075 foreach (TaskInventoryItem item in m_items.Values)
944 { 1076 {
945 foreach (TaskInventoryItem item in m_items.Values) 1077 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
946 { 1078 {
947 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1079 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
948 { 1080 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
949 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1081 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
950 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1082 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
951 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1083 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
952 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1084 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
953 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0) 1085 item.CurrentPermissions |= 8;
954 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
955 item.CurrentPermissions |= 8;
956 }
957 item.CurrentPermissions &= item.NextPermissions;
958 item.BasePermissions &= item.NextPermissions;
959 item.EveryonePermissions &= item.NextPermissions;
960 item.OwnerChanged = true;
961 } 1086 }
1087 item.OwnerChanged = true;
1088 item.CurrentPermissions &= item.NextPermissions;
1089 item.BasePermissions &= item.NextPermissions;
1090 item.EveryonePermissions &= item.NextPermissions;
962 } 1091 }
963 } 1092 }
964 1093
965 public void ApplyGodPermissions(uint perms) 1094 public void ApplyGodPermissions(uint perms)
966 { 1095 {
967 lock (m_items) 1096 foreach (TaskInventoryItem item in m_items.Values)
968 { 1097 {
969 foreach (TaskInventoryItem item in m_items.Values) 1098 item.CurrentPermissions = perms;
970 { 1099 item.BasePermissions = perms;
971 item.CurrentPermissions = perms;
972 item.BasePermissions = perms;
973 }
974 } 1100 }
975 } 1101 }
976 1102
977 public bool ContainsScripts() 1103 public bool ContainsScripts()
978 { 1104 {
979 lock (m_items) 1105 foreach (TaskInventoryItem item in m_items.Values)
980 { 1106 {
981 foreach (TaskInventoryItem item in m_items.Values) 1107 if (item.InvType == (int)InventoryType.LSL)
982 { 1108 {
983 if (item.InvType == (int)InventoryType.LSL) 1109 return true;
984 {
985 return true;
986 }
987 } 1110 }
988 } 1111 }
989
990 return false; 1112 return false;
991 } 1113 }
992 1114
@@ -994,46 +1116,52 @@ namespace OpenSim.Region.Framework.Scenes
994 { 1116 {
995 List<UUID> ret = new List<UUID>(); 1117 List<UUID> ret = new List<UUID>();
996 1118
997 lock (m_items) 1119 foreach (TaskInventoryItem item in m_items.Values)
998 { 1120 ret.Add(item.ItemID);
999 foreach (TaskInventoryItem item in m_items.Values)
1000 ret.Add(item.ItemID);
1001 }
1002 1121
1003 return ret; 1122 return ret;
1004 } 1123 }
1005 1124
1006 public Dictionary<UUID, string> GetScriptStates() 1125 public Dictionary<UUID, string> GetScriptStates()
1007 { 1126 {
1127 return GetScriptStates(false);
1128 }
1129
1130 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1131 {
1008 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>(); 1132 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
1009 1133
1010 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1134 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1011 if (engines == null) // No engine at all 1135 if (engines == null) // No engine at all
1012 return ret; 1136 return ret;
1013 1137
1014 lock (m_items) 1138 foreach (TaskInventoryItem item in m_items.Values)
1015 { 1139 {
1016 foreach (TaskInventoryItem item in m_items.Values) 1140 if (item.InvType == (int)InventoryType.LSL)
1017 { 1141 {
1018 if (item.InvType == (int)InventoryType.LSL) 1142 foreach (IScriptModule e in engines)
1019 { 1143 {
1020 foreach (IScriptModule e in engines) 1144 if (e != null)
1021 { 1145 {
1022 if (e != null) 1146 string n = e.GetXMLState(item.ItemID);
1147 if (n != String.Empty)
1023 { 1148 {
1024 string n = e.GetXMLState(item.ItemID); 1149 if (oldIDs)
1025 if (n != String.Empty) 1150 {
1151 if (!ret.ContainsKey(item.OldItemID))
1152 ret[item.OldItemID] = n;
1153 }
1154 else
1026 { 1155 {
1027 if (!ret.ContainsKey(item.ItemID)) 1156 if (!ret.ContainsKey(item.ItemID))
1028 ret[item.ItemID] = n; 1157 ret[item.ItemID] = n;
1029 break;
1030 } 1158 }
1159 break;
1031 } 1160 }
1032 } 1161 }
1033 } 1162 }
1034 } 1163 }
1035 } 1164 }
1036
1037 return ret; 1165 return ret;
1038 } 1166 }
1039 1167
@@ -1043,25 +1171,27 @@ namespace OpenSim.Region.Framework.Scenes
1043 if (engines == null) 1171 if (engines == null)
1044 return; 1172 return;
1045 1173
1046 lock (m_items) 1174
1175 Items.LockItemsForRead(true);
1176
1177 foreach (TaskInventoryItem item in m_items.Values)
1047 { 1178 {
1048 foreach (TaskInventoryItem item in m_items.Values) 1179 if (item.InvType == (int)InventoryType.LSL)
1049 { 1180 {
1050 if (item.InvType == (int)InventoryType.LSL) 1181 foreach (IScriptModule engine in engines)
1051 { 1182 {
1052 foreach (IScriptModule engine in engines) 1183 if (engine != null)
1053 { 1184 {
1054 if (engine != null) 1185 if (item.OwnerChanged)
1055 { 1186 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1056 if (item.OwnerChanged) 1187 item.OwnerChanged = false;
1057 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1188 engine.ResumeScript(item.ItemID);
1058 item.OwnerChanged = false;
1059 engine.ResumeScript(item.ItemID);
1060 }
1061 } 1189 }
1062 } 1190 }
1063 } 1191 }
1064 } 1192 }
1193
1194 Items.LockItemsForRead(false);
1065 } 1195 }
1066 } 1196 }
1067} 1197}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 6c119c2..4a4cac9 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;
@@ -73,7 +74,7 @@ namespace OpenSim.Region.Framework.Scenes
73// { 74// {
74// m_log.Debug("[ScenePresence] Destructor called"); 75// m_log.Debug("[ScenePresence] Destructor called");
75// } 76// }
76 77
77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 78 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
78 79
79 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; 80 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
@@ -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 public UUID currentParcelUUID = UUID.Zero; 97 public UUID currentParcelUUID = UUID.Zero;
95 98
@@ -123,8 +126,11 @@ namespace OpenSim.Region.Framework.Scenes
123 public Vector3 lastKnownAllowedPosition; 126 public Vector3 lastKnownAllowedPosition;
124 public bool sentMessageAboutRestrictedParcelFlyingDown; 127 public bool sentMessageAboutRestrictedParcelFlyingDown;
125 public Vector4 CollisionPlane = Vector4.UnitW; 128 public Vector4 CollisionPlane = Vector4.UnitW;
126 129
130 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
131 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
127 private Vector3 m_lastPosition; 132 private Vector3 m_lastPosition;
133 private Vector3 m_lastWorldPosition;
128 private Quaternion m_lastRotation; 134 private Quaternion m_lastRotation;
129 private Vector3 m_lastVelocity; 135 private Vector3 m_lastVelocity;
130 //private int m_lastTerseSent; 136 //private int m_lastTerseSent;
@@ -157,7 +163,6 @@ namespace OpenSim.Region.Framework.Scenes
157 private int m_perfMonMS; 163 private int m_perfMonMS;
158 164
159 private bool m_setAlwaysRun; 165 private bool m_setAlwaysRun;
160
161 private bool m_forceFly; 166 private bool m_forceFly;
162 private bool m_flyDisabled; 167 private bool m_flyDisabled;
163 168
@@ -181,7 +186,8 @@ namespace OpenSim.Region.Framework.Scenes
181 protected RegionInfo m_regionInfo; 186 protected RegionInfo m_regionInfo;
182 protected ulong crossingFromRegion; 187 protected ulong crossingFromRegion;
183 188
184 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 189 private readonly Vector3[] Dir_Vectors = new Vector3[11];
190 private bool m_isNudging = false;
185 191
186 // Position of agent's camera in world (region cordinates) 192 // Position of agent's camera in world (region cordinates)
187 protected Vector3 m_CameraCenter; 193 protected Vector3 m_CameraCenter;
@@ -206,17 +212,23 @@ namespace OpenSim.Region.Framework.Scenes
206 private bool m_autopilotMoving; 212 private bool m_autopilotMoving;
207 private Vector3 m_autoPilotTarget; 213 private Vector3 m_autoPilotTarget;
208 private bool m_sitAtAutoTarget; 214 private bool m_sitAtAutoTarget;
215 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
209 216
210 private string m_nextSitAnimation = String.Empty; 217 private string m_nextSitAnimation = String.Empty;
211 218
212 //PauPaw:Proper PID Controler for autopilot************ 219 //PauPaw:Proper PID Controler for autopilot************
213 private bool m_moveToPositionInProgress; 220 private bool m_moveToPositionInProgress;
214 private Vector3 m_moveToPositionTarget; 221 private Vector3 m_moveToPositionTarget;
222 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
215 223
216 private bool m_followCamAuto; 224 private bool m_followCamAuto;
217 225
218 private int m_movementUpdateCount; 226 private int m_movementUpdateCount;
227 private int m_lastColCount = -1; //KF: Look for Collision chnages
228 private int m_updateCount = 0; //KF: Update Anims for a while
229 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
219 private const int NumMovementsBetweenRayCast = 5; 230 private const int NumMovementsBetweenRayCast = 5;
231 private List<uint> m_lastColliders = new List<uint>();
220 232
221 private bool CameraConstraintActive; 233 private bool CameraConstraintActive;
222 //private int m_moveToPositionStateStatus; 234 //private int m_moveToPositionStateStatus;
@@ -243,7 +255,9 @@ namespace OpenSim.Region.Framework.Scenes
243 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 255 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
244 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 256 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
245 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 257 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
246 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 258 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
259 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
260 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
247 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 261 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
248 } 262 }
249 263
@@ -450,9 +464,18 @@ namespace OpenSim.Region.Framework.Scenes
450 get 464 get
451 { 465 {
452 PhysicsActor actor = m_physicsActor; 466 PhysicsActor actor = m_physicsActor;
453 if (actor != null) 467// if (actor != null)
468 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
454 m_pos = actor.Position; 469 m_pos = actor.Position;
455 470
471 // If we're sitting, we need to update our position
472 if (m_parentID != 0)
473 {
474 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
475 if (part != null)
476 m_parentPosition = part.AbsolutePosition;
477 }
478
456 return m_parentPosition + m_pos; 479 return m_parentPosition + m_pos;
457 } 480 }
458 set 481 set
@@ -471,7 +494,8 @@ namespace OpenSim.Region.Framework.Scenes
471 } 494 }
472 } 495 }
473 496
474 m_pos = value; 497 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
498 m_pos = value;
475 m_parentPosition = Vector3.Zero; 499 m_parentPosition = Vector3.Zero;
476 } 500 }
477 } 501 }
@@ -515,10 +539,39 @@ namespace OpenSim.Region.Framework.Scenes
515 } 539 }
516 } 540 }
517 541
542 public Quaternion OffsetRotation
543 {
544 get { return m_offsetRotation; }
545 set { m_offsetRotation = value; }
546 }
547
518 public Quaternion Rotation 548 public Quaternion Rotation
519 { 549 {
520 get { return m_bodyRot; } 550 get {
521 set { m_bodyRot = value; } 551 if (m_parentID != 0)
552 {
553 if (m_offsetRotation != null)
554 {
555 return m_offsetRotation;
556 }
557 else
558 {
559 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
560 }
561
562 }
563 else
564 {
565 return m_bodyRot;
566 }
567 }
568 set {
569 m_bodyRot = value;
570 if (m_parentID != 0)
571 {
572 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
573 }
574 }
522 } 575 }
523 576
524 public Quaternion PreviousRotation 577 public Quaternion PreviousRotation
@@ -669,7 +722,7 @@ namespace OpenSim.Region.Framework.Scenes
669 CreateSceneViewer(); 722 CreateSceneViewer();
670 m_animator = new ScenePresenceAnimator(this); 723 m_animator = new ScenePresenceAnimator(this);
671 } 724 }
672 725
673 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 726 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
674 { 727 {
675 m_rootRegionHandle = reginfo.RegionHandle; 728 m_rootRegionHandle = reginfo.RegionHandle;
@@ -701,16 +754,16 @@ namespace OpenSim.Region.Framework.Scenes
701 m_reprioritization_timer.AutoReset = false; 754 m_reprioritization_timer.AutoReset = false;
702 755
703 AdjustKnownSeeds(); 756 AdjustKnownSeeds();
704
705 // TODO: I think, this won't send anything, as we are still a child here...
706 Animator.TrySetMovementAnimation("STAND"); 757 Animator.TrySetMovementAnimation("STAND");
707
708 // we created a new ScenePresence (a new child agent) in a fresh region. 758 // we created a new ScenePresence (a new child agent) in a fresh region.
709 // Request info about all the (root) agents in this region 759 // Request info about all the (root) agents in this region
710 // Note: This won't send data *to* other clients in that region (children don't send) 760 // Note: This won't send data *to* other clients in that region (children don't send)
711 SendInitialFullUpdateToAllClients(); 761 SendInitialFullUpdateToAllClients();
712
713 RegisterToEvents(); 762 RegisterToEvents();
763 if (m_controllingClient != null)
764 {
765 m_controllingClient.ProcessPendingPackets();
766 }
714 SetDirectionVectors(); 767 SetDirectionVectors();
715 } 768 }
716 769
@@ -760,25 +813,47 @@ namespace OpenSim.Region.Framework.Scenes
760 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 813 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
761 Dir_Vectors[4] = Vector3.UnitZ; //UP 814 Dir_Vectors[4] = Vector3.UnitZ; //UP
762 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 815 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
763 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 816 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
764 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 817 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
765 Dir_Vectors[7] = -Vector3.UnitX; //BACK 818 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
819 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
820 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
766 } 821 }
767 822
768 private Vector3[] GetWalkDirectionVectors() 823 private Vector3[] GetWalkDirectionVectors()
769 { 824 {
770 Vector3[] vector = new Vector3[9]; 825 Vector3[] vector = new Vector3[11];
771 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 826 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
772 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 827 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
773 vector[2] = Vector3.UnitY; //LEFT 828 vector[2] = Vector3.UnitY; //LEFT
774 vector[3] = -Vector3.UnitY; //RIGHT 829 vector[3] = -Vector3.UnitY; //RIGHT
775 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 830 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
776 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 831 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
777 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 832 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
778 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 833 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
779 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 834 vector[8] = Vector3.UnitY; //LEFT_NUDGE
835 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
836 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
780 return vector; 837 return vector;
781 } 838 }
839
840 private bool[] GetDirectionIsNudge()
841 {
842 bool[] isNudge = new bool[11];
843 isNudge[0] = false; //FORWARD
844 isNudge[1] = false; //BACK
845 isNudge[2] = false; //LEFT
846 isNudge[3] = false; //RIGHT
847 isNudge[4] = false; //UP
848 isNudge[5] = false; //DOWN
849 isNudge[6] = true; //FORWARD_NUDGE
850 isNudge[7] = true; //BACK_NUDGE
851 isNudge[8] = true; //LEFT_NUDGE
852 isNudge[9] = true; //RIGHT_NUDGE
853 isNudge[10] = true; //DOWN_Nudge
854 return isNudge;
855 }
856
782 857
783 #endregion 858 #endregion
784 859
@@ -821,7 +896,6 @@ namespace OpenSim.Region.Framework.Scenes
821 m_grouptitle = gm.GetGroupTitle(m_uuid); 896 m_grouptitle = gm.GetGroupTitle(m_uuid);
822 897
823 m_rootRegionHandle = m_scene.RegionInfo.RegionHandle; 898 m_rootRegionHandle = m_scene.RegionInfo.RegionHandle;
824
825 m_scene.SetRootAgentScene(m_uuid); 899 m_scene.SetRootAgentScene(m_uuid);
826 900
827 // Moved this from SendInitialData to ensure that m_appearance is initialized 901 // Moved this from SendInitialData to ensure that m_appearance is initialized
@@ -840,6 +914,52 @@ namespace OpenSim.Region.Framework.Scenes
840 pos.Y = crossedBorder.BorderLine.Z - 1; 914 pos.Y = crossedBorder.BorderLine.Z - 1;
841 } 915 }
842 916
917 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
918 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
919 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
920 if (KnownChildRegionHandles.Count == 0)
921 {
922 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
923 if (land != null)
924 {
925 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
926 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && UserLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
927 {
928 pos = land.LandData.UserLocation;
929 }
930 }
931 }
932
933 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
934 {
935 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
936
937 if (pos.X < 0)
938 {
939 emergencyPos.X = (int)Constants.RegionSize + pos.X;
940 if (!(pos.Y < 0))
941 emergencyPos.Y = pos.Y;
942 if (!(pos.Z < 0))
943 emergencyPos.Z = pos.Z;
944 }
945 if (pos.Y < 0)
946 {
947 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
948 if (!(pos.X < 0))
949 emergencyPos.X = pos.X;
950 if (!(pos.Z < 0))
951 emergencyPos.Z = pos.Z;
952 }
953 if (pos.Z < 0)
954 {
955 emergencyPos.Z = 128;
956 if (!(pos.Y < 0))
957 emergencyPos.Y = pos.Y;
958 if (!(pos.X < 0))
959 emergencyPos.X = pos.X;
960 }
961 }
962
843 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 963 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
844 { 964 {
845 m_log.WarnFormat( 965 m_log.WarnFormat(
@@ -972,9 +1092,10 @@ namespace OpenSim.Region.Framework.Scenes
972 public void Teleport(Vector3 pos) 1092 public void Teleport(Vector3 pos)
973 { 1093 {
974 bool isFlying = false; 1094 bool isFlying = false;
1095
975 if (m_physicsActor != null) 1096 if (m_physicsActor != null)
976 isFlying = m_physicsActor.Flying; 1097 isFlying = m_physicsActor.Flying;
977 1098
978 RemoveFromPhysicalScene(); 1099 RemoveFromPhysicalScene();
979 Velocity = Vector3.Zero; 1100 Velocity = Vector3.Zero;
980 AbsolutePosition = pos; 1101 AbsolutePosition = pos;
@@ -986,6 +1107,7 @@ namespace OpenSim.Region.Framework.Scenes
986 } 1107 }
987 1108
988 SendTerseUpdateToAllClients(); 1109 SendTerseUpdateToAllClients();
1110
989 } 1111 }
990 1112
991 public void TeleportWithMomentum(Vector3 pos) 1113 public void TeleportWithMomentum(Vector3 pos)
@@ -1099,7 +1221,6 @@ namespace OpenSim.Region.Framework.Scenes
1099 pos.Z = ground + 1.5f; 1221 pos.Z = ground + 1.5f;
1100 AbsolutePosition = pos; 1222 AbsolutePosition = pos;
1101 } 1223 }
1102
1103 m_isChildAgent = false; 1224 m_isChildAgent = false;
1104 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1225 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1105 MakeRootAgent(AbsolutePosition, m_flying); 1226 MakeRootAgent(AbsolutePosition, m_flying);
@@ -1198,6 +1319,7 @@ namespace OpenSim.Region.Framework.Scenes
1198 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1319 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1199 1320
1200 m_pos = m_LastFinitePos; 1321 m_pos = m_LastFinitePos;
1322
1201 if (!m_pos.IsFinite()) 1323 if (!m_pos.IsFinite())
1202 { 1324 {
1203 m_pos.X = 127f; 1325 m_pos.X = 127f;
@@ -1264,7 +1386,6 @@ namespace OpenSim.Region.Framework.Scenes
1264 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1386 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1265 } 1387 }
1266 } 1388 }
1267
1268 lock (scriptedcontrols) 1389 lock (scriptedcontrols)
1269 { 1390 {
1270 if (scriptedcontrols.Count > 0) 1391 if (scriptedcontrols.Count > 0)
@@ -1279,6 +1400,9 @@ namespace OpenSim.Region.Framework.Scenes
1279 1400
1280 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1401 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1281 { 1402 {
1403 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1404 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1405
1282 // TODO: This doesn't prevent the user from walking yet. 1406 // TODO: This doesn't prevent the user from walking yet.
1283 // Setting parent ID would fix this, if we knew what value 1407 // Setting parent ID would fix this, if we knew what value
1284 // to use. Or we could add a m_isSitting variable. 1408 // to use. Or we could add a m_isSitting variable.
@@ -1333,6 +1457,11 @@ namespace OpenSim.Region.Framework.Scenes
1333 update_rotation = true; 1457 update_rotation = true;
1334 } 1458 }
1335 1459
1460 //guilty until proven innocent..
1461 bool Nudging = true;
1462 //Basically, if there is at least one non-nudge control then we don't need
1463 //to worry about stopping the avatar
1464
1336 if (m_parentID == 0) 1465 if (m_parentID == 0)
1337 { 1466 {
1338 bool bAllowUpdateMoveToPosition = false; 1467 bool bAllowUpdateMoveToPosition = false;
@@ -1347,9 +1476,12 @@ namespace OpenSim.Region.Framework.Scenes
1347 else 1476 else
1348 dirVectors = Dir_Vectors; 1477 dirVectors = Dir_Vectors;
1349 1478
1350 // The fact that m_movementflag is a byte needs to be fixed 1479 bool[] isNudge = GetDirectionIsNudge();
1351 // it really should be a uint 1480
1352 uint nudgehack = 250; 1481
1482
1483
1484
1353 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1485 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1354 { 1486 {
1355 if (((uint)flags & (uint)DCF) != 0) 1487 if (((uint)flags & (uint)DCF) != 0)
@@ -1359,40 +1491,28 @@ namespace OpenSim.Region.Framework.Scenes
1359 try 1491 try
1360 { 1492 {
1361 agent_control_v3 += dirVectors[i]; 1493 agent_control_v3 += dirVectors[i];
1362 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1494 if (isNudge[i] == false)
1495 {
1496 Nudging = false;
1497 }
1363 } 1498 }
1364 catch (IndexOutOfRangeException) 1499 catch (IndexOutOfRangeException)
1365 { 1500 {
1366 // Why did I get this? 1501 // Why did I get this?
1367 } 1502 }
1368 1503
1369 if ((m_movementflag & (byte)(uint)DCF) == 0) 1504 if ((m_movementflag & (uint)DCF) == 0)
1370 { 1505 {
1371 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1372 {
1373 m_movementflag |= (byte)nudgehack;
1374 }
1375 m_movementflag += (byte)(uint)DCF; 1506 m_movementflag += (byte)(uint)DCF;
1376 update_movementflag = true; 1507 update_movementflag = true;
1377 } 1508 }
1378 } 1509 }
1379 else 1510 else
1380 { 1511 {
1381 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1512 if ((m_movementflag & (uint)DCF) != 0)
1382 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1383 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1384 ) // This or is for Nudge forward
1385 { 1513 {
1386 m_movementflag -= ((byte)(uint)DCF); 1514 m_movementflag -= (byte)(uint)DCF;
1387
1388 update_movementflag = true; 1515 update_movementflag = true;
1389 /*
1390 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1391 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1392 {
1393 m_log.Debug("Removed Hack flag");
1394 }
1395 */
1396 } 1516 }
1397 else 1517 else
1398 { 1518 {
@@ -1401,7 +1521,6 @@ namespace OpenSim.Region.Framework.Scenes
1401 } 1521 }
1402 i++; 1522 i++;
1403 } 1523 }
1404
1405 //Paupaw:Do Proper PID for Autopilot here 1524 //Paupaw:Do Proper PID for Autopilot here
1406 if (bResetMoveToPosition) 1525 if (bResetMoveToPosition)
1407 { 1526 {
@@ -1436,6 +1555,9 @@ namespace OpenSim.Region.Framework.Scenes
1436 // Ignore z component of vector 1555 // Ignore z component of vector
1437 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1556 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1438 LocalVectorToTarget2D.Normalize(); 1557 LocalVectorToTarget2D.Normalize();
1558
1559 //We're not nudging
1560 Nudging = false;
1439 agent_control_v3 += LocalVectorToTarget2D; 1561 agent_control_v3 += LocalVectorToTarget2D;
1440 1562
1441 // update avatar movement flags. the avatar coordinate system is as follows: 1563 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1524,13 +1646,13 @@ namespace OpenSim.Region.Framework.Scenes
1524 // m_log.DebugFormat( 1646 // m_log.DebugFormat(
1525 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1647 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1526 1648
1527 AddNewMovement(agent_control_v3, q); 1649 AddNewMovement(agent_control_v3, q, Nudging);
1528 1650
1529 1651
1530 } 1652 }
1531 } 1653 }
1532 1654
1533 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1655 if (update_movementflag && !SitGround)
1534 Animator.UpdateMovementAnimations(); 1656 Animator.UpdateMovementAnimations();
1535 1657
1536 m_scene.EventManager.TriggerOnClientMovement(this); 1658 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1545,7 +1667,6 @@ namespace OpenSim.Region.Framework.Scenes
1545 m_sitAtAutoTarget = false; 1667 m_sitAtAutoTarget = false;
1546 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1668 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1547 //proxy.PCode = (byte)PCode.ParticleSystem; 1669 //proxy.PCode = (byte)PCode.ParticleSystem;
1548
1549 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1670 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1550 proxyObjectGroup.AttachToScene(m_scene); 1671 proxyObjectGroup.AttachToScene(m_scene);
1551 1672
@@ -1587,7 +1708,7 @@ namespace OpenSim.Region.Framework.Scenes
1587 } 1708 }
1588 m_moveToPositionInProgress = true; 1709 m_moveToPositionInProgress = true;
1589 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1710 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1590 } 1711 }
1591 catch (Exception ex) 1712 catch (Exception ex)
1592 { 1713 {
1593 //Why did I get this error? 1714 //Why did I get this error?
@@ -1609,7 +1730,7 @@ namespace OpenSim.Region.Framework.Scenes
1609 Velocity = Vector3.Zero; 1730 Velocity = Vector3.Zero;
1610 SendFullUpdateToAllClients(); 1731 SendFullUpdateToAllClients();
1611 1732
1612 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1733 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1613 } 1734 }
1614 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1735 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1615 m_requestedSitTargetUUID = UUID.Zero; 1736 m_requestedSitTargetUUID = UUID.Zero;
@@ -1646,50 +1767,84 @@ namespace OpenSim.Region.Framework.Scenes
1646 1767
1647 if (m_parentID != 0) 1768 if (m_parentID != 0)
1648 { 1769 {
1649 m_log.Debug("StandupCode Executed"); 1770 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1650 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1651 if (part != null) 1771 if (part != null)
1652 { 1772 {
1773 part.TaskInventory.LockItemsForRead(true);
1653 TaskInventoryDictionary taskIDict = part.TaskInventory; 1774 TaskInventoryDictionary taskIDict = part.TaskInventory;
1654 if (taskIDict != null) 1775 if (taskIDict != null)
1655 { 1776 {
1656 lock (taskIDict) 1777 foreach (UUID taskID in taskIDict.Keys)
1657 { 1778 {
1658 foreach (UUID taskID in taskIDict.Keys) 1779 UnRegisterControlEventsToScript(LocalId, taskID);
1659 { 1780 taskIDict[taskID].PermsMask &= ~(
1660 UnRegisterControlEventsToScript(LocalId, taskID); 1781 2048 | //PERMISSION_CONTROL_CAMERA
1661 taskIDict[taskID].PermsMask &= ~( 1782 4); // PERMISSION_TAKE_CONTROLS
1662 2048 | //PERMISSION_CONTROL_CAMERA
1663 4); // PERMISSION_TAKE_CONTROLS
1664 }
1665 } 1783 }
1666
1667 } 1784 }
1785 part.TaskInventory.LockItemsForRead(false);
1668 // Reset sit target. 1786 // Reset sit target.
1669 if (part.GetAvatarOnSitTarget() == UUID) 1787 if (part.GetAvatarOnSitTarget() == UUID)
1670 part.SetAvatarOnSitTarget(UUID.Zero); 1788 part.SetAvatarOnSitTarget(UUID.Zero);
1671
1672 m_parentPosition = part.GetWorldPosition(); 1789 m_parentPosition = part.GetWorldPosition();
1673 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1790 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1674 } 1791 }
1792 // part.GetWorldRotation() is the rotation of the object being sat on
1793 // Rotation is the sittiing Av's rotation
1794
1795 Quaternion partRot;
1796// if (part.LinkNum == 1)
1797// { // Root prim of linkset
1798// partRot = part.ParentGroup.RootPart.RotationOffset;
1799// }
1800// else
1801// { // single or child prim
1802
1803// }
1804 if (part == null) //CW: Part may be gone. llDie() for example.
1805 {
1806 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1807 }
1808 else
1809 {
1810 partRot = part.GetWorldRotation();
1811 }
1675 1812
1813 Quaternion partIRot = Quaternion.Inverse(partRot);
1814
1815 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1816 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1817
1818
1676 if (m_physicsActor == null) 1819 if (m_physicsActor == null)
1677 { 1820 {
1678 AddToPhysicalScene(false); 1821 AddToPhysicalScene(false);
1679 } 1822 }
1680 1823 //CW: If the part isn't null then we can set the current position
1681 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1824 if (part != null)
1682 m_parentPosition = Vector3.Zero; 1825 {
1683 1826 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1684 m_parentID = 0; 1827 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1828 part.IsOccupied = false;
1829 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1830 }
1831 else
1832 {
1833 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1834 AbsolutePosition = m_lastWorldPosition;
1835 }
1836
1837 m_parentPosition = Vector3.Zero;
1838 m_parentID = 0;
1839 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1685 SendFullUpdateToAllClients(); 1840 SendFullUpdateToAllClients();
1686 m_requestedSitTargetID = 0; 1841 m_requestedSitTargetID = 0;
1842
1687 if ((m_physicsActor != null) && (m_avHeight > 0)) 1843 if ((m_physicsActor != null) && (m_avHeight > 0))
1688 { 1844 {
1689 SetHeight(m_avHeight); 1845 SetHeight(m_avHeight);
1690 } 1846 }
1691 } 1847 }
1692
1693 Animator.TrySetMovementAnimation("STAND"); 1848 Animator.TrySetMovementAnimation("STAND");
1694 } 1849 }
1695 1850
@@ -1720,13 +1875,9 @@ namespace OpenSim.Region.Framework.Scenes
1720 Vector3 avSitOffSet = part.SitTargetPosition; 1875 Vector3 avSitOffSet = part.SitTargetPosition;
1721 Quaternion avSitOrientation = part.SitTargetOrientation; 1876 Quaternion avSitOrientation = part.SitTargetOrientation;
1722 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1877 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1723 1878 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1724 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1879 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1725 bool SitTargetisSet = 1880 if (SitTargetisSet && !SitTargetOccupied)
1726 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1727 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1728
1729 if (SitTargetisSet && SitTargetUnOccupied)
1730 { 1881 {
1731 //switch the target to this prim 1882 //switch the target to this prim
1732 return part; 1883 return part;
@@ -1740,84 +1891,156 @@ namespace OpenSim.Region.Framework.Scenes
1740 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1891 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1741 { 1892 {
1742 bool autopilot = true; 1893 bool autopilot = true;
1894 Vector3 autopilotTarget = new Vector3();
1895 Quaternion sitOrientation = Quaternion.Identity;
1743 Vector3 pos = new Vector3(); 1896 Vector3 pos = new Vector3();
1744 Quaternion sitOrientation = pSitOrientation;
1745 Vector3 cameraEyeOffset = Vector3.Zero; 1897 Vector3 cameraEyeOffset = Vector3.Zero;
1746 Vector3 cameraAtOffset = Vector3.Zero; 1898 Vector3 cameraAtOffset = Vector3.Zero;
1747 bool forceMouselook = false; 1899 bool forceMouselook = false;
1748 1900
1749 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1901 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1750 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1902 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1751 if (part != null) 1903 if (part == null) return;
1752 { 1904
1753 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1905 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1754 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1906 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1755 1907
1756 // Is a sit target available? 1908 // part is the prim to sit on
1757 Vector3 avSitOffSet = part.SitTargetPosition; 1909 // offset is the world-ref vector distance from that prim center to the click-spot
1758 Quaternion avSitOrientation = part.SitTargetOrientation; 1910 // UUID is the UUID of the Avatar doing the clicking
1759 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1911
1760 1912 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1761 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1913
1762 bool SitTargetisSet = 1914 // Is a sit target available?
1763 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1915 Vector3 avSitOffSet = part.SitTargetPosition;
1764 ( 1916 Quaternion avSitOrientation = part.SitTargetOrientation;
1765 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1917
1766 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1918 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1767 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1919 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1768 ) 1920 Quaternion partRot;
1769 )); 1921// if (part.LinkNum == 1)
1770 1922// { // Root prim of linkset
1771 if (SitTargetisSet && SitTargetUnOccupied) 1923// partRot = part.ParentGroup.RootPart.RotationOffset;
1772 { 1924// }
1773 part.SetAvatarOnSitTarget(UUID); 1925// else
1774 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1926// { // single or child prim
1775 sitOrientation = avSitOrientation; 1927 partRot = part.GetWorldRotation();
1776 autopilot = false; 1928// }
1777 } 1929 Quaternion partIRot = Quaternion.Inverse(partRot);
1778 1930//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1779 pos = part.AbsolutePosition + offset; 1931 // Sit analysis rewritten by KF 091125
1780 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1932 if (SitTargetisSet) // scipted sit
1781 //{ 1933 {
1782 // offset = pos; 1934 if (!part.IsOccupied)
1783 //autopilot = false; 1935 {
1784 //} 1936//Console.WriteLine("Scripted, unoccupied");
1785 if (m_physicsActor != null) 1937 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1786 { 1938 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1787 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1939 sitOrientation = avSitOrientation; // Change rotatione to the scripted one
1788 // We can remove the physicsActor until they stand up. 1940 OffsetRotation = avSitOrientation;
1789 m_sitAvatarHeight = m_physicsActor.Size.Z; 1941 autopilot = false; // Jump direct to scripted llSitPos()
1790 1942 }
1791 if (autopilot) 1943 else
1792 { 1944 {
1793 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1945//Console.WriteLine("Scripted, occupied");
1794 { 1946 return;
1795 autopilot = false; 1947 }
1948 }
1949 else // Not Scripted
1950 {
1951 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1952 {
1953 // large prim & offset, ignore if other Avs sitting
1954// offset.Z -= 0.05f;
1955 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1956 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1957
1958//Console.WriteLine(" offset ={0}", offset);
1959//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1960//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1961
1962 }
1963 else // small offset
1964 {
1965//Console.WriteLine("Small offset");
1966 if (!part.IsOccupied)
1967 {
1968 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
1969 autopilotTarget = part.AbsolutePosition;
1970//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
1971 }
1972 else return; // occupied small
1973 } // end large/small
1974 } // end Scripted/not
1975 cameraAtOffset = part.GetCameraAtOffset();
1976 cameraEyeOffset = part.GetCameraEyeOffset();
1977 forceMouselook = part.GetForceMouselook();
1978 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
1979 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
1796 1980
1797 RemoveFromPhysicalScene(); 1981 if (m_physicsActor != null)
1798 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); 1982 {
1799 } 1983 // If we're not using the client autopilot, we're immediately warping the avatar to the location
1800 } 1984 // We can remove the physicsActor until they stand up.
1801 else 1985 m_sitAvatarHeight = m_physicsActor.Size.Z;
1986 if (autopilot)
1987 { // its not a scripted sit
1988// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
1989 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 2.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 2.0f) )
1802 { 1990 {
1991 autopilot = false; // close enough
1992 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
1993 Not using the part's position because returning the AV to the last known standing
1994 position is likely to be more friendly, isn't it? */
1803 RemoveFromPhysicalScene(); 1995 RemoveFromPhysicalScene();
1804 } 1996 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
1997 } // else the autopilot will get us close
1998 }
1999 else
2000 { // its a scripted sit
2001 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2002 I *am* using the part's position this time because we have no real idea how far away
2003 the avatar is from the sit target. */
2004 RemoveFromPhysicalScene();
1805 } 2005 }
1806
1807 cameraAtOffset = part.GetCameraAtOffset();
1808 cameraEyeOffset = part.GetCameraEyeOffset();
1809 forceMouselook = part.GetForceMouselook();
1810 } 2006 }
1811 2007 else return; // physactor is null!
1812 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2008
1813 m_requestedSitTargetUUID = targetID; 2009 Vector3 offsetr; // = offset * partIRot;
2010 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2011 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2012 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2013 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2014 offsetr = offset * partIRot;
2015//
2016 // else
2017 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2018 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2019 // (offset * partRot);
2020 // }
2021
2022//Console.WriteLine(" ");
2023//Console.WriteLine("link number ={0}", part.LinkNum);
2024//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2025//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2026//Console.WriteLine("Click offst ={0}", offset);
2027//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2028//Console.WriteLine("offsetr ={0}", offsetr);
2029//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2030//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2031
2032 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2033 ControllingClient.SendSitResponse(part.ParentGroup.UUID, offsetr + part.OffsetPosition, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2034
2035 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1814 // This calls HandleAgentSit twice, once from here, and the client calls 2036 // This calls HandleAgentSit twice, once from here, and the client calls
1815 // HandleAgentSit itself after it gets to the location 2037 // HandleAgentSit itself after it gets to the location
1816 // It doesn't get to the location until we've moved them there though 2038 // It doesn't get to the location until we've moved them there though
1817 // which happens in HandleAgentSit :P 2039 // which happens in HandleAgentSit :P
1818 m_autopilotMoving = autopilot; 2040 m_autopilotMoving = autopilot;
1819 m_autoPilotTarget = pos; 2041 m_autoPilotTarget = autopilotTarget;
1820 m_sitAtAutoTarget = autopilot; 2042 m_sitAtAutoTarget = autopilot;
2043 m_initialSitTarget = autopilotTarget;
1821 if (!autopilot) 2044 if (!autopilot)
1822 HandleAgentSit(remoteClient, UUID); 2045 HandleAgentSit(remoteClient, UUID);
1823 } 2046 }
@@ -2112,47 +2335,122 @@ namespace OpenSim.Region.Framework.Scenes
2112 { 2335 {
2113 if (part != null) 2336 if (part != null)
2114 { 2337 {
2338//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2115 if (part.GetAvatarOnSitTarget() == UUID) 2339 if (part.GetAvatarOnSitTarget() == UUID)
2116 { 2340 {
2341//Console.WriteLine("Scripted Sit");
2342 // Scripted sit
2117 Vector3 sitTargetPos = part.SitTargetPosition; 2343 Vector3 sitTargetPos = part.SitTargetPosition;
2118 Quaternion sitTargetOrient = part.SitTargetOrientation; 2344 Quaternion sitTargetOrient = part.SitTargetOrientation;
2119
2120 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2121 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2122
2123 //Quaternion result = (sitTargetOrient * vq) * nq;
2124
2125 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2345 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2126 m_pos += SIT_TARGET_ADJUSTMENT; 2346 m_pos += SIT_TARGET_ADJUSTMENT;
2127 m_bodyRot = sitTargetOrient; 2347 m_bodyRot = sitTargetOrient;
2128 //Rotation = sitTargetOrient;
2129 m_parentPosition = part.AbsolutePosition; 2348 m_parentPosition = part.AbsolutePosition;
2130 2349 part.IsOccupied = true;
2131 //SendTerseUpdateToAllClients(); 2350 part.ParentGroup.AddAvatar(agentID);
2351Console.WriteLine("Scripted Sit ofset {0}", m_pos);
2132 } 2352 }
2133 else 2353 else
2134 { 2354 {
2135 m_pos -= part.AbsolutePosition; 2355 // if m_avUnscriptedSitPos is zero then Av sits above center
2356 // Else Av sits at m_avUnscriptedSitPos
2357
2358 // Non-scripted sit by Kitto Flora 21Nov09
2359 // Calculate angle of line from prim to Av
2360 Quaternion partIRot;
2361// if (part.LinkNum == 1)
2362// { // Root prim of linkset
2363// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2364// }
2365// else
2366// { // single or child prim
2367 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2368// }
2369 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2370 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2371 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2372 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2373 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2374 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2375 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2376 // Av sits at world euler <0,0, z>, translated by part rotation
2377 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2378
2136 m_parentPosition = part.AbsolutePosition; 2379 m_parentPosition = part.AbsolutePosition;
2137 } 2380 part.IsOccupied = true;
2381 part.ParentGroup.AddAvatar(agentID);
2382 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2383 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2384 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2385 m_avUnscriptedSitPos; // adds click offset, if any
2386 //Set up raytrace to find top surface of prim
2387 Vector3 size = part.Scale;
2388 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2389 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2390 Vector3 down = new Vector3(0f, 0f, -1f);
2391//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2392 m_scene.PhysicsScene.RaycastWorld(
2393 start, // Vector3 position,
2394 down, // Vector3 direction,
2395 mag, // float length,
2396 SitAltitudeCallback); // retMethod
2397 } // end scripted/not
2138 } 2398 }
2139 else 2399 else // no Av
2140 { 2400 {
2141 return; 2401 return;
2142 } 2402 }
2143 } 2403 }
2144 m_parentID = m_requestedSitTargetID; 2404
2405 //We want our offsets to reference the root prim, not the child we may have sat on
2406 if (!part.IsRoot)
2407 {
2408 m_parentID = part.ParentGroup.RootPart.LocalId;
2409 m_pos += part.OffsetPosition;
2410 }
2411 else
2412 {
2413 m_parentID = m_requestedSitTargetID;
2414 }
2145 2415
2146 Velocity = Vector3.Zero; 2416 Velocity = Vector3.Zero;
2147 RemoveFromPhysicalScene(); 2417 RemoveFromPhysicalScene();
2148 2418
2149 Animator.TrySetMovementAnimation(sitAnimation); 2419 Animator.TrySetMovementAnimation(sitAnimation);
2150 SendFullUpdateToAllClients(); 2420 SendFullUpdateToAllClients();
2151 // This may seem stupid, but Our Full updates don't send avatar rotation :P
2152 // So we're also sending a terse update (which has avatar rotation)
2153 // [Update] We do now.
2154 //SendTerseUpdateToAllClients();
2155 } 2421 }
2422
2423 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2424 {
2425 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2426 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2427 if(hitYN)
2428 {
2429 // m_pos = Av offset from prim center to make look like on center
2430 // m_parentPosition = Actual center pos of prim
2431 // collisionPoint = spot on prim where we want to sit
2432 // collisionPoint.Z = global sit surface height
2433 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2434 Quaternion partIRot;
2435// if (part.LinkNum == 1)
2436/// { // Root prim of linkset
2437// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2438// }
2439// else
2440// { // single or child prim
2441 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2442// }
2443 if (m_initialSitTarget != null)
2444 {
2445 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2446 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2447 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2448 m_pos += offset;
2449 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2450 }
2451
2452 }
2453 } // End SitAltitudeCallback KF.
2156 2454
2157 /// <summary> 2455 /// <summary>
2158 /// Event handler for the 'Always run' setting on the client 2456 /// Event handler for the 'Always run' setting on the client
@@ -2182,7 +2480,7 @@ namespace OpenSim.Region.Framework.Scenes
2182 /// </summary> 2480 /// </summary>
2183 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2481 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2184 /// <param name="rotation">The direction in which this avatar should now face. 2482 /// <param name="rotation">The direction in which this avatar should now face.
2185 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2483 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2186 { 2484 {
2187 if (m_isChildAgent) 2485 if (m_isChildAgent)
2188 { 2486 {
@@ -2223,10 +2521,11 @@ namespace OpenSim.Region.Framework.Scenes
2223 Rotation = rotation; 2521 Rotation = rotation;
2224 Vector3 direc = vec * rotation; 2522 Vector3 direc = vec * rotation;
2225 direc.Normalize(); 2523 direc.Normalize();
2524 PhysicsActor actor = m_physicsActor;
2525 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2226 2526
2227 direc *= 0.03f * 128f * m_speedModifier; 2527 direc *= 0.03f * 128f * m_speedModifier;
2228 2528
2229 PhysicsActor actor = m_physicsActor;
2230 if (actor != null) 2529 if (actor != null)
2231 { 2530 {
2232 if (actor.Flying) 2531 if (actor.Flying)
@@ -2248,18 +2547,25 @@ namespace OpenSim.Region.Framework.Scenes
2248 { 2547 {
2249 if (direc.Z > 2.0f) 2548 if (direc.Z > 2.0f)
2250 { 2549 {
2251 direc.Z *= 3.0f; 2550 if(m_animator.m_animTickJump == -1)
2252 2551 {
2253 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2552 direc.Z *= 3.0f; // jump
2254 Animator.TrySetMovementAnimation("PREJUMP"); 2553 }
2255 Animator.TrySetMovementAnimation("JUMP"); 2554 else
2555 {
2556 direc.Z *= 0.1f; // prejump
2557 }
2558 /* Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2559 Animator.TrySetMovementAnimation("PREJUMP");
2560 Animator.TrySetMovementAnimation("JUMP");
2561 */
2256 } 2562 }
2257 } 2563 }
2258 } 2564 }
2259 2565
2260 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2566 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2261 m_forceToApply = direc; 2567 m_forceToApply = direc;
2262 2568 m_isNudging = Nudging;
2263 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2569 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2264 } 2570 }
2265 2571
@@ -2274,7 +2580,7 @@ namespace OpenSim.Region.Framework.Scenes
2274 const float POSITION_TOLERANCE = 0.05f; 2580 const float POSITION_TOLERANCE = 0.05f;
2275 //const int TIME_MS_TOLERANCE = 3000; 2581 //const int TIME_MS_TOLERANCE = 3000;
2276 2582
2277 SendPrimUpdates(); 2583
2278 2584
2279 if (m_isChildAgent == false) 2585 if (m_isChildAgent == false)
2280 { 2586 {
@@ -2304,6 +2610,9 @@ namespace OpenSim.Region.Framework.Scenes
2304 CheckForBorderCrossing(); 2610 CheckForBorderCrossing();
2305 CheckForSignificantMovement(); // sends update to the modules. 2611 CheckForSignificantMovement(); // sends update to the modules.
2306 } 2612 }
2613
2614 //Sending prim updates AFTER the avatar terse updates are sent
2615 SendPrimUpdates();
2307 } 2616 }
2308 2617
2309 #endregion 2618 #endregion
@@ -3076,6 +3385,7 @@ namespace OpenSim.Region.Framework.Scenes
3076 m_callbackURI = cAgent.CallbackURI; 3385 m_callbackURI = cAgent.CallbackURI;
3077 3386
3078 m_pos = cAgent.Position; 3387 m_pos = cAgent.Position;
3388
3079 m_velocity = cAgent.Velocity; 3389 m_velocity = cAgent.Velocity;
3080 m_CameraCenter = cAgent.Center; 3390 m_CameraCenter = cAgent.Center;
3081 //m_avHeight = cAgent.Size.Z; 3391 //m_avHeight = cAgent.Size.Z;
@@ -3165,14 +3475,25 @@ namespace OpenSim.Region.Framework.Scenes
3165 { 3475 {
3166 if (m_forceToApply.HasValue) 3476 if (m_forceToApply.HasValue)
3167 { 3477 {
3168 Vector3 force = m_forceToApply.Value;
3169 3478
3479 Vector3 force = m_forceToApply.Value;
3170 m_updateflag = true; 3480 m_updateflag = true;
3171// movementvector = force;
3172 Velocity = force; 3481 Velocity = force;
3173 3482
3174 m_forceToApply = null; 3483 m_forceToApply = null;
3175 } 3484 }
3485 else
3486 {
3487 if (m_isNudging)
3488 {
3489 Vector3 force = Vector3.Zero;
3490
3491 m_updateflag = true;
3492 Velocity = force;
3493 m_isNudging = false;
3494 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3495 }
3496 }
3176 } 3497 }
3177 3498
3178 public override void SetText(string text, Vector3 color, double alpha) 3499 public override void SetText(string text, Vector3 color, double alpha)
@@ -3223,18 +3544,29 @@ namespace OpenSim.Region.Framework.Scenes
3223 { 3544 {
3224 if (e == null) 3545 if (e == null)
3225 return; 3546 return;
3226 3547
3227 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3548 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3228 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3229 // as of this comment the interval is set in AddToPhysicalScene 3549 // as of this comment the interval is set in AddToPhysicalScene
3230 if (Animator!=null) 3550 if (Animator!=null)
3231 Animator.UpdateMovementAnimations(); 3551 {
3552 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3553 { // else its will lock out other animation changes, like ground sit.
3554 Animator.UpdateMovementAnimations();
3555 m_updateCount--;
3556 }
3557 }
3232 3558
3233 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3559 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3234 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3560 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3235 3561
3236 CollisionPlane = Vector4.UnitW; 3562 CollisionPlane = Vector4.UnitW;
3237 3563
3564 if (m_lastColCount != coldata.Count)
3565 {
3566 m_updateCount = UPDATE_COUNT;
3567 m_lastColCount = coldata.Count;
3568 }
3569
3238 if (coldata.Count != 0 && Animator != null) 3570 if (coldata.Count != 0 && Animator != null)
3239 { 3571 {
3240 switch (Animator.CurrentMovementAnimation) 3572 switch (Animator.CurrentMovementAnimation)
@@ -3264,6 +3596,145 @@ namespace OpenSim.Region.Framework.Scenes
3264 } 3596 }
3265 } 3597 }
3266 3598
3599 List<uint> thisHitColliders = new List<uint>();
3600 List<uint> endedColliders = new List<uint>();
3601 List<uint> startedColliders = new List<uint>();
3602
3603 foreach (uint localid in coldata.Keys)
3604 {
3605 thisHitColliders.Add(localid);
3606 if (!m_lastColliders.Contains(localid))
3607 {
3608 startedColliders.Add(localid);
3609 }
3610 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3611 }
3612
3613 // calculate things that ended colliding
3614 foreach (uint localID in m_lastColliders)
3615 {
3616 if (!thisHitColliders.Contains(localID))
3617 {
3618 endedColliders.Add(localID);
3619 }
3620 }
3621 //add the items that started colliding this time to the last colliders list.
3622 foreach (uint localID in startedColliders)
3623 {
3624 m_lastColliders.Add(localID);
3625 }
3626 // remove things that ended colliding from the last colliders list
3627 foreach (uint localID in endedColliders)
3628 {
3629 m_lastColliders.Remove(localID);
3630 }
3631
3632 // do event notification
3633 if (startedColliders.Count > 0)
3634 {
3635 ColliderArgs StartCollidingMessage = new ColliderArgs();
3636 List<DetectedObject> colliding = new List<DetectedObject>();
3637 foreach (uint localId in startedColliders)
3638 {
3639 if (localId == 0)
3640 continue;
3641
3642 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3643 string data = "";
3644 if (obj != null)
3645 {
3646 DetectedObject detobj = new DetectedObject();
3647 detobj.keyUUID = obj.UUID;
3648 detobj.nameStr = obj.Name;
3649 detobj.ownerUUID = obj.OwnerID;
3650 detobj.posVector = obj.AbsolutePosition;
3651 detobj.rotQuat = obj.GetWorldRotation();
3652 detobj.velVector = obj.Velocity;
3653 detobj.colliderType = 0;
3654 detobj.groupUUID = obj.GroupID;
3655 colliding.Add(detobj);
3656 }
3657 }
3658
3659 if (colliding.Count > 0)
3660 {
3661 StartCollidingMessage.Colliders = colliding;
3662
3663 foreach (SceneObjectGroup att in Attachments)
3664 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3665 }
3666 }
3667
3668 if (endedColliders.Count > 0)
3669 {
3670 ColliderArgs EndCollidingMessage = new ColliderArgs();
3671 List<DetectedObject> colliding = new List<DetectedObject>();
3672 foreach (uint localId in endedColliders)
3673 {
3674 if (localId == 0)
3675 continue;
3676
3677 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3678 string data = "";
3679 if (obj != null)
3680 {
3681 DetectedObject detobj = new DetectedObject();
3682 detobj.keyUUID = obj.UUID;
3683 detobj.nameStr = obj.Name;
3684 detobj.ownerUUID = obj.OwnerID;
3685 detobj.posVector = obj.AbsolutePosition;
3686 detobj.rotQuat = obj.GetWorldRotation();
3687 detobj.velVector = obj.Velocity;
3688 detobj.colliderType = 0;
3689 detobj.groupUUID = obj.GroupID;
3690 colliding.Add(detobj);
3691 }
3692 }
3693
3694 if (colliding.Count > 0)
3695 {
3696 EndCollidingMessage.Colliders = colliding;
3697
3698 foreach (SceneObjectGroup att in Attachments)
3699 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3700 }
3701 }
3702
3703 if (thisHitColliders.Count > 0)
3704 {
3705 ColliderArgs CollidingMessage = new ColliderArgs();
3706 List<DetectedObject> colliding = new List<DetectedObject>();
3707 foreach (uint localId in thisHitColliders)
3708 {
3709 if (localId == 0)
3710 continue;
3711
3712 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3713 string data = "";
3714 if (obj != null)
3715 {
3716 DetectedObject detobj = new DetectedObject();
3717 detobj.keyUUID = obj.UUID;
3718 detobj.nameStr = obj.Name;
3719 detobj.ownerUUID = obj.OwnerID;
3720 detobj.posVector = obj.AbsolutePosition;
3721 detobj.rotQuat = obj.GetWorldRotation();
3722 detobj.velVector = obj.Velocity;
3723 detobj.colliderType = 0;
3724 detobj.groupUUID = obj.GroupID;
3725 colliding.Add(detobj);
3726 }
3727 }
3728
3729 if (colliding.Count > 0)
3730 {
3731 CollidingMessage.Colliders = colliding;
3732
3733 foreach (SceneObjectGroup att in Attachments)
3734 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3735 }
3736 }
3737
3267 if (m_invulnerable) 3738 if (m_invulnerable)
3268 return; 3739 return;
3269 3740
@@ -3438,7 +3909,10 @@ namespace OpenSim.Region.Framework.Scenes
3438 m_scene = scene; 3909 m_scene = scene;
3439 3910
3440 RegisterToEvents(); 3911 RegisterToEvents();
3441 3912 if (m_controllingClient != null)
3913 {
3914 m_controllingClient.ProcessPendingPackets();
3915 }
3442 /* 3916 /*
3443 AbsolutePosition = client.StartPos; 3917 AbsolutePosition = client.StartPos;
3444 3918
@@ -3669,6 +4143,39 @@ namespace OpenSim.Region.Framework.Scenes
3669 return; 4143 return;
3670 } 4144 }
3671 4145
4146 XmlDocument doc = new XmlDocument();
4147 string stateData = String.Empty;
4148
4149 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4150 if (attServ != null)
4151 {
4152 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4153 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4154 if (stateData != String.Empty)
4155 {
4156 try
4157 {
4158 doc.LoadXml(stateData);
4159 }
4160 catch { }
4161 }
4162 }
4163
4164 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4165
4166 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4167 if (nodes.Count > 0)
4168 {
4169 foreach (XmlNode n in nodes)
4170 {
4171 XmlElement elem = (XmlElement)n;
4172 string itemID = elem.GetAttribute("ItemID");
4173 string xml = elem.InnerXml;
4174
4175 itemData[new UUID(itemID)] = xml;
4176 }
4177 }
4178
3672 List<int> attPoints = m_appearance.GetAttachedPoints(); 4179 List<int> attPoints = m_appearance.GetAttachedPoints();
3673 foreach (int p in attPoints) 4180 foreach (int p in attPoints)
3674 { 4181 {
@@ -3688,9 +4195,26 @@ namespace OpenSim.Region.Framework.Scenes
3688 4195
3689 try 4196 try
3690 { 4197 {
3691 // Rez from inventory 4198 string xmlData;
3692 UUID asset 4199 XmlDocument d = new XmlDocument();
3693 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 4200 UUID asset;
4201 if (itemData.TryGetValue(itemID, out xmlData))
4202 {
4203 d.LoadXml(xmlData);
4204 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4205
4206 // Rez from inventory
4207 asset
4208 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4209
4210 }
4211 else
4212 {
4213 // Rez from inventory (with a null doc to let
4214 // CHANGED_OWNER happen)
4215 asset
4216 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4217 }
3694 4218
3695 m_log.InfoFormat( 4219 m_log.InfoFormat(
3696 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})", 4220 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})",
@@ -3727,5 +4251,16 @@ namespace OpenSim.Region.Framework.Scenes
3727 m_reprioritization_called = false; 4251 m_reprioritization_called = false;
3728 } 4252 }
3729 } 4253 }
4254
4255 private Vector3 Quat2Euler(Quaternion rot){
4256 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4257 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4258 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4259 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4260 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4261 return(new Vector3(x,y,z));
4262 }
4263
4264
3730 } 4265 }
3731} 4266}
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
index 754b925..d72ee6f 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -878,6 +878,10 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
878 878
879 } 879 }
880 880
881 public void ProcessPendingPackets()
882 {
883 }
884
881 public void ProcessInPacket(Packet NewPack) 885 public void ProcessInPacket(Packet NewPack)
882 { 886 {
883 887
@@ -885,6 +889,11 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
885 889
886 public void Close() 890 public void Close()
887 { 891 {
892 Close(true);
893 }
894
895 public void Close(bool sendStop)
896 {
888 Disconnect(); 897 Disconnect();
889 } 898 }
890 899
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index 12d6643..c3edba2 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -836,12 +836,21 @@ namespace OpenSim.Region.OptionalModules.World.NPC
836 { 836 {
837 } 837 }
838 838
839 public void ProcessPendingPackets()
840 {
841 }
842
839 public void ProcessInPacket(Packet NewPack) 843 public void ProcessInPacket(Packet NewPack)
840 { 844 {
841 } 845 }
842 846
843 public void Close() 847 public void Close()
844 { 848 {
849 Close(true);
850 }
851
852 public void Close(bool sendStop)
853 {
845 } 854 }
846 855
847 public void Start() 856 public void Start()
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
index ac4e2b9..f13c323 100644
--- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
+++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
@@ -624,8 +624,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
624 { 624 {
625 set { return; } 625 set { return; }
626 } 626 }
627 627
628
629 public override Quaternion APIDTarget 628 public override Quaternion APIDTarget
630 { 629 {
631 set { return; } 630 set { return; }
diff --git a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
index e2a6a2e..f4245b6 100644
--- a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
+++ b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
@@ -996,7 +996,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
996 { 996 {
997 997
998 } 998 }
999 999
1000 public override void VehicleFlags(int param, bool remove) 1000 public override void VehicleFlags(int param, bool remove)
1001 { 1001 {
1002 1002
diff --git a/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
new file mode 100644
index 0000000..d65929a
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
@@ -0,0 +1,58 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Reflection;
29using System.Runtime.InteropServices;
30
31// Information about this assembly is defined by the following
32// attributes.
33//
34// change them to the information which is associated with the assembly
35// you compile.
36
37[assembly : AssemblyTitle("OdePlugin")]
38[assembly : AssemblyDescription("")]
39[assembly : AssemblyConfiguration("")]
40[assembly : AssemblyCompany("http://opensimulator.org")]
41[assembly : AssemblyProduct("OdePlugin")]
42[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
43[assembly : AssemblyTrademark("")]
44[assembly : AssemblyCulture("")]
45
46// This sets the default COM visibility of types in the assembly to invisible.
47// If you need to expose a type to COM, use [ComVisible(true)] on that type.
48
49[assembly : ComVisible(false)]
50
51// The assembly version has following format :
52//
53// Major.Minor.Build.Revision
54//
55// You can specify all values by your own or you can build default build and revision
56// numbers with the '*' character (the default):
57
58[assembly : AssemblyVersion("0.6.5.*")]
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
new file mode 100644
index 0000000..38c38b6
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -0,0 +1,1369 @@
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 m_iscolliding = false;
94 private bool m_iscollidingGround = false;
95 private bool m_wascolliding = false;
96 private bool m_wascollidingGround = false;
97 private bool m_iscollidingObj = false;
98 private bool m_alwaysRun = false;
99 private bool m_hackSentFall = false;
100 private bool m_hackSentFly = false;
101 private int m_requestedUpdateFrequency = 0;
102 private Vector3 m_taintPosition = Vector3.Zero;
103 public uint m_localID = 0;
104 public bool m_returnCollisions = false;
105 // taints and their non-tainted counterparts
106 public bool m_isPhysical = false; // the current physical status
107 public bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing)
108 public float MinimumGroundFlightOffset = 3f;
109
110 private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
111 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
112
113
114 private float m_buoyancy = 0f;
115
116 // private CollisionLocker ode;
117
118 private string m_name = String.Empty;
119
120 private bool[] m_colliderarr = new bool[11];
121 private bool[] m_colliderGroundarr = new bool[11];
122
123 // Default we're a Character
124 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
125
126 // Default, Collide with Other Geometries, spaces, bodies and characters.
127 private CollisionCategories m_collisionFlags = (CollisionCategories.Geom
128 | CollisionCategories.Space
129 | CollisionCategories.Body
130 | CollisionCategories.Character
131 | CollisionCategories.Land);
132 public IntPtr Body = IntPtr.Zero;
133 private OdeScene _parent_scene;
134 public IntPtr Shell = IntPtr.Zero;
135 public IntPtr Amotor = IntPtr.Zero;
136 public d.Mass ShellMass;
137 public bool collidelock = false;
138
139 public int m_eventsubscription = 0;
140 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
141
142 // unique UUID of this character object
143 public UUID m_uuid;
144 public bool bad = false;
145
146 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)
147 {
148 m_uuid = UUID.Random();
149
150 if (pos.IsFinite())
151 {
152 if (pos.Z > 9999999f)
153 {
154 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
155 }
156 if (pos.Z < -90000f)
157 {
158 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
159 }
160 _position = pos;
161 m_taintPosition.X = pos.X;
162 m_taintPosition.Y = pos.Y;
163 m_taintPosition.Z = pos.Z;
164 }
165 else
166 {
167 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
168 m_taintPosition.X = _position.X;
169 m_taintPosition.Y = _position.Y;
170 m_taintPosition.Z = _position.Z;
171 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
172 }
173
174 _parent_scene = parent_scene;
175
176 PID_D = pid_d;
177 PID_P = pid_p;
178 CAPSULE_RADIUS = capsule_radius;
179 m_tensor = tensor;
180 m_density = density;
181 heightFudgeFactor = height_fudge_factor;
182 walkDivisor = walk_divisor;
183 runDivisor = rundivisor;
184
185 // m_StandUpRotation =
186 // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
187 // 0.5f);
188
189 for (int i = 0; i < 11; i++)
190 {
191 m_colliderarr[i] = false;
192 }
193 CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
194 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
195 m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH;
196
197 m_isPhysical = false; // current status: no ODE information exists
198 m_tainted_isPhysical = true; // new tainted status: need to create ODE information
199
200 _parent_scene.AddPhysicsActorTaint(this);
201
202 m_name = avName;
203 }
204
205 public override int PhysicsActorType
206 {
207 get { return (int) ActorTypes.Agent; }
208 set { return; }
209 }
210
211 /// <summary>
212 /// If this is set, the avatar will move faster
213 /// </summary>
214 public override bool SetAlwaysRun
215 {
216 get { return m_alwaysRun; }
217 set { m_alwaysRun = value; }
218 }
219
220 public override uint LocalID
221 {
222 set { m_localID = value; }
223 }
224
225 public override bool Grabbed
226 {
227 set { return; }
228 }
229
230 public override bool Selected
231 {
232 set { return; }
233 }
234
235 public override float Buoyancy
236 {
237 get { return m_buoyancy; }
238 set { m_buoyancy = value; }
239 }
240
241 public override bool FloatOnWater
242 {
243 set { return; }
244 }
245
246 public override bool IsPhysical
247 {
248 get { return false; }
249 set { return; }
250 }
251
252 public override bool ThrottleUpdates
253 {
254 get { return false; }
255 set { return; }
256 }
257
258 public override bool Flying
259 {
260 get { return flying; }
261 set { flying = value; }
262 }
263
264 /// <summary>
265 /// Returns if the avatar is colliding in general.
266 /// This includes the ground and objects and avatar.
267 /// </summary>
268 public override bool IsColliding
269 {
270 get { return m_iscolliding; }
271 set
272 {
273 int i;
274 int truecount = 0;
275 int falsecount = 0;
276
277 if (m_colliderarr.Length >= 10)
278 {
279 for (i = 0; i < 10; i++)
280 {
281 m_colliderarr[i] = m_colliderarr[i + 1];
282 }
283 }
284 m_colliderarr[10] = value;
285
286 for (i = 0; i < 11; i++)
287 {
288 if (m_colliderarr[i])
289 {
290 truecount++;
291 }
292 else
293 {
294 falsecount++;
295 }
296 }
297
298 // Equal truecounts and false counts means we're colliding with something.
299
300 if (falsecount > 1.2*truecount)
301 {
302 m_iscolliding = false;
303 }
304 else
305 {
306 m_iscolliding = true;
307 }
308 if (m_wascolliding != m_iscolliding)
309 {
310 //base.SendCollisionUpdate(new CollisionEventUpdate());
311 }
312 m_wascolliding = m_iscolliding;
313 }
314 }
315
316 /// <summary>
317 /// Returns if an avatar is colliding with the ground
318 /// </summary>
319 public override bool CollidingGround
320 {
321 get { return m_iscollidingGround; }
322 set
323 {
324 // Collisions against the ground are not really reliable
325 // So, to get a consistant value we have to average the current result over time
326 // Currently we use 1 second = 10 calls to this.
327 int i;
328 int truecount = 0;
329 int falsecount = 0;
330
331 if (m_colliderGroundarr.Length >= 10)
332 {
333 for (i = 0; i < 10; i++)
334 {
335 m_colliderGroundarr[i] = m_colliderGroundarr[i + 1];
336 }
337 }
338 m_colliderGroundarr[10] = value;
339
340 for (i = 0; i < 11; i++)
341 {
342 if (m_colliderGroundarr[i])
343 {
344 truecount++;
345 }
346 else
347 {
348 falsecount++;
349 }
350 }
351
352 // Equal truecounts and false counts means we're colliding with something.
353
354 if (falsecount > 1.2*truecount)
355 {
356 m_iscollidingGround = false;
357 }
358 else
359 {
360 m_iscollidingGround = true;
361 }
362 if (m_wascollidingGround != m_iscollidingGround)
363 {
364 //base.SendCollisionUpdate(new CollisionEventUpdate());
365 }
366 m_wascollidingGround = m_iscollidingGround;
367 }
368 }
369
370 /// <summary>
371 /// Returns if the avatar is colliding with an object
372 /// </summary>
373 public override bool CollidingObj
374 {
375 get { return m_iscollidingObj; }
376 set
377 {
378 m_iscollidingObj = value;
379 if (value)
380 m_pidControllerActive = false;
381 else
382 m_pidControllerActive = true;
383 }
384 }
385
386 /// <summary>
387 /// turn the PID controller on or off.
388 /// The PID Controller will turn on all by itself in many situations
389 /// </summary>
390 /// <param name="status"></param>
391 public void SetPidStatus(bool status)
392 {
393 m_pidControllerActive = status;
394 }
395
396 public override bool Stopped
397 {
398 get { return _zeroFlag; }
399 }
400
401 /// <summary>
402 /// This 'puts' an avatar somewhere in the physics space.
403 /// Not really a good choice unless you 'know' it's a good
404 /// spot otherwise you're likely to orbit the avatar.
405 /// </summary>
406 public override Vector3 Position
407 {
408 get { return _position; }
409 set
410 {
411 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
412 {
413 if (value.IsFinite())
414 {
415 if (value.Z > 9999999f)
416 {
417 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
418 }
419 if (value.Z < -90000f)
420 {
421 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
422 }
423
424 _position.X = value.X;
425 _position.Y = value.Y;
426 _position.Z = value.Z;
427
428 m_taintPosition.X = value.X;
429 m_taintPosition.Y = value.Y;
430 m_taintPosition.Z = value.Z;
431 _parent_scene.AddPhysicsActorTaint(this);
432 }
433 else
434 {
435 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
436 }
437 }
438 }
439 }
440
441 public override Vector3 RotationalVelocity
442 {
443 get { return m_rotationalVelocity; }
444 set { m_rotationalVelocity = value; }
445 }
446
447 /// <summary>
448 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
449 /// and use it to offset landings properly
450 /// </summary>
451 public override Vector3 Size
452 {
453 get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
454 set
455 {
456 if (value.IsFinite())
457 {
458 m_pidControllerActive = true;
459
460 Vector3 SetSize = value;
461 m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f;
462 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
463
464 Velocity = Vector3.Zero;
465
466 _parent_scene.AddPhysicsActorTaint(this);
467 }
468 else
469 {
470 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
471 }
472 }
473 }
474
475 private void AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3 movementVector)
476 {
477 movementVector.Z = 0f;
478 float magnitude = (float)Math.Sqrt((double)(movementVector.X * movementVector.X + movementVector.Y * movementVector.Y));
479 if (magnitude < 0.1f) return;
480
481 // normalize the velocity vector
482 float invMagnitude = 1.0f / magnitude;
483 movementVector.X *= invMagnitude;
484 movementVector.Y *= invMagnitude;
485
486 // if we change the capsule heading too often, the capsule can fall down
487 // therefore we snap movement vector to just 1 of 4 predefined directions (ne, nw, se, sw),
488 // meaning only 4 possible capsule tilt orientations
489 if (movementVector.X > 0)
490 {
491 // east
492 if (movementVector.Y > 0)
493 {
494 // northeast
495 movementVector.X = (float)Math.Sqrt(2.0);
496 movementVector.Y = (float)Math.Sqrt(2.0);
497 }
498 else
499 {
500 // southeast
501 movementVector.X = (float)Math.Sqrt(2.0);
502 movementVector.Y = -(float)Math.Sqrt(2.0);
503 }
504 }
505 else
506 {
507 // west
508 if (movementVector.Y > 0)
509 {
510 // northwest
511 movementVector.X = -(float)Math.Sqrt(2.0);
512 movementVector.Y = (float)Math.Sqrt(2.0);
513 }
514 else
515 {
516 // southwest
517 movementVector.X = -(float)Math.Sqrt(2.0);
518 movementVector.Y = -(float)Math.Sqrt(2.0);
519 }
520 }
521
522
523 // movementVector.Z is zero
524
525 // calculate tilt components based on desired amount of tilt and current (snapped) heading.
526 // the "-" sign is to force the tilt to be OPPOSITE the direction of movement.
527 float xTiltComponent = -movementVector.X * m_tiltMagnitudeWhenProjectedOnXYPlane;
528 float yTiltComponent = -movementVector.Y * m_tiltMagnitudeWhenProjectedOnXYPlane;
529
530 //m_log.Debug("[PHYSICS] changing avatar tilt");
531 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, xTiltComponent);
532 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, xTiltComponent); // must be same as lowstop, else a different, spurious tilt is introduced
533 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, yTiltComponent);
534 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, yTiltComponent); // same as lowstop
535 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
536 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
537 }
538
539 /// <summary>
540 /// This creates the Avatar's physical Surrogate at the position supplied
541 /// </summary>
542 /// <param name="npositionX"></param>
543 /// <param name="npositionY"></param>
544 /// <param name="npositionZ"></param>
545
546 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
547 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
548 // place that is safe to call this routine AvatarGeomAndBodyCreation.
549 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
550 {
551 //CAPSULE_LENGTH = -5;
552 //CAPSULE_RADIUS = -5;
553 int dAMotorEuler = 1;
554 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
555 if (CAPSULE_LENGTH <= 0)
556 {
557 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
558 CAPSULE_LENGTH = 0.01f;
559
560 }
561
562 if (CAPSULE_RADIUS <= 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_RADIUS = 0.01f;
566
567 }
568 Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
569
570 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
571 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
572
573 d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
574 Body = d.BodyCreate(_parent_scene.world);
575 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
576
577 _position.X = npositionX;
578 _position.Y = npositionY;
579 _position.Z = npositionZ;
580
581
582 m_taintPosition.X = npositionX;
583 m_taintPosition.Y = npositionY;
584 m_taintPosition.Z = npositionZ;
585
586 d.BodySetMass(Body, ref ShellMass);
587 d.Matrix3 m_caprot;
588 // 90 Stand up on the cap of the capped cyllinder
589 if (_parent_scene.IsAvCapsuleTilted)
590 {
591 d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2));
592 }
593 else
594 {
595 d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2));
596 }
597
598
599 d.GeomSetRotation(Shell, ref m_caprot);
600 d.BodySetRotation(Body, ref m_caprot);
601
602 d.GeomSetBody(Shell, Body);
603
604
605 // The purpose of the AMotor here is to keep the avatar's physical
606 // surrogate from rotating while moving
607 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
608 d.JointAttach(Amotor, Body, IntPtr.Zero);
609 d.JointSetAMotorMode(Amotor, dAMotorEuler);
610 d.JointSetAMotorNumAxes(Amotor, 3);
611 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
612 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
613 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
614 d.JointSetAMotorAngle(Amotor, 0, 0);
615 d.JointSetAMotorAngle(Amotor, 1, 0);
616 d.JointSetAMotorAngle(Amotor, 2, 0);
617
618 // These lowstops and high stops are effectively (no wiggle room)
619 if (_parent_scene.IsAvCapsuleTilted)
620 {
621 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
622 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
623 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
624 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
625 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
626 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
627 }
628 else
629 {
630 #region Documentation of capsule motor LowStop and HighStop parameters
631 // Intentionally introduce some tilt into the capsule by setting
632 // the motor stops to small epsilon values. This small tilt prevents
633 // the capsule from falling into the terrain; a straight-up capsule
634 // (with -0..0 motor stops) falls into the terrain for reasons yet
635 // to be comprehended in their entirety.
636 #endregion
637 AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero);
638 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f);
639 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
640 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f);
641 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced
642 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
643 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop
644 }
645
646 // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the
647 // capped cyllinder will fall over
648 d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
649 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor);
650
651 //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
652 //d.QfromR(
653 //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068,
654 //
655 //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
656 //standupStraight();
657 }
658
659 //
660 /// <summary>
661 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
662 /// This may be used in calculations in the scene/scenepresence
663 /// </summary>
664 public override float Mass
665 {
666 get
667 {
668 float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
669 return m_density*AVvolume;
670 }
671 }
672 public override void link(PhysicsActor obj)
673 {
674
675 }
676
677 public override void delink()
678 {
679
680 }
681
682 public override void LockAngularMotion(Vector3 axis)
683 {
684
685 }
686
687// This code is very useful. Written by DanX0r. We're just not using it right now.
688// Commented out to prevent a warning.
689//
690// private void standupStraight()
691// {
692// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
693// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
694// // change appearance and when you enter the simulator
695// // After this routine is done, the amotor stabilizes much quicker
696// d.Vector3 feet;
697// d.Vector3 head;
698// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
699// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
700// float posture = head.Z - feet.Z;
701
702// // restoring force proportional to lack of posture:
703// float servo = (2.5f - posture) * POSTURE_SERVO;
704// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
705// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
706// //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
707// //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
708// }
709
710 public override Vector3 Force
711 {
712 get { return _target_velocity; }
713 set { return; }
714 }
715
716 public override int VehicleType
717 {
718 get { return 0; }
719 set { return; }
720 }
721
722 public override void VehicleFloatParam(int param, float value)
723 {
724
725 }
726
727 public override void VehicleVectorParam(int param, Vector3 value)
728 {
729
730 }
731
732 public override void VehicleRotationParam(int param, Quaternion rotation)
733 {
734
735 }
736
737 public override void VehicleFlags(int flags, bool remove)
738 {
739 }
740
741 public override void SetVolumeDetect(int param)
742 {
743
744 }
745
746 public override Vector3 CenterOfMass
747 {
748 get { return Vector3.Zero; }
749 }
750
751 public override Vector3 GeometricCenter
752 {
753 get { return Vector3.Zero; }
754 }
755
756 public override PrimitiveBaseShape Shape
757 {
758 set { return; }
759 }
760
761 public override Vector3 Velocity
762 {
763 get {
764 // There's a problem with Vector3.Zero! Don't Use it Here!
765 if (_zeroFlag)
766 return Vector3.Zero;
767 m_lastUpdateSent = false;
768 return _velocity;
769 }
770 set
771 {
772 if (value.IsFinite())
773 {
774 m_pidControllerActive = true;
775 _target_velocity = value;
776 }
777 else
778 {
779 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
780 }
781 }
782 }
783
784 public override Vector3 Torque
785 {
786 get { return Vector3.Zero; }
787 set { return; }
788 }
789
790 public override float CollisionScore
791 {
792 get { return 0f; }
793 set { }
794 }
795
796 public override bool Kinematic
797 {
798 get { return false; }
799 set { }
800 }
801
802 public override Quaternion Orientation
803 {
804 get { return Quaternion.Identity; }
805 set {
806 //Matrix3 or = Orientation.ToRotationMatrix();
807 //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22);
808 //d.BodySetRotation(Body, ref ord);
809 }
810 }
811
812 public override Vector3 Acceleration
813 {
814 get { return _acceleration; }
815 }
816
817 public void SetAcceleration(Vector3 accel)
818 {
819 m_pidControllerActive = true;
820 _acceleration = accel;
821 }
822
823 /// <summary>
824 /// Adds the force supplied to the Target Velocity
825 /// The PID controller takes this target velocity and tries to make it a reality
826 /// </summary>
827 /// <param name="force"></param>
828 public override void AddForce(Vector3 force, bool pushforce)
829 {
830 if (force.IsFinite())
831 {
832 if (pushforce)
833 {
834 m_pidControllerActive = false;
835 force *= 100f;
836 doForce(force);
837 // If uncommented, things get pushed off world
838 //
839 // m_log.Debug("Push!");
840 // _target_velocity.X += force.X;
841 // _target_velocity.Y += force.Y;
842 // _target_velocity.Z += force.Z;
843 }
844 else
845 {
846 m_pidControllerActive = true;
847 _target_velocity.X += force.X;
848 _target_velocity.Y += force.Y;
849 _target_velocity.Z += force.Z;
850 }
851 }
852 else
853 {
854 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
855 }
856 //m_lastUpdateSent = false;
857 }
858
859 public override void AddAngularForce(Vector3 force, bool pushforce)
860 {
861
862 }
863
864 /// <summary>
865 /// After all of the forces add up with 'add force' we apply them with doForce
866 /// </summary>
867 /// <param name="force"></param>
868 public void doForce(Vector3 force)
869 {
870 if (!collidelock)
871 {
872 d.BodyAddForce(Body, force.X, force.Y, force.Z);
873 //d.BodySetRotation(Body, ref m_StandUpRotation);
874 //standupStraight();
875
876 }
877 }
878
879 public override void SetMomentum(Vector3 momentum)
880 {
881 }
882
883
884 /// <summary>
885 /// Called from Simulate
886 /// This is the avatar's movement control + PID Controller
887 /// </summary>
888 /// <param name="timeStep"></param>
889 public void Move(float timeStep, List<OdeCharacter> defects)
890 {
891 // no lock; for now it's only called from within Simulate()
892
893 // If the PID Controller isn't active then we set our force
894 // calculating base velocity to the current position
895
896 if (Body == IntPtr.Zero)
897 return;
898
899 if (m_pidControllerActive == false)
900 {
901 _zeroPosition = d.BodyGetPosition(Body);
902 }
903 //PidStatus = true;
904
905 d.Vector3 localpos = d.BodyGetPosition(Body);
906 Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
907
908 if (!localPos.IsFinite())
909 {
910
911 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
912 defects.Add(this);
913 // _parent_scene.RemoveCharacter(this);
914
915 // destroy avatar capsule and related ODE data
916 if (Amotor != IntPtr.Zero)
917 {
918 // Kill the Amotor
919 d.JointDestroy(Amotor);
920 Amotor = IntPtr.Zero;
921 }
922
923 //kill the Geometry
924 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
925
926 if (Body != IntPtr.Zero)
927 {
928 //kill the body
929 d.BodyDestroy(Body);
930
931 Body = IntPtr.Zero;
932 }
933
934 if (Shell != IntPtr.Zero)
935 {
936 d.GeomDestroy(Shell);
937 _parent_scene.geom_name_map.Remove(Shell);
938 Shell = IntPtr.Zero;
939 }
940
941 return;
942 }
943
944 Vector3 vec = Vector3.Zero;
945 d.Vector3 vel = d.BodyGetLinearVel(Body);
946
947 float movementdivisor = 1f;
948
949 if (!m_alwaysRun)
950 {
951 movementdivisor = walkDivisor;
952 }
953 else
954 {
955 movementdivisor = runDivisor;
956 }
957
958 // if velocity is zero, use position control; otherwise, velocity control
959 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
960 {
961 // keep track of where we stopped. No more slippin' & slidin'
962 if (!_zeroFlag)
963 {
964 _zeroFlag = true;
965 _zeroPosition = d.BodyGetPosition(Body);
966 }
967 if (m_pidControllerActive)
968 {
969 // We only want to deactivate the PID Controller if we think we want to have our surrogate
970 // react to the physics scene by moving it's position.
971 // Avatar to Avatar collisions
972 // Prim to avatar collisions
973
974 d.Vector3 pos = d.BodyGetPosition(Body);
975 float errX = _zeroPosition.X - pos.X;
976 float errY = _zeroPosition.Y - pos.Y;
977 if( (Math.Abs(errX) > 0.1f) || (Math.Abs(errY) > 0.1f) )
978 {
979 vec.X = (_target_velocity.X - vel.X) * (PID_D) + (errX) * (PID_P * 2);
980 vec.Y = (_target_velocity.Y - vel.Y) * (PID_D) + (errY) * (PID_P * 2);
981 }
982 else
983 { // close, jump to lateral destination
984 d.BodySetPosition(Body, _zeroPosition.X, _zeroPosition.Y, pos.Z);
985 }
986 if (flying)
987 {
988 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
989 }
990 }
991 //PidStatus = true;
992 }
993 else
994 {
995 m_pidControllerActive = true;
996 _zeroFlag = false;
997 if (m_iscolliding && !flying)
998 {
999 // We're standing on something
1000 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
1001 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
1002 }
1003 else if (m_iscolliding && flying)
1004 {
1005 // We're flying and colliding with something
1006 vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
1007 vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
1008 }
1009 else if (!m_iscolliding && flying)
1010 {
1011 // we're in mid air suspended
1012 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
1013 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
1014 }
1015
1016 if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
1017 {
1018 // We're colliding with something and we're not flying but we're moving
1019 // This means we're walking or running.
1020 d.Vector3 pos = d.BodyGetPosition(Body);
1021 vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
1022 if (_target_velocity.X > 0)
1023 {
1024 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1025 }
1026 if (_target_velocity.Y > 0)
1027 {
1028 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1029 }
1030 }
1031 else if (!m_iscolliding && !flying)
1032 {
1033 // we're not colliding and we're not flying so that means we're falling!
1034 // m_iscolliding includes collisions with the ground.
1035
1036 // d.Vector3 pos = d.BodyGetPosition(Body);
1037 if (Math.Abs(_target_velocity.X) > 0)
1038 {
1039 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1040 }
1041 if (Math.Abs(_target_velocity.Y) > 0)
1042 {
1043 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1044 }
1045 }
1046
1047 if (flying)
1048 {
1049 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
1050 }
1051 }
1052 if (flying)
1053 {
1054 vec.Z += ((-1 * _parent_scene.gravityz)*m_mass);
1055
1056 //Added for auto fly height. Kitto Flora
1057 //d.Vector3 pos = d.BodyGetPosition(Body);
1058 float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
1059
1060 if (_position.Z < target_altitude)
1061 {
1062 vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
1063 }
1064 // end add Kitto Flora
1065 }
1066 if (vec.IsFinite())
1067 {
1068 if (!vec.ApproxEquals(Vector3.Zero, 0.01f))
1069 {
1070 doForce(vec);
1071 if (!_zeroFlag)
1072 {
1073 AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
1074 }
1075 }
1076 }
1077 else
1078 {
1079 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1080 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1081 defects.Add(this);
1082 // _parent_scene.RemoveCharacter(this);
1083 // destroy avatar capsule and related ODE data
1084 if (Amotor != IntPtr.Zero)
1085 {
1086 // Kill the Amotor
1087 d.JointDestroy(Amotor);
1088 Amotor = IntPtr.Zero;
1089 }
1090 //kill the Geometry
1091 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1092
1093 if (Body != IntPtr.Zero)
1094 {
1095 //kill the body
1096 d.BodyDestroy(Body);
1097
1098 Body = IntPtr.Zero;
1099 }
1100
1101 if (Shell != IntPtr.Zero)
1102 {
1103 d.GeomDestroy(Shell);
1104 _parent_scene.geom_name_map.Remove(Shell);
1105 Shell = IntPtr.Zero;
1106 }
1107 }
1108 }
1109
1110 /// <summary>
1111 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1112 /// </summary>
1113 public void UpdatePositionAndVelocity()
1114 {
1115 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1116 d.Vector3 vec;
1117 try
1118 {
1119 vec = d.BodyGetPosition(Body);
1120 }
1121 catch (NullReferenceException)
1122 {
1123 bad = true;
1124 _parent_scene.BadCharacter(this);
1125 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1126 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1127 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1128 }
1129
1130
1131 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
1132 if (vec.X < 0.0f) vec.X = 0.0f;
1133 if (vec.Y < 0.0f) vec.Y = 0.0f;
1134 if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
1135 if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
1136
1137 _position.X = vec.X;
1138 _position.Y = vec.Y;
1139 _position.Z = vec.Z;
1140
1141 // Did we move last? = zeroflag
1142 // This helps keep us from sliding all over
1143
1144 if (_zeroFlag)
1145 {
1146 _velocity.X = 0.0f;
1147 _velocity.Y = 0.0f;
1148 _velocity.Z = 0.0f;
1149
1150 // Did we send out the 'stopped' message?
1151 if (!m_lastUpdateSent)
1152 {
1153 m_lastUpdateSent = true;
1154 //base.RequestPhysicsterseUpdate();
1155
1156 }
1157 }
1158 else
1159 {
1160 m_lastUpdateSent = false;
1161 try
1162 {
1163 vec = d.BodyGetLinearVel(Body);
1164 }
1165 catch (NullReferenceException)
1166 {
1167 vec.X = _velocity.X;
1168 vec.Y = _velocity.Y;
1169 vec.Z = _velocity.Z;
1170 }
1171 _velocity.X = (vec.X);
1172 _velocity.Y = (vec.Y);
1173
1174 _velocity.Z = (vec.Z);
1175
1176 if (_velocity.Z < -6 && !m_hackSentFall)
1177 {
1178 m_hackSentFall = true;
1179 m_pidControllerActive = false;
1180 }
1181 else if (flying && !m_hackSentFly)
1182 {
1183 //m_hackSentFly = true;
1184 //base.SendCollisionUpdate(new CollisionEventUpdate());
1185 }
1186 else
1187 {
1188 m_hackSentFly = false;
1189 m_hackSentFall = false;
1190 }
1191 }
1192 }
1193
1194 /// <summary>
1195 /// Cleanup the things we use in the scene.
1196 /// </summary>
1197 public void Destroy()
1198 {
1199 m_tainted_isPhysical = false;
1200 _parent_scene.AddPhysicsActorTaint(this);
1201 }
1202
1203 public override void CrossingFailure()
1204 {
1205 }
1206
1207 public override Vector3 PIDTarget { set { return; } }
1208 public override bool PIDActive { set { return; } }
1209 public override float PIDTau { set { return; } }
1210
1211 public override float PIDHoverHeight { set { return; } }
1212 public override bool PIDHoverActive { set { return; } }
1213 public override PIDHoverType PIDHoverType { set { return; } }
1214 public override float PIDHoverTau { set { return; } }
1215
1216 public override Quaternion APIDTarget{ set { return; } }
1217
1218 public override bool APIDActive{ set { return; } }
1219
1220 public override float APIDStrength{ set { return; } }
1221
1222 public override float APIDDamping{ set { return; } }
1223
1224
1225 public override void SubscribeEvents(int ms)
1226 {
1227 m_requestedUpdateFrequency = ms;
1228 m_eventsubscription = ms;
1229 _parent_scene.addCollisionEventReporting(this);
1230 }
1231 public override void UnSubscribeEvents()
1232 {
1233 _parent_scene.remCollisionEventReporting(this);
1234 m_requestedUpdateFrequency = 0;
1235 m_eventsubscription = 0;
1236 }
1237 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1238 {
1239 if (m_eventsubscription > 0)
1240 {
1241 CollisionEventsThisFrame.addCollider(CollidedWith, contact);
1242 }
1243 }
1244
1245 public void SendCollisions()
1246 {
1247 if (m_eventsubscription > m_requestedUpdateFrequency)
1248 {
1249 if (CollisionEventsThisFrame != null)
1250 {
1251 base.SendCollisionUpdate(CollisionEventsThisFrame);
1252 }
1253 CollisionEventsThisFrame = new CollisionEventUpdate();
1254 m_eventsubscription = 0;
1255 }
1256 }
1257 public override bool SubscribedEvents()
1258 {
1259 if (m_eventsubscription > 0)
1260 return true;
1261 return false;
1262 }
1263
1264 public void ProcessTaints(float timestep)
1265 {
1266
1267 if (m_tainted_isPhysical != m_isPhysical)
1268 {
1269 if (m_tainted_isPhysical)
1270 {
1271 // Create avatar capsule and related ODE data
1272 if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
1273 {
1274 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1275 + (Shell!=IntPtr.Zero ? "Shell ":"")
1276 + (Body!=IntPtr.Zero ? "Body ":"")
1277 + (Amotor!=IntPtr.Zero ? "Amotor ":""));
1278 }
1279 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
1280
1281 _parent_scene.geom_name_map[Shell] = m_name;
1282 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1283 _parent_scene.AddCharacter(this);
1284 }
1285 else
1286 {
1287 _parent_scene.RemoveCharacter(this);
1288 // destroy avatar capsule and related ODE data
1289 if (Amotor != IntPtr.Zero)
1290 {
1291 // Kill the Amotor
1292 d.JointDestroy(Amotor);
1293 Amotor = IntPtr.Zero;
1294 }
1295 //kill the Geometry
1296 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1297
1298 if (Body != IntPtr.Zero)
1299 {
1300 //kill the body
1301 d.BodyDestroy(Body);
1302
1303 Body = IntPtr.Zero;
1304 }
1305
1306 if (Shell != IntPtr.Zero)
1307 {
1308 d.GeomDestroy(Shell);
1309 _parent_scene.geom_name_map.Remove(Shell);
1310 Shell = IntPtr.Zero;
1311 }
1312
1313 }
1314
1315 m_isPhysical = m_tainted_isPhysical;
1316 }
1317
1318 if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
1319 {
1320 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1321 {
1322
1323 m_pidControllerActive = true;
1324 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
1325 d.JointDestroy(Amotor);
1326 float prevCapsule = CAPSULE_LENGTH;
1327 CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
1328 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
1329 d.BodyDestroy(Body);
1330 d.GeomDestroy(Shell);
1331 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1332 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
1333 Velocity = Vector3.Zero;
1334
1335 _parent_scene.geom_name_map[Shell] = m_name;
1336 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1337 }
1338 else
1339 {
1340 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1341 + (Shell==IntPtr.Zero ? "Shell ":"")
1342 + (Body==IntPtr.Zero ? "Body ":"")
1343 + (Amotor==IntPtr.Zero ? "Amotor ":""));
1344 }
1345 }
1346
1347 if (!m_taintPosition.ApproxEquals(_position, 0.05f))
1348 {
1349 if (Body != IntPtr.Zero)
1350 {
1351 d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
1352
1353 _position.X = m_taintPosition.X;
1354 _position.Y = m_taintPosition.Y;
1355 _position.Z = m_taintPosition.Z;
1356 }
1357 }
1358
1359 }
1360
1361 internal void AddCollisionFrameTime(int p)
1362 {
1363 // protect it from overflow crashing
1364 if (m_eventsubscription + p >= int.MaxValue)
1365 m_eventsubscription = 0;
1366 m_eventsubscription += p;
1367 }
1368 }
1369}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..7ce01dc
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,3916 @@
1/* Copyright (c) Contributors, http://opensimulator.org/
2 * See CONTRIBUTORS.TXT for a full list of copyright holders.
3 * Redistribution and use in source and binary forms, with or without
4 * modification, are permitted provided that the following conditions are met:
5 * * Redistributions of source code must retain the above copyright
6 * notice, this list of conditions and the following disclaimer.
7 * * Redistributions in binary form must reproduce the above copyright
8 * notice, this list of conditions and the following disclaimer in the
9 * documentation and/or other materials provided with the distribution.
10 * * Neither the name of the OpenSimulator Project nor the
11 * names of its contributors may be used to endorse or promote products
12 * derived from this software without specific prior written permission.
13 *
14 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
15 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
16 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
17 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
18 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
19 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
20 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
21 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
23 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24 *
25 * Revised March 5th 2010 by Kitto Flora. ODEDynamics.cs
26 * rolled into ODEPrim.cs
27 */
28
29using System;
30using System.Collections.Generic;
31using System.Reflection;
32using System.Runtime.InteropServices;
33using System.Threading;
34using log4net;
35using OpenMetaverse;
36using Ode.NET;
37using OpenSim.Framework;
38using OpenSim.Region.Physics.Manager;
39
40
41namespace OpenSim.Region.Physics.OdePlugin
42{
43 /// <summary>
44 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
45 /// </summary>
46
47 public class OdePrim : PhysicsActor
48 {
49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
50
51 private Vector3 _position;
52 private Vector3 _velocity;
53 private Vector3 _torque;
54 private Vector3 m_lastVelocity;
55 private Vector3 m_lastposition;
56 private Quaternion m_lastorientation = new Quaternion();
57 private Vector3 m_rotationalVelocity;
58 private Vector3 _size;
59 private Vector3 _acceleration;
60 // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
61 private Quaternion _orientation;
62 private Vector3 m_taintposition;
63 private Vector3 m_taintsize;
64 private Vector3 m_taintVelocity;
65 private Vector3 m_taintTorque;
66 private Quaternion m_taintrot;
67 private Vector3 m_rotateEnable = Vector3.One; // Current setting
68 private Vector3 m_rotateEnableRequest = Vector3.One; // Request from LSL
69 private bool m_rotateEnableUpdate = false;
70 private Vector3 m_lockX;
71 private Vector3 m_lockY;
72 private Vector3 m_lockZ;
73 private IntPtr Amotor = IntPtr.Zero;
74 private IntPtr AmotorX = IntPtr.Zero;
75 private IntPtr AmotorY = IntPtr.Zero;
76 private IntPtr AmotorZ = IntPtr.Zero;
77
78 private Vector3 m_PIDTarget;
79 private float m_PIDTau;
80 private float PID_D = 35f;
81 private float PID_G = 25f;
82 private bool m_usePID = false;
83
84 private Quaternion m_APIDTarget = new Quaternion();
85 private float m_APIDStrength = 0.5f;
86 private float m_APIDDamping = 0.5f;
87 private bool m_useAPID = false;
88
89 // These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
90 // do not confuse with VEHICLE HOVER
91
92 private float m_PIDHoverHeight;
93 private float m_PIDHoverTau;
94 private bool m_useHoverPID;
95 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
96 private float m_targetHoverHeight;
97 private float m_groundHeight;
98 private float m_waterHeight;
99 private float m_buoyancy; //m_buoyancy set by llSetBuoyancy()
100
101 // private float m_tensor = 5f;
102 private int body_autodisable_frames = 20;
103
104
105 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
106 | CollisionCategories.Space
107 | CollisionCategories.Body
108 | CollisionCategories.Character
109 );
110 private bool m_taintshape;
111 private bool m_taintPhysics;
112 private bool m_collidesLand = true;
113 private bool m_collidesWater;
114 public bool m_returnCollisions;
115
116 // Default we're a Geometry
117 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
118
119 // Default, Collide with Other Geometries, spaces and Bodies
120 private CollisionCategories m_collisionFlags = m_default_collisionFlags;
121
122 public bool m_taintremove;
123 public bool m_taintdisable;
124 public bool m_disabled;
125 public bool m_taintadd;
126 public bool m_taintselected;
127 public bool m_taintCollidesWater;
128
129 public uint m_localID;
130
131 //public GCHandle gc;
132 private CollisionLocker ode;
133
134 private bool m_taintforce = false;
135 private bool m_taintaddangularforce = false;
136 private Vector3 m_force;
137 private List<Vector3> m_forcelist = new List<Vector3>();
138 private List<Vector3> m_angularforcelist = new List<Vector3>();
139
140 private IMesh _mesh;
141 private PrimitiveBaseShape _pbs;
142 private OdeScene _parent_scene;
143 public IntPtr m_targetSpace = IntPtr.Zero;
144 public IntPtr prim_geom;
145 public IntPtr prev_geom;
146 public IntPtr _triMeshData;
147
148 private IntPtr _linkJointGroup = IntPtr.Zero;
149 private PhysicsActor _parent;
150 private PhysicsActor m_taintparent;
151
152 private List<OdePrim> childrenPrim = new List<OdePrim>();
153
154 private bool iscolliding;
155 private bool m_isphysical;
156 private bool m_isSelected;
157
158 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
159
160 private bool m_throttleUpdates;
161 private int throttleCounter;
162 public int m_interpenetrationcount;
163 public float m_collisionscore;
164 public int m_roundsUnderMotionThreshold;
165 private int m_crossingfailures;
166
167 public bool outofBounds;
168 private float m_density = 10.000006836f; // Aluminum g/cm3;
169
170 public bool _zeroFlag; // if body has been stopped
171 private bool m_lastUpdateSent;
172
173 public IntPtr Body = IntPtr.Zero;
174 public String m_primName;
175 private Vector3 _target_velocity;
176 public d.Mass pMass;
177
178 public int m_eventsubscription;
179 private CollisionEventUpdate CollisionEventsThisFrame;
180
181 private IntPtr m_linkJoint = IntPtr.Zero;
182
183 public volatile bool childPrim;
184
185 internal int m_material = (int)Material.Wood;
186
187 private int frcount = 0; // Used to limit dynamics debug output to
188 private int revcount = 0; // Reverse motion while > 0
189
190 private IntPtr m_body = IntPtr.Zero;
191
192 // Vehicle properties ============================================================================================
193 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
194 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
195 private VehicleFlag m_flags = (VehicleFlag) 0; // Bit settings:
196 // HOVER_TERRAIN_ONLY
197 // HOVER_GLOBAL_HEIGHT
198 // NO_DEFLECTION_UP
199 // HOVER_WATER_ONLY
200 // HOVER_UP_ONLY
201 // LIMIT_MOTOR_UP
202 // LIMIT_ROLL_ONLY
203
204 // Linear properties
205 private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
206 //requested by LSL
207 private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
208 private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
209 private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
210
211 private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
212 private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
213 private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
214
215 //Angular properties
216 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
217
218 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
219 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
220 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
221
222 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
223// private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity
224 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
225
226 //Deflection properties
227 // private float m_angularDeflectionEfficiency = 0;
228 // private float m_angularDeflectionTimescale = 0;
229 // private float m_linearDeflectionEfficiency = 0;
230 // private float m_linearDeflectionTimescale = 0;
231
232 //Banking properties
233 // private float m_bankingEfficiency = 0;
234 // private float m_bankingMix = 0;
235 // private float m_bankingTimescale = 0;
236
237 //Hover and Buoyancy properties
238 private float m_VhoverHeight = 0f;
239// private float m_VhoverEfficiency = 0f;
240 private float m_VhoverTimescale = 0f;
241 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
242 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
243 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
244 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
245 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
246
247 //Attractor properties
248 private float m_verticalAttractionEfficiency = 1.0f; // damped
249 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
250
251
252
253
254
255
256 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
257 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
258 {
259 ode = dode;
260 if (!pos.IsFinite())
261 {
262 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
263 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
264 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
265 }
266
267 _position = pos;
268 m_taintposition = pos;
269 PID_D = parent_scene.bodyPIDD;
270 PID_G = parent_scene.bodyPIDG;
271 m_density = parent_scene.geomDefaultDensity;
272 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
273 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
274
275
276 prim_geom = IntPtr.Zero;
277 prev_geom = IntPtr.Zero;
278
279 if (!pos.IsFinite())
280 {
281 size = new Vector3(0.5f, 0.5f, 0.5f);
282 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
283 }
284
285 if (size.X <= 0) size.X = 0.01f;
286 if (size.Y <= 0) size.Y = 0.01f;
287 if (size.Z <= 0) size.Z = 0.01f;
288
289 _size = size;
290 m_taintsize = _size;
291
292 if (!QuaternionIsFinite(rotation))
293 {
294 rotation = Quaternion.Identity;
295 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
296 }
297
298 _orientation = rotation;
299 m_taintrot = _orientation;
300 _mesh = mesh;
301 _pbs = pbs;
302
303 _parent_scene = parent_scene;
304 m_targetSpace = (IntPtr)0;
305
306// if (pos.Z < 0)
307 if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
308 m_isphysical = false;
309 else
310 {
311 m_isphysical = pisPhysical;
312 // If we're physical, we need to be in the master space for now.
313 // linksets *should* be in a space together.. but are not currently
314 if (m_isphysical)
315 m_targetSpace = _parent_scene.space;
316 }
317 m_primName = primName;
318 m_taintadd = true;
319 _parent_scene.AddPhysicsActorTaint(this);
320 // don't do .add() here; old geoms get recycled with the same hash
321 }
322
323 public override int PhysicsActorType
324 {
325 get { return (int) ActorTypes.Prim; }
326 set { return; }
327 }
328
329 public override bool SetAlwaysRun
330 {
331 get { return false; }
332 set { return; }
333 }
334
335 public override uint LocalID
336 {
337 set {
338 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
339 m_localID = value; }
340 }
341
342 public override bool Grabbed
343 {
344 set { return; }
345 }
346
347 public override bool Selected
348 {
349 set {
350
351//Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
352 // This only makes the object not collidable if the object
353 // is physical or the object is modified somehow *IN THE FUTURE*
354 // without this, if an avatar selects prim, they can walk right
355 // through it while it's selected
356 m_collisionscore = 0;
357 if ((m_isphysical && !_zeroFlag) || !value)
358 {
359 m_taintselected = value;
360 _parent_scene.AddPhysicsActorTaint(this);
361 }
362 else
363 {
364 m_taintselected = value;
365 m_isSelected = value;
366 }
367 if(m_isSelected) disableBodySoft();
368 }
369 }
370
371 public override bool IsPhysical
372 {
373 get { return m_isphysical; }
374 set
375 {
376 m_isphysical = value;
377 if (!m_isphysical)
378 { // Zero the remembered last velocity
379 m_lastVelocity = Vector3.Zero;
380 if (m_type != Vehicle.TYPE_NONE) Halt();
381 }
382 }
383 }
384
385 public void setPrimForRemoval()
386 {
387 m_taintremove = true;
388 }
389
390 public override bool Flying
391 {
392 // no flying prims for you
393 get { return false; }
394 set { }
395 }
396
397 public override bool IsColliding
398 {
399 get { return iscolliding; }
400 set { iscolliding = value; }
401 }
402
403 public override bool CollidingGround
404 {
405 get { return false; }
406 set { return; }
407 }
408
409 public override bool CollidingObj
410 {
411 get { return false; }
412 set { return; }
413 }
414
415 public override bool ThrottleUpdates
416 {
417 get { return m_throttleUpdates; }
418 set { m_throttleUpdates = value; }
419 }
420
421 public override bool Stopped
422 {
423 get { return _zeroFlag; }
424 }
425
426 public override Vector3 Position
427 {
428 get { return _position; }
429
430 set { _position = value;
431 //m_log.Info("[PHYSICS]: " + _position.ToString());
432 }
433 }
434
435 public override Vector3 Size
436 {
437 get { return _size; }
438 set
439 {
440 if (value.IsFinite())
441 {
442 _size = value;
443 }
444 else
445 {
446 m_log.Warn("[PHYSICS]: Got NaN Size on object");
447 }
448 }
449 }
450
451 public override float Mass
452 {
453 get { return CalculateMass(); }
454 }
455
456 public override Vector3 Force
457 {
458 //get { return Vector3.Zero; }
459 get { return m_force; }
460 set
461 {
462 if (value.IsFinite())
463 {
464 m_force = value;
465 }
466 else
467 {
468 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
469 }
470 }
471 }
472
473 public override int VehicleType
474 {
475 get { return (int)m_type; }
476 set { ProcessTypeChange((Vehicle)value); }
477 }
478
479 public override void VehicleFloatParam(int param, float value)
480 {
481 ProcessFloatVehicleParam((Vehicle) param, value);
482 }
483
484 public override void VehicleVectorParam(int param, Vector3 value)
485 {
486 ProcessVectorVehicleParam((Vehicle) param, value);
487 }
488
489 public override void VehicleRotationParam(int param, Quaternion rotation)
490 {
491 ProcessRotationVehicleParam((Vehicle) param, rotation);
492 }
493
494 public override void VehicleFlags(int param, bool remove)
495 {
496 ProcessVehicleFlags(param, remove);
497 }
498
499 public override void SetVolumeDetect(int param)
500 {
501 lock (_parent_scene.OdeLock)
502 {
503 m_isVolumeDetect = (param!=0);
504 }
505 }
506
507 public override Vector3 CenterOfMass
508 {
509 get { return Vector3.Zero; }
510 }
511
512 public override Vector3 GeometricCenter
513 {
514 get { return Vector3.Zero; }
515 }
516
517 public override PrimitiveBaseShape Shape
518 {
519 set
520 {
521 _pbs = value;
522 m_taintshape = true;
523 }
524 }
525
526 public override Vector3 Velocity
527 {
528 get
529 {
530 // Averate previous velocity with the new one so
531 // client object interpolation works a 'little' better
532 if (_zeroFlag)
533 return Vector3.Zero;
534
535 Vector3 returnVelocity = Vector3.Zero;
536 returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2;
537 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2;
538 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2;
539 return returnVelocity;
540 }
541 set
542 {
543 if (value.IsFinite())
544 {
545 _velocity = value;
546
547 m_taintVelocity = value;
548 _parent_scene.AddPhysicsActorTaint(this);
549 }
550 else
551 {
552 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
553 }
554
555 }
556 }
557
558 public override Vector3 Torque
559 {
560 get
561 {
562 if (!m_isphysical || Body == IntPtr.Zero)
563 return Vector3.Zero;
564
565 return _torque;
566 }
567
568 set
569 {
570 if (value.IsFinite())
571 {
572 m_taintTorque = value;
573 _parent_scene.AddPhysicsActorTaint(this);
574 }
575 else
576 {
577 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
578 }
579 }
580 }
581
582 public override float CollisionScore
583 {
584 get { return m_collisionscore; }
585 set { m_collisionscore = value; }
586 }
587
588 public override bool Kinematic
589 {
590 get { return false; }
591 set { }
592 }
593
594 public override Quaternion Orientation
595 {
596 get { return _orientation; }
597 set
598 {
599 if (QuaternionIsFinite(value))
600 {
601 _orientation = value;
602 }
603 else
604 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
605
606 }
607 }
608
609
610 public override bool FloatOnWater
611 {
612 set {
613 m_taintCollidesWater = value;
614 _parent_scene.AddPhysicsActorTaint(this);
615 }
616 }
617
618 public override void SetMomentum(Vector3 momentum)
619 {
620 }
621
622 public override Vector3 PIDTarget
623 {
624 set
625 {
626 if (value.IsFinite())
627 {
628 m_PIDTarget = value;
629 }
630 else
631 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
632 }
633 }
634 public override bool PIDActive { set { m_usePID = value; } }
635 public override float PIDTau { set { m_PIDTau = value; } }
636
637 // For RotLookAt
638 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
639 public override bool APIDActive { set { m_useAPID = value; } }
640 public override float APIDStrength { set { m_APIDStrength = value; } }
641 public override float APIDDamping { set { m_APIDDamping = value; } }
642
643 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
644 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
645 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
646 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
647
648 internal static bool QuaternionIsFinite(Quaternion q)
649 {
650 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
651 return false;
652 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
653 return false;
654 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
655 return false;
656 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
657 return false;
658 return true;
659 }
660
661 public override Vector3 Acceleration // client updates read data via here
662 {
663 get { return _acceleration; }
664 }
665
666
667 public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything.
668 {
669 _acceleration = accel;
670 }
671
672 public override void AddForce(Vector3 force, bool pushforce)
673 {
674 if (force.IsFinite())
675 {
676 lock (m_forcelist)
677 m_forcelist.Add(force);
678
679 m_taintforce = true;
680 }
681 else
682 {
683 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
684 }
685 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
686 }
687
688 public override void AddAngularForce(Vector3 force, bool pushforce)
689 {
690 if (force.IsFinite())
691 {
692 m_angularforcelist.Add(force);
693 m_taintaddangularforce = true;
694 }
695 else
696 {
697 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
698 }
699 }
700
701 public override Vector3 RotationalVelocity
702 {
703 get
704 {
705 return m_rotationalVelocity;
706 }
707 set
708 {
709 if (value.IsFinite())
710 {
711 m_rotationalVelocity = value;
712 }
713 else
714 {
715 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
716 }
717 }
718 }
719
720 public override void CrossingFailure()
721 {
722 m_crossingfailures++;
723 if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
724 {
725 base.RaiseOutOfBounds(_position);
726 return;
727 }
728 else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
729 {
730 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
731 }
732 }
733
734 public override float Buoyancy
735 {
736 get { return m_buoyancy; }
737// set { m_buoyancy = value; }
738 set {
739 m_buoyancy = value;
740
741 Console.WriteLine("m_buoyancy={0}", m_buoyancy);
742 }
743 }
744
745 public override void link(PhysicsActor obj)
746 {
747 m_taintparent = obj;
748 }
749
750 public override void delink()
751 {
752 m_taintparent = null;
753 }
754
755 public override void LockAngularMotion(Vector3 axis)
756 {
757 // This is actually ROTATION ENABLE, not a lock.
758 // default is <1,1,1> which is all enabled.
759 // The lock value is updated inside Move(), no point in using the taint system.
760 // OS 'm_taintAngularLock' etc change to m_rotateEnable.
761 if (axis.IsFinite())
762 {
763 axis.X = (axis.X > 0) ? 1f : 0f;
764 axis.Y = (axis.Y > 0) ? 1f : 0f;
765 axis.Z = (axis.Z > 0) ? 1f : 0f;
766 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
767 m_rotateEnableRequest = axis;
768 m_rotateEnableUpdate = true;
769 }
770 else
771 {
772 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
773 }
774 }
775
776
777 public void SetGeom(IntPtr geom)
778 {
779 prev_geom = prim_geom;
780 prim_geom = geom;
781//Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
782 if (prim_geom != IntPtr.Zero)
783 {
784 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
785 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
786 }
787
788 if (childPrim)
789 {
790 if (_parent != null && _parent is OdePrim)
791 {
792 OdePrim parent = (OdePrim)_parent;
793//Console.WriteLine("SetGeom calls ChildSetGeom");
794 parent.ChildSetGeom(this);
795 }
796 }
797 //m_log.Warn("Setting Geom to: " + prim_geom);
798 }
799
800 public void enableBodySoft()
801 {
802 if (!childPrim)
803 {
804 if (m_isphysical && Body != IntPtr.Zero)
805 {
806 d.BodyEnable(Body);
807 if (m_type != Vehicle.TYPE_NONE)
808 Enable(Body, _parent_scene);
809 }
810
811 m_disabled = false;
812 }
813 }
814
815 public void disableBodySoft()
816 {
817 m_disabled = true;
818
819 if (m_isphysical && Body != IntPtr.Zero)
820 {
821 d.BodyDisable(Body);
822 Halt();
823 }
824 }
825
826 public void enableBody()
827 {
828 // Don't enable this body if we're a child prim
829 // this should be taken care of in the parent function not here
830 if (!childPrim)
831 {
832 // Sets the geom to a body
833 Body = d.BodyCreate(_parent_scene.world);
834
835 setMass();
836 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
837 d.Quaternion myrot = new d.Quaternion();
838 myrot.X = _orientation.X;
839 myrot.Y = _orientation.Y;
840 myrot.Z = _orientation.Z;
841 myrot.W = _orientation.W;
842 d.BodySetQuaternion(Body, ref myrot);
843 d.GeomSetBody(prim_geom, Body);
844 m_collisionCategories |= CollisionCategories.Body;
845 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
846
847 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
848 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
849
850 d.BodySetAutoDisableFlag(Body, true);
851 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
852
853 // disconnect from world gravity so we can apply buoyancy
854 d.BodySetGravityMode (Body, false);
855
856 m_interpenetrationcount = 0;
857 m_collisionscore = 0;
858 m_disabled = false;
859
860 if (m_type != Vehicle.TYPE_NONE)
861 {
862 Enable(Body, _parent_scene);
863 }
864
865 _parent_scene.addActivePrim(this);
866 }
867 }
868
869 #region Mass Calculation
870
871 private float CalculateMass()
872 {
873 float volume = 0;
874
875 // No material is passed to the physics engines yet.. soo..
876 // we're using the m_density constant in the class definition
877
878 float returnMass = 0;
879
880 switch (_pbs.ProfileShape)
881 {
882 case ProfileShape.Square:
883 // Profile Volume
884
885 volume = _size.X*_size.Y*_size.Z;
886
887 // If the user has 'hollowed out'
888 // ProfileHollow is one of those 0 to 50000 values :P
889 // we like percentages better.. so turning into a percentage
890
891 if (((float) _pbs.ProfileHollow/50000f) > 0.0)
892 {
893 float hollowAmount = (float) _pbs.ProfileHollow/50000f;
894
895 // calculate the hollow volume by it's shape compared to the prim shape
896 float hollowVolume = 0;
897 switch (_pbs.HollowShape)
898 {
899 case HollowShape.Square:
900 case HollowShape.Same:
901 // Cube Hollow volume calculation
902 float hollowsizex = _size.X*hollowAmount;
903 float hollowsizey = _size.Y*hollowAmount;
904 float hollowsizez = _size.Z*hollowAmount;
905 hollowVolume = hollowsizex*hollowsizey*hollowsizez;
906 break;
907
908 case HollowShape.Circle:
909 // Hollow shape is a perfect cyllinder in respect to the cube's scale
910 // Cyllinder hollow volume calculation
911 float hRadius = _size.X/2;
912 float hLength = _size.Z;
913
914 // pi * r2 * h
915 hollowVolume = ((float) (Math.PI*Math.Pow(hRadius, 2)*hLength)*hollowAmount);
916 break;
917
918 case HollowShape.Triangle:
919 // Equilateral Triangular Prism volume hollow calculation
920 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
921
922 float aLength = _size.Y;
923 // 1/2 abh
924 hollowVolume = (float) ((0.5*aLength*_size.X*_size.Z)*hollowAmount);
925 break;
926
927 default:
928 hollowVolume = 0;
929 break;
930 }
931 volume = volume - hollowVolume;
932 }
933
934 break;
935 case ProfileShape.Circle:
936 if (_pbs.PathCurve == (byte)Extrusion.Straight)
937 {
938 // Cylinder
939 float volume1 = (float)(Math.PI * Math.Pow(_size.X/2, 2) * _size.Z);
940 float volume2 = (float)(Math.PI * Math.Pow(_size.Y/2, 2) * _size.Z);
941
942 // Approximating the cylinder's irregularity.
943 if (volume1 > volume2)
944 {
945 volume = (float)volume1 - (volume1 - volume2);
946 }
947 else if (volume2 > volume1)
948 {
949 volume = (float)volume2 - (volume2 - volume1);
950 }
951 else
952 {
953 // Regular cylinder
954 volume = volume1;
955 }
956 }
957 else
958 {
959 // We don't know what the shape is yet, so use default
960 volume = _size.X * _size.Y * _size.Z;
961 }
962 // If the user has 'hollowed out'
963 // ProfileHollow is one of those 0 to 50000 values :P
964 // we like percentages better.. so turning into a percentage
965
966 if (((float)_pbs.ProfileHollow / 50000f) > 0.0)
967 {
968 float hollowAmount = (float)_pbs.ProfileHollow / 50000f;
969
970 // calculate the hollow volume by it's shape compared to the prim shape
971 float hollowVolume = 0;
972 switch (_pbs.HollowShape)
973 {
974 case HollowShape.Same:
975 case HollowShape.Circle:
976 // Hollow shape is a perfect cyllinder in respect to the cube's scale
977 // Cyllinder hollow volume calculation
978 float hRadius = _size.X / 2;
979 float hLength = _size.Z;
980
981 // pi * r2 * h
982 hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount);
983 break;
984
985 case HollowShape.Square:
986 // Cube Hollow volume calculation
987 float hollowsizex = _size.X * hollowAmount;
988 float hollowsizey = _size.Y * hollowAmount;
989 float hollowsizez = _size.Z * hollowAmount;
990 hollowVolume = hollowsizex * hollowsizey * hollowsizez;
991 break;
992
993 case HollowShape.Triangle:
994 // Equilateral Triangular Prism volume hollow calculation
995 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
996
997 float aLength = _size.Y;
998 // 1/2 abh
999 hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
1000 break;
1001
1002 default:
1003 hollowVolume = 0;
1004 break;
1005 }
1006 volume = volume - hollowVolume;
1007 }
1008 break;
1009
1010 case ProfileShape.HalfCircle:
1011 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1012 {
1013 if (_size.X == _size.Y && _size.Y == _size.Z)
1014 {
1015 // regular sphere
1016 // v = 4/3 * pi * r^3
1017 float sradius3 = (float)Math.Pow((_size.X / 2), 3);
1018 volume = (float)((4f / 3f) * Math.PI * sradius3);
1019 }
1020 else
1021 {
1022 // we treat this as a box currently
1023 volume = _size.X * _size.Y * _size.Z;
1024 }
1025 }
1026 else
1027 {
1028 // We don't know what the shape is yet, so use default
1029 volume = _size.X * _size.Y * _size.Z;
1030 }
1031 break;
1032
1033 case ProfileShape.EquilateralTriangle:
1034 /*
1035 v = (abs((xB*yA-xA*yB)+(xC*yB-xB*yC)+(xA*yC-xC*yA))/2) * h
1036
1037 // seed mesh
1038 Vertex MM = new Vertex(-0.25f, -0.45f, 0.0f);
1039 Vertex PM = new Vertex(+0.5f, 0f, 0.0f);
1040 Vertex PP = new Vertex(-0.25f, +0.45f, 0.0f);
1041 */
1042 float xA = -0.25f * _size.X;
1043 float yA = -0.45f * _size.Y;
1044
1045 float xB = 0.5f * _size.X;
1046 float yB = 0;
1047
1048 float xC = -0.25f * _size.X;
1049 float yC = 0.45f * _size.Y;
1050
1051 volume = (float)((Math.Abs((xB * yA - xA * yB) + (xC * yB - xB * yC) + (xA * yC - xC * yA)) / 2) * _size.Z);
1052
1053 // If the user has 'hollowed out'
1054 // ProfileHollow is one of those 0 to 50000 values :P
1055 // we like percentages better.. so turning into a percentage
1056 float fhollowFactor = ((float)_pbs.ProfileHollow / 1.9f);
1057 if (((float)fhollowFactor / 50000f) > 0.0)
1058 {
1059 float hollowAmount = (float)fhollowFactor / 50000f;
1060
1061 // calculate the hollow volume by it's shape compared to the prim shape
1062 float hollowVolume = 0;
1063 switch (_pbs.HollowShape)
1064 {
1065 case HollowShape.Same:
1066 case HollowShape.Triangle:
1067 // Equilateral Triangular Prism volume hollow calculation
1068 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
1069
1070 float aLength = _size.Y;
1071 // 1/2 abh
1072 hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
1073 break;
1074
1075 case HollowShape.Square:
1076 // Cube Hollow volume calculation
1077 float hollowsizex = _size.X * hollowAmount;
1078 float hollowsizey = _size.Y * hollowAmount;
1079 float hollowsizez = _size.Z * hollowAmount;
1080 hollowVolume = hollowsizex * hollowsizey * hollowsizez;
1081 break;
1082
1083 case HollowShape.Circle:
1084 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1085 // Cyllinder hollow volume calculation
1086 float hRadius = _size.X / 2;
1087 float hLength = _size.Z;
1088
1089 // pi * r2 * h
1090 hollowVolume = ((float)((Math.PI * Math.Pow(hRadius, 2) * hLength)/2) * hollowAmount);
1091 break;
1092
1093 default:
1094 hollowVolume = 0;
1095 break;
1096 }
1097 volume = volume - hollowVolume;
1098 }
1099 break;
1100
1101 default:
1102 // we don't have all of the volume formulas yet so
1103 // use the common volume formula for all
1104 volume = _size.X*_size.Y*_size.Z;
1105 break;
1106 }
1107
1108 // Calculate Path cut effect on volume
1109 // Not exact, in the triangle hollow example
1110 // They should never be zero or less then zero..
1111 // we'll ignore it if it's less then zero
1112
1113 // ProfileEnd and ProfileBegin are values
1114 // from 0 to 50000
1115
1116 // Turning them back into percentages so that I can cut that percentage off the volume
1117
1118 float PathCutEndAmount = _pbs.ProfileEnd;
1119 float PathCutStartAmount = _pbs.ProfileBegin;
1120 if (((PathCutStartAmount + PathCutEndAmount)/50000f) > 0.0f)
1121 {
1122 float pathCutAmount = ((PathCutStartAmount + PathCutEndAmount)/50000f);
1123
1124 // Check the return amount for sanity
1125 if (pathCutAmount >= 0.99f)
1126 pathCutAmount = 0.99f;
1127
1128 volume = volume - (volume*pathCutAmount);
1129 }
1130 UInt16 taperX = _pbs.PathScaleX;
1131 UInt16 taperY = _pbs.PathScaleY;
1132 float taperFactorX = 0;
1133 float taperFactorY = 0;
1134
1135 // Mass = density * volume
1136 if (taperX != 100)
1137 {
1138 if (taperX > 100)
1139 {
1140 taperFactorX = 1.0f - ((float)taperX / 200);
1141 //m_log.Warn("taperTopFactorX: " + extr.taperTopFactorX.ToString());
1142 }
1143 else
1144 {
1145 taperFactorX = 1.0f - ((100 - (float)taperX) / 100);
1146 //m_log.Warn("taperBotFactorX: " + extr.taperBotFactorX.ToString());
1147 }
1148 volume = (float)volume * ((taperFactorX / 3f) + 0.001f);
1149 }
1150
1151 if (taperY != 100)
1152 {
1153 if (taperY > 100)
1154 {
1155 taperFactorY = 1.0f - ((float)taperY / 200);
1156 //m_log.Warn("taperTopFactorY: " + extr.taperTopFactorY.ToString());
1157 }
1158 else
1159 {
1160 taperFactorY = 1.0f - ((100 - (float)taperY) / 100);
1161 //m_log.Warn("taperBotFactorY: " + extr.taperBotFactorY.ToString());
1162 }
1163 volume = (float)volume * ((taperFactorY / 3f) + 0.001f);
1164 }
1165 returnMass = m_density*volume;
1166 if (returnMass <= 0) returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1167
1168
1169
1170 // Recursively calculate mass
1171 bool HasChildPrim = false;
1172 lock (childrenPrim)
1173 {
1174 if (childrenPrim.Count > 0)
1175 {
1176 HasChildPrim = true;
1177 }
1178
1179 }
1180 if (HasChildPrim)
1181 {
1182 OdePrim[] childPrimArr = new OdePrim[0];
1183
1184 lock (childrenPrim)
1185 childPrimArr = childrenPrim.ToArray();
1186
1187 for (int i = 0; i < childPrimArr.Length; i++)
1188 {
1189 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
1190 returnMass += childPrimArr[i].CalculateMass();
1191 // failsafe, this shouldn't happen but with OpenSim, you never know :)
1192 if (i > 256)
1193 break;
1194 }
1195 }
1196 if (returnMass > _parent_scene.maximumMassObject)
1197 returnMass = _parent_scene.maximumMassObject;
1198 return returnMass;
1199 }// end CalculateMass
1200
1201 #endregion
1202
1203 public void setMass()
1204 {
1205 if (Body != (IntPtr) 0)
1206 {
1207 float newmass = CalculateMass();
1208
1209 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
1210
1211 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
1212 d.BodySetMass(Body, ref pMass);
1213 }
1214 }
1215
1216 public void disableBody()
1217 {
1218 //this kills the body so things like 'mesh' can re-create it.
1219 lock (this)
1220 {
1221 if (!childPrim)
1222 {
1223 if (Body != IntPtr.Zero)
1224 {
1225 _parent_scene.remActivePrim(this);
1226 m_collisionCategories &= ~CollisionCategories.Body;
1227 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1228
1229 if (prim_geom != IntPtr.Zero)
1230 {
1231 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1232 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1233 }
1234
1235
1236 d.BodyDestroy(Body);
1237 lock (childrenPrim)
1238 {
1239 if (childrenPrim.Count > 0)
1240 {
1241 foreach (OdePrim prm in childrenPrim)
1242 {
1243 _parent_scene.remActivePrim(prm);
1244 prm.Body = IntPtr.Zero;
1245 }
1246 }
1247 }
1248 Body = IntPtr.Zero;
1249 }
1250 }
1251 else
1252 {
1253 _parent_scene.remActivePrim(this);
1254
1255 m_collisionCategories &= ~CollisionCategories.Body;
1256 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1257
1258 if (prim_geom != IntPtr.Zero)
1259 {
1260 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1261 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1262 }
1263
1264
1265 Body = IntPtr.Zero;
1266 }
1267 }
1268 m_disabled = true;
1269 m_collisionscore = 0;
1270 }
1271
1272 private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
1273
1274 public void setMesh(OdeScene parent_scene, IMesh mesh)
1275 {
1276 // This sleeper is there to moderate how long it takes between
1277 // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
1278
1279 //Thread.Sleep(10);
1280
1281 //Kill Body so that mesh can re-make the geom
1282 if (IsPhysical && Body != IntPtr.Zero)
1283 {
1284 if (childPrim)
1285 {
1286 if (_parent != null)
1287 {
1288 OdePrim parent = (OdePrim)_parent;
1289 parent.ChildDelink(this);
1290 }
1291 }
1292 else
1293 {
1294 disableBody();
1295 }
1296 }
1297
1298 IntPtr vertices, indices;
1299 int vertexCount, indexCount;
1300 int vertexStride, triStride;
1301 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1302 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1303
1304 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
1305 if (m_MeshToTriMeshMap.ContainsKey(mesh))
1306 {
1307 _triMeshData = m_MeshToTriMeshMap[mesh];
1308 }
1309 else
1310 {
1311 _triMeshData = d.GeomTriMeshDataCreate();
1312
1313 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1314 d.GeomTriMeshDataPreprocess(_triMeshData);
1315 m_MeshToTriMeshMap[mesh] = _triMeshData;
1316 }
1317
1318 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1319 try
1320 {
1321 if (prim_geom == IntPtr.Zero)
1322 {
1323 SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
1324 }
1325 }
1326 catch (AccessViolationException)
1327 {
1328 m_log.Error("[PHYSICS]: MESH LOCKED");
1329 return;
1330 }
1331
1332
1333 // if (IsPhysical && Body == (IntPtr) 0)
1334 // {
1335 // Recreate the body
1336 // m_interpenetrationcount = 0;
1337 // m_collisionscore = 0;
1338
1339 // enableBody();
1340 // }
1341 }
1342
1343 public void ProcessTaints(float timestep) //=============================================================================
1344 {
1345 if (m_taintadd)
1346 {
1347 changeadd(timestep);
1348 }
1349
1350 if (prim_geom != IntPtr.Zero)
1351 {
1352 if (!_position.ApproxEquals(m_taintposition, 0f))
1353 changemove(timestep);
1354
1355 if (m_taintrot != _orientation)
1356 {
1357 if(childPrim && IsPhysical) // For physical child prim...
1358 {
1359 rotate(timestep);
1360 // KF: ODE will also rotate the parent prim!
1361 // so rotate the root back to where it was
1362 OdePrim parent = (OdePrim)_parent;
1363 parent.rotate(timestep);
1364 }
1365 else
1366 {
1367 //Just rotate the prim
1368 rotate(timestep);
1369 }
1370 }
1371 //
1372
1373 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
1374 changePhysicsStatus(timestep);
1375 //
1376
1377 if (!_size.ApproxEquals(m_taintsize,0f))
1378 changesize(timestep);
1379 //
1380
1381 if (m_taintshape)
1382 changeshape(timestep);
1383 //
1384
1385 if (m_taintforce)
1386 changeAddForce(timestep);
1387
1388 if (m_taintaddangularforce)
1389 changeAddAngularForce(timestep);
1390
1391 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
1392 changeSetTorque(timestep);
1393
1394 if (m_taintdisable)
1395 changedisable(timestep);
1396
1397 if (m_taintselected != m_isSelected)
1398 changeSelectedStatus(timestep);
1399
1400 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
1401 changevelocity(timestep);
1402
1403 if (m_taintparent != _parent)
1404 changelink(timestep);
1405
1406 if (m_taintCollidesWater != m_collidesWater)
1407 changefloatonwater(timestep);
1408/* obsolete
1409 if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f))
1410 changeAngularLock(timestep);
1411 */
1412 }
1413 else
1414 {
1415 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.)");
1416 }
1417 }
1418
1419/* obsolete
1420 private void changeAngularLock(float timestep)
1421 {
1422 if (_parent == null)
1423 {
1424 m_angularLock = m_taintAngularLock;
1425 m_angularLockSet = true;
1426 }
1427 }
1428 */
1429 private void changelink(float timestep)
1430 {
1431 // If the newly set parent is not null
1432 // create link
1433 if (_parent == null && m_taintparent != null)
1434 {
1435 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1436 {
1437 OdePrim obj = (OdePrim)m_taintparent;
1438 //obj.disableBody();
1439 obj.ParentPrim(this);
1440
1441 /*
1442 if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body)
1443 {
1444 _linkJointGroup = d.JointGroupCreate(0);
1445 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1446 d.JointAttach(m_linkJoint, obj.Body, Body);
1447 d.JointSetFixed(m_linkJoint);
1448 }
1449 */
1450 }
1451 }
1452 // If the newly set parent is null
1453 // destroy link
1454 else if (_parent != null && m_taintparent == null)
1455 {
1456 if (_parent is OdePrim)
1457 {
1458 OdePrim obj = (OdePrim)_parent;
1459 obj.ChildDelink(this);
1460 childPrim = false;
1461 //_parent = null;
1462 }
1463
1464 /*
1465 if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0)
1466 d.JointGroupDestroy(_linkJointGroup);
1467
1468 _linkJointGroup = (IntPtr)0;
1469 m_linkJoint = (IntPtr)0;
1470 */
1471 }
1472
1473 _parent = m_taintparent;
1474 m_taintPhysics = m_isphysical;
1475 }
1476
1477 // I'm the parent
1478 // prim is the child
1479 public void ParentPrim(OdePrim prim)
1480 {
1481 if (this.m_localID != prim.m_localID)
1482 {
1483 if (Body == IntPtr.Zero)
1484 {
1485 Body = d.BodyCreate(_parent_scene.world);
1486 setMass();
1487 }
1488 if (Body != IntPtr.Zero)
1489 {
1490 lock (childrenPrim)
1491 {
1492 if (!childrenPrim.Contains(prim))
1493 {
1494 childrenPrim.Add(prim);
1495
1496 foreach (OdePrim prm in childrenPrim)
1497 {
1498 d.Mass m2;
1499 d.MassSetZero(out m2);
1500 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
1501
1502
1503 d.Quaternion quat = new d.Quaternion();
1504 quat.W = prm._orientation.W;
1505 quat.X = prm._orientation.X;
1506 quat.Y = prm._orientation.Y;
1507 quat.Z = prm._orientation.Z;
1508
1509 d.Matrix3 mat = new d.Matrix3();
1510 d.RfromQ(out mat, ref quat);
1511 d.MassRotate(ref m2, ref mat);
1512 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
1513 d.MassAdd(ref pMass, ref m2);
1514 }
1515 foreach (OdePrim prm in childrenPrim)
1516 {
1517
1518 prm.m_collisionCategories |= CollisionCategories.Body;
1519 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1520
1521 if (prm.prim_geom == IntPtr.Zero)
1522 {
1523 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
1524 continue;
1525 }
1526//Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + m_primName);
1527 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1528 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1529
1530
1531 d.Quaternion quat = new d.Quaternion();
1532 quat.W = prm._orientation.W;
1533 quat.X = prm._orientation.X;
1534 quat.Y = prm._orientation.Y;
1535 quat.Z = prm._orientation.Z;
1536
1537 d.Matrix3 mat = new d.Matrix3();
1538 d.RfromQ(out mat, ref quat);
1539 if (Body != IntPtr.Zero)
1540 {
1541 d.GeomSetBody(prm.prim_geom, Body);
1542 prm.childPrim = true;
1543 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z);
1544 //d.GeomSetOffsetPosition(prim.prim_geom,
1545 // (Position.X - prm.Position.X) - pMass.c.X,
1546 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1547 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1548 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
1549 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
1550 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1551 d.BodySetMass(Body, ref pMass);
1552 }
1553 else
1554 {
1555 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
1556 }
1557
1558
1559 prm.m_interpenetrationcount = 0;
1560 prm.m_collisionscore = 0;
1561 prm.m_disabled = false;
1562
1563 prm.Body = Body;
1564 _parent_scene.addActivePrim(prm);
1565 }
1566 m_collisionCategories |= CollisionCategories.Body;
1567 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1568
1569//Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + m_primName);
1570 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1571//Console.WriteLine(" Post GeomSetCategoryBits 2");
1572 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1573
1574
1575 d.Quaternion quat2 = new d.Quaternion();
1576 quat2.W = _orientation.W;
1577 quat2.X = _orientation.X;
1578 quat2.Y = _orientation.Y;
1579 quat2.Z = _orientation.Z;
1580
1581 d.Matrix3 mat2 = new d.Matrix3();
1582 d.RfromQ(out mat2, ref quat2);
1583 d.GeomSetBody(prim_geom, Body);
1584 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
1585 //d.GeomSetOffsetPosition(prim.prim_geom,
1586 // (Position.X - prm.Position.X) - pMass.c.X,
1587 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1588 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1589 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
1590 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1591 d.BodySetMass(Body, ref pMass);
1592
1593 d.BodySetAutoDisableFlag(Body, true);
1594 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1595
1596
1597 m_interpenetrationcount = 0;
1598 m_collisionscore = 0;
1599 m_disabled = false;
1600
1601 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
1602 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
1603 _parent_scene.addActivePrim(this);
1604 }
1605 }
1606 }
1607 }
1608
1609 }
1610
1611 private void ChildSetGeom(OdePrim odePrim)
1612 {
1613 //if (m_isphysical && Body != IntPtr.Zero)
1614 lock (childrenPrim)
1615 {
1616 foreach (OdePrim prm in childrenPrim)
1617 {
1618 //prm.childPrim = true;
1619 prm.disableBody();
1620 //prm.m_taintparent = null;
1621 //prm._parent = null;
1622 //prm.m_taintPhysics = false;
1623 //prm.m_disabled = true;
1624 //prm.childPrim = false;
1625 }
1626 }
1627 disableBody();
1628
1629
1630 if (Body != IntPtr.Zero)
1631 {
1632 _parent_scene.remActivePrim(this);
1633 }
1634
1635 lock (childrenPrim)
1636 {
1637 foreach (OdePrim prm in childrenPrim)
1638 {
1639 ParentPrim(prm);
1640 }
1641 }
1642
1643 }
1644
1645 private void ChildDelink(OdePrim odePrim)
1646 {
1647 // Okay, we have a delinked child.. need to rebuild the body.
1648 lock (childrenPrim)
1649 {
1650 foreach (OdePrim prm in childrenPrim)
1651 {
1652 prm.childPrim = true;
1653 prm.disableBody();
1654 //prm.m_taintparent = null;
1655 //prm._parent = null;
1656 //prm.m_taintPhysics = false;
1657 //prm.m_disabled = true;
1658 //prm.childPrim = false;
1659 }
1660 }
1661 disableBody();
1662
1663 lock (childrenPrim)
1664 {
1665 childrenPrim.Remove(odePrim);
1666 }
1667
1668 if (Body != IntPtr.Zero)
1669 {
1670 _parent_scene.remActivePrim(this);
1671 }
1672
1673 lock (childrenPrim)
1674 {
1675 foreach (OdePrim prm in childrenPrim)
1676 {
1677 ParentPrim(prm);
1678 }
1679 }
1680 }
1681
1682 private void changeSelectedStatus(float timestep)
1683 {
1684 if (m_taintselected)
1685 {
1686 m_collisionCategories = CollisionCategories.Selected;
1687 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1688
1689 // We do the body disable soft twice because 'in theory' a collision could have happened
1690 // in between the disabling and the collision properties setting
1691 // which would wake the physical body up from a soft disabling and potentially cause it to fall
1692 // through the ground.
1693
1694 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
1695 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
1696 // so that causes the selected part to wake up and continue moving.
1697
1698 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
1699 // assembly will stop simulating during the selection, because of the lack of atomicity
1700 // of select operations (their processing could be interrupted by a thread switch, causing
1701 // simulation to continue before all of the selected object notifications trickle down to
1702 // the physics engine).
1703
1704 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
1705 // selected and disabled. then, due to a thread switch, the selection processing is
1706 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
1707 // selection was not yet processed, continues to simulate. this wakes up ALL of the
1708 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
1709 // up, start simulating again, which in turn wakes up the last 50.
1710
1711 if (m_isphysical)
1712 {
1713 disableBodySoft();
1714 }
1715
1716 if (prim_geom != IntPtr.Zero)
1717 {
1718 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1719 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1720 }
1721
1722 if (m_isphysical)
1723 {
1724 disableBodySoft();
1725 }
1726 }
1727 else
1728 {
1729 m_collisionCategories = CollisionCategories.Geom;
1730
1731 if (m_isphysical)
1732 m_collisionCategories |= CollisionCategories.Body;
1733
1734 m_collisionFlags = m_default_collisionFlags;
1735
1736 if (m_collidesLand)
1737 m_collisionFlags |= CollisionCategories.Land;
1738 if (m_collidesWater)
1739 m_collisionFlags |= CollisionCategories.Water;
1740
1741 if (prim_geom != IntPtr.Zero)
1742 {
1743 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1744 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1745 }
1746 if (m_isphysical)
1747 {
1748 if (Body != IntPtr.Zero)
1749 {
1750 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1751 d.BodySetForce(Body, 0, 0, 0);
1752 enableBodySoft();
1753 }
1754 }
1755 }
1756
1757 resetCollisionAccounting();
1758 m_isSelected = m_taintselected;
1759 }//end changeSelectedStatus
1760
1761 public void ResetTaints()
1762 {
1763 m_taintposition = _position;
1764 m_taintrot = _orientation;
1765 m_taintPhysics = m_isphysical;
1766 m_taintselected = m_isSelected;
1767 m_taintsize = _size;
1768 m_taintshape = false;
1769 m_taintforce = false;
1770 m_taintdisable = false;
1771 m_taintVelocity = Vector3.Zero;
1772 }
1773
1774 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
1775 {
1776//Console.WriteLine("CreateGeom:");
1777 if (_mesh != null)
1778 {
1779 setMesh(_parent_scene, _mesh);
1780 }
1781 else
1782 {
1783 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
1784 {
1785 if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
1786 {
1787 if (((_size.X / 2f) > 0f))
1788 {
1789 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1790 try
1791 {
1792//Console.WriteLine(" CreateGeom 1");
1793 SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
1794 }
1795 catch (AccessViolationException)
1796 {
1797 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1798 ode.dunlock(_parent_scene.world);
1799 return;
1800 }
1801 }
1802 else
1803 {
1804 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1805 try
1806 {
1807//Console.WriteLine(" CreateGeom 2");
1808 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1809 }
1810 catch (AccessViolationException)
1811 {
1812 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1813 ode.dunlock(_parent_scene.world);
1814 return;
1815 }
1816 }
1817 }
1818 else
1819 {
1820 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1821 try
1822 {
1823//Console.WriteLine(" CreateGeom 3");
1824 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1825 }
1826 catch (AccessViolationException)
1827 {
1828 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1829 ode.dunlock(_parent_scene.world);
1830 return;
1831 }
1832 }
1833 }
1834
1835 else
1836 {
1837 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1838 try
1839 {
1840//Console.WriteLine(" CreateGeom 4");
1841 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1842 }
1843 catch (AccessViolationException)
1844 {
1845 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1846 ode.dunlock(_parent_scene.world);
1847 return;
1848 }
1849 }
1850 }
1851 }
1852
1853 public void changeadd(float timestep)
1854 {
1855 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1856 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
1857
1858 if (targetspace == IntPtr.Zero)
1859 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
1860
1861 m_targetSpace = targetspace;
1862
1863 if (_mesh == null)
1864 {
1865 if (_parent_scene.needsMeshing(_pbs))
1866 {
1867 // Don't need to re-enable body.. it's done in SetMesh
1868 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
1869 // createmesh returns null when it's a shape that isn't a cube.
1870 // m_log.Debug(m_localID);
1871 }
1872 }
1873
1874
1875 lock (_parent_scene.OdeLock)
1876 {
1877//Console.WriteLine("changeadd 1");
1878 CreateGeom(m_targetSpace, _mesh);
1879
1880 if (prim_geom != IntPtr.Zero)
1881 {
1882 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1883 d.Quaternion myrot = new d.Quaternion();
1884 myrot.X = _orientation.X;
1885 myrot.Y = _orientation.Y;
1886 myrot.Z = _orientation.Z;
1887 myrot.W = _orientation.W;
1888 d.GeomSetQuaternion(prim_geom, ref myrot);
1889 }
1890
1891 if (m_isphysical && Body == IntPtr.Zero)
1892 {
1893 enableBody();
1894 }
1895 }
1896
1897 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
1898 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
1899
1900 changeSelectedStatus(timestep);
1901
1902 m_taintadd = false;
1903 }
1904
1905 public void changemove(float timestep)
1906 {
1907//Console.WriteLine("changemove sing/root {0} to {1}", m_primName, _position );
1908 if (m_isphysical)
1909 {
1910//Console.WriteLine("phys {0} {1} {2}", m_disabled, m_taintremove, childPrim);
1911// if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
1912 if (!m_taintremove && !childPrim)
1913 {
1914 if (Body == IntPtr.Zero)
1915 enableBody();
1916 //Prim auto disable after 20 frames,
1917 //if you move it, re-enable the prim manually.
1918 if (_parent != null)
1919 {
1920 if (m_linkJoint != IntPtr.Zero)
1921 {
1922 d.JointDestroy(m_linkJoint);
1923 m_linkJoint = IntPtr.Zero;
1924 }
1925 }
1926 if (Body != IntPtr.Zero)
1927 {
1928 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1929
1930 if (_parent != null)
1931 {
1932 OdePrim odParent = (OdePrim)_parent;
1933 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
1934 {
1935// KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
1936Console.WriteLine(" JointCreateFixed");
1937 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1938 d.JointAttach(m_linkJoint, Body, odParent.Body);
1939 d.JointSetFixed(m_linkJoint);
1940 }
1941 }
1942 d.BodyEnable(Body);
1943 if (m_type != Vehicle.TYPE_NONE)
1944 {
1945 Enable(Body, _parent_scene);
1946 }
1947 }
1948 else
1949 {
1950 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
1951 }
1952 }
1953 //else
1954 // {
1955 //m_log.Debug("[BUG]: race!");
1956 //}
1957 }
1958 else
1959 {
1960 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
1961 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1962 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1963
1964 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
1965 m_targetSpace = tempspace;
1966
1967 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1968 if (prim_geom != IntPtr.Zero)
1969 {
1970 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1971
1972 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1973 d.SpaceAdd(m_targetSpace, prim_geom);
1974 }
1975 }
1976
1977 changeSelectedStatus(timestep);
1978
1979 resetCollisionAccounting();
1980 m_taintposition = _position;
1981 }
1982
1983
1984
1985 public void rotate(float timestep)
1986 {
1987 d.Quaternion myrot = new d.Quaternion();
1988 myrot.X = _orientation.X;
1989 myrot.Y = _orientation.Y;
1990 myrot.Z = _orientation.Z;
1991 myrot.W = _orientation.W;
1992 if (Body != IntPtr.Zero)
1993 {
1994 // KF: If this is a root prim do BodySet
1995 d.BodySetQuaternion(Body, ref myrot);
1996 }
1997 else
1998 {
1999 // daughter prim, do Geom set
2000 d.GeomSetQuaternion(prim_geom, ref myrot);
2001 }
2002
2003 resetCollisionAccounting();
2004 m_taintrot = _orientation;
2005 }
2006
2007 private void resetCollisionAccounting()
2008 {
2009 m_collisionscore = 0;
2010 m_interpenetrationcount = 0;
2011 m_disabled = false;
2012 }
2013
2014 public void changedisable(float timestep)
2015 {
2016 m_disabled = true;
2017 if (Body != IntPtr.Zero)
2018 {
2019 d.BodyDisable(Body);
2020 Body = IntPtr.Zero;
2021 }
2022
2023 m_taintdisable = false;
2024 }
2025
2026 public void changePhysicsStatus(float timestep)
2027 {
2028 if (m_isphysical == true)
2029 {
2030 if (Body == IntPtr.Zero)
2031 {
2032 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2033 {
2034 changeshape(2f);
2035 }
2036 else
2037 {
2038 enableBody();
2039 }
2040 }
2041 }
2042 else
2043 {
2044 if (Body != IntPtr.Zero)
2045 {
2046 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2047 {
2048
2049
2050 if (prim_geom != IntPtr.Zero)
2051 {
2052 try
2053 {
2054 d.GeomDestroy(prim_geom);
2055 prim_geom = IntPtr.Zero;
2056 _mesh = null;
2057 }
2058 catch (System.AccessViolationException)
2059 {
2060 prim_geom = IntPtr.Zero;
2061 m_log.Error("[PHYSICS]: PrimGeom dead");
2062 }
2063 }
2064//Console.WriteLine("changePhysicsStatus for " + m_primName );
2065 changeadd(2f);
2066 }
2067 if (childPrim)
2068 {
2069 if (_parent != null)
2070 {
2071 OdePrim parent = (OdePrim)_parent;
2072 parent.ChildDelink(this);
2073 }
2074 }
2075 else
2076 {
2077 disableBody();
2078 }
2079 }
2080 }
2081
2082 changeSelectedStatus(timestep);
2083
2084 resetCollisionAccounting();
2085 m_taintPhysics = m_isphysical;
2086 }
2087
2088 public void changesize(float timestamp)
2089 {
2090
2091 string oldname = _parent_scene.geom_name_map[prim_geom];
2092
2093 if (_size.X <= 0) _size.X = 0.01f;
2094 if (_size.Y <= 0) _size.Y = 0.01f;
2095 if (_size.Z <= 0) _size.Z = 0.01f;
2096
2097 // Cleanup of old prim geometry
2098 if (_mesh != null)
2099 {
2100 // Cleanup meshing here
2101 }
2102 //kill body to rebuild
2103 if (IsPhysical && Body != IntPtr.Zero)
2104 {
2105 if (childPrim)
2106 {
2107 if (_parent != null)
2108 {
2109 OdePrim parent = (OdePrim)_parent;
2110 parent.ChildDelink(this);
2111 }
2112 }
2113 else
2114 {
2115 disableBody();
2116 }
2117 }
2118 if (d.SpaceQuery(m_targetSpace, prim_geom))
2119 {
2120 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2121 d.SpaceRemove(m_targetSpace, prim_geom);
2122 }
2123 d.GeomDestroy(prim_geom);
2124 prim_geom = IntPtr.Zero;
2125 // we don't need to do space calculation because the client sends a position update also.
2126
2127 // Construction of new prim
2128 if (_parent_scene.needsMeshing(_pbs))
2129 {
2130 float meshlod = _parent_scene.meshSculptLOD;
2131
2132 if (IsPhysical)
2133 meshlod = _parent_scene.MeshSculptphysicalLOD;
2134 // Don't need to re-enable body.. it's done in SetMesh
2135
2136 IMesh mesh = null;
2137
2138 if (_parent_scene.needsMeshing(_pbs))
2139 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2140
2141 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2142//Console.WriteLine("changesize 1");
2143 CreateGeom(m_targetSpace, mesh);
2144
2145
2146 }
2147 else
2148 {
2149 _mesh = null;
2150//Console.WriteLine("changesize 2");
2151 CreateGeom(m_targetSpace, _mesh);
2152 }
2153
2154 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2155 d.Quaternion myrot = new d.Quaternion();
2156 myrot.X = _orientation.X;
2157 myrot.Y = _orientation.Y;
2158 myrot.Z = _orientation.Z;
2159 myrot.W = _orientation.W;
2160 d.GeomSetQuaternion(prim_geom, ref myrot);
2161
2162 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2163 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2164 {
2165 // Re creates body on size.
2166 // EnableBody also does setMass()
2167 enableBody();
2168 d.BodyEnable(Body);
2169 }
2170
2171 _parent_scene.geom_name_map[prim_geom] = oldname;
2172
2173 changeSelectedStatus(timestamp);
2174 if (childPrim)
2175 {
2176 if (_parent is OdePrim)
2177 {
2178 OdePrim parent = (OdePrim)_parent;
2179 parent.ChildSetGeom(this);
2180 }
2181 }
2182 resetCollisionAccounting();
2183 m_taintsize = _size;
2184 }
2185
2186
2187
2188 public void changefloatonwater(float timestep)
2189 {
2190 m_collidesWater = m_taintCollidesWater;
2191
2192 if (prim_geom != IntPtr.Zero)
2193 {
2194 if (m_collidesWater)
2195 {
2196 m_collisionFlags |= CollisionCategories.Water;
2197 }
2198 else
2199 {
2200 m_collisionFlags &= ~CollisionCategories.Water;
2201 }
2202 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2203 }
2204 }
2205
2206 public void changeshape(float timestamp)
2207 {
2208 string oldname = _parent_scene.geom_name_map[prim_geom];
2209
2210 // Cleanup of old prim geometry and Bodies
2211 if (IsPhysical && Body != IntPtr.Zero)
2212 {
2213 if (childPrim)
2214 {
2215 if (_parent != null)
2216 {
2217 OdePrim parent = (OdePrim)_parent;
2218 parent.ChildDelink(this);
2219 }
2220 }
2221 else
2222 {
2223 disableBody();
2224 }
2225 }
2226 try
2227 {
2228 d.GeomDestroy(prim_geom);
2229 }
2230 catch (System.AccessViolationException)
2231 {
2232 prim_geom = IntPtr.Zero;
2233 m_log.Error("[PHYSICS]: PrimGeom dead");
2234 }
2235 prim_geom = IntPtr.Zero;
2236 // we don't need to do space calculation because the client sends a position update also.
2237 if (_size.X <= 0) _size.X = 0.01f;
2238 if (_size.Y <= 0) _size.Y = 0.01f;
2239 if (_size.Z <= 0) _size.Z = 0.01f;
2240 // Construction of new prim
2241
2242 if (_parent_scene.needsMeshing(_pbs))
2243 {
2244 // Don't need to re-enable body.. it's done in SetMesh
2245 float meshlod = _parent_scene.meshSculptLOD;
2246
2247 if (IsPhysical)
2248 meshlod = _parent_scene.MeshSculptphysicalLOD;
2249
2250 IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2251 // createmesh returns null when it doesn't mesh.
2252 CreateGeom(m_targetSpace, mesh);
2253 }
2254 else
2255 {
2256 _mesh = null;
2257//Console.WriteLine("changeshape");
2258 CreateGeom(m_targetSpace, null);
2259 }
2260
2261 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2262 d.Quaternion myrot = new d.Quaternion();
2263 //myrot.W = _orientation.w;
2264 myrot.W = _orientation.W;
2265 myrot.X = _orientation.X;
2266 myrot.Y = _orientation.Y;
2267 myrot.Z = _orientation.Z;
2268 d.GeomSetQuaternion(prim_geom, ref myrot);
2269
2270 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2271 if (IsPhysical && Body == IntPtr.Zero)
2272 {
2273 // Re creates body on size.
2274 // EnableBody also does setMass()
2275 enableBody();
2276 if (Body != IntPtr.Zero)
2277 {
2278 d.BodyEnable(Body);
2279 }
2280 }
2281 _parent_scene.geom_name_map[prim_geom] = oldname;
2282
2283 changeSelectedStatus(timestamp);
2284 if (childPrim)
2285 {
2286 if (_parent is OdePrim)
2287 {
2288 OdePrim parent = (OdePrim)_parent;
2289 parent.ChildSetGeom(this);
2290 }
2291 }
2292 resetCollisionAccounting();
2293 m_taintshape = false;
2294 }
2295
2296 public void changeAddForce(float timestamp)
2297 {
2298 if (!m_isSelected)
2299 {
2300 lock (m_forcelist)
2301 {
2302 //m_log.Info("[PHYSICS]: dequeing forcelist");
2303 if (IsPhysical)
2304 {
2305 Vector3 iforce = Vector3.Zero;
2306 int i = 0;
2307 try
2308 {
2309 for (i = 0; i < m_forcelist.Count; i++)
2310 {
2311
2312 iforce = iforce + (m_forcelist[i] * 100);
2313 }
2314 }
2315 catch (IndexOutOfRangeException)
2316 {
2317 m_forcelist = new List<Vector3>();
2318 m_collisionscore = 0;
2319 m_interpenetrationcount = 0;
2320 m_taintforce = false;
2321 return;
2322 }
2323 catch (ArgumentOutOfRangeException)
2324 {
2325 m_forcelist = new List<Vector3>();
2326 m_collisionscore = 0;
2327 m_interpenetrationcount = 0;
2328 m_taintforce = false;
2329 return;
2330 }
2331 d.BodyEnable(Body);
2332 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2333 }
2334 m_forcelist.Clear();
2335 }
2336
2337 m_collisionscore = 0;
2338 m_interpenetrationcount = 0;
2339 }
2340
2341 m_taintforce = false;
2342
2343 }
2344
2345
2346
2347 public void changeSetTorque(float timestamp)
2348 {
2349 if (!m_isSelected)
2350 {
2351 if (IsPhysical && Body != IntPtr.Zero)
2352 {
2353 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2354 }
2355 }
2356
2357 m_taintTorque = Vector3.Zero;
2358 }
2359
2360 public void changeAddAngularForce(float timestamp)
2361 {
2362 if (!m_isSelected)
2363 {
2364 lock (m_angularforcelist)
2365 {
2366 //m_log.Info("[PHYSICS]: dequeing forcelist");
2367 if (IsPhysical)
2368 {
2369 Vector3 iforce = Vector3.Zero;
2370 for (int i = 0; i < m_angularforcelist.Count; i++)
2371 {
2372 iforce = iforce + (m_angularforcelist[i] * 100);
2373 }
2374 d.BodyEnable(Body);
2375 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2376
2377 }
2378 m_angularforcelist.Clear();
2379 }
2380
2381 m_collisionscore = 0;
2382 m_interpenetrationcount = 0;
2383 }
2384
2385 m_taintaddangularforce = false;
2386 }
2387
2388 private void changevelocity(float timestep)
2389 {
2390 if (!m_isSelected)
2391 {
2392 Thread.Sleep(20);
2393 if (IsPhysical)
2394 {
2395 if (Body != IntPtr.Zero)
2396 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2397 }
2398
2399 //resetCollisionAccounting();
2400 }
2401 m_taintVelocity = Vector3.Zero;
2402 }
2403
2404 public void UpdatePositionAndVelocity()
2405 {
2406 return; // moved to the Move () method
2407 }
2408
2409 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
2410 {
2411 obj.I.M00 = pMat[0, 0];
2412 obj.I.M01 = pMat[0, 1];
2413 obj.I.M02 = pMat[0, 2];
2414 obj.I.M10 = pMat[1, 0];
2415 obj.I.M11 = pMat[1, 1];
2416 obj.I.M12 = pMat[1, 2];
2417 obj.I.M20 = pMat[2, 0];
2418 obj.I.M21 = pMat[2, 1];
2419 obj.I.M22 = pMat[2, 2];
2420 return obj;
2421 }
2422
2423 public override void SubscribeEvents(int ms)
2424 {
2425 m_eventsubscription = ms;
2426 _parent_scene.addCollisionEventReporting(this);
2427 }
2428
2429 public override void UnSubscribeEvents()
2430 {
2431 _parent_scene.remCollisionEventReporting(this);
2432 m_eventsubscription = 0;
2433 }
2434
2435 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
2436 {
2437 if (CollisionEventsThisFrame == null)
2438 CollisionEventsThisFrame = new CollisionEventUpdate();
2439 CollisionEventsThisFrame.addCollider(CollidedWith, contact);
2440 }
2441
2442 public void SendCollisions()
2443 {
2444 if (CollisionEventsThisFrame == null)
2445 return;
2446
2447 base.SendCollisionUpdate(CollisionEventsThisFrame);
2448
2449 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
2450 CollisionEventsThisFrame = null;
2451 else
2452 CollisionEventsThisFrame = new CollisionEventUpdate();
2453 }
2454
2455 public override bool SubscribedEvents()
2456 {
2457 if (m_eventsubscription > 0)
2458 return true;
2459 return false;
2460 }
2461
2462 public static Matrix4 Inverse(Matrix4 pMat)
2463 {
2464 if (determinant3x3(pMat) == 0)
2465 {
2466 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
2467 }
2468
2469
2470
2471 return (Adjoint(pMat) / determinant3x3(pMat));
2472 }
2473
2474 public static Matrix4 Adjoint(Matrix4 pMat)
2475 {
2476 Matrix4 adjointMatrix = new Matrix4();
2477 for (int i=0; i<4; i++)
2478 {
2479 for (int j=0; j<4; j++)
2480 {
2481 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
2482 }
2483 }
2484
2485 adjointMatrix = Transpose(adjointMatrix);
2486 return adjointMatrix;
2487 }
2488
2489 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
2490 {
2491 Matrix4 minor = new Matrix4();
2492 int m = 0, n = 0;
2493 for (int i = 0; i < 4; i++)
2494 {
2495 if (i == iRow)
2496 continue;
2497 n = 0;
2498 for (int j = 0; j < 4; j++)
2499 {
2500 if (j == iCol)
2501 continue;
2502 Matrix4SetValue(ref minor, m,n, matrix[i, j]);
2503 n++;
2504 }
2505 m++;
2506 }
2507 return minor;
2508 }
2509
2510 public static Matrix4 Transpose(Matrix4 pMat)
2511 {
2512 Matrix4 transposeMatrix = new Matrix4();
2513 for (int i = 0; i < 4; i++)
2514 for (int j = 0; j < 4; j++)
2515 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
2516 return transposeMatrix;
2517 }
2518
2519 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
2520 {
2521 switch (r)
2522 {
2523 case 0:
2524 switch (c)
2525 {
2526 case 0:
2527 pMat.M11 = val;
2528 break;
2529 case 1:
2530 pMat.M12 = val;
2531 break;
2532 case 2:
2533 pMat.M13 = val;
2534 break;
2535 case 3:
2536 pMat.M14 = val;
2537 break;
2538 }
2539
2540 break;
2541 case 1:
2542 switch (c)
2543 {
2544 case 0:
2545 pMat.M21 = val;
2546 break;
2547 case 1:
2548 pMat.M22 = val;
2549 break;
2550 case 2:
2551 pMat.M23 = val;
2552 break;
2553 case 3:
2554 pMat.M24 = val;
2555 break;
2556 }
2557
2558 break;
2559 case 2:
2560 switch (c)
2561 {
2562 case 0:
2563 pMat.M31 = val;
2564 break;
2565 case 1:
2566 pMat.M32 = val;
2567 break;
2568 case 2:
2569 pMat.M33 = val;
2570 break;
2571 case 3:
2572 pMat.M34 = val;
2573 break;
2574 }
2575
2576 break;
2577 case 3:
2578 switch (c)
2579 {
2580 case 0:
2581 pMat.M41 = val;
2582 break;
2583 case 1:
2584 pMat.M42 = val;
2585 break;
2586 case 2:
2587 pMat.M43 = val;
2588 break;
2589 case 3:
2590 pMat.M44 = val;
2591 break;
2592 }
2593
2594 break;
2595 }
2596 }
2597 private static float determinant3x3(Matrix4 pMat)
2598 {
2599 float det = 0;
2600 float diag1 = pMat[0, 0]*pMat[1, 1]*pMat[2, 2];
2601 float diag2 = pMat[0, 1]*pMat[2, 1]*pMat[2, 0];
2602 float diag3 = pMat[0, 2]*pMat[1, 0]*pMat[2, 1];
2603 float diag4 = pMat[2, 0]*pMat[1, 1]*pMat[0, 2];
2604 float diag5 = pMat[2, 1]*pMat[1, 2]*pMat[0, 0];
2605 float diag6 = pMat[2, 2]*pMat[1, 0]*pMat[0, 1];
2606
2607 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
2608 return det;
2609
2610 }
2611
2612 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
2613 {
2614 dst.c.W = src.c.W;
2615 dst.c.X = src.c.X;
2616 dst.c.Y = src.c.Y;
2617 dst.c.Z = src.c.Z;
2618 dst.mass = src.mass;
2619 dst.I.M00 = src.I.M00;
2620 dst.I.M01 = src.I.M01;
2621 dst.I.M02 = src.I.M02;
2622 dst.I.M10 = src.I.M10;
2623 dst.I.M11 = src.I.M11;
2624 dst.I.M12 = src.I.M12;
2625 dst.I.M20 = src.I.M20;
2626 dst.I.M21 = src.I.M21;
2627 dst.I.M22 = src.I.M22;
2628 }
2629
2630 public override void SetMaterial(int pMaterial)
2631 {
2632 m_material = pMaterial;
2633 }
2634
2635 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
2636 {
2637 switch (pParam)
2638 {
2639 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
2640 if (pValue < 0.01f) pValue = 0.01f;
2641 // m_angularDeflectionEfficiency = pValue;
2642 break;
2643 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
2644 if (pValue < 0.1f) pValue = 0.1f;
2645 // m_angularDeflectionTimescale = pValue;
2646 break;
2647 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
2648 if (pValue < 0.3f) pValue = 0.3f;
2649 m_angularMotorDecayTimescale = pValue;
2650 break;
2651 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
2652 if (pValue < 0.3f) pValue = 0.3f;
2653 m_angularMotorTimescale = pValue;
2654 break;
2655 case Vehicle.BANKING_EFFICIENCY:
2656 if (pValue < 0.01f) pValue = 0.01f;
2657 // m_bankingEfficiency = pValue;
2658 break;
2659 case Vehicle.BANKING_MIX:
2660 if (pValue < 0.01f) pValue = 0.01f;
2661 // m_bankingMix = pValue;
2662 break;
2663 case Vehicle.BANKING_TIMESCALE:
2664 if (pValue < 0.01f) pValue = 0.01f;
2665 // m_bankingTimescale = pValue;
2666 break;
2667 case Vehicle.BUOYANCY:
2668 if (pValue < -1f) pValue = -1f;
2669 if (pValue > 1f) pValue = 1f;
2670 m_VehicleBuoyancy = pValue;
2671 break;
2672// case Vehicle.HOVER_EFFICIENCY:
2673// if (pValue < 0f) pValue = 0f;
2674// if (pValue > 1f) pValue = 1f;
2675// m_VhoverEfficiency = pValue;
2676// break;
2677 case Vehicle.HOVER_HEIGHT:
2678 m_VhoverHeight = pValue;
2679 break;
2680 case Vehicle.HOVER_TIMESCALE:
2681 if (pValue < 0.1f) pValue = 0.1f;
2682 m_VhoverTimescale = pValue;
2683 break;
2684 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
2685 if (pValue < 0.01f) pValue = 0.01f;
2686 // m_linearDeflectionEfficiency = pValue;
2687 break;
2688 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
2689 if (pValue < 0.01f) pValue = 0.01f;
2690 // m_linearDeflectionTimescale = pValue;
2691 break;
2692 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
2693 if (pValue < 0.3f) pValue = 0.3f;
2694 m_linearMotorDecayTimescale = pValue;
2695 break;
2696 case Vehicle.LINEAR_MOTOR_TIMESCALE:
2697 if (pValue < 0.1f) pValue = 0.1f;
2698 m_linearMotorTimescale = pValue;
2699 break;
2700 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
2701 if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
2702 if (pValue > 1.0f) pValue = 1.0f;
2703 m_verticalAttractionEfficiency = pValue;
2704 break;
2705 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
2706 if (pValue < 0.1f) pValue = 0.1f;
2707 m_verticalAttractionTimescale = pValue;
2708 break;
2709
2710 // These are vector properties but the engine lets you use a single float value to
2711 // set all of the components to the same value
2712 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2713 if (pValue > 30f) pValue = 30f;
2714 if (pValue < 0.1f) pValue = 0.1f;
2715 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
2716 break;
2717 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2718 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
2719 UpdateAngDecay();
2720 break;
2721 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2722 if (pValue < 0.1f) pValue = 0.1f;
2723 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
2724 break;
2725 case Vehicle.LINEAR_MOTOR_DIRECTION:
2726 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
2727 UpdateLinDecay();
2728 break;
2729 case Vehicle.LINEAR_MOTOR_OFFSET:
2730 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
2731 break;
2732
2733 }
2734
2735 }//end ProcessFloatVehicleParam
2736
2737 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
2738 {
2739 switch (pParam)
2740 {
2741 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2742 if (pValue.X > 30f) pValue.X = 30f;
2743 if (pValue.X < 0.1f) pValue.X = 0.1f;
2744 if (pValue.Y > 30f) pValue.Y = 30f;
2745 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2746 if (pValue.Z > 30f) pValue.Z = 30f;
2747 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2748 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2749 break;
2750 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2751 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
2752 // Limit requested angular speed to 2 rps= 4 pi rads/sec
2753 if(m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
2754 if(m_angularMotorDirection.X < - 12.56f) m_angularMotorDirection.X = - 12.56f;
2755 if(m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
2756 if(m_angularMotorDirection.Y < - 12.56f) m_angularMotorDirection.Y = - 12.56f;
2757 if(m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
2758 if(m_angularMotorDirection.Z < - 12.56f) m_angularMotorDirection.Z = - 12.56f;
2759 UpdateAngDecay();
2760 break;
2761 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2762 if (pValue.X < 0.1f) pValue.X = 0.1f;
2763 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2764 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2765 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2766 break;
2767 case Vehicle.LINEAR_MOTOR_DIRECTION:
2768 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
2769 UpdateLinDecay();
2770 break;
2771 case Vehicle.LINEAR_MOTOR_OFFSET:
2772 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
2773 break;
2774 }
2775
2776 }//end ProcessVectorVehicleParam
2777
2778 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
2779 {
2780 switch (pParam)
2781 {
2782 case Vehicle.REFERENCE_FRAME:
2783 // m_referenceFrame = pValue;
2784 break;
2785 }
2786
2787 }//end ProcessRotationVehicleParam
2788
2789 internal void ProcessVehicleFlags(int pParam, bool remove)
2790 {
2791 if (remove)
2792 {
2793 m_flags &= ~((VehicleFlag)pParam);
2794 }
2795 else
2796 {
2797 m_flags |= (VehicleFlag)pParam;
2798 }
2799 }
2800
2801 internal void ProcessTypeChange(Vehicle pType)
2802 {
2803 // Set Defaults For Type
2804 m_type = pType;
2805 switch (pType)
2806 {
2807 case Vehicle.TYPE_SLED:
2808 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
2809 m_angularFrictionTimescale = new Vector3(30, 30, 30);
2810// m_lLinMotorVel = Vector3.Zero;
2811 m_linearMotorTimescale = 1000;
2812 m_linearMotorDecayTimescale = 120;
2813 m_angularMotorDirection = Vector3.Zero;
2814 m_angularMotorDVel = Vector3.Zero;
2815 m_angularMotorTimescale = 1000;
2816 m_angularMotorDecayTimescale = 120;
2817 m_VhoverHeight = 0;
2818// m_VhoverEfficiency = 1;
2819 m_VhoverTimescale = 10;
2820 m_VehicleBuoyancy = 0;
2821 // m_linearDeflectionEfficiency = 1;
2822 // m_linearDeflectionTimescale = 1;
2823 // m_angularDeflectionEfficiency = 1;
2824 // m_angularDeflectionTimescale = 1000;
2825 // m_bankingEfficiency = 0;
2826 // m_bankingMix = 1;
2827 // m_bankingTimescale = 10;
2828 // m_referenceFrame = Quaternion.Identity;
2829 m_flags &=
2830 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2831 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
2832 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2833 break;
2834 case Vehicle.TYPE_CAR:
2835 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
2836 m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30.
2837// m_lLinMotorVel = Vector3.Zero;
2838 m_linearMotorTimescale = 1;
2839 m_linearMotorDecayTimescale = 60;
2840 m_angularMotorDirection = Vector3.Zero;
2841 m_angularMotorDVel = Vector3.Zero;
2842 m_angularMotorTimescale = 1;
2843 m_angularMotorDecayTimescale = 0.8f;
2844 m_VhoverHeight = 0;
2845// m_VhoverEfficiency = 0;
2846 m_VhoverTimescale = 1000;
2847 m_VehicleBuoyancy = 0;
2848 // // m_linearDeflectionEfficiency = 1;
2849 // // m_linearDeflectionTimescale = 2;
2850 // // m_angularDeflectionEfficiency = 0;
2851 // m_angularDeflectionTimescale = 10;
2852 m_verticalAttractionEfficiency = 1f;
2853 m_verticalAttractionTimescale = 10f;
2854 // m_bankingEfficiency = -0.2f;
2855 // m_bankingMix = 1;
2856 // m_bankingTimescale = 1;
2857 // m_referenceFrame = Quaternion.Identity;
2858 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
2859 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
2860 VehicleFlag.LIMIT_MOTOR_UP);
2861 break;
2862 case Vehicle.TYPE_BOAT:
2863 m_linearFrictionTimescale = new Vector3(10, 3, 2);
2864 m_angularFrictionTimescale = new Vector3(10,10,10);
2865// m_lLinMotorVel = Vector3.Zero;
2866 m_linearMotorTimescale = 5;
2867 m_linearMotorDecayTimescale = 60;
2868 m_angularMotorDirection = Vector3.Zero;
2869 m_angularMotorDVel = Vector3.Zero;
2870 m_angularMotorTimescale = 4;
2871 m_angularMotorDecayTimescale = 4;
2872 m_VhoverHeight = 0;
2873// m_VhoverEfficiency = 0.5f;
2874 m_VhoverTimescale = 2;
2875 m_VehicleBuoyancy = 1;
2876 // m_linearDeflectionEfficiency = 0.5f;
2877 // m_linearDeflectionTimescale = 3;
2878 // m_angularDeflectionEfficiency = 0.5f;
2879 // m_angularDeflectionTimescale = 5;
2880 m_verticalAttractionEfficiency = 0.5f;
2881 m_verticalAttractionTimescale = 5f;
2882 // m_bankingEfficiency = -0.3f;
2883 // m_bankingMix = 0.8f;
2884 // m_bankingTimescale = 1;
2885 // m_referenceFrame = Quaternion.Identity;
2886 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
2887 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
2888 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
2889 VehicleFlag.LIMIT_MOTOR_UP);
2890 break;
2891 case Vehicle.TYPE_AIRPLANE:
2892 m_linearFrictionTimescale = new Vector3(200, 10, 5);
2893 m_angularFrictionTimescale = new Vector3(20, 20, 20);
2894// m_lLinMotorVel = Vector3.Zero;
2895 m_linearMotorTimescale = 2;
2896 m_linearMotorDecayTimescale = 60;
2897 m_angularMotorDirection = Vector3.Zero;
2898 m_angularMotorDVel = Vector3.Zero;
2899 m_angularMotorTimescale = 4;
2900 m_angularMotorDecayTimescale = 4;
2901 m_VhoverHeight = 0;
2902// m_VhoverEfficiency = 0.5f;
2903 m_VhoverTimescale = 1000;
2904 m_VehicleBuoyancy = 0;
2905 // m_linearDeflectionEfficiency = 0.5f;
2906 // m_linearDeflectionTimescale = 3;
2907 // m_angularDeflectionEfficiency = 1;
2908 // m_angularDeflectionTimescale = 2;
2909 m_verticalAttractionEfficiency = 0.9f;
2910 m_verticalAttractionTimescale = 2f;
2911 // m_bankingEfficiency = 1;
2912 // m_bankingMix = 0.7f;
2913 // m_bankingTimescale = 2;
2914 // m_referenceFrame = Quaternion.Identity;
2915 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2916 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2917 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
2918 break;
2919 case Vehicle.TYPE_BALLOON:
2920 m_linearFrictionTimescale = new Vector3(5, 5, 5);
2921 m_angularFrictionTimescale = new Vector3(10, 10, 10);
2922 m_linearMotorTimescale = 5;
2923 m_linearMotorDecayTimescale = 60;
2924 m_angularMotorDirection = Vector3.Zero;
2925 m_angularMotorDVel = Vector3.Zero;
2926 m_angularMotorTimescale = 6;
2927 m_angularMotorDecayTimescale = 10;
2928 m_VhoverHeight = 5;
2929// m_VhoverEfficiency = 0.8f;
2930 m_VhoverTimescale = 10;
2931 m_VehicleBuoyancy = 1;
2932 // m_linearDeflectionEfficiency = 0;
2933 // m_linearDeflectionTimescale = 5;
2934 // m_angularDeflectionEfficiency = 0;
2935 // m_angularDeflectionTimescale = 5;
2936 m_verticalAttractionEfficiency = 1f;
2937 m_verticalAttractionTimescale = 100f;
2938 // m_bankingEfficiency = 0;
2939 // m_bankingMix = 0.7f;
2940 // m_bankingTimescale = 5;
2941 // m_referenceFrame = Quaternion.Identity;
2942 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2943 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2944 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
2945 break;
2946
2947 }
2948 }//end SetDefaultsForType
2949
2950 internal void Enable(IntPtr pBody, OdeScene pParentScene)
2951 {
2952 if (m_type == Vehicle.TYPE_NONE)
2953 return;
2954
2955 m_body = pBody;
2956 }
2957
2958
2959 internal void Halt()
2960 { // Kill all motions, when non-physical
2961 // m_linearMotorDirection = Vector3.Zero;
2962 m_lLinMotorDVel = Vector3.Zero;
2963 m_lLinObjectVel = Vector3.Zero;
2964 m_wLinObjectVel = Vector3.Zero;
2965 m_angularMotorDirection = Vector3.Zero;
2966 m_lastAngularVelocity = Vector3.Zero;
2967 m_angularMotorDVel = Vector3.Zero;
2968 _acceleration = Vector3.Zero;
2969 }
2970
2971 private void UpdateLinDecay()
2972 {
2973// if (Math.Abs(m_linearMotorDirection.X) > Math.Abs(m_lLinMotorDVel.X)) m_lLinMotorDVel.X = m_linearMotorDirection.X;
2974// if (Math.Abs(m_linearMotorDirection.Y) > Math.Abs(m_lLinMotorDVel.Y)) m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
2975// if (Math.Abs(m_linearMotorDirection.Z) > Math.Abs(m_lLinMotorDVel.Z)) m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
2976 m_lLinMotorDVel.X = m_linearMotorDirection.X;
2977 m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
2978 m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
2979 } // else let the motor decay on its own
2980
2981 private void UpdateAngDecay()
2982 {
2983// if (Math.Abs(m_angularMotorDirection.X) > Math.Abs(m_angularMotorDVel.X)) m_angularMotorDVel.X = m_angularMotorDirection.X;
2984// if (Math.Abs(m_angularMotorDirection.Y) > Math.Abs(m_angularMotorDVel.Y)) m_angularMotorDVel.Y = m_angularMotorDirection.Y;
2985// if (Math.Abs(m_angularMotorDirection.Z) > Math.Abs(m_angularMotorDVel.Z)) m_angularMotorDVel.Z = m_angularMotorDirection.Z;
2986 m_angularMotorDVel.X = m_angularMotorDirection.X;
2987 m_angularMotorDVel.Y = m_angularMotorDirection.Y;
2988 m_angularMotorDVel.Z = m_angularMotorDirection.Z;
2989 } // else let the motor decay on its own
2990
2991 public void Move(float timestep)
2992 {
2993 float fx = 0;
2994 float fy = 0;
2995 float fz = 0;
2996 Vector3 linvel; // velocity applied, including any reversal
2997 int outside = 0;
2998
2999 // If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders.
3000 // This is a temp patch until proper region crossing is developed.
3001
3002 int failureLimit = _parent_scene.geomCrossingFailuresBeforeOutofbounds;
3003 int fence = _parent_scene.geomRegionFence;
3004
3005 float border_limit = 0.05f; // original limit
3006 if (fence == 1) border_limit = 0.5f; // bounce point
3007
3008 frcount++; // used to limit debug comment output
3009 if (frcount > 50)
3010 frcount = 0;
3011
3012 if(revcount > 0) revcount--;
3013
3014 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // Only move root prims.
3015 {
3016 // Old public void UpdatePositionAndVelocity(), more accuratley calculated here
3017 bool lastZeroFlag = _zeroFlag; // was it stopped
3018
3019 d.Vector3 vec = d.BodyGetPosition(Body);
3020 Vector3 l_position = Vector3.Zero;
3021 l_position.X = vec.X;
3022 l_position.Y = vec.Y;
3023 l_position.Z = vec.Z;
3024 m_lastposition = _position;
3025 _position = l_position;
3026
3027 d.Quaternion ori = d.BodyGetQuaternion(Body);
3028 // Quaternion l_orientation = Quaternion.Identity;
3029 _orientation.X = ori.X;
3030 _orientation.Y = ori.Y;
3031 _orientation.Z = ori.Z;
3032 _orientation.W = ori.W;
3033 m_lastorientation = _orientation;
3034
3035 d.Vector3 vel = d.BodyGetLinearVel(Body);
3036 m_lastVelocity = _velocity;
3037 _velocity.X = vel.X;
3038 _velocity.Y = vel.Y;
3039 _velocity.Z = vel.Z;
3040 _acceleration = ((_velocity - m_lastVelocity) / timestep);
3041
3042 d.Vector3 torque = d.BodyGetTorque(Body);
3043 _torque = new Vector3(torque.X, torque.Y, torque.Z);
3044
3045 base.RequestPhysicsterseUpdate();
3046
3047//Console.WriteLine("Move {0} at {1}", m_primName, l_position);
3048
3049 // Check if outside region
3050 // In Scene.cs/CrossPrimGroupIntoNewRegion the object is checked for 0.1M from border!
3051 if (l_position.X > ((float)_parent_scene.WorldExtents.X - border_limit))
3052 {
3053 l_position.X = ((float)_parent_scene.WorldExtents.X - border_limit);
3054 outside = 1;
3055 }
3056
3057 if (l_position.X < border_limit)
3058 {
3059 l_position.X = border_limit;
3060 outside = 2;
3061 }
3062 if (l_position.Y > ((float)_parent_scene.WorldExtents.Y - border_limit))
3063 {
3064 l_position.Y = ((float)_parent_scene.WorldExtents.Y - border_limit);
3065 outside = 3;
3066 }
3067
3068 if (l_position.Y < border_limit)
3069 {
3070 l_position.Y = border_limit;
3071 outside = 4;
3072 }
3073
3074 if (outside > 0)
3075 {
3076//Console.WriteLine(" fence = {0}",fence);
3077
3078//Console.WriteLine("Border {0}", l_position);
3079 if (fence == 1) // bounce object off boundary
3080 {
3081 if (revcount == 0)
3082 {
3083 if (outside < 3)
3084 {
3085 _velocity.X = -_velocity.X;
3086 }
3087 else
3088 {
3089 _velocity.Y = -_velocity.Y;
3090 }
3091 if (m_type != Vehicle.TYPE_NONE) Halt();
3092 _position = l_position;
3093 m_taintposition = _position;
3094 m_lastVelocity = _velocity;
3095 _acceleration = Vector3.Zero;
3096 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
3097 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
3098 base.RequestPhysicsterseUpdate();
3099
3100 revcount = 25; // wait for object to move away from border
3101 }
3102 } // else old crossing mode
3103 else if (m_crossingfailures < failureLimit)
3104 { // keep trying to cross?
3105 _position = l_position;
3106 //_parent_scene.remActivePrim(this);
3107 if (_parent == null) base.RequestPhysicsterseUpdate();
3108 return; // Dont process any other motion?
3109 }
3110 else
3111 { // Too many tries
3112 if (_parent == null) base.RaiseOutOfBounds(l_position);
3113//Console.WriteLine("ROOB 2");
3114
3115 return; // Dont process any other motion?
3116 } // end various methods
3117 } // end outside region horizontally
3118
3119
3120 if (l_position.Z < 0)
3121 {
3122 // This is so prim that get lost underground don't fall forever and suck up
3123 //
3124 // Sim resources and memory.
3125 // Disables the prim's movement physics....
3126 // It's a hack and will generate a console message if it fails.
3127
3128 //IsPhysical = false;
3129 if (_parent == null) base.RaiseOutOfBounds(_position);
3130//Console.WriteLine("ROOB 3");
3131
3132
3133 _acceleration.X = 0; // This stuff may stop client display but it has no
3134 _acceleration.Y = 0; // effect on the object in phys engine!
3135 _acceleration.Z = 0;
3136
3137 _velocity.X = 0;
3138 _velocity.Y = 0;
3139 _velocity.Z = 0;
3140 m_rotationalVelocity.X = 0;
3141 m_rotationalVelocity.Y = 0;
3142 m_rotationalVelocity.Z = 0;
3143
3144 if (_parent == null) base.RequestPhysicsterseUpdate();
3145
3146 m_throttleUpdates = false;
3147 throttleCounter = 0;
3148 _zeroFlag = true;
3149 //outofBounds = true;
3150 } // end neg Z check
3151
3152 // Is it moving?
3153 if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
3154 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
3155 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02)
3156 && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001)) // KF 0.01 is far to large
3157 {
3158 _zeroFlag = true;
3159 m_throttleUpdates = false;
3160 }
3161 else
3162 {
3163 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3164 _zeroFlag = false;
3165 m_lastUpdateSent = false;
3166 //m_throttleUpdates = false;
3167 }
3168
3169 if (_zeroFlag)
3170 { // Its stopped
3171 _velocity.X = 0.0f;
3172 _velocity.Y = 0.0f;
3173 _velocity.Z = 0.0f;
3174
3175 _acceleration.X = 0;
3176 _acceleration.Y = 0;
3177 _acceleration.Z = 0;
3178
3179 m_rotationalVelocity.X = 0;
3180 m_rotationalVelocity.Y = 0;
3181 m_rotationalVelocity.Z = 0;
3182 if (!m_lastUpdateSent)
3183 {
3184 m_throttleUpdates = false;
3185 throttleCounter = 0;
3186 if (_parent == null)
3187 {
3188 base.RequestPhysicsterseUpdate();
3189 }
3190
3191 m_lastUpdateSent = true;
3192 }
3193 }
3194 else
3195 { // Its moving
3196 if (lastZeroFlag != _zeroFlag)
3197 {
3198 if (_parent == null)
3199 {
3200 base.RequestPhysicsterseUpdate();
3201 }
3202 }
3203 m_lastUpdateSent = false;
3204 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3205 {
3206 if (_parent == null)
3207 {
3208 base.RequestPhysicsterseUpdate();
3209 }
3210 }
3211 else
3212 {
3213 throttleCounter++;
3214 }
3215 }
3216 m_lastposition = l_position;
3217
3218 /// End UpdatePositionAndVelocity insert
3219
3220
3221 // Rotation lock =====================================
3222 if(m_rotateEnableUpdate)
3223 {
3224 // Snapshot current angles, set up Amotor(s)
3225 m_rotateEnableUpdate = false;
3226 m_rotateEnable = m_rotateEnableRequest;
3227Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable);
3228
3229 if (Amotor != IntPtr.Zero)
3230 {
3231 d.JointDestroy(Amotor);
3232 Amotor = IntPtr.Zero;
3233Console.WriteLine("Old Amotor Destroyed");
3234 }
3235
3236 if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f))
3237 { // not all are enabled
3238 d.Quaternion r = d.BodyGetQuaternion(Body);
3239 Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W);
3240 // extract the axes vectors
3241 Vector3 vX = new Vector3(1f,0f,0f);
3242 Vector3 vY = new Vector3(0f,1f,0f);
3243 Vector3 vZ = new Vector3(0f,0f,1f);
3244 vX = vX * locrot;
3245 vY = vY * locrot;
3246 vZ = vZ * locrot;
3247 // snapshot the current angle vectors
3248 m_lockX = vX;
3249 m_lockY = vY;
3250 m_lockZ = vZ;
3251 // m_lockRot = locrot;
3252 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
3253 d.JointAttach(Amotor, Body, IntPtr.Zero);
3254 d.JointSetAMotorMode(Amotor, 0); // User mode??
3255Console.WriteLine("New Amotor Created for {0}", m_primName);
3256
3257 float axisnum = 3; // how many to lock
3258 axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z));
3259 d.JointSetAMotorNumAxes(Amotor,(int)axisnum);
3260Console.WriteLine("AxisNum={0}",(int)axisnum);
3261
3262 int i = 0;
3263
3264 if (m_rotateEnable.X == 0)
3265 {
3266 d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z);
3267Console.WriteLine("AxisX {0} set to {1}", i, m_lockX);
3268 i++;
3269 }
3270
3271 if (m_rotateEnable.Y == 0)
3272 {
3273 d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z);
3274Console.WriteLine("AxisY {0} set to {1}", i, m_lockY);
3275 i++;
3276 }
3277
3278 if (m_rotateEnable.Z == 0)
3279 {
3280 d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z);
3281Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ);
3282 i++;
3283 }
3284
3285 // These lowstops and high stops are effectively (no wiggle room)
3286 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0f);
3287 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
3288 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0f);
3289 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3290 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3291 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3292 d.JointSetAMotorParam(Amotor, (int) dParam.Vel, 0f);
3293 d.JointSetAMotorParam(Amotor, (int) dParam.Vel3, 0f);
3294 d.JointSetAMotorParam(Amotor, (int) dParam.Vel2, 0f);
3295 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f);
3296 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
3297 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
3298 } // else none are locked
3299 } // end Rotation Update
3300
3301
3302 // VEHICLE processing ==========================================
3303 if (m_type != Vehicle.TYPE_NONE)
3304 {
3305 // get body attitude
3306 d.Quaternion rot = d.BodyGetQuaternion(Body);
3307 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
3308 Quaternion irotq = Quaternion.Inverse(rotq);
3309
3310 // VEHICLE Linear Motion
3311 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
3312 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
3313 m_lLinObjectVel = vel_now * irotq;
3314
3315 if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
3316 {
3317 if ( Vector3.Mag(m_lLinMotorDVel) < 1.0f)
3318 {
3319 float decayfactor = m_linearMotorDecayTimescale/timestep;
3320 Vector3 decayAmount = (m_lLinMotorDVel/decayfactor);
3321 m_lLinMotorDVel -= decayAmount;
3322 }
3323 else
3324 {
3325 float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
3326 Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep;
3327 m_lLinMotorDVel -= decel;
3328 }
3329 if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3330 {
3331 m_lLinMotorDVel = Vector3.Zero;
3332 }
3333
3334 /* else
3335 {
3336 if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
3337 if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
3338 if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
3339 } */
3340 } // end linear motor decay
3341
3342 if ( (! m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
3343 {
3344 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
3345 if (m_linearMotorTimescale < 300.0f)
3346 {
3347 Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
3348 float linfactor = m_linearMotorTimescale/timestep;
3349 Vector3 attackAmount = (attack_error/linfactor) * 1.3f;
3350 m_lLinObjectVel += attackAmount;
3351 }
3352 if (m_linearFrictionTimescale.X < 300.0f)
3353 {
3354 float fricfactor = m_linearFrictionTimescale.X / timestep;
3355 float fricX = m_lLinObjectVel.X / fricfactor;
3356 m_lLinObjectVel.X -= fricX;
3357 }
3358 if (m_linearFrictionTimescale.Y < 300.0f)
3359 {
3360 float fricfactor = m_linearFrictionTimescale.Y / timestep;
3361 float fricY = m_lLinObjectVel.Y / fricfactor;
3362 m_lLinObjectVel.Y -= fricY;
3363 }
3364 if (m_linearFrictionTimescale.Z < 300.0f)
3365 {
3366 float fricfactor = m_linearFrictionTimescale.Z / timestep;
3367 float fricZ = m_lLinObjectVel.Z / fricfactor;
3368 m_lLinObjectVel.Z -= fricZ;
3369 }
3370 }
3371 m_wLinObjectVel = m_lLinObjectVel * rotq;
3372
3373 // Gravity and Buoyancy
3374 Vector3 grav = Vector3.Zero;
3375 if(m_VehicleBuoyancy < 1.0f)
3376 {
3377 // There is some gravity, make a gravity force vector
3378 // that is applied after object velocity.
3379 d.Mass objMass;
3380 d.BodyGetMass(Body, out objMass);
3381 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
3382 grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
3383 } // else its 1.0, no gravity.
3384
3385 // Hovering
3386 if( (m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
3387 {
3388 // We should hover, get the target height
3389 d.Vector3 pos = d.BodyGetPosition(Body);
3390 if((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
3391 {
3392 m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight;
3393 }
3394 else if((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
3395 {
3396 m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
3397 }
3398 else if((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
3399 {
3400 m_VhoverTargetHeight = m_VhoverHeight;
3401 }
3402
3403 if((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
3404 {
3405 // If body is aready heigher, use its height as target height
3406 if(pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
3407 }
3408
3409// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
3410// m_VhoverTimescale = 0f; // time to acheive height
3411// timestep is time since last frame,in secs
3412 float herr0 = pos.Z - m_VhoverTargetHeight;
3413 // Replace Vertical speed with correction figure if significant
3414 if(Math.Abs(herr0) > 0.01f )
3415 {
3416 //? d.Mass objMass;
3417 //? d.BodyGetMass(Body, out objMass);
3418 m_wLinObjectVel.Z = - ( (herr0 * timestep * 50.0f) / m_VhoverTimescale);
3419 //KF: m_VhoverEfficiency is not yet implemented
3420 }
3421 else
3422 {
3423 m_wLinObjectVel.Z = 0f;
3424 }
3425 }
3426 else
3427 { // not hovering
3428 if (m_wLinObjectVel.Z == 0f)
3429 { // Gravity rules
3430 m_wLinObjectVel.Z = vel_now.Z;
3431 } // else the motor has it
3432 }
3433 linvel = m_wLinObjectVel;
3434
3435 // Vehicle Linear Motion done =======================================
3436 // Apply velocity
3437 d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z);
3438 // apply gravity force
3439 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
3440//if(frcount == 0) Console.WriteLine("Grav {0}", grav);
3441 // end MoveLinear()
3442
3443
3444 // MoveAngular
3445 /*
3446 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
3447
3448 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
3449 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
3450 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
3451
3452 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
3453 private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body
3454 */
3455//if(frcount == 0) Console.WriteLine("MoveAngular ");
3456
3457 d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body);
3458 Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z);
3459 angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation
3460
3461//if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel);
3462
3463 // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack.
3464 float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep);
3465 m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor;
3466 // Decay Angular Motor 2.
3467 if (m_angularMotorDecayTimescale < 300.0f)
3468 {
3469 if ( Vector3.Mag(m_angularMotorDVel) < 1.0f)
3470 {
3471 float decayfactor = (m_angularMotorDecayTimescale)/timestep;
3472 Vector3 decayAmount = (m_angularMotorDVel/decayfactor);
3473 m_angularMotorDVel -= decayAmount;
3474 }
3475 else
3476 {
3477 Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale;
3478 m_angularMotorDVel -= decel;
3479 }
3480
3481 if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3482 {
3483 m_angularMotorDVel = Vector3.Zero;
3484 }
3485 else
3486 {
3487 if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X;
3488 if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y;
3489 if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z;
3490 }
3491 } // end decay angular motor
3492//if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3493
3494//if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
3495
3496 if ( (! m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
3497 { // if motor or object have motion
3498 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
3499
3500 if (m_angularMotorTimescale < 300.0f)
3501 {
3502 Vector3 attack_error = m_angularMotorDVel - angObjectVel;
3503 float angfactor = m_angularMotorTimescale/timestep;
3504 Vector3 attackAmount = (attack_error/angfactor);
3505 angObjectVel += attackAmount;
3506//if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
3507//if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
3508 }
3509
3510 angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
3511 angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
3512 angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
3513 } // else no signif. motion
3514
3515//if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3516 // Bank section tba
3517 // Deflection section tba
3518//if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
3519
3520
3521 /* // Rotation Axis Disables:
3522 if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
3523 {
3524 if (m_angularEnable.X == 0)
3525 angObjectVel.X = 0f;
3526 if (m_angularEnable.Y == 0)
3527 angObjectVel.Y = 0f;
3528 if (m_angularEnable.Z == 0)
3529 angObjectVel.Z = 0f;
3530 }
3531 */
3532 angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation
3533
3534 // Vertical attractor section
3535 Vector3 vertattr = Vector3.Zero;
3536
3537 if(m_verticalAttractionTimescale < 300)
3538 {
3539 float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep);
3540 // make a vector pointing up
3541 Vector3 verterr = Vector3.Zero;
3542 verterr.Z = 1.0f;
3543 // rotate it to Body Angle
3544 verterr = verterr * rotq;
3545 // 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.
3546 // 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
3547 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
3548
3549 if (verterr.Z < 0.0f)
3550 { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to
3551 // vertical, BUT for some reason a z-rotation is imparted to the object. TBI.
3552//Console.WriteLine("InvertFlip");
3553 verterr.X = 2.0f - verterr.X;
3554 verterr.Y = 2.0f - verterr.Y;
3555 }
3556 verterr *= 0.5f;
3557 // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
3558 Vector3 xyav = angObjectVel;
3559 xyav.Z = 0.0f;
3560 if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
3561 {
3562 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
3563 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
3564 vertattr.X = verterr.Y;
3565 vertattr.Y = - verterr.X;
3566 vertattr.Z = 0f;
3567//if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
3568
3569 // scaling appears better usingsquare-law
3570 float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
3571 float bounce = 1.0f - damped;
3572 // 0 = crit damp, 1 = bouncy
3573 float oavz = angObjectVel.Z; // retain z velocity
3574 // time-scaled correction, which sums, therefore is bouncy:
3575 angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce;
3576 // damped, good @ < 90:
3577 angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped);
3578 angObjectVel.Z = oavz;
3579//if(frcount == 0) Console.WriteLine("VA+");
3580//Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel);
3581 }
3582 else
3583 {
3584 // else error is very small
3585 angObjectVel.X = 0f;
3586 angObjectVel.Y = 0f;
3587//if(frcount == 0) Console.WriteLine("VA0");
3588 }
3589 } // else vertical attractor is off
3590//if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
3591
3592
3593 m_lastAngularVelocity = angObjectVel;
3594 // apply Angular Velocity to body
3595 d.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
3596//if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
3597
3598 } // end VEHICLES
3599 else
3600 {
3601 // Dyamics (NON-'VEHICLES') are dealt with here ================================================================
3602
3603 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009
3604
3605 /// Dynamics Buoyancy
3606 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
3607 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
3608 // NB Prims in ODE are no subject to global gravity
3609 // This should only affect gravity operations
3610
3611 float m_mass = CalculateMass();
3612 // calculate z-force due togravity on object.
3613 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
3614
3615 if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget.
3616 {
3617 fz = 0; // llMoveToTarget ignores gravity.
3618 // it also ignores mass of object, and any physical resting on it.
3619 // Vector3 m_PIDTarget is where we are going
3620 // float m_PIDTau is time to get there
3621 fx = 0;
3622 fy = 0;
3623 d.Vector3 pos = d.BodyGetPosition(Body);
3624 Vector3 error = new Vector3(
3625 (m_PIDTarget.X - pos.X),
3626 (m_PIDTarget.Y - pos.Y),
3627 (m_PIDTarget.Z - pos.Z));
3628 if (error.ApproxEquals(Vector3.Zero,0.01f))
3629 { // Very close, Jump there and quit move
3630 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3631 _target_velocity = Vector3.Zero;
3632 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3633 }
3634 else
3635 {
3636 float scale = 50.0f * timestep / m_PIDTau;
3637 if ((error.ApproxEquals(Vector3.Zero,0.5f)) && (_target_velocity != Vector3.Zero))
3638 {
3639 // Nearby, quit update of velocity
3640 }
3641 else
3642 { // Far, calc damped velocity
3643 _target_velocity = error * scale;
3644 }
3645 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3646 }
3647 } // end PID MoveToTarget
3648
3649 /* Original OS implementation: Does not work correctly as another phys object resting on THIS object purturbs its position.
3650 This is incorrect behavior. llMoveToTarget must move the Body no matter what phys object is resting on it.
3651
3652 //if (!d.BodyIsEnabled(Body))
3653 //d.BodySetForce(Body, 0f, 0f, 0f);
3654
3655 // no lock; for now it's only called from within Simulate()
3656
3657 // If the PID Controller isn't active then we set our force
3658 // calculating base velocity to the current position
3659
3660 if ((m_PIDTau < 1) && (m_PIDTau != 0))
3661 {
3662 //PID_G = PID_G / m_PIDTau;
3663 m_PIDTau = 1;
3664 }
3665
3666 if ((PID_G - m_PIDTau) <= 0)
3667 {
3668 PID_G = m_PIDTau + 1;
3669 }
3670 //PidStatus = true;
3671
3672 // PhysicsVector vec = new PhysicsVector();
3673// d.Vector3 vel = d.BodyGetLinearVel(Body);
3674
3675 d.Vector3 pos = d.BodyGetPosition(Body);
3676 _target_velocity =
3677 new Vector3(
3678 (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep),
3679 (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep),
3680 (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep)
3681 );
3682
3683if(frcount == 0) Console.WriteLine("PID {0} b={1} fz={2} vel={3}", m_primName, m_buoyancy, fz, _target_velocity);
3684 // if velocity is zero, use position control; otherwise, velocity control
3685
3686 if (_target_velocity.ApproxEquals(Vector3.Zero,0.1f))
3687 {
3688 // keep track of where we stopped. No more slippin' & slidin'
3689
3690 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3691 // react to the physics scene by moving it's position.
3692 // Avatar to Avatar collisions
3693 // Prim to avatar collisions
3694
3695 //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
3696 //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2);
3697 //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
3698 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3699 d.BodySetLinearVel(Body, 0, 0, 0);
3700 d.BodyAddForce(Body, 0, 0, fz);
3701 // return;
3702 }
3703 else
3704 {
3705 _zeroFlag = false;
3706
3707 // We're flying and colliding with something
3708 fx = ((_target_velocity.X) - vel.X) * (PID_D);
3709 fy = ((_target_velocity.Y) - vel.Y) * (PID_D);
3710
3711 // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
3712
3713 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3714 }
3715 } // end if (m_usePID)
3716 End of old PID system */
3717
3718
3719 /// Dynamics Hover ===================================================================================
3720 // Hover PID Controller can only run if the PIDcontroller is not in use.
3721 if (m_useHoverPID && !m_usePID)
3722 {
3723//Console.WriteLine("Hover " + m_primName);
3724
3725 // If we're using the PID controller, then we have no gravity
3726 fz = (-1 * _parent_scene.gravityz) * m_mass;
3727
3728 // no lock; for now it's only called from within Simulate()
3729
3730 // If the PID Controller isn't active then we set our force
3731 // calculating base velocity to the current position
3732
3733 if ((m_PIDTau < 1))
3734 {
3735 PID_G = PID_G / m_PIDTau;
3736 }
3737
3738 if ((PID_G - m_PIDTau) <= 0)
3739 {
3740 PID_G = m_PIDTau + 1;
3741 }
3742
3743
3744 // Where are we, and where are we headed?
3745 d.Vector3 pos = d.BodyGetPosition(Body);
3746// d.Vector3 vel = d.BodyGetLinearVel(Body);
3747
3748
3749 // Non-Vehicles have a limited set of Hover options.
3750 // determine what our target height really is based on HoverType
3751 switch (m_PIDHoverType)
3752 {
3753 case PIDHoverType.Ground:
3754 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3755 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3756 break;
3757 case PIDHoverType.GroundAndWater:
3758 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3759 m_waterHeight = _parent_scene.GetWaterLevel();
3760 if (m_groundHeight > m_waterHeight)
3761 {
3762 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3763 }
3764 else
3765 {
3766 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3767 }
3768 break;
3769
3770 } // end switch (m_PIDHoverType)
3771
3772
3773 _target_velocity =
3774 new Vector3(0.0f, 0.0f,
3775 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
3776 );
3777
3778 // if velocity is zero, use position control; otherwise, velocity control
3779
3780 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3781 {
3782 // keep track of where we stopped. No more slippin' & slidin'
3783
3784 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3785 // react to the physics scene by moving it's position.
3786 // Avatar to Avatar collisions
3787 // Prim to avatar collisions
3788 d.Vector3 dlinvel = vel;
3789
3790 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
3791 d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
3792 d.BodyAddForce(Body, 0, 0, fz);
3793 //KF this prevents furthur motions return;
3794 }
3795 else
3796 {
3797 _zeroFlag = false;
3798
3799 // We're flying and colliding with something
3800 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3801 }
3802 } // end m_useHoverPID && !m_usePID
3803
3804 /// Dynamics RotLookAt =================================================================================
3805 if (m_useAPID)
3806 {
3807 // RotLookAt, apparently overrides all other rotation sources. Inputs:
3808 // Quaternion m_APIDTarget
3809 // float m_APIDStrength // From SL experiments, this is the time to get there
3810 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
3811 // Also in SL the mass of the object has no effect on time to get there.
3812 // Factors:
3813 // get present body rotation
3814 float limit = 1.0f;
3815 float scaler = 50f; // adjusts damping time
3816 float RLAservo = 0f;
3817
3818 d.Quaternion rot = d.BodyGetQuaternion(Body);
3819 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
3820 Quaternion rot_diff = Quaternion.Inverse(rotq) * m_APIDTarget;
3821 float diff_angle;
3822 Vector3 diff_axis;
3823 rot_diff.GetAxisAngle(out diff_axis, out diff_angle);
3824 diff_axis.Normalize();
3825 if(diff_angle > 0.01f) // diff_angle is always +ve
3826 {
3827// PhysicsVector rotforce = new PhysicsVector(diff_axis.X, diff_axis.Y, diff_axis.Z);
3828 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
3829 rotforce = rotforce * rotq;
3830 if(diff_angle > limit) diff_angle = limit; // cap the rotate rate
3831// RLAservo = timestep / m_APIDStrength * m_mass * scaler;
3832 // rotforce = rotforce * RLAservo * diff_angle ;
3833 // d.BodyAddRelTorque(Body, rotforce.X, rotforce.Y, rotforce.Z);
3834 RLAservo = timestep / m_APIDStrength * scaler;
3835 rotforce = rotforce * RLAservo * diff_angle ;
3836 /*
3837 if (m_angularEnable.X == 0)
3838 rotforce.X = 0;
3839 if (m_angularEnable.Y == 0)
3840 rotforce.Y = 0;
3841 if (m_angularEnable.Z == 0)
3842 rotforce.Z = 0;
3843 */
3844 d.BodySetAngularVel (Body, rotforce.X, rotforce.Y, rotforce.Z);
3845//Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
3846 }
3847//if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
3848 } // end m_useAPID
3849
3850 /// Dynamics Apply Forces ===================================================================================
3851 fx *= m_mass;
3852 fy *= m_mass;
3853 //fz *= m_mass;
3854
3855 fx += m_force.X;
3856 fy += m_force.Y;
3857 fz += m_force.Z;
3858
3859 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3860 if (fx != 0 || fy != 0 || fz != 0)
3861 {
3862 //m_taintdisable = true;
3863 //base.RaiseOutOfBounds(Position);
3864 //d.BodySetLinearVel(Body, fx, fy, 0f);
3865 if (!d.BodyIsEnabled(Body))
3866 {
3867 // A physical body at rest on a surface will auto-disable after a while,
3868 // this appears to re-enable it incase the surface it is upon vanishes,
3869 // and the body should fall again.
3870 d.BodySetLinearVel(Body, 0f, 0f, 0f);
3871 d.BodySetForce(Body, 0, 0, 0);
3872 enableBodySoft();
3873 }
3874
3875 // 35x10 = 350n times the mass per second applied maximum.
3876 float nmax = 35f * m_mass;
3877 float nmin = -35f * m_mass;
3878
3879
3880 if (fx > nmax)
3881 fx = nmax;
3882 if (fx < nmin)
3883 fx = nmin;
3884 if (fy > nmax)
3885 fy = nmax;
3886 if (fy < nmin)
3887 fy = nmin;
3888 d.BodyAddForce(Body, fx, fy, fz);
3889//Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
3890 } // end apply forces
3891 } // end Dynamics
3892
3893/* obsolete?
3894 else
3895 { // is not physical, or is not a body or is selected
3896 // from old UpdatePositionAndVelocity, ... Not a body.. so Make sure the client isn't interpolating
3897 _velocity.X = 0;
3898 _velocity.Y = 0;
3899 _velocity.Z = 0;
3900
3901 _acceleration.X = 0;
3902 _acceleration.Y = 0;
3903 _acceleration.Z = 0;
3904
3905 m_rotationalVelocity.X = 0;
3906 m_rotationalVelocity.Y = 0;
3907 m_rotationalVelocity.Z = 0;
3908 _zeroFlag = true;
3909 return;
3910 }
3911 */
3912 } // end root prims
3913
3914 } // end Move()
3915 } // end class
3916}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..7314107
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,375 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Text;
33using OpenMetaverse;
34using OpenSim.Region.Physics.Manager;
35using Ode.NET;
36using log4net;
37
38namespace OpenSim.Region.Physics.OdePlugin
39{
40 /// <summary>
41 /// Processes raycast requests as ODE is in a state to be able to do them.
42 /// This ensures that it's thread safe and there will be no conflicts.
43 /// Requests get returned by a different thread then they were requested by.
44 /// </summary>
45 public class ODERayCastRequestManager
46 {
47 /// <summary>
48 /// Pending Raycast Requests
49 /// </summary>
50 protected List<ODERayCastRequest> m_PendingRequests = new List<ODERayCastRequest>();
51
52 /// <summary>
53 /// Scene that created this object.
54 /// </summary>
55 private OdeScene m_scene;
56
57 /// <summary>
58 /// ODE contact array to be filled by the collision testing
59 /// </summary>
60 d.ContactGeom[] contacts = new d.ContactGeom[5];
61
62 /// <summary>
63 /// ODE near callback delegate
64 /// </summary>
65 private d.NearCallback nearCallback;
66 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
67 private List<ContactResult> m_contactResults = new List<ContactResult>();
68
69
70 public ODERayCastRequestManager(OdeScene pScene)
71 {
72 m_scene = pScene;
73 nearCallback = near;
74
75 }
76
77 /// <summary>
78 /// Queues a raycast
79 /// </summary>
80 /// <param name="position">Origin of Ray</param>
81 /// <param name="direction">Ray normal</param>
82 /// <param name="length">Ray length</param>
83 /// <param name="retMethod">Return method to send the results</param>
84 public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
85 {
86 lock (m_PendingRequests)
87 {
88 ODERayCastRequest req = new ODERayCastRequest();
89 req.callbackMethod = retMethod;
90 req.length = length;
91 req.Normal = direction;
92 req.Origin = position;
93
94 m_PendingRequests.Add(req);
95 }
96 }
97
98 /// <summary>
99 /// Process all queued raycast requests
100 /// </summary>
101 /// <returns>Time in MS the raycasts took to process.</returns>
102 public int ProcessQueuedRequests()
103 {
104 int time = System.Environment.TickCount;
105 lock (m_PendingRequests)
106 {
107 if (m_PendingRequests.Count > 0)
108 {
109 ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
110 for (int i = 0; i < reqs.Length; i++)
111 {
112 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
113 RayCast(reqs[i]); // if there isn't anyone to send results
114 }
115 /*
116 foreach (ODERayCastRequest req in m_PendingRequests)
117 {
118 if (req.callbackMethod != null) // quick optimization here, don't raycast
119 RayCast(req); // if there isn't anyone to send results to
120
121 }
122 */
123 m_PendingRequests.Clear();
124 }
125 }
126
127 lock (m_contactResults)
128 m_contactResults.Clear();
129
130 return System.Environment.TickCount - time;
131 }
132
133 /// <summary>
134 /// Method that actually initiates the raycast
135 /// </summary>
136 /// <param name="req"></param>
137 private void RayCast(ODERayCastRequest req)
138 {
139 // Create the ray
140 IntPtr ray = d.CreateRay(m_scene.space, req.length);
141 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
142
143 // Collide test
144 d.SpaceCollide2(m_scene.space, ray, IntPtr.Zero, nearCallback);
145
146 // Remove Ray
147 d.GeomDestroy(ray);
148
149
150 // Define default results
151 bool hitYN = false;
152 uint hitConsumerID = 0;
153 float distance = 999999999999f;
154 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
155 Vector3 snormal = Vector3.Zero;
156
157 // Find closest contact and object.
158 lock (m_contactResults)
159 {
160 foreach (ContactResult cResult in m_contactResults)
161 {
162 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
163 {
164 closestcontact = cResult.Pos;
165 hitConsumerID = cResult.ConsumerID;
166 distance = cResult.Depth;
167 hitYN = true;
168 snormal = cResult.Normal;
169 }
170 }
171
172 m_contactResults.Clear();
173 }
174
175 // Return results
176 if (req.callbackMethod != null)
177 req.callbackMethod(hitYN, closestcontact, hitConsumerID, distance, snormal);
178 }
179
180 // This is the standard Near. Uses space AABBs to speed up detection.
181 private void near(IntPtr space, IntPtr g1, IntPtr g2)
182 {
183
184 //Don't test against heightfield Geom, or you'll be sorry!
185
186 /*
187 terminate called after throwing an instance of 'std::bad_alloc'
188 what(): std::bad_alloc
189 Stacktrace:
190
191 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0x00004>
192 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0xffffffff>
193 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0x00280>
194 at (wrapper native-to-managed) OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0xfff
195 fffff>
196 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0x00004>
197 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0xffffffff>
198 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.RayCast (OpenSim.Region.Physics.OdePlugin.ODERayCastRequest) <
199 0x00114>
200 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.ProcessQueuedRequests () <0x000eb>
201 at OpenSim.Region.Physics.OdePlugin.OdeScene.Simulate (single) <0x017e6>
202 at OpenSim.Region.Framework.Scenes.SceneGraph.UpdatePhysics (double) <0x00042>
203 at OpenSim.Region.Framework.Scenes.Scene.Update () <0x0039e>
204 at OpenSim.Region.Framework.Scenes.Scene.Heartbeat (object) <0x00019>
205 at (wrapper runtime-invoke) object.runtime_invoke_void__this___object (object,intptr,intptr,intptr) <0xffffffff>
206
207 Native stacktrace:
208
209 mono [0x80d2a42]
210 [0xb7f5840c]
211 /lib/i686/cmov/libc.so.6(abort+0x188) [0xb7d1a018]
212 /usr/lib/libstdc++.so.6(_ZN9__gnu_cxx27__verbose_terminate_handlerEv+0x158) [0xb45fc988]
213 /usr/lib/libstdc++.so.6 [0xb45fa865]
214 /usr/lib/libstdc++.so.6 [0xb45fa8a2]
215 /usr/lib/libstdc++.so.6 [0xb45fa9da]
216 /usr/lib/libstdc++.so.6(_Znwj+0x83) [0xb45fb033]
217 /usr/lib/libstdc++.so.6(_Znaj+0x1d) [0xb45fb11d]
218 libode.so(_ZN13dxHeightfield23dCollideHeightfieldZoneEiiiiP6dxGeomiiP12dContactGeomi+0xd04) [0xb46678e4]
219 libode.so(_Z19dCollideHeightfieldP6dxGeomS0_iP12dContactGeomi+0x54b) [0xb466832b]
220 libode.so(dCollide+0x102) [0xb46571b2]
221 [0x95cfdec9]
222 [0x8ea07fe1]
223 [0xab260146]
224 libode.so [0xb465a5c4]
225 libode.so(_ZN11dxHashSpace8collide2EPvP6dxGeomPFvS0_S2_S2_E+0x75) [0xb465bcf5]
226 libode.so(dSpaceCollide2+0x177) [0xb465ac67]
227 [0x95cf978e]
228 [0x8ea07945]
229 [0x95cf2bbc]
230 [0xab2787e7]
231 [0xab419fb3]
232 [0xab416657]
233 [0xab415bda]
234 [0xb609b08e]
235 mono(mono_runtime_delegate_invoke+0x34) [0x8192534]
236 mono [0x81a2f0f]
237 mono [0x81d28b6]
238 mono [0x81ea2c6]
239 /lib/i686/cmov/libpthread.so.0 [0xb7e744c0]
240 /lib/i686/cmov/libc.so.6(clone+0x5e) [0xb7dcd6de]
241 */
242
243 // Exclude heightfield geom
244
245 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
246 return;
247 if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass || d.GeomGetClass(g2) == d.GeomClassID.HeightfieldClass)
248 return;
249
250 // Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms.
251 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
252 {
253 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
254 return;
255
256 // Separating static prim geometry spaces.
257 // We'll be calling near recursivly if one
258 // of them is a space to find all of the
259 // contact points in the space
260 try
261 {
262 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
263 }
264 catch (AccessViolationException)
265 {
266 m_log.Warn("[PHYSICS]: Unable to collide test a space");
267 return;
268 }
269 //Colliding a space or a geom with a space or a geom. so drill down
270
271 //Collide all geoms in each space..
272 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
273 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
274 return;
275 }
276
277 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
278 return;
279
280 int count = 0;
281 try
282 {
283
284 if (g1 == g2)
285 return; // Can't collide with yourself
286
287 lock (contacts)
288 {
289 count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf);
290 }
291 }
292 catch (SEHException)
293 {
294 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
295 }
296 catch (Exception e)
297 {
298 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
299 return;
300 }
301
302 PhysicsActor p1 = null;
303 PhysicsActor p2 = null;
304
305 if (g1 != IntPtr.Zero)
306 m_scene.actor_name_map.TryGetValue(g1, out p1);
307
308 if (g2 != IntPtr.Zero)
309 m_scene.actor_name_map.TryGetValue(g1, out p2);
310
311 // Loop over contacts, build results.
312 for (int i = 0; i < count; i++)
313 {
314 if (p1 != null) {
315 if (p1 is OdePrim)
316 {
317 ContactResult collisionresult = new ContactResult();
318
319 collisionresult.ConsumerID = ((OdePrim)p1).m_localID;
320 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
321 collisionresult.Depth = contacts[i].depth;
322 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
323 contacts[i].normal.Z);
324 lock (m_contactResults)
325 m_contactResults.Add(collisionresult);
326 }
327 }
328
329 if (p2 != null)
330 {
331 if (p2 is OdePrim)
332 {
333 ContactResult collisionresult = new ContactResult();
334
335 collisionresult.ConsumerID = ((OdePrim)p2).m_localID;
336 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
337 collisionresult.Depth = contacts[i].depth;
338 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
339 contacts[i].normal.Z);
340
341 lock (m_contactResults)
342 m_contactResults.Add(collisionresult);
343 }
344 }
345
346
347 }
348
349 }
350
351 /// <summary>
352 /// Dereference the creator scene so that it can be garbage collected if needed.
353 /// </summary>
354 internal void Dispose()
355 {
356 m_scene = null;
357 }
358 }
359
360 public struct ODERayCastRequest
361 {
362 public Vector3 Origin;
363 public Vector3 Normal;
364 public float length;
365 public RaycastCallback callbackMethod;
366 }
367
368 public struct ContactResult
369 {
370 public Vector3 Pos;
371 public float Depth;
372 public uint ConsumerID;
373 public Vector3 Normal;
374 }
375}
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
index ca7a4f8..b4a3c48 100644
--- a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
@@ -26,51 +26,23 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using OpenMetaverse;
30using Nini.Config; 30using Ode.NET;
31using OpenSim.Framework; 31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager; 32using OpenSim.Region.Physics.Manager;
33using PhysXWrapper; 33using OpenSim.Region.Physics.OdePlugin;
34using Quaternion=OpenMetaverse.Quaternion;
35using System.Reflection;
36using log4net;
37using OpenMetaverse;
38 34
39namespace OpenSim.Region.Physics.PhysXPlugin 35namespace OpenSim.Region.Physics.OdePlugin
40{ 36{
41 /// <summary> 37 class OdePhysicsJoint : PhysicsJoint
42 /// Will be the PhysX plugin but for now will be a very basic physics engine
43 /// </summary>
44 public class PhysXPlugin : IPhysicsPlugin
45 { 38 {
46 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 39 public override bool IsInPhysicsEngine
47 private PhysXScene _mScene;
48
49 public PhysXPlugin()
50 {
51 }
52
53 public bool Init()
54 { 40 {
55 return true; 41 get
56 }
57
58 public PhysicsScene GetScene(string sceneIdentifier)
59 {
60 if (_mScene == null)
61 { 42 {
62 _mScene = new PhysXScene(sceneIdentifier); 43 return (jointID != IntPtr.Zero);
63 } 44 }
64 return (_mScene);
65 }
66
67 public string GetName()
68 {
69 return ("RealPhysX");
70 }
71
72 public void Dispose()
73 {
74 } 45 }
46 public IntPtr jointID;
75 } 47 }
76} 48}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
new file mode 100644
index 0000000..79e2986
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -0,0 +1,3853 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28//#define USE_DRAWSTUFF
29
30using System;
31using System.Collections.Generic;
32using System.Reflection;
33using System.Runtime.InteropServices;
34using System.Threading;
35using System.IO;
36using System.Diagnostics;
37using log4net;
38using Nini.Config;
39using Ode.NET;
40#if USE_DRAWSTUFF
41using Drawstuff.NET;
42#endif
43using OpenSim.Framework;
44using OpenSim.Region.Physics.Manager;
45using OpenMetaverse;
46
47//using OpenSim.Region.Physics.OdePlugin.Meshing;
48
49namespace OpenSim.Region.Physics.OdePlugin
50{
51 /// <summary>
52 /// ODE plugin
53 /// </summary>
54 public class OdePlugin : IPhysicsPlugin
55 {
56 //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
57
58 private CollisionLocker ode;
59 private OdeScene _mScene;
60
61 public OdePlugin()
62 {
63 ode = new CollisionLocker();
64 }
65
66 public bool Init()
67 {
68 return true;
69 }
70
71 public PhysicsScene GetScene(String sceneIdentifier)
72 {
73 if (_mScene == null)
74 {
75 // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
76 // http://opensimulator.org/mantis/view.php?id=2750).
77 d.InitODE();
78
79 _mScene = new OdeScene(ode, sceneIdentifier);
80 }
81 return (_mScene);
82 }
83
84 public string GetName()
85 {
86 return ("ChODE");
87 }
88
89 public void Dispose()
90 {
91 }
92 }
93
94 public enum StatusIndicators : int
95 {
96 Generic = 0,
97 Start = 1,
98 End = 2
99 }
100
101 public struct sCollisionData
102 {
103 public uint ColliderLocalId;
104 public uint CollidedWithLocalId;
105 public int NumberOfCollisions;
106 public int CollisionType;
107 public int StatusIndicator;
108 public int lastframe;
109 }
110
111 [Flags]
112 public enum CollisionCategories : int
113 {
114 Disabled = 0,
115 Geom = 0x00000001,
116 Body = 0x00000002,
117 Space = 0x00000004,
118 Character = 0x00000008,
119 Land = 0x00000010,
120 Water = 0x00000020,
121 Wind = 0x00000040,
122 Sensor = 0x00000080,
123 Selected = 0x00000100
124 }
125
126 /// <summary>
127 /// Material type for a primitive
128 /// </summary>
129 public enum Material : int
130 {
131 /// <summary></summary>
132 Stone = 0,
133 /// <summary></summary>
134 Metal = 1,
135 /// <summary></summary>
136 Glass = 2,
137 /// <summary></summary>
138 Wood = 3,
139 /// <summary></summary>
140 Flesh = 4,
141 /// <summary></summary>
142 Plastic = 5,
143 /// <summary></summary>
144 Rubber = 6
145
146 }
147
148 public sealed class OdeScene : PhysicsScene
149 {
150 private readonly ILog m_log;
151 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
152
153 CollisionLocker ode;
154
155 private Random fluidRandomizer = new Random(Environment.TickCount);
156
157 private const uint m_regionWidth = Constants.RegionSize;
158 private const uint m_regionHeight = Constants.RegionSize;
159
160 private float ODE_STEPSIZE = 0.020f;
161 private float metersInSpace = 29.9f;
162 private float m_timeDilation = 1.0f;
163
164 public float gravityx = 0f;
165 public float gravityy = 0f;
166 public float gravityz = -9.8f;
167
168 private float contactsurfacelayer = 0.001f;
169
170 private int worldHashspaceLow = -4;
171 private int worldHashspaceHigh = 128;
172
173 private int smallHashspaceLow = -4;
174 private int smallHashspaceHigh = 66;
175
176 private float waterlevel = 0f;
177 private int framecount = 0;
178 //private int m_returncollisions = 10;
179
180 private readonly IntPtr contactgroup;
181
182 internal IntPtr LandGeom;
183 internal IntPtr WaterGeom;
184
185 private float nmTerrainContactFriction = 255.0f;
186 private float nmTerrainContactBounce = 0.1f;
187 private float nmTerrainContactERP = 0.1025f;
188
189 private float mTerrainContactFriction = 75f;
190 private float mTerrainContactBounce = 0.1f;
191 private float mTerrainContactERP = 0.05025f;
192
193 private float nmAvatarObjectContactFriction = 250f;
194 private float nmAvatarObjectContactBounce = 0.1f;
195
196 private float mAvatarObjectContactFriction = 75f;
197 private float mAvatarObjectContactBounce = 0.1f;
198
199 private float avPIDD = 3200f;
200 private float avPIDP = 1400f;
201 private float avCapRadius = 0.37f;
202 private float avStandupTensor = 2000000f;
203 private bool avCapsuleTilted = true; // true = old compatibility mode with leaning capsule; false = new corrected mode
204 public bool IsAvCapsuleTilted { get { return avCapsuleTilted; } set { avCapsuleTilted = value; } }
205 private float avDensity = 80f;
206 private float avHeightFudgeFactor = 0.52f;
207 private float avMovementDivisorWalk = 1.3f;
208 private float avMovementDivisorRun = 0.8f;
209 private float minimumGroundFlightOffset = 3f;
210 public float maximumMassObject = 10000.01f;
211
212 public bool meshSculptedPrim = true;
213 public bool forceSimplePrimMeshing = false;
214
215 public float meshSculptLOD = 32;
216 public float MeshSculptphysicalLOD = 16;
217
218 public float geomDefaultDensity = 10.000006836f;
219
220 public int geomContactPointsStartthrottle = 3;
221 public int geomUpdatesPerThrottledUpdate = 15;
222
223 public float bodyPIDD = 35f;
224 public float bodyPIDG = 25;
225
226 public int geomCrossingFailuresBeforeOutofbounds = 5;
227 public int geomRegionFence = 0;
228
229 public float bodyMotorJointMaxforceTensor = 2;
230
231 public int bodyFramesAutoDisable = 20;
232
233 private DateTime m_lastframe = DateTime.UtcNow;
234
235 private float[] _watermap;
236 private bool m_filterCollisions = true;
237
238 private d.NearCallback nearCallback;
239 public d.TriCallback triCallback;
240 public d.TriArrayCallback triArrayCallback;
241 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
242 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
243 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
244 private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>();
245 private readonly Object _taintedPrimLock = new Object();
246 private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>();
247 private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>();
248 private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
249 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
250 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
251 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
252 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
253 private bool m_NINJA_physics_joints_enabled = false;
254 //private Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>();
255 private readonly Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>();
256 private d.ContactGeom[] contacts;
257 private readonly List<PhysicsJoint> requestedJointsToBeCreated = new List<PhysicsJoint>(); // lock only briefly. accessed by external code (to request new joints) and by OdeScene.Simulate() to move those joints into pending/active
258 private readonly List<PhysicsJoint> pendingJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
259 private readonly List<PhysicsJoint> activeJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
260 private readonly List<string> requestedJointsToBeDeleted = new List<string>(); // lock only briefly. accessed by external code (to request deletion of joints) and by OdeScene.Simulate() to move those joints out of pending/active
261 private Object externalJointRequestsLock = new Object();
262 private readonly Dictionary<String, PhysicsJoint> SOPName_to_activeJoint = new Dictionary<String, PhysicsJoint>();
263 private readonly Dictionary<String, PhysicsJoint> SOPName_to_pendingJoint = new Dictionary<String, PhysicsJoint>();
264 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
265 private readonly Dictionary<IntPtr,float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
266
267 private d.Contact contact;
268 private d.Contact TerrainContact;
269 private d.Contact AvatarMovementprimContact;
270 private d.Contact AvatarMovementTerrainContact;
271 private d.Contact WaterContact;
272 private d.Contact[,] m_materialContacts;
273
274//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
275//Ckrinke private int m_randomizeWater = 200;
276 private int m_physicsiterations = 10;
277 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
278 private readonly PhysicsActor PANull = new NullPhysicsActor();
279 private float step_time = 0.0f;
280//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
281//Ckrinke private int ms = 0;
282 public IntPtr world;
283 //private bool returncollisions = false;
284 // private uint obj1LocalID = 0;
285 private uint obj2LocalID = 0;
286 //private int ctype = 0;
287 private OdeCharacter cc1;
288 private OdePrim cp1;
289 private OdeCharacter cc2;
290 private OdePrim cp2;
291 //private int cStartStop = 0;
292 //private string cDictKey = "";
293
294 public IntPtr space;
295
296 //private IntPtr tmpSpace;
297 // split static geometry collision handling into spaces of 30 meters
298 public IntPtr[,] staticPrimspace;
299
300 public Object OdeLock;
301
302 public IMesher mesher;
303
304 private IConfigSource m_config;
305
306 public bool physics_logging = false;
307 public int physics_logging_interval = 0;
308 public bool physics_logging_append_existing_logfile = false;
309
310 public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
311 public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
312
313 // TODO: unused: private uint heightmapWidth = m_regionWidth + 1;
314 // TODO: unused: private uint heightmapHeight = m_regionHeight + 1;
315 // TODO: unused: private uint heightmapWidthSamples;
316 // TODO: unused: private uint heightmapHeightSamples;
317
318 private volatile int m_global_contactcount = 0;
319
320 private Vector3 m_worldOffset = Vector3.Zero;
321 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
322 private PhysicsScene m_parentScene = null;
323
324 private ODERayCastRequestManager m_rayCastManager;
325
326 /// <summary>
327 /// Initiailizes the scene
328 /// Sets many properties that ODE requires to be stable
329 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
330 /// </summary>
331 public OdeScene(CollisionLocker dode, string sceneIdentifier)
332 {
333 m_log
334 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
335
336 OdeLock = new Object();
337 ode = dode;
338 nearCallback = near;
339 triCallback = TriCallback;
340 triArrayCallback = TriArrayCallback;
341 m_rayCastManager = new ODERayCastRequestManager(this);
342 lock (OdeLock)
343 {
344 // Create the world and the first space
345 world = d.WorldCreate();
346 space = d.HashSpaceCreate(IntPtr.Zero);
347
348
349 contactgroup = d.JointGroupCreate(0);
350 //contactgroup
351
352 d.WorldSetAutoDisableFlag(world, false);
353 #if USE_DRAWSTUFF
354
355 Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization));
356 viewthread.Start();
357 #endif
358 }
359
360
361 _watermap = new float[258 * 258];
362
363 // Zero out the prim spaces array (we split our space into smaller spaces so
364 // we can hit test less.
365 }
366
367#if USE_DRAWSTUFF
368 public void startvisualization(object o)
369 {
370 ds.Functions fn;
371 fn.version = ds.VERSION;
372 fn.start = new ds.CallbackFunction(start);
373 fn.step = new ds.CallbackFunction(step);
374 fn.command = new ds.CallbackFunction(command);
375 fn.stop = null;
376 fn.path_to_textures = "./textures";
377 string[] args = new string[0];
378 ds.SimulationLoop(args.Length, args, 352, 288, ref fn);
379 }
380#endif
381
382 // Initialize the mesh plugin
383 public override void Initialise(IMesher meshmerizer, IConfigSource config)
384 {
385 mesher = meshmerizer;
386 m_config = config;
387 // Defaults
388
389 if (Environment.OSVersion.Platform == PlatformID.Unix)
390 {
391 avPIDD = 3200.0f;
392 avPIDP = 1400.0f;
393 avStandupTensor = 2000000f;
394 }
395 else
396 {
397 avPIDD = 2200.0f;
398 avPIDP = 900.0f;
399 avStandupTensor = 550000f;
400 }
401
402 int contactsPerCollision = 80;
403
404 if (m_config != null)
405 {
406 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
407 if (physicsconfig != null)
408 {
409 gravityx = physicsconfig.GetFloat("world_gravityx", 0f);
410 gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
411 gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
412
413 worldHashspaceLow = physicsconfig.GetInt("world_hashspace_size_low", -4);
414 worldHashspaceHigh = physicsconfig.GetInt("world_hashspace_size_high", 128);
415
416 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f);
417 smallHashspaceLow = physicsconfig.GetInt("small_hashspace_size_low", -4);
418 smallHashspaceHigh = physicsconfig.GetInt("small_hashspace_size_high", 66);
419
420 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", 0.001f);
421
422 nmTerrainContactFriction = physicsconfig.GetFloat("nm_terraincontact_friction", 255.0f);
423 nmTerrainContactBounce = physicsconfig.GetFloat("nm_terraincontact_bounce", 0.1f);
424 nmTerrainContactERP = physicsconfig.GetFloat("nm_terraincontact_erp", 0.1025f);
425
426 mTerrainContactFriction = physicsconfig.GetFloat("m_terraincontact_friction", 75f);
427 mTerrainContactBounce = physicsconfig.GetFloat("m_terraincontact_bounce", 0.05f);
428 mTerrainContactERP = physicsconfig.GetFloat("m_terraincontact_erp", 0.05025f);
429
430 nmAvatarObjectContactFriction = physicsconfig.GetFloat("objectcontact_friction", 250f);
431 nmAvatarObjectContactBounce = physicsconfig.GetFloat("objectcontact_bounce", 0.2f);
432
433 mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f);
434 mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f);
435
436 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f);
437 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10);
438
439 avDensity = physicsconfig.GetFloat("av_density", 80f);
440 avHeightFudgeFactor = physicsconfig.GetFloat("av_height_fudge_factor", 0.52f);
441 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
442 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
443 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
444 avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
445
446 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
447
448 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
449 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
450 geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
451 geomRegionFence = physicsconfig.GetInt("region_border_fence", 0);
452
453 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
454 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
455
456 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
457 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
458
459 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
460 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
461 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
462 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
463 m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
464
465 if (Environment.OSVersion.Platform == PlatformID.Unix)
466 {
467 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f);
468 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f);
469 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_linux", 550000f);
470 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_linux", 5f);
471 }
472 else
473 {
474 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f);
475 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f);
476 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_win", 550000f);
477 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_win", 5f);
478 }
479
480 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
481 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
482 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
483
484 m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false);
485 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
486 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
487 }
488 }
489
490 contacts = new d.ContactGeom[contactsPerCollision];
491
492 staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
493
494 // Centeral contact friction and bounce
495 // ckrinke 11/10/08 Enabling soft_erp but not soft_cfm until I figure out why
496 // an avatar falls through in Z but not in X or Y when walking on a prim.
497 contact.surface.mode |= d.ContactFlags.SoftERP;
498 contact.surface.mu = nmAvatarObjectContactFriction;
499 contact.surface.bounce = nmAvatarObjectContactBounce;
500 contact.surface.soft_cfm = 0.010f;
501 contact.surface.soft_erp = 0.010f;
502
503 // Terrain contact friction and Bounce
504 // This is the *non* moving version. Use this when an avatar
505 // isn't moving to keep it in place better
506 TerrainContact.surface.mode |= d.ContactFlags.SoftERP;
507 TerrainContact.surface.mu = nmTerrainContactFriction;
508 TerrainContact.surface.bounce = nmTerrainContactBounce;
509 TerrainContact.surface.soft_erp = nmTerrainContactERP;
510
511 WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
512 WaterContact.surface.mu = 0f; // No friction
513 WaterContact.surface.bounce = 0.0f; // No bounce
514 WaterContact.surface.soft_cfm = 0.010f;
515 WaterContact.surface.soft_erp = 0.010f;
516
517 // Prim contact friction and bounce
518 // THis is the *non* moving version of friction and bounce
519 // Use this when an avatar comes in contact with a prim
520 // and is moving
521 AvatarMovementprimContact.surface.mu = mAvatarObjectContactFriction;
522 AvatarMovementprimContact.surface.bounce = mAvatarObjectContactBounce;
523
524 // Terrain contact friction bounce and various error correcting calculations
525 // Use this when an avatar is in contact with the terrain and moving.
526 AvatarMovementTerrainContact.surface.mode |= d.ContactFlags.SoftERP;
527 AvatarMovementTerrainContact.surface.mu = mTerrainContactFriction;
528 AvatarMovementTerrainContact.surface.bounce = mTerrainContactBounce;
529 AvatarMovementTerrainContact.surface.soft_erp = mTerrainContactERP;
530
531
532 /*
533 <summary></summary>
534 Stone = 0,
535 /// <summary></summary>
536 Metal = 1,
537 /// <summary></summary>
538 Glass = 2,
539 /// <summary></summary>
540 Wood = 3,
541 /// <summary></summary>
542 Flesh = 4,
543 /// <summary></summary>
544 Plastic = 5,
545 /// <summary></summary>
546 Rubber = 6
547 */
548
549 m_materialContacts = new d.Contact[7,2];
550
551 m_materialContacts[(int)Material.Stone, 0] = new d.Contact();
552 m_materialContacts[(int)Material.Stone, 0].surface.mode |= d.ContactFlags.SoftERP;
553 m_materialContacts[(int)Material.Stone, 0].surface.mu = nmAvatarObjectContactFriction;
554 m_materialContacts[(int)Material.Stone, 0].surface.bounce = nmAvatarObjectContactBounce;
555 m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.010f;
556 m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.010f;
557
558 m_materialContacts[(int)Material.Stone, 1] = new d.Contact();
559 m_materialContacts[(int)Material.Stone, 1].surface.mode |= d.ContactFlags.SoftERP;
560 m_materialContacts[(int)Material.Stone, 1].surface.mu = mAvatarObjectContactFriction;
561 m_materialContacts[(int)Material.Stone, 1].surface.bounce = mAvatarObjectContactBounce;
562 m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.010f;
563 m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.010f;
564
565 m_materialContacts[(int)Material.Metal, 0] = new d.Contact();
566 m_materialContacts[(int)Material.Metal, 0].surface.mode |= d.ContactFlags.SoftERP;
567 m_materialContacts[(int)Material.Metal, 0].surface.mu = nmAvatarObjectContactFriction;
568 m_materialContacts[(int)Material.Metal, 0].surface.bounce = nmAvatarObjectContactBounce;
569 m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.010f;
570 m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.010f;
571
572 m_materialContacts[(int)Material.Metal, 1] = new d.Contact();
573 m_materialContacts[(int)Material.Metal, 1].surface.mode |= d.ContactFlags.SoftERP;
574 m_materialContacts[(int)Material.Metal, 1].surface.mu = mAvatarObjectContactFriction;
575 m_materialContacts[(int)Material.Metal, 1].surface.bounce = mAvatarObjectContactBounce;
576 m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.010f;
577 m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.010f;
578
579 m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
580 m_materialContacts[(int)Material.Glass, 0].surface.mode |= d.ContactFlags.SoftERP;
581 m_materialContacts[(int)Material.Glass, 0].surface.mu = 1f;
582 m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.5f;
583 m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.010f;
584 m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.010f;
585
586 /*
587 private float nmAvatarObjectContactFriction = 250f;
588 private float nmAvatarObjectContactBounce = 0.1f;
589
590 private float mAvatarObjectContactFriction = 75f;
591 private float mAvatarObjectContactBounce = 0.1f;
592 */
593 m_materialContacts[(int)Material.Glass, 1] = new d.Contact();
594 m_materialContacts[(int)Material.Glass, 1].surface.mode |= d.ContactFlags.SoftERP;
595 m_materialContacts[(int)Material.Glass, 1].surface.mu = 1f;
596 m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.5f;
597 m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.010f;
598 m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.010f;
599
600 m_materialContacts[(int)Material.Wood, 0] = new d.Contact();
601 m_materialContacts[(int)Material.Wood, 0].surface.mode |= d.ContactFlags.SoftERP;
602 m_materialContacts[(int)Material.Wood, 0].surface.mu = nmAvatarObjectContactFriction;
603 m_materialContacts[(int)Material.Wood, 0].surface.bounce = nmAvatarObjectContactBounce;
604 m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.010f;
605 m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.010f;
606
607 m_materialContacts[(int)Material.Wood, 1] = new d.Contact();
608 m_materialContacts[(int)Material.Wood, 1].surface.mode |= d.ContactFlags.SoftERP;
609 m_materialContacts[(int)Material.Wood, 1].surface.mu = mAvatarObjectContactFriction;
610 m_materialContacts[(int)Material.Wood, 1].surface.bounce = mAvatarObjectContactBounce;
611 m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.010f;
612 m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.010f;
613
614 m_materialContacts[(int)Material.Flesh, 0] = new d.Contact();
615 m_materialContacts[(int)Material.Flesh, 0].surface.mode |= d.ContactFlags.SoftERP;
616 m_materialContacts[(int)Material.Flesh, 0].surface.mu = nmAvatarObjectContactFriction;
617 m_materialContacts[(int)Material.Flesh, 0].surface.bounce = nmAvatarObjectContactBounce;
618 m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.010f;
619 m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.010f;
620
621 m_materialContacts[(int)Material.Flesh, 1] = new d.Contact();
622 m_materialContacts[(int)Material.Flesh, 1].surface.mode |= d.ContactFlags.SoftERP;
623 m_materialContacts[(int)Material.Flesh, 1].surface.mu = mAvatarObjectContactFriction;
624 m_materialContacts[(int)Material.Flesh, 1].surface.bounce = mAvatarObjectContactBounce;
625 m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.010f;
626 m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.010f;
627
628 m_materialContacts[(int)Material.Plastic, 0] = new d.Contact();
629 m_materialContacts[(int)Material.Plastic, 0].surface.mode |= d.ContactFlags.SoftERP;
630 m_materialContacts[(int)Material.Plastic, 0].surface.mu = nmAvatarObjectContactFriction;
631 m_materialContacts[(int)Material.Plastic, 0].surface.bounce = nmAvatarObjectContactBounce;
632 m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.010f;
633 m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.010f;
634
635 m_materialContacts[(int)Material.Plastic, 1] = new d.Contact();
636 m_materialContacts[(int)Material.Plastic, 1].surface.mode |= d.ContactFlags.SoftERP;
637 m_materialContacts[(int)Material.Plastic, 1].surface.mu = mAvatarObjectContactFriction;
638 m_materialContacts[(int)Material.Plastic, 1].surface.bounce = mAvatarObjectContactBounce;
639 m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.010f;
640 m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.010f;
641
642 m_materialContacts[(int)Material.Rubber, 0] = new d.Contact();
643 m_materialContacts[(int)Material.Rubber, 0].surface.mode |= d.ContactFlags.SoftERP;
644 m_materialContacts[(int)Material.Rubber, 0].surface.mu = nmAvatarObjectContactFriction;
645 m_materialContacts[(int)Material.Rubber, 0].surface.bounce = nmAvatarObjectContactBounce;
646 m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.010f;
647 m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.010f;
648
649 m_materialContacts[(int)Material.Rubber, 1] = new d.Contact();
650 m_materialContacts[(int)Material.Rubber, 1].surface.mode |= d.ContactFlags.SoftERP;
651 m_materialContacts[(int)Material.Rubber, 1].surface.mu = mAvatarObjectContactFriction;
652 m_materialContacts[(int)Material.Rubber, 1].surface.bounce = mAvatarObjectContactBounce;
653 m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.010f;
654 m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.010f;
655
656 d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh);
657
658 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
659
660 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
661 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
662
663 d.WorldSetLinearDamping(world, 256f);
664 d.WorldSetAngularDamping(world, 256f);
665 d.WorldSetAngularDampingThreshold(world, 256f);
666 d.WorldSetLinearDampingThreshold(world, 256f);
667 d.WorldSetMaxAngularSpeed(world, 256f);
668
669 // Set how many steps we go without running collision testing
670 // This is in addition to the step size.
671 // Essentially Steps * m_physicsiterations
672 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
673 //d.WorldSetContactMaxCorrectingVel(world, 1000.0f);
674
675
676
677 for (int i = 0; i < staticPrimspace.GetLength(0); i++)
678 {
679 for (int j = 0; j < staticPrimspace.GetLength(1); j++)
680 {
681 staticPrimspace[i, j] = IntPtr.Zero;
682 }
683 }
684 }
685
686 internal void waitForSpaceUnlock(IntPtr space)
687 {
688 //if (space != IntPtr.Zero)
689 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
690 }
691
692 /// <summary>
693 /// Debug space message for printing the space that a prim/avatar is in.
694 /// </summary>
695 /// <param name="pos"></param>
696 /// <returns>Returns which split up space the given position is in.</returns>
697 public string whichspaceamIin(Vector3 pos)
698 {
699 return calculateSpaceForGeom(pos).ToString();
700 }
701
702 #region Collision Detection
703
704 /// <summary>
705 /// This is our near callback. A geometry is near a body
706 /// </summary>
707 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
708 /// <param name="g1">a geometry or space</param>
709 /// <param name="g2">another geometry or space</param>
710 private void near(IntPtr space, IntPtr g1, IntPtr g2)
711 {
712 // no lock here! It's invoked from within Simulate(), which is thread-locked
713
714 // Test if we're colliding a geom with a space.
715 // If so we have to drill down into the space recursively
716
717 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
718 {
719 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
720 return;
721
722 // Separating static prim geometry spaces.
723 // We'll be calling near recursivly if one
724 // of them is a space to find all of the
725 // contact points in the space
726 try
727 {
728 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
729 }
730 catch (AccessViolationException)
731 {
732 m_log.Warn("[PHYSICS]: Unable to collide test a space");
733 return;
734 }
735 //Colliding a space or a geom with a space or a geom. so drill down
736
737 //Collide all geoms in each space..
738 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
739 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
740 return;
741 }
742
743 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
744 return;
745
746 IntPtr b1 = d.GeomGetBody(g1);
747 IntPtr b2 = d.GeomGetBody(g2);
748
749 // d.GeomClassID id = d.GeomGetClass(g1);
750
751 String name1 = null;
752 String name2 = null;
753
754 if (!geom_name_map.TryGetValue(g1, out name1))
755 {
756 name1 = "null";
757 }
758 if (!geom_name_map.TryGetValue(g2, out name2))
759 {
760 name2 = "null";
761 }
762
763 //if (id == d.GeomClassId.TriMeshClass)
764 //{
765 // m_log.InfoFormat("near: A collision was detected between {1} and {2}", 0, name1, name2);
766 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
767 //}
768
769 // Figure out how many contact points we have
770 int count = 0;
771 try
772 {
773 // Colliding Geom To Geom
774 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
775
776 if (g1 == g2)
777 return; // Can't collide with yourself
778
779 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
780 return;
781
782 lock (contacts)
783 {
784 count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf);
785 if (count > contacts.Length)
786 m_log.Error("[PHYSICS]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length);
787 }
788 }
789 catch (SEHException)
790 {
791 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
792 ode.drelease(world);
793 base.TriggerPhysicsBasedRestart();
794 }
795 catch (Exception e)
796 {
797 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
798 return;
799 }
800
801 PhysicsActor p1;
802 PhysicsActor p2;
803
804 if (!actor_name_map.TryGetValue(g1, out p1))
805 {
806 p1 = PANull;
807 }
808
809 if (!actor_name_map.TryGetValue(g2, out p2))
810 {
811 p2 = PANull;
812 }
813
814 ContactPoint maxDepthContact = new ContactPoint();
815 if (p1.CollisionScore + count >= float.MaxValue)
816 p1.CollisionScore = 0;
817 p1.CollisionScore += count;
818
819 if (p2.CollisionScore + count >= float.MaxValue)
820 p2.CollisionScore = 0;
821 p2.CollisionScore += count;
822
823 for (int i = 0; i < count; i++)
824 {
825 d.ContactGeom curContact = contacts[i];
826
827 if (curContact.depth > maxDepthContact.PenetrationDepth)
828 {
829 maxDepthContact = new ContactPoint(
830 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
831 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
832 curContact.depth
833 );
834 }
835
836 //m_log.Warn("[CCOUNT]: " + count);
837 IntPtr joint;
838 // If we're colliding with terrain, use 'TerrainContact' instead of contact.
839 // allows us to have different settings
840
841 // We only need to test p2 for 'jump crouch purposes'
842 if (p2 is OdeCharacter && p1.PhysicsActorType == (int)ActorTypes.Prim)
843 {
844 // Testing if the collision is at the feet of the avatar
845
846 //m_log.DebugFormat("[PHYSICS]: {0} - {1} - {2} - {3}", curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f));
847 if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
848 p2.IsColliding = true;
849 }
850 else
851 {
852 p2.IsColliding = true;
853 }
854
855 //if ((framecount % m_returncollisions) == 0)
856
857 switch (p1.PhysicsActorType)
858 {
859 case (int)ActorTypes.Agent:
860 p2.CollidingObj = true;
861 break;
862 case (int)ActorTypes.Prim:
863 if (p2.Velocity.LengthSquared() > 0.0f)
864 p2.CollidingObj = true;
865 break;
866 case (int)ActorTypes.Unknown:
867 p2.CollidingGround = true;
868 break;
869 default:
870 p2.CollidingGround = true;
871 break;
872 }
873
874 // we don't want prim or avatar to explode
875
876 #region InterPenetration Handling - Unintended physics explosions
877# region disabled code1
878
879 if (curContact.depth >= 0.08f)
880 {
881 //This is disabled at the moment only because it needs more tweaking
882 //It will eventually be uncommented
883 /*
884 if (contact.depth >= 1.00f)
885 {
886 //m_log.Debug("[PHYSICS]: " + contact.depth.ToString());
887 }
888
889 //If you interpenetrate a prim with an agent
890 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
891 p1.PhysicsActorType == (int) ActorTypes.Prim) ||
892 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
893 p2.PhysicsActorType == (int) ActorTypes.Prim))
894 {
895
896 //contact.depth = contact.depth * 4.15f;
897 /*
898 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
899 {
900 p2.CollidingObj = true;
901 contact.depth = 0.003f;
902 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
903 OdeCharacter character = (OdeCharacter) p2;
904 character.SetPidStatus(true);
905 contact.pos = new d.Vector3(contact.pos.X + (p1.Size.X / 2), contact.pos.Y + (p1.Size.Y / 2), contact.pos.Z + (p1.Size.Z / 2));
906
907 }
908 else
909 {
910
911 //contact.depth = 0.0000000f;
912 }
913 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
914 {
915
916 p1.CollidingObj = true;
917 contact.depth = 0.003f;
918 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
919 contact.pos = new d.Vector3(contact.pos.X + (p2.Size.X / 2), contact.pos.Y + (p2.Size.Y / 2), contact.pos.Z + (p2.Size.Z / 2));
920 OdeCharacter character = (OdeCharacter)p1;
921 character.SetPidStatus(true);
922 }
923 else
924 {
925
926 //contact.depth = 0.0000000f;
927 }
928
929
930
931 }
932*/
933 // If you interpenetrate a prim with another prim
934 /*
935 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
936 {
937 #region disabledcode2
938 //OdePrim op1 = (OdePrim)p1;
939 //OdePrim op2 = (OdePrim)p2;
940 //op1.m_collisionscore++;
941 //op2.m_collisionscore++;
942
943 //if (op1.m_collisionscore > 8000 || op2.m_collisionscore > 8000)
944 //{
945 //op1.m_taintdisable = true;
946 //AddPhysicsActorTaint(p1);
947 //op2.m_taintdisable = true;
948 //AddPhysicsActorTaint(p2);
949 //}
950
951 //if (contact.depth >= 0.25f)
952 //{
953 // Don't collide, one or both prim will expld.
954
955 //op1.m_interpenetrationcount++;
956 //op2.m_interpenetrationcount++;
957 //interpenetrations_before_disable = 200;
958 //if (op1.m_interpenetrationcount >= interpenetrations_before_disable)
959 //{
960 //op1.m_taintdisable = true;
961 //AddPhysicsActorTaint(p1);
962 //}
963 //if (op2.m_interpenetrationcount >= interpenetrations_before_disable)
964 //{
965 // op2.m_taintdisable = true;
966 //AddPhysicsActorTaint(p2);
967 //}
968
969 //contact.depth = contact.depth / 8f;
970 //contact.normal = new d.Vector3(0, 0, 1);
971 //}
972 //if (op1.m_disabled || op2.m_disabled)
973 //{
974 //Manually disabled objects stay disabled
975 //contact.depth = 0f;
976 //}
977 #endregion
978 }
979 */
980#endregion
981 if (curContact.depth >= 1.00f)
982 {
983 //m_log.Info("[P]: " + contact.depth.ToString());
984 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
985 p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
986 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
987 p2.PhysicsActorType == (int) ActorTypes.Unknown))
988 {
989 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
990 {
991 if (p2 is OdeCharacter)
992 {
993 OdeCharacter character = (OdeCharacter) p2;
994
995 //p2.CollidingObj = true;
996 curContact.depth = 0.00000003f;
997 p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f);
998 curContact.pos =
999 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1000 curContact.pos.Y + (p1.Size.Y/2),
1001 curContact.pos.Z + (p1.Size.Z/2));
1002 character.SetPidStatus(true);
1003 }
1004 }
1005
1006
1007 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
1008 {
1009 if (p1 is OdeCharacter)
1010 {
1011 OdeCharacter character = (OdeCharacter) p1;
1012
1013 //p2.CollidingObj = true;
1014 curContact.depth = 0.00000003f;
1015 p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f);
1016 curContact.pos =
1017 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1018 curContact.pos.Y + (p1.Size.Y/2),
1019 curContact.pos.Z + (p1.Size.Z/2));
1020 character.SetPidStatus(true);
1021 }
1022 }
1023 }
1024 }
1025 }
1026
1027 #endregion
1028
1029 // Logic for collision handling
1030 // Note, that if *all* contacts are skipped (VolumeDetect)
1031 // The prim still detects (and forwards) collision events but
1032 // appears to be phantom for the world
1033 Boolean skipThisContact = false;
1034
1035 if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect))
1036 skipThisContact = true; // No collision on volume detect prims
1037
1038 if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
1039 skipThisContact = true; // No collision on volume detect prims
1040
1041 if (!skipThisContact && curContact.depth < 0f)
1042 skipThisContact = true;
1043
1044 if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType))
1045 skipThisContact = true;
1046
1047 const int maxContactsbeforedeath = 4000;
1048 joint = IntPtr.Zero;
1049
1050 if (!skipThisContact)
1051 {
1052 // If we're colliding against terrain
1053 if (name1 == "Terrain" || name2 == "Terrain")
1054 {
1055 // If we're moving
1056 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) &&
1057 (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
1058 {
1059 // Use the movement terrain contact
1060 AvatarMovementTerrainContact.geom = curContact;
1061 _perloopContact.Add(curContact);
1062 if (m_global_contactcount < maxContactsbeforedeath)
1063 {
1064 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
1065 m_global_contactcount++;
1066 }
1067 }
1068 else
1069 {
1070 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
1071 {
1072 // Use the non moving terrain contact
1073 TerrainContact.geom = curContact;
1074 _perloopContact.Add(curContact);
1075 if (m_global_contactcount < maxContactsbeforedeath)
1076 {
1077 joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
1078 m_global_contactcount++;
1079 }
1080 }
1081 else
1082 {
1083 if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim)
1084 {
1085 // prim prim contact
1086 // int pj294950 = 0;
1087 int movintYN = 0;
1088 int material = (int) Material.Wood;
1089 // prim terrain contact
1090 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)
1091 {
1092 movintYN = 1;
1093 }
1094
1095 if (p2 is OdePrim)
1096 material = ((OdePrim)p2).m_material;
1097
1098 //m_log.DebugFormat("Material: {0}", material);
1099 m_materialContacts[material, movintYN].geom = curContact;
1100 _perloopContact.Add(curContact);
1101
1102 if (m_global_contactcount < maxContactsbeforedeath)
1103 {
1104 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1105 m_global_contactcount++;
1106
1107 }
1108
1109 }
1110 else
1111 {
1112
1113 int movintYN = 0;
1114 // prim terrain contact
1115 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)
1116 {
1117 movintYN = 1;
1118 }
1119
1120 int material = (int)Material.Wood;
1121
1122 if (p2 is OdePrim)
1123 material = ((OdePrim)p2).m_material;
1124 //m_log.DebugFormat("Material: {0}", material);
1125 m_materialContacts[material, movintYN].geom = curContact;
1126 _perloopContact.Add(curContact);
1127
1128 if (m_global_contactcount < maxContactsbeforedeath)
1129 {
1130 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1131 m_global_contactcount++;
1132
1133 }
1134 }
1135 }
1136 }
1137 //if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1138 //{
1139 //m_log.Debug("[PHYSICS]: prim contacting with ground");
1140 //}
1141 }
1142 else if (name1 == "Water" || name2 == "Water")
1143 {
1144 /*
1145 if ((p2.PhysicsActorType == (int) ActorTypes.Prim))
1146 {
1147 }
1148 else
1149 {
1150 }
1151 */
1152 //WaterContact.surface.soft_cfm = 0.0000f;
1153 //WaterContact.surface.soft_erp = 0.00000f;
1154 if (curContact.depth > 0.1f)
1155 {
1156 curContact.depth *= 52;
1157 //contact.normal = new d.Vector3(0, 0, 1);
1158 //contact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f);
1159 }
1160 WaterContact.geom = curContact;
1161 _perloopContact.Add(curContact);
1162 if (m_global_contactcount < maxContactsbeforedeath)
1163 {
1164 joint = d.JointCreateContact(world, contactgroup, ref WaterContact);
1165 m_global_contactcount++;
1166 }
1167 //m_log.Info("[PHYSICS]: Prim Water Contact" + contact.depth);
1168 }
1169 else
1170 {
1171 // we're colliding with prim or avatar
1172 // check if we're moving
1173 if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
1174 {
1175 if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
1176 {
1177 // Use the Movement prim contact
1178 AvatarMovementprimContact.geom = curContact;
1179 _perloopContact.Add(curContact);
1180 if (m_global_contactcount < maxContactsbeforedeath)
1181 {
1182 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
1183 m_global_contactcount++;
1184 }
1185 }
1186 else
1187 {
1188 // Use the non movement contact
1189 contact.geom = curContact;
1190 _perloopContact.Add(curContact);
1191
1192 if (m_global_contactcount < maxContactsbeforedeath)
1193 {
1194 joint = d.JointCreateContact(world, contactgroup, ref contact);
1195 m_global_contactcount++;
1196 }
1197 }
1198 }
1199 else if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1200 {
1201 //p1.PhysicsActorType
1202 int material = (int)Material.Wood;
1203
1204 if (p2 is OdePrim)
1205 material = ((OdePrim)p2).m_material;
1206
1207 //m_log.DebugFormat("Material: {0}", material);
1208 m_materialContacts[material, 0].geom = curContact;
1209 _perloopContact.Add(curContact);
1210
1211 if (m_global_contactcount < maxContactsbeforedeath)
1212 {
1213 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, 0]);
1214 m_global_contactcount++;
1215
1216 }
1217 }
1218 }
1219
1220 if (m_global_contactcount < maxContactsbeforedeath && joint != IntPtr.Zero) // stack collide!
1221 {
1222 d.JointAttach(joint, b1, b2);
1223 m_global_contactcount++;
1224 }
1225
1226 }
1227 collision_accounting_events(p1, p2, maxDepthContact);
1228 if (count > geomContactPointsStartthrottle)
1229 {
1230 // If there are more then 3 contact points, it's likely
1231 // that we've got a pile of objects, so ...
1232 // We don't want to send out hundreds of terse updates over and over again
1233 // so lets throttle them and send them again after it's somewhat sorted out.
1234 p2.ThrottleUpdates = true;
1235 }
1236 //m_log.Debug(count.ToString());
1237 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
1238 }
1239 }
1240
1241 private bool checkDupe(d.ContactGeom contactGeom, int atype)
1242 {
1243 bool result = false;
1244 //return result;
1245 if (!m_filterCollisions)
1246 return false;
1247
1248 ActorTypes at = (ActorTypes)atype;
1249 lock (_perloopContact)
1250 {
1251 foreach (d.ContactGeom contact in _perloopContact)
1252 {
1253 //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2))
1254 //{
1255 // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2)
1256 if (at == ActorTypes.Agent)
1257 {
1258 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)
1259 {
1260
1261 if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
1262 {
1263 //contactGeom.depth *= .00005f;
1264 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1265 // 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));
1266 result = true;
1267 break;
1268 }
1269 else
1270 {
1271 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1272 }
1273 }
1274 else
1275 {
1276 //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));
1277 //int i = 0;
1278 }
1279 }
1280 else if (at == ActorTypes.Prim)
1281 {
1282 //d.AABB aabb1 = new d.AABB();
1283 //d.AABB aabb2 = new d.AABB();
1284
1285 //d.GeomGetAABB(contactGeom.g2, out aabb2);
1286 //d.GeomGetAABB(contactGeom.g1, out aabb1);
1287 //aabb1.
1288 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)
1289 {
1290 if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
1291 {
1292 if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
1293 {
1294 result = true;
1295 break;
1296 }
1297 }
1298 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1299 //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));
1300 }
1301
1302 }
1303
1304 //}
1305
1306 }
1307 }
1308 return result;
1309 }
1310
1311 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1312 {
1313 // obj1LocalID = 0;
1314 //returncollisions = false;
1315 obj2LocalID = 0;
1316 //ctype = 0;
1317 //cStartStop = 0;
1318 if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
1319 return;
1320
1321 switch ((ActorTypes)p2.PhysicsActorType)
1322 {
1323 case ActorTypes.Agent:
1324 cc2 = (OdeCharacter)p2;
1325
1326 // obj1LocalID = cc2.m_localID;
1327 switch ((ActorTypes)p1.PhysicsActorType)
1328 {
1329 case ActorTypes.Agent:
1330 cc1 = (OdeCharacter)p1;
1331 obj2LocalID = cc1.m_localID;
1332 cc1.AddCollisionEvent(cc2.m_localID, contact);
1333 //ctype = (int)CollisionCategories.Character;
1334
1335 //if (cc1.CollidingObj)
1336 //cStartStop = (int)StatusIndicators.Generic;
1337 //else
1338 //cStartStop = (int)StatusIndicators.Start;
1339
1340 //returncollisions = true;
1341 break;
1342 case ActorTypes.Prim:
1343 if (p1 is OdePrim)
1344 {
1345 cp1 = (OdePrim) p1;
1346 obj2LocalID = cp1.m_localID;
1347 cp1.AddCollisionEvent(cc2.m_localID, contact);
1348 }
1349 //ctype = (int)CollisionCategories.Geom;
1350
1351 //if (cp1.CollidingObj)
1352 //cStartStop = (int)StatusIndicators.Generic;
1353 //else
1354 //cStartStop = (int)StatusIndicators.Start;
1355
1356 //returncollisions = true;
1357 break;
1358
1359 case ActorTypes.Ground:
1360 case ActorTypes.Unknown:
1361 obj2LocalID = 0;
1362 //ctype = (int)CollisionCategories.Land;
1363 //returncollisions = true;
1364 break;
1365 }
1366
1367 cc2.AddCollisionEvent(obj2LocalID, contact);
1368 break;
1369 case ActorTypes.Prim:
1370
1371 if (p2 is OdePrim)
1372 {
1373 cp2 = (OdePrim) p2;
1374
1375 // obj1LocalID = cp2.m_localID;
1376 switch ((ActorTypes) p1.PhysicsActorType)
1377 {
1378 case ActorTypes.Agent:
1379 if (p1 is OdeCharacter)
1380 {
1381 cc1 = (OdeCharacter) p1;
1382 obj2LocalID = cc1.m_localID;
1383 cc1.AddCollisionEvent(cp2.m_localID, contact);
1384 //ctype = (int)CollisionCategories.Character;
1385
1386 //if (cc1.CollidingObj)
1387 //cStartStop = (int)StatusIndicators.Generic;
1388 //else
1389 //cStartStop = (int)StatusIndicators.Start;
1390 //returncollisions = true;
1391 }
1392 break;
1393 case ActorTypes.Prim:
1394
1395 if (p1 is OdePrim)
1396 {
1397 cp1 = (OdePrim) p1;
1398 obj2LocalID = cp1.m_localID;
1399 cp1.AddCollisionEvent(cp2.m_localID, contact);
1400 //ctype = (int)CollisionCategories.Geom;
1401
1402 //if (cp1.CollidingObj)
1403 //cStartStop = (int)StatusIndicators.Generic;
1404 //else
1405 //cStartStop = (int)StatusIndicators.Start;
1406
1407 //returncollisions = true;
1408 }
1409 break;
1410
1411 case ActorTypes.Ground:
1412 case ActorTypes.Unknown:
1413 obj2LocalID = 0;
1414 //ctype = (int)CollisionCategories.Land;
1415
1416 //returncollisions = true;
1417 break;
1418 }
1419
1420 cp2.AddCollisionEvent(obj2LocalID, contact);
1421 }
1422 break;
1423 }
1424 //if (returncollisions)
1425 //{
1426
1427 //lock (m_storedCollisions)
1428 //{
1429 //cDictKey = obj1LocalID.ToString() + obj2LocalID.ToString() + cStartStop.ToString() + ctype.ToString();
1430 //if (m_storedCollisions.ContainsKey(cDictKey))
1431 //{
1432 //sCollisionData objd = m_storedCollisions[cDictKey];
1433 //objd.NumberOfCollisions += 1;
1434 //objd.lastframe = framecount;
1435 //m_storedCollisions[cDictKey] = objd;
1436 //}
1437 //else
1438 //{
1439 //sCollisionData objd = new sCollisionData();
1440 //objd.ColliderLocalId = obj1LocalID;
1441 //objd.CollidedWithLocalId = obj2LocalID;
1442 //objd.CollisionType = ctype;
1443 //objd.NumberOfCollisions = 1;
1444 //objd.lastframe = framecount;
1445 //objd.StatusIndicator = cStartStop;
1446 //m_storedCollisions.Add(cDictKey, objd);
1447 //}
1448 //}
1449 // }
1450 }
1451
1452 public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount)
1453 {
1454 /* String name1 = null;
1455 String name2 = null;
1456
1457 if (!geom_name_map.TryGetValue(trimesh, out name1))
1458 {
1459 name1 = "null";
1460 }
1461 if (!geom_name_map.TryGetValue(refObject, out name2))
1462 {
1463 name2 = "null";
1464 }
1465
1466 m_log.InfoFormat("TriArrayCallback: A collision was detected between {1} and {2}", 0, name1, name2);
1467 */
1468 return 1;
1469 }
1470
1471 public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex)
1472 {
1473 String name1 = null;
1474 String name2 = null;
1475
1476 if (!geom_name_map.TryGetValue(trimesh, out name1))
1477 {
1478 name1 = "null";
1479 }
1480
1481 if (!geom_name_map.TryGetValue(refObject, out name2))
1482 {
1483 name2 = "null";
1484 }
1485
1486 // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex);
1487
1488 d.Vector3 v0 = new d.Vector3();
1489 d.Vector3 v1 = new d.Vector3();
1490 d.Vector3 v2 = new d.Vector3();
1491
1492 d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2);
1493 // 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);
1494
1495 return 1;
1496 }
1497
1498 /// <summary>
1499 /// This is our collision testing routine in ODE
1500 /// </summary>
1501 /// <param name="timeStep"></param>
1502 private void collision_optimized(float timeStep)
1503 {
1504 _perloopContact.Clear();
1505
1506 lock (_characters)
1507 {
1508 foreach (OdeCharacter chr in _characters)
1509 {
1510 // Reset the collision values to false
1511 // since we don't know if we're colliding yet
1512
1513 // For some reason this can happen. Don't ask...
1514 //
1515 if (chr == null)
1516 continue;
1517
1518 if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1519 continue;
1520
1521 chr.IsColliding = false;
1522 chr.CollidingGround = false;
1523 chr.CollidingObj = false;
1524
1525 // test the avatar's geometry for collision with the space
1526 // This will return near and the space that they are the closest to
1527 // And we'll run this again against the avatar and the space segment
1528 // This will return with a bunch of possible objects in the space segment
1529 // and we'll run it again on all of them.
1530 try
1531 {
1532 d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback);
1533 }
1534 catch (AccessViolationException)
1535 {
1536 m_log.Warn("[PHYSICS]: Unable to space collide");
1537 }
1538 //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y);
1539 //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10)
1540 //{
1541 //chr.Position.Z = terrainheight + 10.0f;
1542 //forcedZ = true;
1543 //}
1544 }
1545 }
1546
1547 lock (_activeprims)
1548 {
1549 List<OdePrim> removeprims = null;
1550 foreach (OdePrim chr in _activeprims)
1551 {
1552 if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled))
1553 {
1554 try
1555 {
1556 lock (chr)
1557 {
1558 if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false)
1559 {
1560 d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback);
1561 }
1562 else
1563 {
1564 if (removeprims == null)
1565 {
1566 removeprims = new List<OdePrim>();
1567 }
1568 removeprims.Add(chr);
1569 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!");
1570 }
1571 }
1572 }
1573 catch (AccessViolationException)
1574 {
1575 m_log.Warn("[PHYSICS]: Unable to space collide");
1576 }
1577 }
1578 }
1579 if (removeprims != null)
1580 {
1581 foreach (OdePrim chr in removeprims)
1582 {
1583 _activeprims.Remove(chr);
1584 }
1585 }
1586 }
1587
1588 _perloopContact.Clear();
1589 }
1590
1591 #endregion
1592
1593 public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
1594 {
1595 m_worldOffset = offset;
1596 WorldExtents = new Vector2(extents.X, extents.Y);
1597 m_parentScene = pScene;
1598
1599 }
1600
1601 // Recovered for use by fly height. Kitto Flora
1602 public float GetTerrainHeightAtXY(float x, float y)
1603 {
1604
1605 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1606 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1607
1608 IntPtr heightFieldGeom = IntPtr.Zero;
1609
1610 if (RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom))
1611 {
1612 if (heightFieldGeom != IntPtr.Zero)
1613 {
1614 if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1615 {
1616
1617 int index;
1618
1619
1620 if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y ||
1621 (int)x < 0.001f || (int)y < 0.001f)
1622 return 0;
1623
1624 x = x - offsetX;
1625 y = y - offsetY;
1626
1627 index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y);
1628
1629 if (index < TerrainHeightFieldHeights[heightFieldGeom].Length)
1630 {
1631 //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]);
1632 return (float)TerrainHeightFieldHeights[heightFieldGeom][index];
1633 }
1634
1635 else
1636 return 0f;
1637 }
1638 else
1639 {
1640 return 0f;
1641 }
1642
1643 }
1644 else
1645 {
1646 return 0f;
1647 }
1648
1649 }
1650 else
1651 {
1652 return 0f;
1653 }
1654
1655
1656 }
1657// End recovered. Kitto Flora
1658
1659 public void addCollisionEventReporting(PhysicsActor obj)
1660 {
1661 lock (_collisionEventPrim)
1662 {
1663 if (!_collisionEventPrim.Contains(obj))
1664 _collisionEventPrim.Add(obj);
1665 }
1666 }
1667
1668 public void remCollisionEventReporting(PhysicsActor obj)
1669 {
1670 lock (_collisionEventPrim)
1671 {
1672 if (!_collisionEventPrim.Contains(obj))
1673 _collisionEventPrim.Remove(obj);
1674 }
1675 }
1676
1677 #region Add/Remove Entities
1678
1679 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1680 {
1681 Vector3 pos;
1682 pos.X = position.X;
1683 pos.Y = position.Y;
1684 pos.Z = position.Z;
1685 OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun);
1686 newAv.Flying = isFlying;
1687 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1688
1689 return newAv;
1690 }
1691
1692 public void AddCharacter(OdeCharacter chr)
1693 {
1694 lock (_characters)
1695 {
1696 if (!_characters.Contains(chr))
1697 {
1698 _characters.Add(chr);
1699 if (chr.bad)
1700 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1701 }
1702 }
1703 }
1704
1705 public void RemoveCharacter(OdeCharacter chr)
1706 {
1707 lock (_characters)
1708 {
1709 if (_characters.Contains(chr))
1710 {
1711 _characters.Remove(chr);
1712 }
1713 }
1714 }
1715 public void BadCharacter(OdeCharacter chr)
1716 {
1717 lock (_badCharacter)
1718 {
1719 if (!_badCharacter.Contains(chr))
1720 _badCharacter.Add(chr);
1721 }
1722 }
1723
1724 public override void RemoveAvatar(PhysicsActor actor)
1725 {
1726 //m_log.Debug("[PHYSICS]:ODELOCK");
1727 ((OdeCharacter) actor).Destroy();
1728
1729 }
1730
1731 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1732 IMesh mesh, PrimitiveBaseShape pbs, bool isphysical)
1733 {
1734
1735 Vector3 pos = position;
1736 Vector3 siz = size;
1737 Quaternion rot = rotation;
1738
1739 OdePrim newPrim;
1740 lock (OdeLock)
1741 {
1742 newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, ode);
1743
1744 lock (_prims)
1745 _prims.Add(newPrim);
1746 }
1747
1748 return newPrim;
1749 }
1750
1751 public void addActivePrim(OdePrim activatePrim)
1752 {
1753 // adds active prim.. (ones that should be iterated over in collisions_optimized
1754 lock (_activeprims)
1755 {
1756 if (!_activeprims.Contains(activatePrim))
1757 _activeprims.Add(activatePrim);
1758 //else
1759 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1760 }
1761 }
1762
1763 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1764 Vector3 size, Quaternion rotation) //To be removed
1765 {
1766 return AddPrimShape(primName, pbs, position, size, rotation, false);
1767 }
1768
1769 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1770 Vector3 size, Quaternion rotation, bool isPhysical)
1771 {
1772 PhysicsActor result;
1773 IMesh mesh = null;
1774
1775 if (needsMeshing(pbs))
1776 mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
1777
1778 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical);
1779
1780 return result;
1781 }
1782
1783 public override float TimeDilation
1784 {
1785 get { return m_timeDilation; }
1786 }
1787
1788 public override bool SupportsNINJAJoints
1789 {
1790 get { return m_NINJA_physics_joints_enabled; }
1791 }
1792
1793 // internal utility function: must be called within a lock (OdeLock)
1794 private void InternalAddActiveJoint(PhysicsJoint joint)
1795 {
1796 activeJoints.Add(joint);
1797 SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
1798 }
1799
1800 // internal utility function: must be called within a lock (OdeLock)
1801 private void InternalAddPendingJoint(OdePhysicsJoint joint)
1802 {
1803 pendingJoints.Add(joint);
1804 SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
1805 }
1806
1807 // internal utility function: must be called within a lock (OdeLock)
1808 private void InternalRemovePendingJoint(PhysicsJoint joint)
1809 {
1810 pendingJoints.Remove(joint);
1811 SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
1812 }
1813
1814 // internal utility function: must be called within a lock (OdeLock)
1815 private void InternalRemoveActiveJoint(PhysicsJoint joint)
1816 {
1817 activeJoints.Remove(joint);
1818 SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
1819 }
1820
1821 public override void DumpJointInfo()
1822 {
1823 string hdr = "[NINJA] JOINTINFO: ";
1824 foreach (PhysicsJoint j in pendingJoints)
1825 {
1826 m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1827 }
1828 m_log.Debug(hdr + pendingJoints.Count + " total pending joints");
1829 foreach (string jointName in SOPName_to_pendingJoint.Keys)
1830 {
1831 m_log.Debug(hdr + " pending joints dict contains Name: " + jointName);
1832 }
1833 m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries");
1834 foreach (PhysicsJoint j in activeJoints)
1835 {
1836 m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1837 }
1838 m_log.Debug(hdr + activeJoints.Count + " total active joints");
1839 foreach (string jointName in SOPName_to_activeJoint.Keys)
1840 {
1841 m_log.Debug(hdr + " active joints dict contains Name: " + jointName);
1842 }
1843 m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries");
1844
1845 m_log.Debug(hdr + " Per-body joint connectivity information follows.");
1846 m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints.");
1847 foreach (string actorName in joints_connecting_actor.Keys)
1848 {
1849 m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it");
1850 foreach (PhysicsJoint j in joints_connecting_actor[actorName])
1851 {
1852 m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1853 }
1854 m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor");
1855 }
1856 }
1857
1858 public override void RequestJointDeletion(string ObjectNameInScene)
1859 {
1860 lock (externalJointRequestsLock)
1861 {
1862 if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously
1863 {
1864 requestedJointsToBeDeleted.Add(ObjectNameInScene);
1865 }
1866 }
1867 }
1868
1869 private void DeleteRequestedJoints()
1870 {
1871 List<string> myRequestedJointsToBeDeleted;
1872 lock (externalJointRequestsLock)
1873 {
1874 // make a local copy of the shared list for processing (threading issues)
1875 myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted);
1876 }
1877
1878 foreach (string jointName in myRequestedJointsToBeDeleted)
1879 {
1880 lock (OdeLock)
1881 {
1882 //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName);
1883 if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName))
1884 {
1885 OdePhysicsJoint joint = null;
1886 if (SOPName_to_activeJoint.ContainsKey(jointName))
1887 {
1888 joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint;
1889 InternalRemoveActiveJoint(joint);
1890 }
1891 else if (SOPName_to_pendingJoint.ContainsKey(jointName))
1892 {
1893 joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint;
1894 InternalRemovePendingJoint(joint);
1895 }
1896
1897 if (joint != null)
1898 {
1899 //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames);
1900 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1901 {
1902 string bodyName = joint.BodyNames[iBodyName];
1903 if (bodyName != "NULL")
1904 {
1905 joints_connecting_actor[bodyName].Remove(joint);
1906 if (joints_connecting_actor[bodyName].Count == 0)
1907 {
1908 joints_connecting_actor.Remove(bodyName);
1909 }
1910 }
1911 }
1912
1913 DoJointDeactivated(joint);
1914 if (joint.jointID != IntPtr.Zero)
1915 {
1916 d.JointDestroy(joint.jointID);
1917 joint.jointID = IntPtr.Zero;
1918 //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName);
1919 }
1920 else
1921 {
1922 //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName);
1923 }
1924 }
1925 else
1926 {
1927 // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName);
1928 }
1929 }
1930 else
1931 {
1932 // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName);
1933 }
1934 }
1935 }
1936
1937 // remove processed joints from the shared list
1938 lock (externalJointRequestsLock)
1939 {
1940 foreach (string jointName in myRequestedJointsToBeDeleted)
1941 {
1942 requestedJointsToBeDeleted.Remove(jointName);
1943 }
1944 }
1945 }
1946
1947 // for pending joints we don't know if their associated bodies exist yet or not.
1948 // the joint is actually created during processing of the taints
1949 private void CreateRequestedJoints()
1950 {
1951 List<PhysicsJoint> myRequestedJointsToBeCreated;
1952 lock (externalJointRequestsLock)
1953 {
1954 // make a local copy of the shared list for processing (threading issues)
1955 myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated);
1956 }
1957
1958 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1959 {
1960 lock (OdeLock)
1961 {
1962 if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null)
1963 {
1964 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);
1965 continue;
1966 }
1967 if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null)
1968 {
1969 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);
1970 continue;
1971 }
1972
1973 InternalAddPendingJoint(joint as OdePhysicsJoint);
1974
1975 if (joint.BodyNames.Count >= 2)
1976 {
1977 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1978 {
1979 string bodyName = joint.BodyNames[iBodyName];
1980 if (bodyName != "NULL")
1981 {
1982 if (!joints_connecting_actor.ContainsKey(bodyName))
1983 {
1984 joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>());
1985 }
1986 joints_connecting_actor[bodyName].Add(joint);
1987 }
1988 }
1989 }
1990 }
1991 }
1992
1993 // remove processed joints from shared list
1994 lock (externalJointRequestsLock)
1995 {
1996 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1997 {
1998 requestedJointsToBeCreated.Remove(joint);
1999 }
2000 }
2001
2002 }
2003
2004 // public function to add an request for joint creation
2005 // this joint will just be added to a waiting list that is NOT processed during the main
2006 // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
2007
2008 public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
2009 Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
2010
2011 {
2012
2013 OdePhysicsJoint joint = new OdePhysicsJoint();
2014 joint.ObjectNameInScene = objectNameInScene;
2015 joint.Type = jointType;
2016 joint.Position = position;
2017 joint.Rotation = rotation;
2018 joint.RawParams = parms;
2019 joint.BodyNames = new List<string>(bodyNames);
2020 joint.TrackedBodyName = trackedBodyName;
2021 joint.LocalRotation = localRotation;
2022 joint.jointID = IntPtr.Zero;
2023 joint.ErrorMessageCount = 0;
2024
2025 lock (externalJointRequestsLock)
2026 {
2027 if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice
2028 {
2029 requestedJointsToBeCreated.Add(joint);
2030 }
2031 }
2032 return joint;
2033 }
2034
2035 private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
2036 {
2037 //m_log.Debug("RemoveAllJointsConnectedToActor: start");
2038 if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
2039 {
2040
2041 List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>();
2042 //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)
2043 foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
2044 {
2045 jointsToRemove.Add(j);
2046 }
2047 foreach (PhysicsJoint j in jointsToRemove)
2048 {
2049 //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene);
2050 RequestJointDeletion(j.ObjectNameInScene);
2051 //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene);
2052 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)
2053 }
2054 }
2055 }
2056
2057 public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
2058 {
2059 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start");
2060 lock (OdeLock)
2061 {
2062 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock");
2063 RemoveAllJointsConnectedToActor(actor);
2064 }
2065 }
2066
2067 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2068 public override Vector3 GetJointAnchor(PhysicsJoint joint)
2069 {
2070 Debug.Assert(joint.IsInPhysicsEngine);
2071 d.Vector3 pos = new d.Vector3();
2072
2073 if (!(joint is OdePhysicsJoint))
2074 {
2075 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2076 }
2077 else
2078 {
2079 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2080 switch (odeJoint.Type)
2081 {
2082 case PhysicsJointType.Ball:
2083 d.JointGetBallAnchor(odeJoint.jointID, out pos);
2084 break;
2085 case PhysicsJointType.Hinge:
2086 d.JointGetHingeAnchor(odeJoint.jointID, out pos);
2087 break;
2088 }
2089 }
2090 return new Vector3(pos.X, pos.Y, pos.Z);
2091 }
2092
2093 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2094 // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
2095 // appears to be unreliable. Fortunately we can compute the joint axis ourselves by
2096 // keeping track of the joint's original orientation relative to one of the involved bodies.
2097 public override Vector3 GetJointAxis(PhysicsJoint joint)
2098 {
2099 Debug.Assert(joint.IsInPhysicsEngine);
2100 d.Vector3 axis = new d.Vector3();
2101
2102 if (!(joint is OdePhysicsJoint))
2103 {
2104 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2105 }
2106 else
2107 {
2108 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2109 switch (odeJoint.Type)
2110 {
2111 case PhysicsJointType.Ball:
2112 DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
2113 break;
2114 case PhysicsJointType.Hinge:
2115 d.JointGetHingeAxis(odeJoint.jointID, out axis);
2116 break;
2117 }
2118 }
2119 return new Vector3(axis.X, axis.Y, axis.Z);
2120 }
2121
2122
2123 public void remActivePrim(OdePrim deactivatePrim)
2124 {
2125 lock (_activeprims)
2126 {
2127 _activeprims.Remove(deactivatePrim);
2128 }
2129 }
2130
2131 public override void RemovePrim(PhysicsActor prim)
2132 {
2133 if (prim is OdePrim)
2134 {
2135 lock (OdeLock)
2136 {
2137 OdePrim p = (OdePrim) prim;
2138
2139 p.setPrimForRemoval();
2140 AddPhysicsActorTaint(prim);
2141 //RemovePrimThreadLocked(p);
2142 }
2143 }
2144 }
2145
2146 /// <summary>
2147 /// This is called from within simulate but outside the locked portion
2148 /// We need to do our own locking here
2149 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
2150 ///
2151 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
2152 /// that the space was using.
2153 /// </summary>
2154 /// <param name="prim"></param>
2155 public void RemovePrimThreadLocked(OdePrim prim)
2156 {
2157//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
2158 lock (prim)
2159 {
2160 remCollisionEventReporting(prim);
2161 lock (ode)
2162 {
2163 if (prim.prim_geom != IntPtr.Zero)
2164 {
2165 prim.ResetTaints();
2166
2167 if (prim.IsPhysical)
2168 {
2169 prim.disableBody();
2170 if (prim.childPrim)
2171 {
2172 prim.childPrim = false;
2173 prim.Body = IntPtr.Zero;
2174 prim.m_disabled = true;
2175 prim.IsPhysical = false;
2176 }
2177
2178
2179 }
2180 // we don't want to remove the main space
2181
2182 // If the geometry is in the targetspace, remove it from the target space
2183 //m_log.Warn(prim.m_targetSpace);
2184
2185 //if (prim.m_targetSpace != IntPtr.Zero)
2186 //{
2187 //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
2188 //{
2189
2190 //if (d.GeomIsSpace(prim.m_targetSpace))
2191 //{
2192 //waitForSpaceUnlock(prim.m_targetSpace);
2193 //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
2194 prim.m_targetSpace = IntPtr.Zero;
2195 //}
2196 //else
2197 //{
2198 // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2199 //((OdePrim)prim).m_targetSpace.ToString());
2200 //}
2201
2202 //}
2203 //}
2204 //m_log.Warn(prim.prim_geom);
2205 try
2206 {
2207 if (prim.prim_geom != IntPtr.Zero)
2208 {
2209 d.GeomDestroy(prim.prim_geom);
2210 prim.prim_geom = IntPtr.Zero;
2211 }
2212 else
2213 {
2214 m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
2215 }
2216 }
2217 catch (AccessViolationException)
2218 {
2219 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
2220 }
2221 lock (_prims)
2222 _prims.Remove(prim);
2223
2224 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2225 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
2226 //{
2227 //if (prim.m_targetSpace != null)
2228 //{
2229 //if (d.GeomIsSpace(prim.m_targetSpace))
2230 //{
2231 //waitForSpaceUnlock(prim.m_targetSpace);
2232 //d.SpaceRemove(space, prim.m_targetSpace);
2233 // free up memory used by the space.
2234 //d.SpaceDestroy(prim.m_targetSpace);
2235 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
2236 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
2237 //}
2238 //else
2239 //{
2240 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2241 //((OdePrim) prim).m_targetSpace.ToString());
2242 //}
2243 //}
2244 //}
2245
2246 if (SupportsNINJAJoints)
2247 {
2248 RemoveAllJointsConnectedToActorThreadLocked(prim);
2249 }
2250 }
2251 }
2252 }
2253 }
2254
2255 #endregion
2256
2257 #region Space Separation Calculation
2258
2259 /// <summary>
2260 /// Takes a space pointer and zeros out the array we're using to hold the spaces
2261 /// </summary>
2262 /// <param name="pSpace"></param>
2263 public void resetSpaceArrayItemToZero(IntPtr pSpace)
2264 {
2265 for (int x = 0; x < staticPrimspace.GetLength(0); x++)
2266 {
2267 for (int y = 0; y < staticPrimspace.GetLength(1); y++)
2268 {
2269 if (staticPrimspace[x, y] == pSpace)
2270 staticPrimspace[x, y] = IntPtr.Zero;
2271 }
2272 }
2273 }
2274
2275 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
2276 {
2277 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
2278 }
2279
2280 /// <summary>
2281 /// Called when a static prim moves. Allocates a space for the prim based on its position
2282 /// </summary>
2283 /// <param name="geom">the pointer to the geom that moved</param>
2284 /// <param name="pos">the position that the geom moved to</param>
2285 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
2286 /// <returns>a pointer to the new space it's in</returns>
2287 public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
2288 {
2289 // Called from setting the Position and Size of an ODEPrim so
2290 // it's already in locked space.
2291
2292 // we don't want to remove the main space
2293 // we don't need to test physical here because this function should
2294 // never be called if the prim is physical(active)
2295
2296 // All physical prim end up in the root space
2297 //Thread.Sleep(20);
2298 if (currentspace != space)
2299 {
2300 //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
2301 //if (currentspace == IntPtr.Zero)
2302 //{
2303 //int adfadf = 0;
2304 //}
2305 if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
2306 {
2307 if (d.GeomIsSpace(currentspace))
2308 {
2309 waitForSpaceUnlock(currentspace);
2310 d.SpaceRemove(currentspace, geom);
2311 }
2312 else
2313 {
2314 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace +
2315 " Geom:" + geom);
2316 }
2317 }
2318 else
2319 {
2320 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2321 if (sGeomIsIn != IntPtr.Zero)
2322 {
2323 if (d.GeomIsSpace(currentspace))
2324 {
2325 waitForSpaceUnlock(sGeomIsIn);
2326 d.SpaceRemove(sGeomIsIn, geom);
2327 }
2328 else
2329 {
2330 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2331 sGeomIsIn + " Geom:" + geom);
2332 }
2333 }
2334 }
2335
2336 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2337 if (d.SpaceGetNumGeoms(currentspace) == 0)
2338 {
2339 if (currentspace != IntPtr.Zero)
2340 {
2341 if (d.GeomIsSpace(currentspace))
2342 {
2343 waitForSpaceUnlock(currentspace);
2344 waitForSpaceUnlock(space);
2345 d.SpaceRemove(space, currentspace);
2346 // free up memory used by the space.
2347
2348 //d.SpaceDestroy(currentspace);
2349 resetSpaceArrayItemToZero(currentspace);
2350 }
2351 else
2352 {
2353 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2354 currentspace + " Geom:" + geom);
2355 }
2356 }
2357 }
2358 }
2359 else
2360 {
2361 // this is a physical object that got disabled. ;.;
2362 if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
2363 {
2364 if (d.SpaceQuery(currentspace, geom))
2365 {
2366 if (d.GeomIsSpace(currentspace))
2367 {
2368 waitForSpaceUnlock(currentspace);
2369 d.SpaceRemove(currentspace, geom);
2370 }
2371 else
2372 {
2373 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2374 currentspace + " Geom:" + geom);
2375 }
2376 }
2377 else
2378 {
2379 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2380 if (sGeomIsIn != IntPtr.Zero)
2381 {
2382 if (d.GeomIsSpace(sGeomIsIn))
2383 {
2384 waitForSpaceUnlock(sGeomIsIn);
2385 d.SpaceRemove(sGeomIsIn, geom);
2386 }
2387 else
2388 {
2389 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2390 sGeomIsIn + " Geom:" + geom);
2391 }
2392 }
2393 }
2394 }
2395 }
2396
2397 // The routines in the Position and Size sections do the 'inserting' into the space,
2398 // so all we have to do is make sure that the space that we're putting the prim into
2399 // is in the 'main' space.
2400 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
2401 IntPtr newspace = calculateSpaceForGeom(pos);
2402
2403 if (newspace == IntPtr.Zero)
2404 {
2405 newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2406 d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh);
2407 }
2408
2409 return newspace;
2410 }
2411
2412 /// <summary>
2413 /// Creates a new space at X Y
2414 /// </summary>
2415 /// <param name="iprimspaceArrItemX"></param>
2416 /// <param name="iprimspaceArrItemY"></param>
2417 /// <returns>A pointer to the created space</returns>
2418 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
2419 {
2420 // creating a new space for prim and inserting it into main space.
2421 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
2422 d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
2423 waitForSpaceUnlock(space);
2424 d.SpaceSetSublevel(space, 1);
2425 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
2426 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
2427 }
2428
2429 /// <summary>
2430 /// Calculates the space the prim should be in by its position
2431 /// </summary>
2432 /// <param name="pos"></param>
2433 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
2434 public IntPtr calculateSpaceForGeom(Vector3 pos)
2435 {
2436 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
2437 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
2438 return staticPrimspace[xyspace[0], xyspace[1]];
2439 }
2440
2441 /// <summary>
2442 /// Holds the space allocation logic
2443 /// </summary>
2444 /// <param name="pos"></param>
2445 /// <returns>an array item based on the position</returns>
2446 public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
2447 {
2448 int[] returnint = new int[2];
2449
2450 returnint[0] = (int) (pos.X/metersInSpace);
2451
2452 if (returnint[0] > ((int) (259f/metersInSpace)))
2453 returnint[0] = ((int) (259f/metersInSpace));
2454 if (returnint[0] < 0)
2455 returnint[0] = 0;
2456
2457 returnint[1] = (int) (pos.Y/metersInSpace);
2458 if (returnint[1] > ((int) (259f/metersInSpace)))
2459 returnint[1] = ((int) (259f/metersInSpace));
2460 if (returnint[1] < 0)
2461 returnint[1] = 0;
2462
2463 return returnint;
2464 }
2465
2466 #endregion
2467
2468 /// <summary>
2469 /// Routine to figure out if we need to mesh this prim with our mesher
2470 /// </summary>
2471 /// <param name="pbs"></param>
2472 /// <returns></returns>
2473 public bool needsMeshing(PrimitiveBaseShape pbs)
2474 {
2475 // most of this is redundant now as the mesher will return null if it cant mesh a prim
2476 // but we still need to check for sculptie meshing being enabled so this is the most
2477 // convenient place to do it for now...
2478
2479 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
2480 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
2481 int iPropertiesNotSupportedDefault = 0;
2482
2483 if (pbs.SculptEntry && !meshSculptedPrim)
2484 {
2485#if SPAM
2486 m_log.Warn("NonMesh");
2487#endif
2488 return false;
2489 }
2490
2491 // 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
2492 if (!forceSimplePrimMeshing)
2493 {
2494 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
2495 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
2496 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
2497 {
2498
2499 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
2500 && pbs.ProfileHollow == 0
2501 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
2502 && pbs.PathBegin == 0 && pbs.PathEnd == 0
2503 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
2504 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
2505 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
2506 {
2507#if SPAM
2508 m_log.Warn("NonMesh");
2509#endif
2510 return false;
2511 }
2512 }
2513 }
2514
2515 if (pbs.ProfileHollow != 0)
2516 iPropertiesNotSupportedDefault++;
2517
2518 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
2519 iPropertiesNotSupportedDefault++;
2520
2521 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
2522 iPropertiesNotSupportedDefault++;
2523
2524 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
2525 iPropertiesNotSupportedDefault++;
2526
2527 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
2528 iPropertiesNotSupportedDefault++;
2529
2530 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
2531 iPropertiesNotSupportedDefault++;
2532
2533 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))
2534 iPropertiesNotSupportedDefault++;
2535
2536 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
2537 iPropertiesNotSupportedDefault++;
2538
2539 // test for torus
2540 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
2541 {
2542 if (pbs.PathCurve == (byte)Extrusion.Curve1)
2543 {
2544 iPropertiesNotSupportedDefault++;
2545 }
2546 }
2547 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
2548 {
2549 if (pbs.PathCurve == (byte)Extrusion.Straight)
2550 {
2551 iPropertiesNotSupportedDefault++;
2552 }
2553
2554 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
2555 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2556 {
2557 iPropertiesNotSupportedDefault++;
2558 }
2559 }
2560 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
2561 {
2562 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
2563 {
2564 iPropertiesNotSupportedDefault++;
2565 }
2566 }
2567 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
2568 {
2569 if (pbs.PathCurve == (byte)Extrusion.Straight)
2570 {
2571 iPropertiesNotSupportedDefault++;
2572 }
2573 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2574 {
2575 iPropertiesNotSupportedDefault++;
2576 }
2577 }
2578
2579
2580 if (iPropertiesNotSupportedDefault == 0)
2581 {
2582#if SPAM
2583 m_log.Warn("NonMesh");
2584#endif
2585 return false;
2586 }
2587#if SPAM
2588 m_log.Debug("Mesh");
2589#endif
2590 return true;
2591 }
2592
2593 /// <summary>
2594 /// Called after our prim properties are set Scale, position etc.
2595 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
2596 /// This assures us that we have no race conditions
2597 /// </summary>
2598 /// <param name="prim"></param>
2599 public override void AddPhysicsActorTaint(PhysicsActor prim)
2600 {
2601
2602 if (prim is OdePrim)
2603 {
2604 OdePrim taintedprim = ((OdePrim) prim);
2605 lock (_taintedPrimLock)
2606 {
2607 if (!(_taintedPrimH.Contains(taintedprim)))
2608 {
2609//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
2610 _taintedPrimH.Add(taintedprim); // HashSet for searching
2611 _taintedPrimL.Add(taintedprim); // List for ordered readout
2612 }
2613 }
2614 return;
2615 }
2616 else if (prim is OdeCharacter)
2617 {
2618 OdeCharacter taintedchar = ((OdeCharacter)prim);
2619 lock (_taintedActors)
2620 {
2621 if (!(_taintedActors.Contains(taintedchar)))
2622 {
2623 _taintedActors.Add(taintedchar);
2624 if (taintedchar.bad)
2625 m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
2626 }
2627 }
2628 }
2629 }
2630
2631 /// <summary>
2632 /// This is our main simulate loop
2633 /// It's thread locked by a Mutex in the scene.
2634 /// It holds Collisions, it instructs ODE to step through the physical reactions
2635 /// It moves the objects around in memory
2636 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
2637 /// </summary>
2638 /// <param name="timeStep"></param>
2639 /// <returns></returns>
2640 public override float Simulate(float timeStep)
2641 {
2642 if (framecount >= int.MaxValue)
2643 framecount = 0;
2644 //if (m_worldOffset != Vector3.Zero)
2645 // return 0;
2646
2647 framecount++;
2648
2649 DateTime now = DateTime.UtcNow;
2650 TimeSpan SinceLastFrame = now - m_lastframe;
2651 m_lastframe = now;
2652 float realtime = (float)SinceLastFrame.TotalSeconds;
2653// Console.WriteLine("ts={0} rt={1}", timeStep, realtime);
2654 timeStep = realtime;
2655
2656 // float fps = 1.0f / realtime;
2657 float fps = 0.0f; // number of ODE steps in this Simulate step
2658 //m_log.Info(timeStep.ToString());
2659 step_time += timeStep;
2660
2661 // If We're loaded down by something else,
2662 // or debugging with the Visual Studio project on pause
2663 // skip a few frames to catch up gracefully.
2664 // without shooting the physicsactors all over the place
2665
2666 if (step_time >= m_SkipFramesAtms)
2667 {
2668 // Instead of trying to catch up, it'll do 5 physics frames only
2669 step_time = ODE_STEPSIZE;
2670 m_physicsiterations = 5;
2671 }
2672 else
2673 {
2674 m_physicsiterations = 10;
2675 }
2676
2677 if (SupportsNINJAJoints)
2678 {
2679 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2680 CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2681 }
2682
2683 lock (OdeLock)
2684 {
2685 // Process 10 frames if the sim is running normal..
2686 // process 5 frames if the sim is running slow
2687 //try
2688 //{
2689 //d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
2690 //}
2691 //catch (StackOverflowException)
2692 //{
2693 // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
2694 // ode.drelease(world);
2695 //base.TriggerPhysicsBasedRestart();
2696 //}
2697
2698 int i = 0;
2699
2700 // Figure out the Frames Per Second we're going at.
2701 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2702
2703 // fps = (step_time / ODE_STEPSIZE) * 1000;
2704 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
2705 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
2706
2707 // step_time = 0.09375f;
2708
2709 while (step_time > 0.0f)
2710 {
2711 //lock (ode)
2712 //{
2713 //if (!ode.lockquery())
2714 //{
2715 // ode.dlock(world);
2716 try
2717 {
2718 // Insert, remove Characters
2719 bool processedtaints = false;
2720
2721 lock (_taintedActors)
2722 {
2723 if (_taintedActors.Count > 0)
2724 {
2725 foreach (OdeCharacter character in _taintedActors)
2726 {
2727
2728 character.ProcessTaints(ODE_STEPSIZE);
2729
2730 processedtaints = true;
2731 //character.m_collisionscore = 0;
2732 }
2733
2734 if (processedtaints)
2735 _taintedActors.Clear();
2736 }
2737 } // end lock _taintedActors
2738
2739 // Modify other objects in the scene.
2740 processedtaints = false;
2741
2742 lock (_taintedPrimLock)
2743 {
2744 foreach (OdePrim prim in _taintedPrimL)
2745 {
2746 if (prim.m_taintremove)
2747 {
2748 //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
2749 RemovePrimThreadLocked(prim);
2750 }
2751 else
2752 {
2753 //Console.WriteLine("Simulate calls ProcessTaints");
2754 prim.ProcessTaints(ODE_STEPSIZE);
2755 }
2756 processedtaints = true;
2757 prim.m_collisionscore = 0;
2758
2759 // This loop can block up the Heartbeat for a very long time on large regions.
2760 // We need to let the Watchdog know that the Heartbeat is not dead
2761 // NOTE: This is currently commented out, but if things like OAR loading are
2762 // timing the heartbeat out we will need to uncomment it
2763 //Watchdog.UpdateThread();
2764 }
2765
2766 if (SupportsNINJAJoints)
2767 {
2768 // Create pending joints, if possible
2769
2770 // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
2771 // a joint requires specifying the body id of both involved bodies
2772 if (pendingJoints.Count > 0)
2773 {
2774 List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
2775 //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
2776 foreach (PhysicsJoint joint in pendingJoints)
2777 {
2778 //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
2779 string[] jointParams = joint.RawParams.Split(" ".ToCharArray(),
2780 System.StringSplitOptions.RemoveEmptyEntries);
2781 List<IntPtr> jointBodies = new List<IntPtr>();
2782 bool allJointBodiesAreReady = true;
2783 foreach (string jointParam in jointParams)
2784 {
2785 if (jointParam == "NULL")
2786 {
2787 //DoJointErrorMessage(joint, "attaching NULL joint to world");
2788 jointBodies.Add(IntPtr.Zero);
2789 }
2790 else
2791 {
2792 //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
2793 bool foundPrim = false;
2794 lock (_prims)
2795 {
2796 foreach (OdePrim prim in _prims) // FIXME: inefficient
2797 {
2798 if (prim.SOPName == jointParam)
2799 {
2800 //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
2801 if (prim.IsPhysical && prim.Body != IntPtr.Zero)
2802 {
2803 jointBodies.Add(prim.Body);
2804 foundPrim = true;
2805 break;
2806 }
2807 else
2808 {
2809 DoJointErrorMessage(joint, "prim name " + jointParam +
2810 " exists but is not (yet) physical; deferring joint creation. " +
2811 "IsPhysical property is " + prim.IsPhysical +
2812 " and body is " + prim.Body);
2813 foundPrim = false;
2814 break;
2815 }
2816 }
2817 }
2818 }
2819 if (foundPrim)
2820 {
2821 // all is fine
2822 }
2823 else
2824 {
2825 allJointBodiesAreReady = false;
2826 break;
2827 }
2828 }
2829 }
2830 if (allJointBodiesAreReady)
2831 {
2832 //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
2833 if (jointBodies[0] == jointBodies[1])
2834 {
2835 DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
2836 }
2837 else
2838 {
2839 switch (joint.Type)
2840 {
2841 case PhysicsJointType.Ball:
2842 {
2843 IntPtr odeJoint;
2844 //DoJointErrorMessage(joint, "ODE creating ball joint ");
2845 odeJoint = d.JointCreateBall(world, IntPtr.Zero);
2846 //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2847 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2848 //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
2849 d.JointSetBallAnchor(odeJoint,
2850 joint.Position.X,
2851 joint.Position.Y,
2852 joint.Position.Z);
2853 //DoJointErrorMessage(joint, "ODE joint setting OK");
2854 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
2855 //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
2856 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
2857 //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
2858
2859 if (joint is OdePhysicsJoint)
2860 {
2861 ((OdePhysicsJoint)joint).jointID = odeJoint;
2862 }
2863 else
2864 {
2865 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2866 }
2867 }
2868 break;
2869 case PhysicsJointType.Hinge:
2870 {
2871 IntPtr odeJoint;
2872 //DoJointErrorMessage(joint, "ODE creating hinge joint ");
2873 odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
2874 //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2875 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2876 //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
2877 d.JointSetHingeAnchor(odeJoint,
2878 joint.Position.X,
2879 joint.Position.Y,
2880 joint.Position.Z);
2881 // We use the orientation of the x-axis of the joint's coordinate frame
2882 // as the axis for the hinge.
2883
2884 // Therefore, we must get the joint's coordinate frame based on the
2885 // joint.Rotation field, which originates from the orientation of the
2886 // joint's proxy object in the scene.
2887
2888 // The joint's coordinate frame is defined as the transformation matrix
2889 // that converts a vector from joint-local coordinates into world coordinates.
2890 // World coordinates are defined as the XYZ coordinate system of the sim,
2891 // as shown in the top status-bar of the viewer.
2892
2893 // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
2894 // and use that as the hinge axis.
2895
2896 //joint.Rotation.Normalize();
2897 Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
2898
2899 // Now extract the X axis of the joint's coordinate frame.
2900
2901 // Do not try to use proxyFrame.AtAxis or you will become mired in the
2902 // tar pit of transposed, inverted, and generally messed-up orientations.
2903 // (In other words, Matrix4.AtAxis() is borked.)
2904 // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
2905
2906 // Instead, compute the X axis of the coordinate frame by transforming
2907 // the (1,0,0) vector. At least that works.
2908
2909 //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
2910 Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
2911 //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
2912 //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
2913 d.JointSetHingeAxis(odeJoint,
2914 jointAxis.X,
2915 jointAxis.Y,
2916 jointAxis.Z);
2917 //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
2918 if (joint is OdePhysicsJoint)
2919 {
2920 ((OdePhysicsJoint)joint).jointID = odeJoint;
2921 }
2922 else
2923 {
2924 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2925 }
2926 }
2927 break;
2928 }
2929 successfullyProcessedPendingJoints.Add(joint);
2930 }
2931 }
2932 else
2933 {
2934 DoJointErrorMessage(joint, "joint could not yet be created; still pending");
2935 }
2936 }
2937 foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
2938 {
2939 //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
2940 //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
2941 InternalRemovePendingJoint(successfullyProcessedJoint);
2942 //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
2943 InternalAddActiveJoint(successfullyProcessedJoint);
2944 //DoJointErrorMessage(successfullyProcessedJoint, "done");
2945 }
2946 }
2947 } // end SupportsNINJAJoints
2948
2949 if (processedtaints)
2950//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
2951 _taintedPrimH.Clear(); // ??? if this only ???
2952 _taintedPrimL.Clear();
2953 } // end lock _taintedPrimLock
2954
2955 // Move characters
2956 lock (_characters)
2957 {
2958 List<OdeCharacter> defects = new List<OdeCharacter>();
2959 foreach (OdeCharacter actor in _characters)
2960 {
2961 if (actor != null)
2962 actor.Move(ODE_STEPSIZE, defects);
2963 }
2964 if (0 != defects.Count)
2965 {
2966 foreach (OdeCharacter defect in defects)
2967 {
2968 RemoveCharacter(defect);
2969 }
2970 }
2971 } // end lock _characters
2972
2973 // Move other active objects
2974 lock (_activeprims)
2975 {
2976 foreach (OdePrim prim in _activeprims)
2977 {
2978 prim.m_collisionscore = 0;
2979 prim.Move(ODE_STEPSIZE);
2980 }
2981 } // end lock _activeprims
2982
2983 //if ((framecount % m_randomizeWater) == 0)
2984 // randomizeWater(waterlevel);
2985
2986 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
2987 m_rayCastManager.ProcessQueuedRequests();
2988
2989 collision_optimized(ODE_STEPSIZE);
2990
2991 lock (_collisionEventPrim)
2992 {
2993 foreach (PhysicsActor obj in _collisionEventPrim)
2994 {
2995 if (obj == null)
2996 continue;
2997
2998 switch ((ActorTypes)obj.PhysicsActorType)
2999 {
3000 case ActorTypes.Agent:
3001 OdeCharacter cobj = (OdeCharacter)obj;
3002 cobj.AddCollisionFrameTime(100);
3003 cobj.SendCollisions();
3004 break;
3005 case ActorTypes.Prim:
3006 OdePrim pobj = (OdePrim)obj;
3007 pobj.SendCollisions();
3008 break;
3009 }
3010 }
3011 } // end lock _collisionEventPrim
3012
3013 //if (m_global_contactcount > 5)
3014 //{
3015 // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
3016 //}
3017
3018 m_global_contactcount = 0;
3019
3020 d.WorldQuickStep(world, ODE_STEPSIZE);
3021 d.JointGroupEmpty(contactgroup);
3022 fps++;
3023 //ode.dunlock(world);
3024 } // end try
3025 catch (Exception e)
3026 {
3027 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3028 ode.dunlock(world);
3029 }
3030
3031 step_time -= ODE_STEPSIZE;
3032 i++;
3033 //}
3034 //else
3035 //{
3036 //fps = 0;
3037 //}
3038 //}
3039 } // end while (step_time > 0.0f)
3040
3041 lock (_characters)
3042 {
3043 foreach (OdeCharacter actor in _characters)
3044 {
3045 if (actor != null)
3046 {
3047 if (actor.bad)
3048 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
3049 actor.UpdatePositionAndVelocity();
3050 }
3051 }
3052 }
3053
3054 lock (_badCharacter)
3055 {
3056 if (_badCharacter.Count > 0)
3057 {
3058 foreach (OdeCharacter chr in _badCharacter)
3059 {
3060 RemoveCharacter(chr);
3061 }
3062 _badCharacter.Clear();
3063 }
3064 }
3065
3066 lock (_activeprims)
3067 {
3068 //if (timeStep < 0.2f)
3069 {
3070 foreach (OdePrim actor in _activeprims)
3071 {
3072 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
3073 {
3074 actor.UpdatePositionAndVelocity();
3075
3076 if (SupportsNINJAJoints)
3077 {
3078 // If an actor moved, move its joint proxy objects as well.
3079 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
3080 // for this purpose but it is never called! So we just do the joint
3081 // movement code here.
3082
3083 if (actor.SOPName != null &&
3084 joints_connecting_actor.ContainsKey(actor.SOPName) &&
3085 joints_connecting_actor[actor.SOPName] != null &&
3086 joints_connecting_actor[actor.SOPName].Count > 0)
3087 {
3088 foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
3089 {
3090 if (affectedJoint.IsInPhysicsEngine)
3091 {
3092 DoJointMoved(affectedJoint);
3093 }
3094 else
3095 {
3096 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);
3097 }
3098 }
3099 }
3100 }
3101 }
3102 }
3103 }
3104 } // end lock _activeprims
3105
3106 //DumpJointInfo();
3107
3108 // Finished with all sim stepping. If requested, dump world state to file for debugging.
3109 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
3110 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
3111 if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0))
3112 {
3113 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
3114 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
3115
3116 if (physics_logging_append_existing_logfile)
3117 {
3118 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
3119 TextWriter fwriter = File.AppendText(fname);
3120 fwriter.WriteLine(header);
3121 fwriter.Close();
3122 }
3123 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3124 }
3125 } // end lock OdeLock
3126
3127 return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter!
3128 } // end Simulate
3129
3130 public override void GetResults()
3131 {
3132 }
3133
3134 public override bool IsThreaded
3135 {
3136 // for now we won't be multithreaded
3137 get { return (false); }
3138 }
3139
3140 #region ODE Specific Terrain Fixes
3141 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3142 {
3143 float[] returnarr = new float[262144];
3144 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3145
3146 // Filling out the array into its multi-dimensional components
3147 for (int y = 0; y < WorldExtents.Y; y++)
3148 {
3149 for (int x = 0; x < WorldExtents.X; x++)
3150 {
3151 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3152 }
3153 }
3154
3155 // Resize using Nearest Neighbour
3156
3157 // This particular way is quick but it only works on a multiple of the original
3158
3159 // The idea behind this method can be described with the following diagrams
3160 // second pass and third pass happen in the same loop really.. just separated
3161 // them to show what this does.
3162
3163 // First Pass
3164 // ResultArr:
3165 // 1,1,1,1,1,1
3166 // 1,1,1,1,1,1
3167 // 1,1,1,1,1,1
3168 // 1,1,1,1,1,1
3169 // 1,1,1,1,1,1
3170 // 1,1,1,1,1,1
3171
3172 // Second Pass
3173 // ResultArr2:
3174 // 1,,1,,1,,1,,1,,1,
3175 // ,,,,,,,,,,
3176 // 1,,1,,1,,1,,1,,1,
3177 // ,,,,,,,,,,
3178 // 1,,1,,1,,1,,1,,1,
3179 // ,,,,,,,,,,
3180 // 1,,1,,1,,1,,1,,1,
3181 // ,,,,,,,,,,
3182 // 1,,1,,1,,1,,1,,1,
3183 // ,,,,,,,,,,
3184 // 1,,1,,1,,1,,1,,1,
3185
3186 // Third pass fills in the blanks
3187 // ResultArr2:
3188 // 1,1,1,1,1,1,1,1,1,1,1,1
3189 // 1,1,1,1,1,1,1,1,1,1,1,1
3190 // 1,1,1,1,1,1,1,1,1,1,1,1
3191 // 1,1,1,1,1,1,1,1,1,1,1,1
3192 // 1,1,1,1,1,1,1,1,1,1,1,1
3193 // 1,1,1,1,1,1,1,1,1,1,1,1
3194 // 1,1,1,1,1,1,1,1,1,1,1,1
3195 // 1,1,1,1,1,1,1,1,1,1,1,1
3196 // 1,1,1,1,1,1,1,1,1,1,1,1
3197 // 1,1,1,1,1,1,1,1,1,1,1,1
3198 // 1,1,1,1,1,1,1,1,1,1,1,1
3199
3200 // X,Y = .
3201 // X+1,y = ^
3202 // X,Y+1 = *
3203 // X+1,Y+1 = #
3204
3205 // Filling in like this;
3206 // .*
3207 // ^#
3208 // 1st .
3209 // 2nd *
3210 // 3rd ^
3211 // 4th #
3212 // on single loop.
3213
3214 float[,] resultarr2 = new float[512, 512];
3215 for (int y = 0; y < WorldExtents.Y; y++)
3216 {
3217 for (int x = 0; x < WorldExtents.X; x++)
3218 {
3219 resultarr2[y * 2, x * 2] = resultarr[y, x];
3220
3221 if (y < WorldExtents.Y)
3222 {
3223 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3224 }
3225 if (x < WorldExtents.X)
3226 {
3227 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3228 }
3229 if (x < WorldExtents.X && y < WorldExtents.Y)
3230 {
3231 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3232 }
3233 }
3234 }
3235
3236 //Flatten out the array
3237 int i = 0;
3238 for (int y = 0; y < 512; y++)
3239 {
3240 for (int x = 0; x < 512; x++)
3241 {
3242 if (resultarr2[y, x] <= 0)
3243 returnarr[i] = 0.0000001f;
3244 else
3245 returnarr[i] = resultarr2[y, x];
3246
3247 i++;
3248 }
3249 }
3250
3251 return returnarr;
3252 }
3253
3254 public float[] ResizeTerrain512Interpolation(float[] heightMap)
3255 {
3256 float[] returnarr = new float[262144];
3257 float[,] resultarr = new float[512,512];
3258
3259 // Filling out the array into its multi-dimensional components
3260 for (int y = 0; y < 256; y++)
3261 {
3262 for (int x = 0; x < 256; x++)
3263 {
3264 resultarr[y, x] = heightMap[y * 256 + x];
3265 }
3266 }
3267
3268 // Resize using interpolation
3269
3270 // This particular way is quick but it only works on a multiple of the original
3271
3272 // The idea behind this method can be described with the following diagrams
3273 // second pass and third pass happen in the same loop really.. just separated
3274 // them to show what this does.
3275
3276 // First Pass
3277 // ResultArr:
3278 // 1,1,1,1,1,1
3279 // 1,1,1,1,1,1
3280 // 1,1,1,1,1,1
3281 // 1,1,1,1,1,1
3282 // 1,1,1,1,1,1
3283 // 1,1,1,1,1,1
3284
3285 // Second Pass
3286 // ResultArr2:
3287 // 1,,1,,1,,1,,1,,1,
3288 // ,,,,,,,,,,
3289 // 1,,1,,1,,1,,1,,1,
3290 // ,,,,,,,,,,
3291 // 1,,1,,1,,1,,1,,1,
3292 // ,,,,,,,,,,
3293 // 1,,1,,1,,1,,1,,1,
3294 // ,,,,,,,,,,
3295 // 1,,1,,1,,1,,1,,1,
3296 // ,,,,,,,,,,
3297 // 1,,1,,1,,1,,1,,1,
3298
3299 // Third pass fills in the blanks
3300 // ResultArr2:
3301 // 1,1,1,1,1,1,1,1,1,1,1,1
3302 // 1,1,1,1,1,1,1,1,1,1,1,1
3303 // 1,1,1,1,1,1,1,1,1,1,1,1
3304 // 1,1,1,1,1,1,1,1,1,1,1,1
3305 // 1,1,1,1,1,1,1,1,1,1,1,1
3306 // 1,1,1,1,1,1,1,1,1,1,1,1
3307 // 1,1,1,1,1,1,1,1,1,1,1,1
3308 // 1,1,1,1,1,1,1,1,1,1,1,1
3309 // 1,1,1,1,1,1,1,1,1,1,1,1
3310 // 1,1,1,1,1,1,1,1,1,1,1,1
3311 // 1,1,1,1,1,1,1,1,1,1,1,1
3312
3313 // X,Y = .
3314 // X+1,y = ^
3315 // X,Y+1 = *
3316 // X+1,Y+1 = #
3317
3318 // Filling in like this;
3319 // .*
3320 // ^#
3321 // 1st .
3322 // 2nd *
3323 // 3rd ^
3324 // 4th #
3325 // on single loop.
3326
3327 float[,] resultarr2 = new float[512,512];
3328 for (int y = 0; y < (int)Constants.RegionSize; y++)
3329 {
3330 for (int x = 0; x < (int)Constants.RegionSize; x++)
3331 {
3332 resultarr2[y*2, x*2] = resultarr[y, x];
3333
3334 if (y < (int)Constants.RegionSize)
3335 {
3336 if (y + 1 < (int)Constants.RegionSize)
3337 {
3338 if (x + 1 < (int)Constants.RegionSize)
3339 {
3340 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
3341 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3342 }
3343 else
3344 {
3345 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3346 }
3347 }
3348 else
3349 {
3350 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3351 }
3352 }
3353 if (x < (int)Constants.RegionSize)
3354 {
3355 if (x + 1 < (int)Constants.RegionSize)
3356 {
3357 if (y + 1 < (int)Constants.RegionSize)
3358 {
3359 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3360 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3361 }
3362 else
3363 {
3364 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3365 }
3366 }
3367 else
3368 {
3369 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3370 }
3371 }
3372 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3373 {
3374 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3375 {
3376 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3377 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3378 }
3379 else
3380 {
3381 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
3382 }
3383 }
3384 }
3385 }
3386 //Flatten out the array
3387 int i = 0;
3388 for (int y = 0; y < 512; y++)
3389 {
3390 for (int x = 0; x < 512; x++)
3391 {
3392 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3393 {
3394 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
3395 resultarr2[y, x] = 0;
3396 }
3397 returnarr[i] = resultarr2[y, x];
3398 i++;
3399 }
3400 }
3401
3402 return returnarr;
3403 }
3404
3405 #endregion
3406
3407 public override void SetTerrain(float[] heightMap)
3408 {
3409 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
3410 {
3411 if (m_parentScene is OdeScene)
3412 {
3413 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
3414 }
3415 }
3416 else
3417 {
3418 SetTerrain(heightMap, m_worldOffset);
3419 }
3420 }
3421
3422 public void SetTerrain(float[] heightMap, Vector3 pOffset)
3423 {
3424
3425 uint regionsize = (uint) Constants.RegionSize; // visible region size eg. 256(M)
3426
3427 uint heightmapWidth = regionsize + 1; // ODE map size 257 x 257 (Meters) (1 extra
3428 uint heightmapHeight = regionsize + 1;
3429
3430 uint heightmapWidthSamples = (uint)regionsize + 2; // Sample file size, 258 x 258 samples
3431 uint heightmapHeightSamples = (uint)regionsize + 2;
3432
3433 // Array of height samples for ODE
3434 float[] _heightmap;
3435 _heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 258 x 258
3436
3437 // Other ODE parameters
3438 const float scale = 1.0f;
3439 const float offset = 0.0f;
3440 const float thickness = 2.0f; // Was 0.2f, Larger appears to prevent Av fall-through
3441 const int wrap = 0;
3442
3443 float hfmin = 2000f;
3444 float hfmax = -2000f;
3445 float minele = 0.0f; // Dont allow -ve heights
3446
3447 uint x = 0;
3448 uint y = 0;
3449 uint xx = 0;
3450 uint yy = 0;
3451
3452 // load the height samples array from the heightMap
3453 for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257
3454 {
3455 for ( y = 0; y < heightmapHeightSamples; y++) // 0 to 257
3456 {
3457 xx = x - 1;
3458 if (xx < 0) xx = 0;
3459 if (xx > (regionsize - 1)) xx = regionsize - 1;
3460
3461 yy = y - 1;
3462 if (yy < 0) yy = 0;
3463 if (yy > (regionsize - 1)) yy = regionsize - 1;
3464 // Input xx = 0 0 1 2 ..... 254 255 255 256 total in
3465 // Output x = 0 1 2 3 ..... 255 256 257 258 total out
3466 float val= heightMap[(yy * regionsize) + xx]; // input from heightMap, <0-255 * 256> <0-255>
3467 if (val < minele) val = minele;
3468 _heightmap[x * (regionsize + 2) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257>
3469 hfmin = (val < hfmin) ? val : hfmin;
3470 hfmax = (val > hfmax) ? val : hfmax;
3471 }
3472 }
3473
3474 lock (OdeLock)
3475 {
3476 IntPtr GroundGeom = IntPtr.Zero;
3477 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
3478 {
3479 RegionTerrain.Remove(pOffset);
3480 if (GroundGeom != IntPtr.Zero)
3481 {
3482 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
3483 {
3484 TerrainHeightFieldHeights.Remove(GroundGeom);
3485 }
3486 d.SpaceRemove(space, GroundGeom);
3487 d.GeomDestroy(GroundGeom);
3488 }
3489 }
3490 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3491 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
3492 heightmapWidth, heightmapHeight, (int)heightmapWidthSamples,
3493 (int)heightmapHeightSamples, scale, offset, thickness, wrap);
3494 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
3495 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
3496 if (GroundGeom != IntPtr.Zero)
3497 {
3498 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
3499 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
3500 }
3501 geom_name_map[GroundGeom] = "Terrain";
3502
3503 d.Matrix3 R = new d.Matrix3();
3504
3505 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3506 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3507 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3508
3509 q1 = q1 * q2;
3510 //q1 = q1 * q3;
3511 Vector3 v3;
3512 float angle;
3513 q1.GetAxisAngle(out v3, out angle);
3514
3515 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3516 d.GeomSetRotation(GroundGeom, ref R);
3517 d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)) - 0.5f, (pOffset.Y + (regionsize * 0.5f)) - 0.5f, 0);
3518 IntPtr testGround = IntPtr.Zero;
3519 if (RegionTerrain.TryGetValue(pOffset, out testGround))
3520 {
3521 RegionTerrain.Remove(pOffset);
3522 }
3523 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
3524 TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
3525 }
3526 }
3527
3528 public override void DeleteTerrain()
3529 {
3530 }
3531
3532 public float GetWaterLevel()
3533 {
3534 return waterlevel;
3535 }
3536
3537 public override bool SupportsCombining()
3538 {
3539 return true;
3540 }
3541
3542 public override void UnCombine(PhysicsScene pScene)
3543 {
3544 IntPtr localGround = IntPtr.Zero;
3545// float[] localHeightfield;
3546 bool proceed = false;
3547 List<IntPtr> geomDestroyList = new List<IntPtr>();
3548
3549 lock (OdeLock)
3550 {
3551 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
3552 {
3553 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
3554 {
3555 if (geom == localGround)
3556 {
3557// localHeightfield = TerrainHeightFieldHeights[geom];
3558 proceed = true;
3559 }
3560 else
3561 {
3562 geomDestroyList.Add(geom);
3563 }
3564 }
3565
3566 if (proceed)
3567 {
3568 m_worldOffset = Vector3.Zero;
3569 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
3570 m_parentScene = null;
3571
3572 foreach (IntPtr g in geomDestroyList)
3573 {
3574 // removingHeightField needs to be done or the garbage collector will
3575 // collect the terrain data before we tell ODE to destroy it causing
3576 // memory corruption
3577 if (TerrainHeightFieldHeights.ContainsKey(g))
3578 {
3579// float[] removingHeightField = TerrainHeightFieldHeights[g];
3580 TerrainHeightFieldHeights.Remove(g);
3581
3582 if (RegionTerrain.ContainsKey(g))
3583 {
3584 RegionTerrain.Remove(g);
3585 }
3586
3587 d.GeomDestroy(g);
3588 //removingHeightField = new float[0];
3589 }
3590 }
3591
3592 }
3593 else
3594 {
3595 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
3596
3597 }
3598 }
3599 }
3600 }
3601
3602 public override void SetWaterLevel(float baseheight)
3603 {
3604 waterlevel = baseheight;
3605 randomizeWater(waterlevel);
3606 }
3607
3608 public void randomizeWater(float baseheight)
3609 {
3610 const uint heightmapWidth = m_regionWidth + 2;
3611 const uint heightmapHeight = m_regionHeight + 2;
3612 const uint heightmapWidthSamples = m_regionWidth + 2;
3613 const uint heightmapHeightSamples = m_regionHeight + 2;
3614 const float scale = 1.0f;
3615 const float offset = 0.0f;
3616 const float thickness = 2.9f;
3617 const int wrap = 0;
3618
3619 for (int i = 0; i < (258 * 258); i++)
3620 {
3621 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
3622 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
3623 }
3624
3625 lock (OdeLock)
3626 {
3627 if (WaterGeom != IntPtr.Zero)
3628 {
3629 d.SpaceRemove(space, WaterGeom);
3630 }
3631 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3632 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
3633 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
3634 offset, thickness, wrap);
3635 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
3636 WaterGeom = d.CreateHeightfield(space, HeightmapData, 1);
3637 if (WaterGeom != IntPtr.Zero)
3638 {
3639 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
3640 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
3641
3642 }
3643 geom_name_map[WaterGeom] = "Water";
3644
3645 d.Matrix3 R = new d.Matrix3();
3646
3647 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3648 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3649 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3650
3651 q1 = q1 * q2;
3652 //q1 = q1 * q3;
3653 Vector3 v3;
3654 float angle;
3655 q1.GetAxisAngle(out v3, out angle);
3656
3657 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3658 d.GeomSetRotation(WaterGeom, ref R);
3659 d.GeomSetPosition(WaterGeom, 128, 128, 0);
3660
3661 }
3662
3663 }
3664
3665 public override void Dispose()
3666 {
3667 m_rayCastManager.Dispose();
3668 m_rayCastManager = null;
3669
3670 lock (OdeLock)
3671 {
3672 lock (_prims)
3673 {
3674 foreach (OdePrim prm in _prims)
3675 {
3676 RemovePrim(prm);
3677 }
3678 }
3679
3680 //foreach (OdeCharacter act in _characters)
3681 //{
3682 //RemoveAvatar(act);
3683 //}
3684 d.WorldDestroy(world);
3685 //d.CloseODE();
3686 }
3687 }
3688 public override Dictionary<uint, float> GetTopColliders()
3689 {
3690 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
3691 int cnt = 0;
3692 lock (_prims)
3693 {
3694 foreach (OdePrim prm in _prims)
3695 {
3696 if (prm.CollisionScore > 0)
3697 {
3698 returncolliders.Add(prm.m_localID, prm.CollisionScore);
3699 cnt++;
3700 prm.CollisionScore = 0f;
3701 if (cnt > 25)
3702 {
3703 break;
3704 }
3705 }
3706 }
3707 }
3708 return returncolliders;
3709 }
3710
3711 public override bool SupportsRayCast()
3712 {
3713 return true;
3714 }
3715
3716 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
3717 {
3718 if (retMethod != null)
3719 {
3720 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
3721 }
3722 }
3723
3724#if USE_DRAWSTUFF
3725 // Keyboard callback
3726 public void command(int cmd)
3727 {
3728 IntPtr geom;
3729 d.Mass mass;
3730 d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);
3731
3732
3733
3734 Char ch = Char.ToLower((Char)cmd);
3735 switch ((Char)ch)
3736 {
3737 case 'w':
3738 try
3739 {
3740 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));
3741
3742 xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
3743 ds.SetViewpoint(ref xyz, ref hpr);
3744 }
3745 catch (ArgumentException)
3746 { hpr.X = 0; }
3747 break;
3748
3749 case 'a':
3750 hpr.X++;
3751 ds.SetViewpoint(ref xyz, ref hpr);
3752 break;
3753
3754 case 's':
3755 try
3756 {
3757 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));
3758
3759 xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
3760 ds.SetViewpoint(ref xyz, ref hpr);
3761 }
3762 catch (ArgumentException)
3763 { hpr.X = 0; }
3764 break;
3765 case 'd':
3766 hpr.X--;
3767 ds.SetViewpoint(ref xyz, ref hpr);
3768 break;
3769 case 'r':
3770 xyz.Z++;
3771 ds.SetViewpoint(ref xyz, ref hpr);
3772 break;
3773 case 'f':
3774 xyz.Z--;
3775 ds.SetViewpoint(ref xyz, ref hpr);
3776 break;
3777 case 'e':
3778 xyz.Y++;
3779 ds.SetViewpoint(ref xyz, ref hpr);
3780 break;
3781 case 'q':
3782 xyz.Y--;
3783 ds.SetViewpoint(ref xyz, ref hpr);
3784 break;
3785 }
3786 }
3787
3788 public void step(int pause)
3789 {
3790
3791 ds.SetColor(1.0f, 1.0f, 0.0f);
3792 ds.SetTexture(ds.Texture.Wood);
3793 lock (_prims)
3794 {
3795 foreach (OdePrim prm in _prims)
3796 {
3797 //IntPtr body = d.GeomGetBody(prm.prim_geom);
3798 if (prm.prim_geom != IntPtr.Zero)
3799 {
3800 d.Vector3 pos;
3801 d.GeomCopyPosition(prm.prim_geom, out pos);
3802 //d.BodyCopyPosition(body, out pos);
3803
3804 d.Matrix3 R;
3805 d.GeomCopyRotation(prm.prim_geom, out R);
3806 //d.BodyCopyRotation(body, out R);
3807
3808
3809 d.Vector3 sides = new d.Vector3();
3810 sides.X = prm.Size.X;
3811 sides.Y = prm.Size.Y;
3812 sides.Z = prm.Size.Z;
3813
3814 ds.DrawBox(ref pos, ref R, ref sides);
3815 }
3816 }
3817 }
3818 ds.SetColor(1.0f, 0.0f, 0.0f);
3819 lock (_characters)
3820 {
3821 foreach (OdeCharacter chr in _characters)
3822 {
3823 if (chr.Shell != IntPtr.Zero)
3824 {
3825 IntPtr body = d.GeomGetBody(chr.Shell);
3826
3827 d.Vector3 pos;
3828 d.GeomCopyPosition(chr.Shell, out pos);
3829 //d.BodyCopyPosition(body, out pos);
3830
3831 d.Matrix3 R;
3832 d.GeomCopyRotation(chr.Shell, out R);
3833 //d.BodyCopyRotation(body, out R);
3834
3835 ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
3836 d.Vector3 sides = new d.Vector3();
3837 sides.X = 0.5f;
3838 sides.Y = 0.5f;
3839 sides.Z = 0.5f;
3840
3841 ds.DrawBox(ref pos, ref R, ref sides);
3842 }
3843 }
3844 }
3845 }
3846
3847 public void start(int unused)
3848 {
3849 ds.SetViewpoint(ref xyz, ref hpr);
3850 }
3851#endif
3852 }
3853}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
new file mode 100644
index 0000000..69e2d03
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
@@ -0,0 +1,122 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using Nini.Config;
30using NUnit.Framework;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Region.Physics.Manager;
34using log4net;
35using System.Reflection;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 [TestFixture]
40 public class ODETestClass
41 {
42 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
43
44 private OdePlugin cbt;
45 private PhysicsScene ps;
46 private IMeshingPlugin imp;
47
48 [SetUp]
49 public void Initialize()
50 {
51 // Loading ODEPlugin
52 cbt = new OdePlugin();
53 // Loading Zero Mesher
54 imp = new ZeroMesherPlugin();
55 // Getting Physics Scene
56 ps = cbt.GetScene("test");
57 // Initializing Physics Scene.
58 ps.Initialise(imp.GetMesher(),null);
59 float[] _heightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize];
60 for (int i = 0; i < ((int)Constants.RegionSize * (int)Constants.RegionSize); i++)
61 {
62 _heightmap[i] = 21f;
63 }
64 ps.SetTerrain(_heightmap);
65 }
66
67 [TearDown]
68 public void Terminate()
69 {
70 ps.DeleteTerrain();
71 ps.Dispose();
72
73 }
74
75 [Test]
76 public void CreateAndDropPhysicalCube()
77 {
78 PrimitiveBaseShape newcube = PrimitiveBaseShape.CreateBox();
79 Vector3 position = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 128f);
80 Vector3 size = new Vector3(0.5f, 0.5f, 0.5f);
81 Quaternion rot = Quaternion.Identity;
82 PhysicsActor prim = ps.AddPrimShape("CoolShape", newcube, position, size, rot, true);
83 OdePrim oprim = (OdePrim)prim;
84 OdeScene pscene = (OdeScene) ps;
85
86 Assert.That(oprim.m_taintadd);
87
88 prim.LocalID = 5;
89
90 for (int i = 0; i < 58; i++)
91 {
92 ps.Simulate(0.133f);
93
94 Assert.That(oprim.prim_geom != (IntPtr)0);
95
96 Assert.That(oprim.m_targetSpace != (IntPtr)0);
97
98 //Assert.That(oprim.m_targetSpace == pscene.space);
99 m_log.Info("TargetSpace: " + oprim.m_targetSpace + " - SceneMainSpace: " + pscene.space);
100
101 Assert.That(!oprim.m_taintadd);
102 m_log.Info("Prim Position (" + oprim.m_localID + "): " + prim.Position.ToString());
103
104 // Make sure we're above the ground
105 //Assert.That(prim.Position.Z > 20f);
106 //m_log.Info("PrimCollisionScore (" + oprim.m_localID + "): " + oprim.m_collisionscore);
107
108 // Make sure we've got a Body
109 Assert.That(oprim.Body != (IntPtr)0);
110 //m_log.Info(
111 }
112
113 // Make sure we're not somewhere above the ground
114 Assert.That(prim.Position.Z < 21.5f);
115
116 ps.RemovePrim(prim);
117 Assert.That(oprim.m_taintremove);
118 ps.Simulate(0.133f);
119 Assert.That(oprim.Body == (IntPtr)0);
120 }
121 }
122}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
new file mode 100644
index 0000000..87ca446
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
@@ -0,0 +1,98 @@
1/*
2 * Copyright ODE
3 * Ode.NET - .NET bindings for ODE
4 * Jason Perkins (starkos@industriousone.com)
5 * Licensed under the New BSD
6 * Part of the OpenDynamicsEngine
7Open Dynamics Engine
8Copyright (c) 2001-2007, Russell L. Smith.
9All rights reserved.
10
11Redistribution and use in source and binary forms, with or without
12modification, are permitted provided that the following conditions
13are met:
14
15Redistributions of source code must retain the above copyright notice,
16this list of conditions and the following disclaimer.
17
18Redistributions in binary form must reproduce the above copyright notice,
19this list of conditions and the following disclaimer in the documentation
20and/or other materials provided with the distribution.
21
22Neither the names of ODE's copyright owner nor the names of its
23contributors may be used to endorse or promote products derived from
24this software without specific prior written permission.
25
26THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
27"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
28LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
29FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
30OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
31SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
32TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
33PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
34LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
35NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
36SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
37 *
38 *
39 */
40
41using System;
42using System.Runtime.InteropServices;
43using Ode.NET;
44
45namespace Drawstuff.NET
46{
47#if dDOUBLE
48 using dReal = System.Double;
49#else
50 using dReal = System.Single;
51#endif
52
53 public static class ds
54 {
55 public const int VERSION = 2;
56
57 public enum Texture
58 {
59 None,
60 Wood
61 }
62
63 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
64 public delegate void CallbackFunction(int arg);
65
66 [StructLayout(LayoutKind.Sequential)]
67 public struct Functions
68 {
69 public int version;
70 public CallbackFunction start;
71 public CallbackFunction step;
72 public CallbackFunction command;
73 public CallbackFunction stop;
74 public string path_to_textures;
75 }
76
77 [DllImport("drawstuff", EntryPoint = "dsDrawBox")]
78 public static extern void DrawBox(ref d.Vector3 pos, ref d.Matrix3 R, ref d.Vector3 sides);
79
80 [DllImport("drawstuff", EntryPoint = "dsDrawCapsule")]
81 public static extern void DrawCapsule(ref d.Vector3 pos, ref d.Matrix3 R, dReal length, dReal radius);
82
83 [DllImport("drawstuff", EntryPoint = "dsDrawConvex")]
84 public static extern void DrawConvex(ref d.Vector3 pos, ref d.Matrix3 R, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
85
86 [DllImport("drawstuff", EntryPoint = "dsSetColor")]
87 public static extern void SetColor(float red, float green, float blue);
88
89 [DllImport("drawstuff", EntryPoint = "dsSetTexture")]
90 public static extern void SetTexture(Texture texture);
91
92 [DllImport("drawstuff", EntryPoint = "dsSetViewpoint")]
93 public static extern void SetViewpoint(ref d.Vector3 xyz, ref d.Vector3 hpr);
94
95 [DllImport("drawstuff", EntryPoint = "dsSimulationLoop")]
96 public static extern void SimulationLoop(int argc, string[] argv, int window_width, int window_height, ref Functions fn);
97 }
98}
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index a2229e8..2a66060 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -1210,7 +1210,6 @@ namespace OpenSim.Region.Physics.OdePlugin
1210 1210
1211 public override float APIDDamping{ set { return; } } 1211 public override float APIDDamping{ set { return; } }
1212 1212
1213
1214 public override void SubscribeEvents(int ms) 1213 public override void SubscribeEvents(int ms)
1215 { 1214 {
1216 m_requestedUpdateFrequency = ms; 1215 m_requestedUpdateFrequency = ms;
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 3cf4501..2e39726 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -2831,7 +2831,7 @@ Console.WriteLine(" JointCreateFixed");
2831 } 2831 }
2832 public override bool PIDActive { set { m_usePID = value; } } 2832 public override bool PIDActive { set { m_usePID = value; } }
2833 public override float PIDTau { set { m_PIDTau = value; } } 2833 public override float PIDTau { set { m_PIDTau = value; } }
2834 2834
2835 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } 2835 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2836 public override bool PIDHoverActive { set { m_useHoverPID = value; } } 2836 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
2837 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } 2837 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
index 91ec3df..9ba5ebb 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
@@ -301,7 +301,7 @@ namespace OpenSim.Region.Physics.POSPlugin
301 { 301 {
302 set { return; } 302 set { return; }
303 } 303 }
304 304
305 public override Quaternion APIDTarget 305 public override Quaternion APIDTarget
306 { 306 {
307 set { return; } 307 set { return; }
diff --git a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
index ff0e743..d854176 100644
--- a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
+++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
@@ -88,89 +88,7 @@ namespace OpenSim.Region.RegionCombinerModule
88 public void RegionLoaded(Scene scene) 88 public void RegionLoaded(Scene scene)
89 { 89 {
90 if (enabledYN) 90 if (enabledYN)
91 {
92 RegionLoadedDoWork(scene); 91 RegionLoadedDoWork(scene);
93
94 scene.EventManager.OnNewPresence += NewPresence;
95 }
96 }
97
98 private void NewPresence(ScenePresence presence)
99 {
100 if (presence.IsChildAgent)
101 {
102 byte[] throttleData;
103
104 try
105 {
106 throttleData = presence.ControllingClient.GetThrottlesPacked(1);
107 }
108 catch (NotImplementedException)
109 {
110 return;
111 }
112
113 if (throttleData == null)
114 return;
115
116 if (throttleData.Length == 0)
117 return;
118
119 if (throttleData.Length != 28)
120 return;
121
122 byte[] adjData;
123 int pos = 0;
124
125 if (!BitConverter.IsLittleEndian)
126 {
127 byte[] newData = new byte[7 * 4];
128 Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
129
130 for (int i = 0; i < 7; i++)
131 Array.Reverse(newData, i * 4, 4);
132
133 adjData = newData;
134 }
135 else
136 {
137 adjData = throttleData;
138 }
139
140 // 0.125f converts from bits to bytes
141 int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
142 int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
143 int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
144 int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
145 int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
146 int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
147 int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
148 // State is a subcategory of task that we allocate a percentage to
149
150
151 //int total = resend + land + wind + cloud + task + texture + asset;
152
153 byte[] data = new byte[7 * 4];
154 int ii = 0;
155
156 Buffer.BlockCopy(Utils.FloatToBytes(resend), 0, data, ii, 4); ii += 4;
157 Buffer.BlockCopy(Utils.FloatToBytes(land * 50), 0, data, ii, 4); ii += 4;
158 Buffer.BlockCopy(Utils.FloatToBytes(wind), 0, data, ii, 4); ii += 4;
159 Buffer.BlockCopy(Utils.FloatToBytes(cloud), 0, data, ii, 4); ii += 4;
160 Buffer.BlockCopy(Utils.FloatToBytes(task), 0, data, ii, 4); ii += 4;
161 Buffer.BlockCopy(Utils.FloatToBytes(texture), 0, data, ii, 4); ii += 4;
162 Buffer.BlockCopy(Utils.FloatToBytes(asset), 0, data, ii, 4);
163
164 try
165 {
166 presence.ControllingClient.SetChildAgentThrottle(data);
167 }
168 catch (NotImplementedException)
169 {
170 return;
171 }
172
173 }
174 } 92 }
175 93
176 private void RegionLoadedDoWork(Scene scene) 94 private void RegionLoadedDoWork(Scene scene)
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 1feb153..fb191e6 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.Collections; 29using System.Collections;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Diagnostics; //for [DebuggerNonUserCode]
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using System.Text; 33using System.Text;
33using System.Threading; 34using System.Threading;
@@ -151,6 +152,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
151 get { return m_ScriptEngine.World; } 152 get { return m_ScriptEngine.World; }
152 } 153 }
153 154
155 [DebuggerNonUserCode]
154 public void state(string newState) 156 public void state(string newState)
155 { 157 {
156 m_ScriptEngine.SetState(m_itemID, newState); 158 m_ScriptEngine.SetState(m_itemID, newState);
@@ -160,6 +162,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
160 /// Reset the named script. The script must be present 162 /// Reset the named script. The script must be present
161 /// in the same prim. 163 /// in the same prim.
162 /// </summary> 164 /// </summary>
165 [DebuggerNonUserCode]
163 public void llResetScript() 166 public void llResetScript()
164 { 167 {
165 m_host.AddScriptLPS(1); 168 m_host.AddScriptLPS(1);
@@ -216,9 +219,62 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
216 } 219 }
217 } 220 }
218 221
222 public List<ScenePresence> GetLinkAvatars(int linkType)
223 {
224 List<ScenePresence> ret = new List<ScenePresence>();
225 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
226 return ret;
227
228 List<ScenePresence> avs = m_host.ParentGroup.GetLinkedAvatars();
229
230 switch (linkType)
231 {
232 case ScriptBaseClass.LINK_SET:
233 return avs;
234
235 case ScriptBaseClass.LINK_ROOT:
236 return ret;
237
238 case ScriptBaseClass.LINK_ALL_OTHERS:
239 return avs;
240
241 case ScriptBaseClass.LINK_ALL_CHILDREN:
242 return avs;
243
244 case ScriptBaseClass.LINK_THIS:
245 return ret;
246
247 default:
248 if (linkType < 0)
249 return ret;
250
251 int partCount = m_host.ParentGroup.GetPartCount();
252
253 if (linkType <= partCount)
254 {
255 return ret;
256 }
257 else
258 {
259 linkType = linkType - partCount;
260 if (linkType > avs.Count)
261 {
262 return ret;
263 }
264 else
265 {
266 ret.Add(avs[linkType-1]);
267 return ret;
268 }
269 }
270 }
271 }
272
219 public List<SceneObjectPart> GetLinkParts(int linkType) 273 public List<SceneObjectPart> GetLinkParts(int linkType)
220 { 274 {
221 List<SceneObjectPart> ret = new List<SceneObjectPart>(); 275 List<SceneObjectPart> ret = new List<SceneObjectPart>();
276 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
277 return ret;
222 ret.Add(m_host); 278 ret.Add(m_host);
223 279
224 switch (linkType) 280 switch (linkType)
@@ -272,40 +328,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
272 protected UUID InventorySelf() 328 protected UUID InventorySelf()
273 { 329 {
274 UUID invItemID = new UUID(); 330 UUID invItemID = new UUID();
275 331 bool unlock = false;
276 lock (m_host.TaskInventory) 332 if (!m_host.TaskInventory.IsReadLockedByMe())
333 {
334 m_host.TaskInventory.LockItemsForRead(true);
335 unlock = true;
336 }
337 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
277 { 338 {
278 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 339 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID)
279 { 340 {
280 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID) 341 invItemID = inv.Key;
281 { 342 break;
282 invItemID = inv.Key;
283 break;
284 }
285 } 343 }
286 } 344 }
287 345 if (unlock)
346 {
347 m_host.TaskInventory.LockItemsForRead(false);
348 }
288 return invItemID; 349 return invItemID;
289 } 350 }
290 351
291 protected UUID InventoryKey(string name, int type) 352 protected UUID InventoryKey(string name, int type)
292 { 353 {
293 m_host.AddScriptLPS(1); 354 m_host.AddScriptLPS(1);
294 355 m_host.TaskInventory.LockItemsForRead(true);
295 lock (m_host.TaskInventory) 356
357 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
296 { 358 {
297 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 359 if (inv.Value.Name == name)
298 { 360 {
299 if (inv.Value.Name == name) 361 m_host.TaskInventory.LockItemsForRead(false);
362
363 if (inv.Value.Type != type)
300 { 364 {
301 if (inv.Value.Type != type) 365 return UUID.Zero;
302 return UUID.Zero;
303
304 return inv.Value.AssetID;
305 } 366 }
367
368 return inv.Value.AssetID;
306 } 369 }
307 } 370 }
308 371
372 m_host.TaskInventory.LockItemsForRead(false);
309 return UUID.Zero; 373 return UUID.Zero;
310 } 374 }
311 375
@@ -313,17 +377,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
313 { 377 {
314 m_host.AddScriptLPS(1); 378 m_host.AddScriptLPS(1);
315 379
316 lock (m_host.TaskInventory) 380
381 m_host.TaskInventory.LockItemsForRead(true);
382
383 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
317 { 384 {
318 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 385 if (inv.Value.Name == name)
319 { 386 {
320 if (inv.Value.Name == name) 387 m_host.TaskInventory.LockItemsForRead(false);
321 { 388 return inv.Value.AssetID;
322 return inv.Value.AssetID;
323 }
324 } 389 }
325 } 390 }
326 391
392 m_host.TaskInventory.LockItemsForRead(false);
393
394
327 return UUID.Zero; 395 return UUID.Zero;
328 } 396 }
329 397
@@ -485,25 +553,33 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
485 return remainder; 553 return remainder;
486 } 554 }
487 555
488 // Old implementation of llRot2Euler, now normalized 556 public LSL_Vector llRot2Euler(LSL_Rotation q1)
489
490 public LSL_Vector llRot2Euler(LSL_Rotation r)
491 { 557 {
492 m_host.AddScriptLPS(1); 558 m_host.AddScriptLPS(1);
493 //This implementation is from http://lslwiki.net/lslwiki/wakka.php?wakka=LibraryRotationFunctions. ckrinke 559 LSL_Vector eul = new LSL_Vector();
494 LSL_Rotation t = new LSL_Rotation(r.x * r.x, r.y * r.y, r.z * r.z, r.s * r.s); 560
495 double m = (t.x + t.y + t.z + t.s); 561 double sqw = q1.s*q1.s;
496 if (m == 0) return new LSL_Vector(); 562 double sqx = q1.x*q1.x;
497 double n = 2 * (r.y * r.s + r.x * r.z); 563 double sqy = q1.z*q1.z;
498 double p = m * m - n * n; 564 double sqz = q1.y*q1.y;
499 if (p > 0) 565 double unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor
500 return new LSL_Vector(NormalizeAngle(Math.Atan2(2.0 * (r.x * r.s - r.y * r.z), (-t.x - t.y + t.z + t.s))), 566 double test = q1.x*q1.z + q1.y*q1.s;
501 NormalizeAngle(Math.Atan2(n, Math.Sqrt(p))), 567 if (test > 0.4999*unit) { // singularity at north pole
502 NormalizeAngle(Math.Atan2(2.0 * (r.z * r.s - r.x * r.y), (t.x - t.y - t.z + t.s)))); 568 eul.z = 2 * Math.Atan2(q1.x,q1.s);
503 else if (n > 0) 569 eul.y = Math.PI/2;
504 return new LSL_Vector(0.0, Math.PI * 0.5, NormalizeAngle(Math.Atan2((r.z * r.s + r.x * r.y), 0.5 - t.x - t.z))); 570 eul.x = 0;
505 else 571 return eul;
506 return new LSL_Vector(0.0, -Math.PI * 0.5, NormalizeAngle(Math.Atan2((r.z * r.s + r.x * r.y), 0.5 - t.x - t.z))); 572 }
573 if (test < -0.4999*unit) { // singularity at south pole
574 eul.z = -2 * Math.Atan2(q1.x,q1.s);
575 eul.y = -Math.PI/2;
576 eul.x = 0;
577 return eul;
578 }
579 eul.z = Math.Atan2(2*q1.z*q1.s-2*q1.x*q1.y , sqx - sqy - sqz + sqw);
580 eul.y = Math.Asin(2*test/unit);
581 eul.x = Math.Atan2(2*q1.x*q1.s-2*q1.z*q1.y , -sqx + sqy - sqz + sqw);
582 return eul;
507 } 583 }
508 584
509 /* From wiki: 585 /* From wiki:
@@ -705,6 +781,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
705 { 781 {
706 //A and B should both be normalized 782 //A and B should both be normalized
707 m_host.AddScriptLPS(1); 783 m_host.AddScriptLPS(1);
784 /* This method is more accurate than the SL one, and thus causes problems
785 for scripts that deal with the SL inaccuracy around 180-degrees -.- .._.
786
708 double dotProduct = LSL_Vector.Dot(a, b); 787 double dotProduct = LSL_Vector.Dot(a, b);
709 LSL_Vector crossProduct = LSL_Vector.Cross(a, b); 788 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
710 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b); 789 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b);
@@ -721,8 +800,57 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
721 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); 800 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
722 801
723 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w); 802 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w);
724 } 803 */
725 804
805 // This method mimics the 180 errors found in SL
806 // See www.euclideanspace.com... angleBetween
807 LSL_Vector vec_a = a;
808 LSL_Vector vec_b = b;
809
810 // Eliminate zero length
811 LSL_Float vec_a_mag = LSL_Vector.Mag(vec_a);
812 LSL_Float vec_b_mag = LSL_Vector.Mag(vec_b);
813 if (vec_a_mag < 0.00001 ||
814 vec_b_mag < 0.00001)
815 {
816 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
817 }
818
819 // Normalize
820 vec_a = llVecNorm(vec_a);
821 vec_b = llVecNorm(vec_b);
822
823 // Calculate axis and rotation angle
824 LSL_Vector axis = vec_a % vec_b;
825 LSL_Float cos_theta = vec_a * vec_b;
826
827 // Check if parallel
828 if (cos_theta > 0.99999)
829 {
830 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
831 }
832
833 // Check if anti-parallel
834 else if (cos_theta < -0.99999)
835 {
836 LSL_Vector orthog_axis = new LSL_Vector(1.0, 0.0, 0.0) - (vec_a.x / (vec_a * vec_a) * vec_a);
837 if (LSL_Vector.Mag(orthog_axis) < 0.000001) orthog_axis = new LSL_Vector(0.0, 0.0, 1.0);
838 return new LSL_Rotation((float)orthog_axis.x, (float)orthog_axis.y, (float)orthog_axis.z, 0.0);
839 }
840 else // other rotation
841 {
842 LSL_Float theta = (LSL_Float)Math.Acos(cos_theta) * 0.5f;
843 axis = llVecNorm(axis);
844 double x, y, z, s, t;
845 s = Math.Cos(theta);
846 t = Math.Sin(theta);
847 x = axis.x * t;
848 y = axis.y * t;
849 z = axis.z * t;
850 return new LSL_Rotation(x,y,z,s);
851 }
852 }
853
726 public void llWhisper(int channelID, string text) 854 public void llWhisper(int channelID, string text)
727 { 855 {
728 m_host.AddScriptLPS(1); 856 m_host.AddScriptLPS(1);
@@ -1046,10 +1174,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1046 return detectedParams.TouchUV; 1174 return detectedParams.TouchUV;
1047 } 1175 }
1048 1176
1177 [DebuggerNonUserCode]
1049 public virtual void llDie() 1178 public virtual void llDie()
1050 { 1179 {
1051 m_host.AddScriptLPS(1); 1180 m_host.AddScriptLPS(1);
1052 throw new SelfDeleteException(); 1181 if (!m_host.IsAttachment) throw new SelfDeleteException();
1053 } 1182 }
1054 1183
1055 public LSL_Float llGround(LSL_Vector offset) 1184 public LSL_Float llGround(LSL_Vector offset)
@@ -1122,6 +1251,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1122 1251
1123 public void llSetStatus(int status, int value) 1252 public void llSetStatus(int status, int value)
1124 { 1253 {
1254 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
1255 return;
1125 m_host.AddScriptLPS(1); 1256 m_host.AddScriptLPS(1);
1126 1257
1127 int statusrotationaxis = 0; 1258 int statusrotationaxis = 0;
@@ -1351,6 +1482,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1351 { 1482 {
1352 m_host.AddScriptLPS(1); 1483 m_host.AddScriptLPS(1);
1353 1484
1485 SetColor(m_host, color, face);
1486 }
1487
1488 protected void SetColor(SceneObjectPart part, LSL_Vector color, int face)
1489 {
1490 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1491 return;
1492
1493 Primitive.TextureEntry tex = part.Shape.Textures;
1494 Color4 texcolor;
1495 if (face >= 0 && face < GetNumberOfSides(part))
1496 {
1497 texcolor = tex.CreateFace((uint)face).RGBA;
1498 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1499 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1500 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1501 tex.FaceTextures[face].RGBA = texcolor;
1502 part.UpdateTexture(tex);
1503 return;
1504 }
1505 else if (face == ScriptBaseClass.ALL_SIDES)
1506 {
1507 for (uint i = 0; i < GetNumberOfSides(part); i++)
1508 {
1509 if (tex.FaceTextures[i] != null)
1510 {
1511 texcolor = tex.FaceTextures[i].RGBA;
1512 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1513 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1514 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1515 tex.FaceTextures[i].RGBA = texcolor;
1516 }
1517 texcolor = tex.DefaultTexture.RGBA;
1518 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1519 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1520 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1521 tex.DefaultTexture.RGBA = texcolor;
1522 }
1523 part.UpdateTexture(tex);
1524 return;
1525 }
1526
1354 if (face == ScriptBaseClass.ALL_SIDES) 1527 if (face == ScriptBaseClass.ALL_SIDES)
1355 face = SceneObjectPart.ALL_SIDES; 1528 face = SceneObjectPart.ALL_SIDES;
1356 1529
@@ -1359,6 +1532,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1359 1532
1360 public void SetTexGen(SceneObjectPart part, int face,int style) 1533 public void SetTexGen(SceneObjectPart part, int face,int style)
1361 { 1534 {
1535 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1536 return;
1537
1362 Primitive.TextureEntry tex = part.Shape.Textures; 1538 Primitive.TextureEntry tex = part.Shape.Textures;
1363 MappingType textype; 1539 MappingType textype;
1364 textype = MappingType.Default; 1540 textype = MappingType.Default;
@@ -1389,6 +1565,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1389 1565
1390 public void SetGlow(SceneObjectPart part, int face, float glow) 1566 public void SetGlow(SceneObjectPart part, int face, float glow)
1391 { 1567 {
1568 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1569 return;
1570
1392 Primitive.TextureEntry tex = part.Shape.Textures; 1571 Primitive.TextureEntry tex = part.Shape.Textures;
1393 if (face >= 0 && face < GetNumberOfSides(part)) 1572 if (face >= 0 && face < GetNumberOfSides(part))
1394 { 1573 {
@@ -1414,6 +1593,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1414 1593
1415 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump) 1594 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump)
1416 { 1595 {
1596 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1597 return;
1417 1598
1418 Shininess sval = new Shininess(); 1599 Shininess sval = new Shininess();
1419 1600
@@ -1464,6 +1645,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1464 1645
1465 public void SetFullBright(SceneObjectPart part, int face, bool bright) 1646 public void SetFullBright(SceneObjectPart part, int face, bool bright)
1466 { 1647 {
1648 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1649 return;
1650
1467 Primitive.TextureEntry tex = part.Shape.Textures; 1651 Primitive.TextureEntry tex = part.Shape.Textures;
1468 if (face >= 0 && face < GetNumberOfSides(part)) 1652 if (face >= 0 && face < GetNumberOfSides(part))
1469 { 1653 {
@@ -1524,13 +1708,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1524 m_host.AddScriptLPS(1); 1708 m_host.AddScriptLPS(1);
1525 1709
1526 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1710 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1527 1711 if (parts.Count > 0)
1528 foreach (SceneObjectPart part in parts) 1712 {
1529 SetAlpha(part, alpha, face); 1713 try
1714 {
1715 parts[0].ParentGroup.areUpdatesSuspended = true;
1716 foreach (SceneObjectPart part in parts)
1717 SetAlpha(part, alpha, face);
1718 }
1719 finally
1720 {
1721 parts[0].ParentGroup.areUpdatesSuspended = false;
1722 }
1723 }
1530 } 1724 }
1531 1725
1532 protected void SetAlpha(SceneObjectPart part, double alpha, int face) 1726 protected void SetAlpha(SceneObjectPart part, double alpha, int face)
1533 { 1727 {
1728 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1729 return;
1730
1534 Primitive.TextureEntry tex = part.Shape.Textures; 1731 Primitive.TextureEntry tex = part.Shape.Textures;
1535 Color4 texcolor; 1732 Color4 texcolor;
1536 if (face >= 0 && face < GetNumberOfSides(part)) 1733 if (face >= 0 && face < GetNumberOfSides(part))
@@ -1576,7 +1773,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1576 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction, 1773 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction,
1577 float wind, float tension, LSL_Vector Force) 1774 float wind, float tension, LSL_Vector Force)
1578 { 1775 {
1579 if (part == null) 1776 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1580 return; 1777 return;
1581 1778
1582 if (flexi) 1779 if (flexi)
@@ -1611,7 +1808,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1611 /// <param name="falloff"></param> 1808 /// <param name="falloff"></param>
1612 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff) 1809 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff)
1613 { 1810 {
1614 if (part == null) 1811 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1615 return; 1812 return;
1616 1813
1617 if (light) 1814 if (light)
@@ -1688,15 +1885,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1688 m_host.AddScriptLPS(1); 1885 m_host.AddScriptLPS(1);
1689 1886
1690 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1887 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1691 1888 if (parts.Count > 0)
1692 foreach (SceneObjectPart part in parts) 1889 {
1693 SetTexture(part, texture, face); 1890 try
1694 1891 {
1892 parts[0].ParentGroup.areUpdatesSuspended = true;
1893 foreach (SceneObjectPart part in parts)
1894 SetTexture(part, texture, face);
1895 }
1896 finally
1897 {
1898 parts[0].ParentGroup.areUpdatesSuspended = false;
1899 }
1900 }
1695 ScriptSleep(200); 1901 ScriptSleep(200);
1696 } 1902 }
1697 1903
1698 protected void SetTexture(SceneObjectPart part, string texture, int face) 1904 protected void SetTexture(SceneObjectPart part, string texture, int face)
1699 { 1905 {
1906 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1907 return;
1908
1700 UUID textureID=new UUID(); 1909 UUID textureID=new UUID();
1701 1910
1702 if (!UUID.TryParse(texture, out textureID)) 1911 if (!UUID.TryParse(texture, out textureID))
@@ -1742,6 +1951,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1742 1951
1743 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face) 1952 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face)
1744 { 1953 {
1954 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1955 return;
1956
1745 Primitive.TextureEntry tex = part.Shape.Textures; 1957 Primitive.TextureEntry tex = part.Shape.Textures;
1746 if (face >= 0 && face < GetNumberOfSides(part)) 1958 if (face >= 0 && face < GetNumberOfSides(part))
1747 { 1959 {
@@ -1778,6 +1990,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1778 1990
1779 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face) 1991 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face)
1780 { 1992 {
1993 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1994 return;
1995
1781 Primitive.TextureEntry tex = part.Shape.Textures; 1996 Primitive.TextureEntry tex = part.Shape.Textures;
1782 if (face >= 0 && face < GetNumberOfSides(part)) 1997 if (face >= 0 && face < GetNumberOfSides(part))
1783 { 1998 {
@@ -1814,6 +2029,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1814 2029
1815 protected void RotateTexture(SceneObjectPart part, double rotation, int face) 2030 protected void RotateTexture(SceneObjectPart part, double rotation, int face)
1816 { 2031 {
2032 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2033 return;
2034
1817 Primitive.TextureEntry tex = part.Shape.Textures; 2035 Primitive.TextureEntry tex = part.Shape.Textures;
1818 if (face >= 0 && face < GetNumberOfSides(part)) 2036 if (face >= 0 && face < GetNumberOfSides(part))
1819 { 2037 {
@@ -1884,6 +2102,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1884 2102
1885 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos) 2103 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
1886 { 2104 {
2105 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2106 return;
2107
1887 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) 2108 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos)
1888 LSL_Vector currentPos = llGetLocalPos(); 2109 LSL_Vector currentPos = llGetLocalPos();
1889 2110
@@ -1970,6 +2191,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1970 2191
1971 protected void SetRot(SceneObjectPart part, Quaternion rot) 2192 protected void SetRot(SceneObjectPart part, Quaternion rot)
1972 { 2193 {
2194 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2195 return;
2196
1973 part.UpdateRotation(rot); 2197 part.UpdateRotation(rot);
1974 // Update rotation does not move the object in the physics scene if it's a linkset. 2198 // Update rotation does not move the object in the physics scene if it's a linkset.
1975 2199
@@ -2589,12 +2813,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2589 2813
2590 m_host.AddScriptLPS(1); 2814 m_host.AddScriptLPS(1);
2591 2815
2816 m_host.TaskInventory.LockItemsForRead(true);
2592 TaskInventoryItem item = m_host.TaskInventory[invItemID]; 2817 TaskInventoryItem item = m_host.TaskInventory[invItemID];
2593 2818 m_host.TaskInventory.LockItemsForRead(false);
2594 lock (m_host.TaskInventory)
2595 {
2596 item = m_host.TaskInventory[invItemID];
2597 }
2598 2819
2599 if (item.PermsGranter == UUID.Zero) 2820 if (item.PermsGranter == UUID.Zero)
2600 return 0; 2821 return 0;
@@ -2669,6 +2890,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2669 if (dist > m_ScriptDistanceFactor * 10.0f) 2890 if (dist > m_ScriptDistanceFactor * 10.0f)
2670 return; 2891 return;
2671 2892
2893 //Clone is thread-safe
2672 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 2894 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
2673 2895
2674 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory) 2896 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory)
@@ -2731,6 +2953,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2731 2953
2732 public void llLookAt(LSL_Vector target, double strength, double damping) 2954 public void llLookAt(LSL_Vector target, double strength, double damping)
2733 { 2955 {
2956 /*
2734 m_host.AddScriptLPS(1); 2957 m_host.AddScriptLPS(1);
2735 // Determine where we are looking from 2958 // Determine where we are looking from
2736 LSL_Vector from = llGetPos(); 2959 LSL_Vector from = llGetPos();
@@ -2750,10 +2973,31 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2750 // the angles of rotation in radians into rotation value 2973 // the angles of rotation in radians into rotation value
2751 2974
2752 LSL_Types.Quaternion rot = llEuler2Rot(angle); 2975 LSL_Types.Quaternion rot = llEuler2Rot(angle);
2753 Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s); 2976
2754 m_host.startLookAt(rotation, (float)damping, (float)strength); 2977 // This would only work if your physics system contains an APID controller:
2978 // Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s);
2979 // m_host.startLookAt(rotation, (float)damping, (float)strength);
2980
2755 // Orient the object to the angle calculated 2981 // Orient the object to the angle calculated
2756 //llSetRot(rot); 2982 llSetRot(rot);
2983 */
2984
2985 //The above code, while nice, doesn't replicate the behaviour of SL and tends to "roll" the object.
2986 //There's probably a smarter way of doing this, my rotation math-fu is weak.
2987 // http://bugs.meta7.com/view.php?id=28
2988 // - Tom
2989
2990 LSL_Rotation newrot = llGetRot() * llRotBetween(new LSL_Vector(1.0d, 0.0d, 0.0d) * llGetRot(), new LSL_Vector(0.0d, 0.0d, -1.0d));
2991 llSetRot(newrot * llRotBetween(new LSL_Vector(0.0d,0.0d,1.0d) * newrot, target - llGetPos()));
2992
2993 }
2994
2995 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
2996 {
2997 m_host.AddScriptLPS(1);
2998// NotImplemented("llRotLookAt");
2999 m_host.RotLookAt(Rot2Quaternion(target), (float)strength, (float)damping);
3000
2757 } 3001 }
2758 3002
2759 public void llStopLookAt() 3003 public void llStopLookAt()
@@ -2802,13 +3046,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2802 { 3046 {
2803 TaskInventoryItem item; 3047 TaskInventoryItem item;
2804 3048
2805 lock (m_host.TaskInventory) 3049 m_host.TaskInventory.LockItemsForRead(true);
3050 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2806 { 3051 {
2807 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3052 m_host.TaskInventory.LockItemsForRead(false);
2808 return; 3053 return;
2809 else 3054 }
2810 item = m_host.TaskInventory[InventorySelf()]; 3055 else
3056 {
3057 item = m_host.TaskInventory[InventorySelf()];
2811 } 3058 }
3059 m_host.TaskInventory.LockItemsForRead(false);
2812 3060
2813 if (item.PermsGranter != UUID.Zero) 3061 if (item.PermsGranter != UUID.Zero)
2814 { 3062 {
@@ -2830,13 +3078,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2830 { 3078 {
2831 TaskInventoryItem item; 3079 TaskInventoryItem item;
2832 3080
3081 m_host.TaskInventory.LockItemsForRead(true);
2833 lock (m_host.TaskInventory) 3082 lock (m_host.TaskInventory)
2834 { 3083 {
3084
2835 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3085 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3086 {
3087 m_host.TaskInventory.LockItemsForRead(false);
2836 return; 3088 return;
3089 }
2837 else 3090 else
3091 {
2838 item = m_host.TaskInventory[InventorySelf()]; 3092 item = m_host.TaskInventory[InventorySelf()];
3093 }
2839 } 3094 }
3095 m_host.TaskInventory.LockItemsForRead(false);
2840 3096
2841 m_host.AddScriptLPS(1); 3097 m_host.AddScriptLPS(1);
2842 3098
@@ -2868,19 +3124,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2868 { 3124 {
2869 m_host.AddScriptLPS(1); 3125 m_host.AddScriptLPS(1);
2870 3126
2871 if (m_host.ParentGroup.RootPart.AttachmentPoint == 0)
2872 return;
2873
2874 TaskInventoryItem item; 3127 TaskInventoryItem item;
2875 3128
2876 lock (m_host.TaskInventory) 3129 m_host.TaskInventory.LockItemsForRead(true);
3130
3131 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2877 { 3132 {
2878 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3133 m_host.TaskInventory.LockItemsForRead(false);
2879 return; 3134 return;
2880 else 3135 }
2881 item = m_host.TaskInventory[InventorySelf()]; 3136 else
3137 {
3138 item = m_host.TaskInventory[InventorySelf()];
2882 } 3139 }
2883 3140
3141 m_host.TaskInventory.LockItemsForRead(false);
3142
2884 if (item.PermsGranter != m_host.OwnerID) 3143 if (item.PermsGranter != m_host.OwnerID)
2885 return; 3144 return;
2886 3145
@@ -2890,11 +3149,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2890 3149
2891 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 3150 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
2892 3151
3152 /*
2893 IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule; 3153 IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule;
2894 if (attachmentsModule != null) 3154 if (attachmentsModule != null)
3155 {
2895 attachmentsModule.AttachObject( 3156 attachmentsModule.AttachObject(
2896 presence.ControllingClient, grp.LocalId, 3157 presence.ControllingClient, grp.LocalId,
2897 (uint)attachment, Quaternion.Identity, Vector3.Zero, false); 3158 (uint)attachment, Quaternion.Identity, Vector3.Zero, false);
3159 }
3160 */
3161 grp.AttachToAgent(m_host.OwnerID, (uint)attachment, Vector3.Zero, false);
2898 } 3162 }
2899 } 3163 }
2900 3164
@@ -2907,13 +3171,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2907 3171
2908 TaskInventoryItem item; 3172 TaskInventoryItem item;
2909 3173
2910 lock (m_host.TaskInventory) 3174 m_host.TaskInventory.LockItemsForRead(true);
3175
3176 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2911 { 3177 {
2912 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3178 m_host.TaskInventory.LockItemsForRead(false);
2913 return; 3179 return;
2914 else
2915 item = m_host.TaskInventory[InventorySelf()];
2916 } 3180 }
3181 else
3182 {
3183 item = m_host.TaskInventory[InventorySelf()];
3184 }
3185 m_host.TaskInventory.LockItemsForRead(false);
3186
2917 3187
2918 if (item.PermsGranter != m_host.OwnerID) 3188 if (item.PermsGranter != m_host.OwnerID)
2919 return; 3189 return;
@@ -2950,8 +3220,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2950 return m_host.OwnerID.ToString(); 3220 return m_host.OwnerID.ToString();
2951 } 3221 }
2952 3222
3223 [DebuggerNonUserCode]
2953 public void llInstantMessage(string user, string message) 3224 public void llInstantMessage(string user, string message)
2954 { 3225 {
3226 UUID result;
3227 if (!UUID.TryParse(user, out result))
3228 {
3229 throw new Exception(String.Format("An invalid key of '{0} was passed to llInstantMessage", user));
3230 return;
3231 }
3232
3233
2955 m_host.AddScriptLPS(1); 3234 m_host.AddScriptLPS(1);
2956 3235
2957 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance. 3236 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance.
@@ -2966,7 +3245,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2966 UUID friendTransactionID = UUID.Random(); 3245 UUID friendTransactionID = UUID.Random();
2967 3246
2968 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID); 3247 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
2969 3248
2970 GridInstantMessage msg = new GridInstantMessage(); 3249 GridInstantMessage msg = new GridInstantMessage();
2971 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid; 3250 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid;
2972 msg.toAgentID = new Guid(user); // toAgentID.Guid; 3251 msg.toAgentID = new Guid(user); // toAgentID.Guid;
@@ -2987,13 +3266,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2987 msg.message = message.Substring(0, 1024); 3266 msg.message = message.Substring(0, 1024);
2988 else 3267 else
2989 msg.message = message; 3268 msg.message = message;
2990 msg.dialog = (byte)19; // messgage from script ??? // dialog; 3269 msg.dialog = (byte)19; // MessageFromObject
2991 msg.fromGroup = false;// fromGroup; 3270 msg.fromGroup = false;// fromGroup;
2992 msg.offline = (byte)0; //offline; 3271 msg.offline = (byte)0; //offline;
2993 msg.ParentEstateID = 0; //ParentEstateID; 3272 msg.ParentEstateID = World.RegionInfo.EstateSettings.EstateID;
2994 msg.Position = Vector3.Zero;// new Vector3(m_host.AbsolutePosition); 3273 msg.Position = new Vector3(m_host.AbsolutePosition);
2995 msg.RegionID = World.RegionInfo.RegionID.Guid;//RegionID.Guid; 3274 msg.RegionID = World.RegionInfo.RegionID.Guid;
2996 msg.binaryBucket = new byte[0];// binaryBucket; 3275 msg.binaryBucket = Util.StringToBytes256(m_host.OwnerID.ToString());
2997 3276
2998 if (m_TransferModule != null) 3277 if (m_TransferModule != null)
2999 { 3278 {
@@ -3115,13 +3394,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3115 m_host.AddScriptLPS(1); 3394 m_host.AddScriptLPS(1);
3116 } 3395 }
3117 3396
3118 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
3119 {
3120 m_host.AddScriptLPS(1);
3121 Quaternion rot = new Quaternion((float)target.x, (float)target.y, (float)target.z, (float)target.s);
3122 m_host.RotLookAt(rot, (float)strength, (float)damping);
3123 }
3124
3125 public LSL_Integer llStringLength(string str) 3397 public LSL_Integer llStringLength(string str)
3126 { 3398 {
3127 m_host.AddScriptLPS(1); 3399 m_host.AddScriptLPS(1);
@@ -3145,14 +3417,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3145 3417
3146 TaskInventoryItem item; 3418 TaskInventoryItem item;
3147 3419
3148 lock (m_host.TaskInventory) 3420 m_host.TaskInventory.LockItemsForRead(true);
3421 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3149 { 3422 {
3150 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3423 m_host.TaskInventory.LockItemsForRead(false);
3151 return; 3424 return;
3152 else
3153 item = m_host.TaskInventory[InventorySelf()];
3154 } 3425 }
3155 3426 else
3427 {
3428 item = m_host.TaskInventory[InventorySelf()];
3429 }
3430 m_host.TaskInventory.LockItemsForRead(false);
3156 if (item.PermsGranter == UUID.Zero) 3431 if (item.PermsGranter == UUID.Zero)
3157 return; 3432 return;
3158 3433
@@ -3182,13 +3457,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3182 3457
3183 TaskInventoryItem item; 3458 TaskInventoryItem item;
3184 3459
3185 lock (m_host.TaskInventory) 3460 m_host.TaskInventory.LockItemsForRead(true);
3461 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3186 { 3462 {
3187 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3463 m_host.TaskInventory.LockItemsForRead(false);
3188 return; 3464 return;
3189 else
3190 item = m_host.TaskInventory[InventorySelf()];
3191 } 3465 }
3466 else
3467 {
3468 item = m_host.TaskInventory[InventorySelf()];
3469 }
3470 m_host.TaskInventory.LockItemsForRead(false);
3471
3192 3472
3193 if (item.PermsGranter == UUID.Zero) 3473 if (item.PermsGranter == UUID.Zero)
3194 return; 3474 return;
@@ -3265,10 +3545,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3265 3545
3266 TaskInventoryItem item; 3546 TaskInventoryItem item;
3267 3547
3268 lock (m_host.TaskInventory) 3548
3549 m_host.TaskInventory.LockItemsForRead(true);
3550 if (!m_host.TaskInventory.ContainsKey(invItemID))
3551 {
3552 m_host.TaskInventory.LockItemsForRead(false);
3553 return;
3554 }
3555 else
3269 { 3556 {
3270 item = m_host.TaskInventory[invItemID]; 3557 item = m_host.TaskInventory[invItemID];
3271 } 3558 }
3559 m_host.TaskInventory.LockItemsForRead(false);
3272 3560
3273 if (agentID == UUID.Zero || perm == 0) // Releasing permissions 3561 if (agentID == UUID.Zero || perm == 0) // Releasing permissions
3274 { 3562 {
@@ -3300,11 +3588,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3300 3588
3301 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3589 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3302 { 3590 {
3303 lock (m_host.TaskInventory) 3591 m_host.TaskInventory.LockItemsForWrite(true);
3304 { 3592 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3305 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3593 m_host.TaskInventory[invItemID].PermsMask = perm;
3306 m_host.TaskInventory[invItemID].PermsMask = perm; 3594 m_host.TaskInventory.LockItemsForWrite(false);
3307 }
3308 3595
3309 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3596 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3310 "run_time_permissions", new Object[] { 3597 "run_time_permissions", new Object[] {
@@ -3324,11 +3611,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3324 3611
3325 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3612 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3326 { 3613 {
3327 lock (m_host.TaskInventory) 3614 m_host.TaskInventory.LockItemsForWrite(true);
3328 { 3615 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3329 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3616 m_host.TaskInventory[invItemID].PermsMask = perm;
3330 m_host.TaskInventory[invItemID].PermsMask = perm; 3617 m_host.TaskInventory.LockItemsForWrite(false);
3331 }
3332 3618
3333 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3619 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3334 "run_time_permissions", new Object[] { 3620 "run_time_permissions", new Object[] {
@@ -3349,11 +3635,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3349 3635
3350 if (!m_waitingForScriptAnswer) 3636 if (!m_waitingForScriptAnswer)
3351 { 3637 {
3352 lock (m_host.TaskInventory) 3638 m_host.TaskInventory.LockItemsForWrite(true);
3353 { 3639 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3354 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3640 m_host.TaskInventory[invItemID].PermsMask = 0;
3355 m_host.TaskInventory[invItemID].PermsMask = 0; 3641 m_host.TaskInventory.LockItemsForWrite(false);
3356 }
3357 3642
3358 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer; 3643 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer;
3359 m_waitingForScriptAnswer=true; 3644 m_waitingForScriptAnswer=true;
@@ -3388,10 +3673,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3388 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0) 3673 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0)
3389 llReleaseControls(); 3674 llReleaseControls();
3390 3675
3391 lock (m_host.TaskInventory) 3676
3392 { 3677 m_host.TaskInventory.LockItemsForWrite(true);
3393 m_host.TaskInventory[invItemID].PermsMask = answer; 3678 m_host.TaskInventory[invItemID].PermsMask = answer;
3394 } 3679 m_host.TaskInventory.LockItemsForWrite(false);
3680
3395 3681
3396 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3682 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3397 "run_time_permissions", new Object[] { 3683 "run_time_permissions", new Object[] {
@@ -3403,16 +3689,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3403 { 3689 {
3404 m_host.AddScriptLPS(1); 3690 m_host.AddScriptLPS(1);
3405 3691
3406 lock (m_host.TaskInventory) 3692 m_host.TaskInventory.LockItemsForRead(true);
3693
3694 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3407 { 3695 {
3408 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3696 if (item.Type == 10 && item.ItemID == m_itemID)
3409 { 3697 {
3410 if (item.Type == 10 && item.ItemID == m_itemID) 3698 m_host.TaskInventory.LockItemsForRead(false);
3411 { 3699 return item.PermsGranter.ToString();
3412 return item.PermsGranter.ToString();
3413 }
3414 } 3700 }
3415 } 3701 }
3702 m_host.TaskInventory.LockItemsForRead(false);
3416 3703
3417 return UUID.Zero.ToString(); 3704 return UUID.Zero.ToString();
3418 } 3705 }
@@ -3421,19 +3708,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3421 { 3708 {
3422 m_host.AddScriptLPS(1); 3709 m_host.AddScriptLPS(1);
3423 3710
3424 lock (m_host.TaskInventory) 3711 m_host.TaskInventory.LockItemsForRead(true);
3712
3713 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3425 { 3714 {
3426 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3715 if (item.Type == 10 && item.ItemID == m_itemID)
3427 { 3716 {
3428 if (item.Type == 10 && item.ItemID == m_itemID) 3717 int perms = item.PermsMask;
3429 { 3718 if (m_automaticLinkPermission)
3430 int perms = item.PermsMask; 3719 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS;
3431 if (m_automaticLinkPermission) 3720 m_host.TaskInventory.LockItemsForRead(false);
3432 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS; 3721 return perms;
3433 return perms;
3434 }
3435 } 3722 }
3436 } 3723 }
3724 m_host.TaskInventory.LockItemsForRead(false);
3437 3725
3438 return 0; 3726 return 0;
3439 } 3727 }
@@ -3455,9 +3743,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3455 public void llSetLinkColor(int linknumber, LSL_Vector color, int face) 3743 public void llSetLinkColor(int linknumber, LSL_Vector color, int face)
3456 { 3744 {
3457 List<SceneObjectPart> parts = GetLinkParts(linknumber); 3745 List<SceneObjectPart> parts = GetLinkParts(linknumber);
3458 3746 if (parts.Count > 0)
3459 foreach (SceneObjectPart part in parts) 3747 {
3460 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face); 3748 try
3749 {
3750 parts[0].ParentGroup.areUpdatesSuspended = true;
3751 foreach (SceneObjectPart part in parts)
3752 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
3753 }
3754 finally
3755 {
3756 parts[0].ParentGroup.areUpdatesSuspended = false;
3757 }
3758 }
3461 } 3759 }
3462 3760
3463 public void llCreateLink(string target, int parent) 3761 public void llCreateLink(string target, int parent)
@@ -3466,11 +3764,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3466 UUID invItemID = InventorySelf(); 3764 UUID invItemID = InventorySelf();
3467 3765
3468 TaskInventoryItem item; 3766 TaskInventoryItem item;
3469 lock (m_host.TaskInventory) 3767 m_host.TaskInventory.LockItemsForRead(true);
3470 { 3768 item = m_host.TaskInventory[invItemID];
3471 item = m_host.TaskInventory[invItemID]; 3769 m_host.TaskInventory.LockItemsForRead(false);
3472 } 3770
3473
3474 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3771 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3475 && !m_automaticLinkPermission) 3772 && !m_automaticLinkPermission)
3476 { 3773 {
@@ -3523,16 +3820,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3523 m_host.AddScriptLPS(1); 3820 m_host.AddScriptLPS(1);
3524 UUID invItemID = InventorySelf(); 3821 UUID invItemID = InventorySelf();
3525 3822
3526 lock (m_host.TaskInventory) 3823 m_host.TaskInventory.LockItemsForRead(true);
3527 {
3528 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3824 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3529 && !m_automaticLinkPermission) 3825 && !m_automaticLinkPermission)
3530 { 3826 {
3531 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!"); 3827 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
3828 m_host.TaskInventory.LockItemsForRead(false);
3532 return; 3829 return;
3533 } 3830 }
3534 } 3831 m_host.TaskInventory.LockItemsForRead(false);
3535 3832
3536 if (linknum < ScriptBaseClass.LINK_THIS) 3833 if (linknum < ScriptBaseClass.LINK_THIS)
3537 return; 3834 return;
3538 3835
@@ -3571,10 +3868,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3571 // Restructuring Multiple Prims. 3868 // Restructuring Multiple Prims.
3572 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Children.Values); 3869 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Children.Values);
3573 parts.Remove(parentPrim.RootPart); 3870 parts.Remove(parentPrim.RootPart);
3574 foreach (SceneObjectPart part in parts) 3871 if (parts.Count > 0)
3575 { 3872 {
3576 parentPrim.DelinkFromGroup(part.LocalId, true); 3873 try
3874 {
3875 parts[0].ParentGroup.areUpdatesSuspended = true;
3876 foreach (SceneObjectPart part in parts)
3877 {
3878 parentPrim.DelinkFromGroup(part.LocalId, true);
3879 }
3880 }
3881 finally
3882 {
3883 parts[0].ParentGroup.areUpdatesSuspended = false;
3884 }
3577 } 3885 }
3886
3578 parentPrim.HasGroupChanged = true; 3887 parentPrim.HasGroupChanged = true;
3579 parentPrim.ScheduleGroupForFullUpdate(); 3888 parentPrim.ScheduleGroupForFullUpdate();
3580 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 3889 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
@@ -3583,11 +3892,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3583 { 3892 {
3584 SceneObjectPart newRoot = parts[0]; 3893 SceneObjectPart newRoot = parts[0];
3585 parts.Remove(newRoot); 3894 parts.Remove(newRoot);
3586 foreach (SceneObjectPart part in parts) 3895
3896 try
3587 { 3897 {
3588 part.UpdateFlag = 0; 3898 parts[0].ParentGroup.areUpdatesSuspended = true;
3589 newRoot.ParentGroup.LinkToGroup(part.ParentGroup); 3899 foreach (SceneObjectPart part in parts)
3900 {
3901 part.UpdateFlag = 0;
3902 newRoot.ParentGroup.LinkToGroup(part.ParentGroup);
3903 }
3590 } 3904 }
3905 finally
3906 {
3907 parts[0].ParentGroup.areUpdatesSuspended = false;
3908 }
3909
3910
3591 newRoot.ParentGroup.HasGroupChanged = true; 3911 newRoot.ParentGroup.HasGroupChanged = true;
3592 newRoot.ParentGroup.ScheduleGroupForFullUpdate(); 3912 newRoot.ParentGroup.ScheduleGroupForFullUpdate();
3593 } 3913 }
@@ -3613,11 +3933,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3613 3933
3614 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Children.Values); 3934 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Children.Values);
3615 parts.Remove(parentPrim.RootPart); 3935 parts.Remove(parentPrim.RootPart);
3616 3936 if (parts.Count > 0)
3617 foreach (SceneObjectPart part in parts)
3618 { 3937 {
3619 parentPrim.DelinkFromGroup(part.LocalId, true); 3938 try
3620 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 3939 {
3940 parts[0].ParentGroup.areUpdatesSuspended = true;
3941 foreach (SceneObjectPart part in parts)
3942 {
3943 parentPrim.DelinkFromGroup(part.LocalId, true);
3944 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
3945 }
3946 }
3947 finally
3948 {
3949 parts[0].ParentGroup.areUpdatesSuspended = false;
3950 }
3621 } 3951 }
3622 parentPrim.HasGroupChanged = true; 3952 parentPrim.HasGroupChanged = true;
3623 parentPrim.ScheduleGroupForFullUpdate(); 3953 parentPrim.ScheduleGroupForFullUpdate();
@@ -3709,17 +4039,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3709 m_host.AddScriptLPS(1); 4039 m_host.AddScriptLPS(1);
3710 int count = 0; 4040 int count = 0;
3711 4041
3712 lock (m_host.TaskInventory) 4042 m_host.TaskInventory.LockItemsForRead(true);
4043 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3713 { 4044 {
3714 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4045 if (inv.Value.Type == type || type == -1)
3715 { 4046 {
3716 if (inv.Value.Type == type || type == -1) 4047 count = count + 1;
3717 {
3718 count = count + 1;
3719 }
3720 } 4048 }
3721 } 4049 }
3722 4050
4051 m_host.TaskInventory.LockItemsForRead(false);
3723 return count; 4052 return count;
3724 } 4053 }
3725 4054
@@ -3728,16 +4057,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3728 m_host.AddScriptLPS(1); 4057 m_host.AddScriptLPS(1);
3729 ArrayList keys = new ArrayList(); 4058 ArrayList keys = new ArrayList();
3730 4059
3731 lock (m_host.TaskInventory) 4060 m_host.TaskInventory.LockItemsForRead(true);
4061 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3732 { 4062 {
3733 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4063 if (inv.Value.Type == type || type == -1)
3734 { 4064 {
3735 if (inv.Value.Type == type || type == -1) 4065 keys.Add(inv.Value.Name);
3736 {
3737 keys.Add(inv.Value.Name);
3738 }
3739 } 4066 }
3740 } 4067 }
4068 m_host.TaskInventory.LockItemsForRead(false);
3741 4069
3742 if (keys.Count == 0) 4070 if (keys.Count == 0)
3743 { 4071 {
@@ -3774,20 +4102,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3774 } 4102 }
3775 4103
3776 // move the first object found with this inventory name 4104 // move the first object found with this inventory name
3777 lock (m_host.TaskInventory) 4105 m_host.TaskInventory.LockItemsForRead(true);
4106 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3778 { 4107 {
3779 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4108 if (inv.Value.Name == inventory)
3780 { 4109 {
3781 if (inv.Value.Name == inventory) 4110 found = true;
3782 { 4111 objId = inv.Key;
3783 found = true; 4112 assetType = inv.Value.Type;
3784 objId = inv.Key; 4113 objName = inv.Value.Name;
3785 assetType = inv.Value.Type; 4114 break;
3786 objName = inv.Value.Name;
3787 break;
3788 }
3789 } 4115 }
3790 } 4116 }
4117 m_host.TaskInventory.LockItemsForRead(false);
3791 4118
3792 if (!found) 4119 if (!found)
3793 { 4120 {
@@ -3795,9 +4122,30 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3795 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory)); 4122 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory));
3796 } 4123 }
3797 4124
3798 // check if destination is an avatar 4125 // check if destination is an object
3799 if (World.GetScenePresence(destId) != null) 4126 if (World.GetSceneObjectPart(destId) != null)
3800 { 4127 {
4128 // destination is an object
4129 World.MoveTaskInventoryItem(destId, m_host, objId);
4130 }
4131 else
4132 {
4133 ScenePresence presence = World.GetScenePresence(destId);
4134
4135 if (presence == null)
4136 {
4137 UserAccount account =
4138 World.UserAccountService.GetUserAccount(
4139 World.RegionInfo.ScopeID,
4140 destId);
4141
4142 if (account == null)
4143 {
4144 llSay(0, "Can't find destination "+destId.ToString());
4145 return;
4146 }
4147 }
4148
3801 // destination is an avatar 4149 // destination is an avatar
3802 InventoryItemBase agentItem = 4150 InventoryItemBase agentItem =
3803 World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId); 4151 World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId);
@@ -3823,33 +4171,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3823 4171
3824 if (m_TransferModule != null) 4172 if (m_TransferModule != null)
3825 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {}); 4173 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
4174
4175 //This delay should only occur when giving inventory to avatars.
4176 ScriptSleep(3000);
3826 } 4177 }
3827 else
3828 {
3829 // destination is an object
3830 World.MoveTaskInventoryItem(destId, m_host, objId);
3831 }
3832 ScriptSleep(3000);
3833 } 4178 }
3834 4179
4180 [DebuggerNonUserCode]
3835 public void llRemoveInventory(string name) 4181 public void llRemoveInventory(string name)
3836 { 4182 {
3837 m_host.AddScriptLPS(1); 4183 m_host.AddScriptLPS(1);
3838 4184
3839 lock (m_host.TaskInventory) 4185 m_host.TaskInventory.LockItemsForRead(true);
4186 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3840 { 4187 {
3841 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4188 if (item.Name == name)
3842 { 4189 {
3843 if (item.Name == name) 4190 if (item.ItemID == m_itemID)
3844 { 4191 throw new ScriptDeleteException();
3845 if (item.ItemID == m_itemID) 4192 else
3846 throw new ScriptDeleteException(); 4193 m_host.Inventory.RemoveInventoryItem(item.ItemID);
3847 else 4194
3848 m_host.Inventory.RemoveInventoryItem(item.ItemID); 4195 m_host.TaskInventory.LockItemsForRead(false);
3849 return; 4196 return;
3850 }
3851 } 4197 }
3852 } 4198 }
4199 m_host.TaskInventory.LockItemsForRead(false);
3853 } 4200 }
3854 4201
3855 public void llSetText(string text, LSL_Vector color, double alpha) 4202 public void llSetText(string text, LSL_Vector color, double alpha)
@@ -3885,22 +4232,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3885 UUID uuid = (UUID)id; 4232 UUID uuid = (UUID)id;
3886 4233
3887 UserAccount account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid); 4234 UserAccount account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid);
4235 if (account == null)
4236 return UUID.Zero.ToString();
4237
3888 4238
3889 PresenceInfo pinfo = null; 4239 PresenceInfo pinfo = null;
3890 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() }); 4240 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
3891 if (pinfos != null && pinfos.Length > 0) 4241 if (pinfos != null && pinfos.Length > 0)
3892 pinfo = pinfos[0]; 4242 pinfo = pinfos[0];
3893 4243
3894 if (pinfo == null)
3895 return UUID.Zero.ToString();
3896
3897 string reply = String.Empty; 4244 string reply = String.Empty;
3898 4245
3899 switch (data) 4246 switch (data)
3900 { 4247 {
3901 case 1: // DATA_ONLINE (0|1) 4248 case 1: // DATA_ONLINE (0|1)
3902 // TODO: implement fetching of this information 4249 if (pinfo != null && pinfo.RegionID != UUID.Zero)
3903 if (pinfo != null)
3904 reply = "1"; 4250 reply = "1";
3905 else 4251 else
3906 reply = "0"; 4252 reply = "0";
@@ -3940,6 +4286,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3940 { 4286 {
3941 m_host.AddScriptLPS(1); 4287 m_host.AddScriptLPS(1);
3942 4288
4289 //Clone is thread safe
3943 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 4290 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
3944 4291
3945 foreach (TaskInventoryItem item in itemDictionary.Values) 4292 foreach (TaskInventoryItem item in itemDictionary.Values)
@@ -3993,6 +4340,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3993 ScenePresence presence = World.GetScenePresence(agentId); 4340 ScenePresence presence = World.GetScenePresence(agentId);
3994 if (presence != null) 4341 if (presence != null)
3995 { 4342 {
4343 // agent must not be a god
4344 if (presence.GodLevel >= 200) return;
4345
3996 // agent must be over the owners land 4346 // agent must be over the owners land
3997 if (m_host.OwnerID == World.LandChannel.GetLandObject( 4347 if (m_host.OwnerID == World.LandChannel.GetLandObject(
3998 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) 4348 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
@@ -4053,17 +4403,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4053 UUID soundId = UUID.Zero; 4403 UUID soundId = UUID.Zero;
4054 if (!UUID.TryParse(impact_sound, out soundId)) 4404 if (!UUID.TryParse(impact_sound, out soundId))
4055 { 4405 {
4056 lock (m_host.TaskInventory) 4406 m_host.TaskInventory.LockItemsForRead(true);
4407 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4057 { 4408 {
4058 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4409 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound)
4059 { 4410 {
4060 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound) 4411 soundId = item.AssetID;
4061 { 4412 break;
4062 soundId = item.AssetID;
4063 break;
4064 }
4065 } 4413 }
4066 } 4414 }
4415 m_host.TaskInventory.LockItemsForRead(false);
4067 } 4416 }
4068 m_host.CollisionSound = soundId; 4417 m_host.CollisionSound = soundId;
4069 m_host.CollisionSoundVolume = (float)impact_volume; 4418 m_host.CollisionSoundVolume = (float)impact_volume;
@@ -4109,6 +4458,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4109 UUID partItemID; 4458 UUID partItemID;
4110 foreach (SceneObjectPart part in parts) 4459 foreach (SceneObjectPart part in parts)
4111 { 4460 {
4461 //Clone is thread safe
4112 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); 4462 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
4113 4463
4114 foreach (TaskInventoryItem item in itemsDictionary.Values) 4464 foreach (TaskInventoryItem item in itemsDictionary.Values)
@@ -4323,17 +4673,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4323 4673
4324 m_host.AddScriptLPS(1); 4674 m_host.AddScriptLPS(1);
4325 4675
4326 lock (m_host.TaskInventory) 4676 m_host.TaskInventory.LockItemsForRead(true);
4677 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4327 { 4678 {
4328 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4679 if (item.Type == 10 && item.ItemID == m_itemID)
4329 { 4680 {
4330 if (item.Type == 10 && item.ItemID == m_itemID) 4681 result = item.Name!=null?item.Name:String.Empty;
4331 { 4682 break;
4332 result = item.Name != null ? item.Name : String.Empty;
4333 break;
4334 }
4335 } 4683 }
4336 } 4684 }
4685 m_host.TaskInventory.LockItemsForRead(false);
4337 4686
4338 return result; 4687 return result;
4339 } 4688 }
@@ -4486,23 +4835,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4486 { 4835 {
4487 m_host.AddScriptLPS(1); 4836 m_host.AddScriptLPS(1);
4488 4837
4489 lock (m_host.TaskInventory) 4838 m_host.TaskInventory.LockItemsForRead(true);
4839 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
4490 { 4840 {
4491 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4841 if (inv.Value.Name == name)
4492 { 4842 {
4493 if (inv.Value.Name == name) 4843 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify))
4494 { 4844 {
4495 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) 4845 m_host.TaskInventory.LockItemsForRead(false);
4496 { 4846 return inv.Value.AssetID.ToString();
4497 return inv.Value.AssetID.ToString(); 4847 }
4498 } 4848 else
4499 else 4849 {
4500 { 4850 m_host.TaskInventory.LockItemsForRead(false);
4501 return UUID.Zero.ToString(); 4851 return UUID.Zero.ToString();
4502 }
4503 } 4852 }
4504 } 4853 }
4505 } 4854 }
4855 m_host.TaskInventory.LockItemsForRead(false);
4506 4856
4507 return UUID.Zero.ToString(); 4857 return UUID.Zero.ToString();
4508 } 4858 }
@@ -5438,10 +5788,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5438 m_host.AddScriptLPS(1); 5788 m_host.AddScriptLPS(1);
5439 5789
5440 List<SceneObjectPart> parts = GetLinkParts(linknumber); 5790 List<SceneObjectPart> parts = GetLinkParts(linknumber);
5441 5791 if (parts.Count > 0)
5442 foreach (var part in parts)
5443 { 5792 {
5444 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate); 5793 try
5794 {
5795 parts[0].ParentGroup.areUpdatesSuspended = true;
5796 foreach (var part in parts)
5797 {
5798 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate);
5799 }
5800 }
5801 finally
5802 {
5803 parts[0].ParentGroup.areUpdatesSuspended = false;
5804 }
5445 } 5805 }
5446 } 5806 }
5447 5807
@@ -6020,6 +6380,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6020 tempf = (float)rules.GetLSLFloatItem(i + 1); 6380 tempf = (float)rules.GetLSLFloatItem(i + 1);
6021 prules.OuterAngle = (float)tempf; 6381 prules.OuterAngle = (float)tempf;
6022 break; 6382 break;
6383
6384 case (int)ScriptBaseClass.PSYS_SRC_INNERANGLE:
6385 tempf = (float)rules.GetLSLFloatItem(i + 1);
6386 prules.InnerAngle = (float)tempf;
6387 break;
6388
6389 case (int)ScriptBaseClass.PSYS_SRC_OUTERANGLE:
6390 tempf = (float)rules.GetLSLFloatItem(i + 1);
6391 prules.OuterAngle = (float)tempf;
6392 break;
6023 } 6393 }
6024 6394
6025 } 6395 }
@@ -6058,14 +6428,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6058 6428
6059 protected UUID GetTaskInventoryItem(string name) 6429 protected UUID GetTaskInventoryItem(string name)
6060 { 6430 {
6061 lock (m_host.TaskInventory) 6431 m_host.TaskInventory.LockItemsForRead(true);
6432 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6062 { 6433 {
6063 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6434 if (inv.Value.Name == name)
6064 { 6435 {
6065 if (inv.Value.Name == name) 6436 m_host.TaskInventory.LockItemsForRead(false);
6066 return inv.Key; 6437 return inv.Key;
6067 } 6438 }
6068 } 6439 }
6440 m_host.TaskInventory.LockItemsForRead(false);
6069 6441
6070 return UUID.Zero; 6442 return UUID.Zero;
6071 } 6443 }
@@ -6393,22 +6765,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6393 } 6765 }
6394 6766
6395 // copy the first script found with this inventory name 6767 // copy the first script found with this inventory name
6396 lock (m_host.TaskInventory) 6768 m_host.TaskInventory.LockItemsForRead(true);
6769 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6397 { 6770 {
6398 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6771 if (inv.Value.Name == name)
6399 { 6772 {
6400 if (inv.Value.Name == name) 6773 // make sure the object is a script
6774 if (10 == inv.Value.Type)
6401 { 6775 {
6402 // make sure the object is a script 6776 found = true;
6403 if (10 == inv.Value.Type) 6777 srcId = inv.Key;
6404 { 6778 break;
6405 found = true;
6406 srcId = inv.Key;
6407 break;
6408 }
6409 } 6779 }
6410 } 6780 }
6411 } 6781 }
6782 m_host.TaskInventory.LockItemsForRead(false);
6412 6783
6413 if (!found) 6784 if (!found)
6414 { 6785 {
@@ -6492,6 +6863,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6492 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist) 6863 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist)
6493 { 6864 {
6494 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 6865 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
6866 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6867 return shapeBlock;
6495 6868
6496 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && 6869 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT &&
6497 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE && 6870 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE &&
@@ -6567,6 +6940,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6567 6940
6568 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte fudge) 6941 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte fudge)
6569 { 6942 {
6943 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6944 return;
6945
6570 ObjectShapePacket.ObjectDataBlock shapeBlock; 6946 ObjectShapePacket.ObjectDataBlock shapeBlock;
6571 6947
6572 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 6948 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6616,6 +6992,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6616 6992
6617 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte fudge) 6993 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte fudge)
6618 { 6994 {
6995 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6996 return;
6997
6619 ObjectShapePacket.ObjectDataBlock shapeBlock; 6998 ObjectShapePacket.ObjectDataBlock shapeBlock;
6620 6999
6621 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 7000 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6658,6 +7037,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6658 7037
6659 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector holesize, LSL_Vector topshear, LSL_Vector profilecut, LSL_Vector taper_a, float revolutions, float radiusoffset, float skew, byte fudge) 7038 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector holesize, LSL_Vector topshear, LSL_Vector profilecut, LSL_Vector taper_a, float revolutions, float radiusoffset, float skew, byte fudge)
6660 { 7039 {
7040 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7041 return;
7042
6661 ObjectShapePacket.ObjectDataBlock shapeBlock; 7043 ObjectShapePacket.ObjectDataBlock shapeBlock;
6662 7044
6663 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 7045 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6784,6 +7166,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6784 7166
6785 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type) 7167 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type)
6786 { 7168 {
7169 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7170 return;
7171
6787 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7172 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
6788 UUID sculptId; 7173 UUID sculptId;
6789 7174
@@ -6799,13 +7184,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6799 shapeBlock.PathScaleX = 100; 7184 shapeBlock.PathScaleX = 100;
6800 shapeBlock.PathScaleY = 150; 7185 shapeBlock.PathScaleY = 150;
6801 7186
6802 if (type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_CYLINDER && 7187 if ((type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_CYLINDER) == 0 &&
6803 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_PLANE && 7188 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_PLANE) == 0 &&
6804 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE && 7189 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE) == 0 &&
6805 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS) 7190 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS) == 0)
6806 { 7191 {
6807 // default 7192 // default
6808 type = (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE; 7193 type = type | (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE;
6809 } 7194 }
6810 7195
6811 // retain pathcurve 7196 // retain pathcurve
@@ -6824,12 +7209,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6824 7209
6825 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) 7210 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules)
6826 { 7211 {
6827 m_host.AddScriptLPS(1); 7212 m_host.AddScriptLPS(1);
6828 7213
6829 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7214 List<SceneObjectPart> parts = GetLinkParts(linknumber);
6830 7215 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
6831 foreach (SceneObjectPart part in parts) 7216 if (parts.Count>0)
6832 SetPrimParams(part, rules); 7217 {
7218 try
7219 {
7220 parts[0].ParentGroup.areUpdatesSuspended = true;
7221 foreach (SceneObjectPart part in parts)
7222 SetPrimParams(part, rules);
7223 }
7224 finally
7225 {
7226 parts[0].ParentGroup.areUpdatesSuspended = false;
7227 }
7228 }
7229 if (avatars.Count > 0)
7230 {
7231 foreach (ScenePresence avatar in avatars)
7232 SetPrimParams(avatar, rules);
7233 }
6833 } 7234 }
6834 7235
6835 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules) 7236 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules)
@@ -6837,8 +7238,51 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6837 llSetLinkPrimitiveParams(linknumber, rules); 7238 llSetLinkPrimitiveParams(linknumber, rules);
6838 } 7239 }
6839 7240
7241 protected void SetPrimParams(ScenePresence av, LSL_List rules)
7242 {
7243 //This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
7244 //We only support PRIM_POSITION and PRIM_ROTATION
7245
7246 int idx = 0;
7247
7248 while (idx < rules.Length)
7249 {
7250 int code = rules.GetLSLIntegerItem(idx++);
7251
7252 int remain = rules.Length - idx;
7253
7254
7255
7256 switch (code)
7257 {
7258 case (int)ScriptBaseClass.PRIM_POSITION:
7259 if (remain < 1)
7260 return;
7261 LSL_Vector v;
7262 v = rules.GetVector3Item(idx++);
7263 av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
7264 av.SendFullUpdateToAllClients();
7265
7266 break;
7267
7268 case (int)ScriptBaseClass.PRIM_ROTATION:
7269 if (remain < 1)
7270 return;
7271 LSL_Rotation r;
7272 r = rules.GetQuaternionItem(idx++);
7273 av.OffsetRotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s);
7274 av.SendFullUpdateToAllClients();
7275 break;
7276 }
7277 }
7278
7279 }
7280
6840 protected void SetPrimParams(SceneObjectPart part, LSL_List rules) 7281 protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
6841 { 7282 {
7283 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7284 return;
7285
6842 int idx = 0; 7286 int idx = 0;
6843 7287
6844 while (idx < rules.Length) 7288 while (idx < rules.Length)
@@ -7670,24 +8114,95 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7670 break; 8114 break;
7671 8115
7672 case (int)ScriptBaseClass.PRIM_BUMP_SHINY: 8116 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
7673 // TODO--------------
7674 if (remain < 1) 8117 if (remain < 1)
7675 return res; 8118 return res;
8119 face = (int)rules.GetLSLIntegerItem(idx++);
7676 8120
7677 face=(int)rules.GetLSLIntegerItem(idx++); 8121 tex = part.Shape.Textures;
7678 8122 int shiny;
7679 res.Add(new LSL_Integer(0)); 8123 if (face == ScriptBaseClass.ALL_SIDES)
7680 res.Add(new LSL_Integer(0)); 8124 {
8125 for (face = 0; face < GetNumberOfSides(part); face++)
8126 {
8127 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8128 if (shinyness == Shininess.High)
8129 {
8130 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8131 }
8132 else if (shinyness == Shininess.Medium)
8133 {
8134 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8135 }
8136 else if (shinyness == Shininess.Low)
8137 {
8138 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8139 }
8140 else
8141 {
8142 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8143 }
8144 res.Add(new LSL_Integer(shiny));
8145 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8146 }
8147 }
8148 else
8149 {
8150 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8151 if (shinyness == Shininess.High)
8152 {
8153 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8154 }
8155 else if (shinyness == Shininess.Medium)
8156 {
8157 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8158 }
8159 else if (shinyness == Shininess.Low)
8160 {
8161 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8162 }
8163 else
8164 {
8165 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8166 }
8167 res.Add(new LSL_Integer(shiny));
8168 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8169 }
7681 break; 8170 break;
7682 8171
7683 case (int)ScriptBaseClass.PRIM_FULLBRIGHT: 8172 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
7684 // TODO--------------
7685 if (remain < 1) 8173 if (remain < 1)
7686 return res; 8174 return res;
8175 face = (int)rules.GetLSLIntegerItem(idx++);
7687 8176
7688 face=(int)rules.GetLSLIntegerItem(idx++); 8177 tex = part.Shape.Textures;
7689 8178 int fullbright;
7690 res.Add(new LSL_Integer(0)); 8179 if (face == ScriptBaseClass.ALL_SIDES)
8180 {
8181 for (face = 0; face < GetNumberOfSides(part); face++)
8182 {
8183 if (tex.GetFace((uint)face).Fullbright == true)
8184 {
8185 fullbright = ScriptBaseClass.TRUE;
8186 }
8187 else
8188 {
8189 fullbright = ScriptBaseClass.FALSE;
8190 }
8191 res.Add(new LSL_Integer(fullbright));
8192 }
8193 }
8194 else
8195 {
8196 if (tex.GetFace((uint)face).Fullbright == true)
8197 {
8198 fullbright = ScriptBaseClass.TRUE;
8199 }
8200 else
8201 {
8202 fullbright = ScriptBaseClass.FALSE;
8203 }
8204 res.Add(new LSL_Integer(fullbright));
8205 }
7691 break; 8206 break;
7692 8207
7693 case (int)ScriptBaseClass.PRIM_FLEXIBLE: 8208 case (int)ScriptBaseClass.PRIM_FLEXIBLE:
@@ -7708,14 +8223,37 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7708 break; 8223 break;
7709 8224
7710 case (int)ScriptBaseClass.PRIM_TEXGEN: 8225 case (int)ScriptBaseClass.PRIM_TEXGEN:
7711 // TODO--------------
7712 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR) 8226 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
7713 if (remain < 1) 8227 if (remain < 1)
7714 return res; 8228 return res;
8229 face = (int)rules.GetLSLIntegerItem(idx++);
7715 8230
7716 face=(int)rules.GetLSLIntegerItem(idx++); 8231 tex = part.Shape.Textures;
7717 8232 if (face == ScriptBaseClass.ALL_SIDES)
7718 res.Add(new LSL_Integer(0)); 8233 {
8234 for (face = 0; face < GetNumberOfSides(part); face++)
8235 {
8236 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8237 {
8238 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8239 }
8240 else
8241 {
8242 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8243 }
8244 }
8245 }
8246 else
8247 {
8248 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8249 {
8250 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8251 }
8252 else
8253 {
8254 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8255 }
8256 }
7719 break; 8257 break;
7720 8258
7721 case (int)ScriptBaseClass.PRIM_POINT_LIGHT: 8259 case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
@@ -7734,13 +8272,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7734 break; 8272 break;
7735 8273
7736 case (int)ScriptBaseClass.PRIM_GLOW: 8274 case (int)ScriptBaseClass.PRIM_GLOW:
7737 // TODO--------------
7738 if (remain < 1) 8275 if (remain < 1)
7739 return res; 8276 return res;
8277 face = (int)rules.GetLSLIntegerItem(idx++);
7740 8278
7741 face=(int)rules.GetLSLIntegerItem(idx++); 8279 tex = part.Shape.Textures;
7742 8280 float primglow;
7743 res.Add(new LSL_Float(0)); 8281 if (face == ScriptBaseClass.ALL_SIDES)
8282 {
8283 for (face = 0; face < GetNumberOfSides(part); face++)
8284 {
8285 primglow = tex.GetFace((uint)face).Glow;
8286 res.Add(new LSL_Float(primglow));
8287 }
8288 }
8289 else
8290 {
8291 primglow = tex.GetFace((uint)face).Glow;
8292 res.Add(new LSL_Float(primglow));
8293 }
7744 break; 8294 break;
7745 case (int)ScriptBaseClass.PRIM_TEXT: 8295 case (int)ScriptBaseClass.PRIM_TEXT:
7746 Color4 textColor = part.GetTextColor(); 8296 Color4 textColor = part.GetTextColor();
@@ -8277,28 +8827,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8277 { 8827 {
8278 m_host.AddScriptLPS(1); 8828 m_host.AddScriptLPS(1);
8279 8829
8280 lock (m_host.TaskInventory) 8830 m_host.TaskInventory.LockItemsForRead(true);
8831 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8281 { 8832 {
8282 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 8833 if (inv.Value.Name == item)
8283 { 8834 {
8284 if (inv.Value.Name == item) 8835 m_host.TaskInventory.LockItemsForRead(false);
8836 switch (mask)
8285 { 8837 {
8286 switch (mask) 8838 case 0:
8287 { 8839 return (int)inv.Value.BasePermissions;
8288 case 0: 8840 case 1:
8289 return (int)inv.Value.BasePermissions; 8841 return (int)inv.Value.CurrentPermissions;
8290 case 1: 8842 case 2:
8291 return (int)inv.Value.CurrentPermissions; 8843 return (int)inv.Value.GroupPermissions;
8292 case 2: 8844 case 3:
8293 return (int)inv.Value.GroupPermissions; 8845 return (int)inv.Value.EveryonePermissions;
8294 case 3: 8846 case 4:
8295 return (int)inv.Value.EveryonePermissions; 8847 return (int)inv.Value.NextPermissions;
8296 case 4:
8297 return (int)inv.Value.NextPermissions;
8298 }
8299 } 8848 }
8300 } 8849 }
8301 } 8850 }
8851 m_host.TaskInventory.LockItemsForRead(false);
8302 8852
8303 return -1; 8853 return -1;
8304 } 8854 }
@@ -8345,16 +8895,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8345 { 8895 {
8346 m_host.AddScriptLPS(1); 8896 m_host.AddScriptLPS(1);
8347 8897
8348 lock (m_host.TaskInventory) 8898 m_host.TaskInventory.LockItemsForRead(true);
8899 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8349 { 8900 {
8350 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 8901 if (inv.Value.Name == item)
8351 { 8902 {
8352 if (inv.Value.Name == item) 8903 m_host.TaskInventory.LockItemsForRead(false);
8353 { 8904 return inv.Value.CreatorID.ToString();
8354 return inv.Value.CreatorID.ToString();
8355 }
8356 } 8905 }
8357 } 8906 }
8907 m_host.TaskInventory.LockItemsForRead(false);
8358 8908
8359 llSay(0, "No item name '" + item + "'"); 8909 llSay(0, "No item name '" + item + "'");
8360 8910
@@ -8614,17 +9164,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8614 int width = 0; 9164 int width = 0;
8615 int height = 0; 9165 int height = 0;
8616 9166
8617 ParcelMediaCommandEnum? commandToSend = null; 9167 uint commandToSend = 0;
8618 float time = 0.0f; // default is from start 9168 float time = 0.0f; // default is from start
8619 9169
8620 ScenePresence presence = null; 9170 ScenePresence presence = null;
8621 9171
8622 for (int i = 0; i < commandList.Data.Length; i++) 9172 for (int i = 0; i < commandList.Data.Length; i++)
8623 { 9173 {
8624 ParcelMediaCommandEnum command = (ParcelMediaCommandEnum)commandList.Data[i]; 9174 uint command = (uint)(commandList.GetLSLIntegerItem(i));
8625 switch (command) 9175 switch (command)
8626 { 9176 {
8627 case ParcelMediaCommandEnum.Agent: 9177 case (uint)ParcelMediaCommandEnum.Agent:
8628 // we send only to one agent 9178 // we send only to one agent
8629 if ((i + 1) < commandList.Length) 9179 if ((i + 1) < commandList.Length)
8630 { 9180 {
@@ -8641,25 +9191,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8641 } 9191 }
8642 break; 9192 break;
8643 9193
8644 case ParcelMediaCommandEnum.Loop: 9194 case (uint)ParcelMediaCommandEnum.Loop:
8645 loop = 1; 9195 loop = 1;
8646 commandToSend = command; 9196 commandToSend = command;
8647 update = true; //need to send the media update packet to set looping 9197 update = true; //need to send the media update packet to set looping
8648 break; 9198 break;
8649 9199
8650 case ParcelMediaCommandEnum.Play: 9200 case (uint)ParcelMediaCommandEnum.Play:
8651 loop = 0; 9201 loop = 0;
8652 commandToSend = command; 9202 commandToSend = command;
8653 update = true; //need to send the media update packet to make sure it doesn't loop 9203 update = true; //need to send the media update packet to make sure it doesn't loop
8654 break; 9204 break;
8655 9205
8656 case ParcelMediaCommandEnum.Pause: 9206 case (uint)ParcelMediaCommandEnum.Pause:
8657 case ParcelMediaCommandEnum.Stop: 9207 case (uint)ParcelMediaCommandEnum.Stop:
8658 case ParcelMediaCommandEnum.Unload: 9208 case (uint)ParcelMediaCommandEnum.Unload:
8659 commandToSend = command; 9209 commandToSend = command;
8660 break; 9210 break;
8661 9211
8662 case ParcelMediaCommandEnum.Url: 9212 case (uint)ParcelMediaCommandEnum.Url:
8663 if ((i + 1) < commandList.Length) 9213 if ((i + 1) < commandList.Length)
8664 { 9214 {
8665 if (commandList.Data[i + 1] is LSL_String) 9215 if (commandList.Data[i + 1] is LSL_String)
@@ -8672,7 +9222,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8672 } 9222 }
8673 break; 9223 break;
8674 9224
8675 case ParcelMediaCommandEnum.Texture: 9225 case (uint)ParcelMediaCommandEnum.Texture:
8676 if ((i + 1) < commandList.Length) 9226 if ((i + 1) < commandList.Length)
8677 { 9227 {
8678 if (commandList.Data[i + 1] is LSL_String) 9228 if (commandList.Data[i + 1] is LSL_String)
@@ -8685,7 +9235,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8685 } 9235 }
8686 break; 9236 break;
8687 9237
8688 case ParcelMediaCommandEnum.Time: 9238 case (uint)ParcelMediaCommandEnum.Time:
8689 if ((i + 1) < commandList.Length) 9239 if ((i + 1) < commandList.Length)
8690 { 9240 {
8691 if (commandList.Data[i + 1] is LSL_Float) 9241 if (commandList.Data[i + 1] is LSL_Float)
@@ -8697,7 +9247,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8697 } 9247 }
8698 break; 9248 break;
8699 9249
8700 case ParcelMediaCommandEnum.AutoAlign: 9250 case (uint)ParcelMediaCommandEnum.AutoAlign:
8701 if ((i + 1) < commandList.Length) 9251 if ((i + 1) < commandList.Length)
8702 { 9252 {
8703 if (commandList.Data[i + 1] is LSL_Integer) 9253 if (commandList.Data[i + 1] is LSL_Integer)
@@ -8711,7 +9261,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8711 } 9261 }
8712 break; 9262 break;
8713 9263
8714 case ParcelMediaCommandEnum.Type: 9264 case (uint)ParcelMediaCommandEnum.Type:
8715 if ((i + 1) < commandList.Length) 9265 if ((i + 1) < commandList.Length)
8716 { 9266 {
8717 if (commandList.Data[i + 1] is LSL_String) 9267 if (commandList.Data[i + 1] is LSL_String)
@@ -8724,7 +9274,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8724 } 9274 }
8725 break; 9275 break;
8726 9276
8727 case ParcelMediaCommandEnum.Desc: 9277 case (uint)ParcelMediaCommandEnum.Desc:
8728 if ((i + 1) < commandList.Length) 9278 if ((i + 1) < commandList.Length)
8729 { 9279 {
8730 if (commandList.Data[i + 1] is LSL_String) 9280 if (commandList.Data[i + 1] is LSL_String)
@@ -8737,7 +9287,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8737 } 9287 }
8738 break; 9288 break;
8739 9289
8740 case ParcelMediaCommandEnum.Size: 9290 case (uint)ParcelMediaCommandEnum.Size:
8741 if ((i + 2) < commandList.Length) 9291 if ((i + 2) < commandList.Length)
8742 { 9292 {
8743 if (commandList.Data[i + 1] is LSL_Integer) 9293 if (commandList.Data[i + 1] is LSL_Integer)
@@ -8807,7 +9357,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8807 } 9357 }
8808 } 9358 }
8809 9359
8810 if (commandToSend != null) 9360 if (commandToSend != 0)
8811 { 9361 {
8812 // the commandList contained a start/stop/... command, too 9362 // the commandList contained a start/stop/... command, too
8813 if (presence == null) 9363 if (presence == null)
@@ -8887,16 +9437,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8887 { 9437 {
8888 m_host.AddScriptLPS(1); 9438 m_host.AddScriptLPS(1);
8889 9439
8890 lock (m_host.TaskInventory) 9440 m_host.TaskInventory.LockItemsForRead(true);
9441 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8891 { 9442 {
8892 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9443 if (inv.Value.Name == name)
8893 { 9444 {
8894 if (inv.Value.Name == name) 9445 m_host.TaskInventory.LockItemsForRead(false);
8895 { 9446 return inv.Value.Type;
8896 return inv.Value.Type;
8897 }
8898 } 9447 }
8899 } 9448 }
9449 m_host.TaskInventory.LockItemsForRead(false);
8900 9450
8901 return -1; 9451 return -1;
8902 } 9452 }
@@ -8907,15 +9457,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8907 9457
8908 if (quick_pay_buttons.Data.Length < 4) 9458 if (quick_pay_buttons.Data.Length < 4)
8909 { 9459 {
8910 LSLError("List must have at least 4 elements"); 9460 int x;
8911 return; 9461 for (x=quick_pay_buttons.Data.Length; x<= 4; x++)
9462 {
9463 quick_pay_buttons.Add(ScriptBaseClass.PAY_HIDE);
9464 }
8912 } 9465 }
8913 m_host.ParentGroup.RootPart.PayPrice[0]=price; 9466 int[] nPrice = new int[5];
8914 9467 nPrice[0]=price;
8915 m_host.ParentGroup.RootPart.PayPrice[1]=(LSL_Integer)quick_pay_buttons.Data[0]; 9468 nPrice[1] = (LSL_Integer)quick_pay_buttons.Data[0];
8916 m_host.ParentGroup.RootPart.PayPrice[2]=(LSL_Integer)quick_pay_buttons.Data[1]; 9469 nPrice[2] = (LSL_Integer)quick_pay_buttons.Data[1];
8917 m_host.ParentGroup.RootPart.PayPrice[3]=(LSL_Integer)quick_pay_buttons.Data[2]; 9470 nPrice[3] = (LSL_Integer)quick_pay_buttons.Data[2];
8918 m_host.ParentGroup.RootPart.PayPrice[4]=(LSL_Integer)quick_pay_buttons.Data[3]; 9471 nPrice[4] = (LSL_Integer)quick_pay_buttons.Data[3];
9472 m_host.ParentGroup.RootPart.PayPrice = nPrice;
8919 m_host.ParentGroup.HasGroupChanged = true; 9473 m_host.ParentGroup.HasGroupChanged = true;
8920 } 9474 }
8921 9475
@@ -8927,17 +9481,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8927 if (invItemID == UUID.Zero) 9481 if (invItemID == UUID.Zero)
8928 return new LSL_Vector(); 9482 return new LSL_Vector();
8929 9483
8930 lock (m_host.TaskInventory) 9484 m_host.TaskInventory.LockItemsForRead(true);
9485 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
8931 { 9486 {
8932 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 9487 m_host.TaskInventory.LockItemsForRead(false);
8933 return new LSL_Vector(); 9488 return new LSL_Vector();
9489 }
8934 9490
8935 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 9491 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
8936 { 9492 {
8937 ShoutError("No permissions to track the camera"); 9493 ShoutError("No permissions to track the camera");
8938 return new LSL_Vector(); 9494 m_host.TaskInventory.LockItemsForRead(false);
8939 } 9495 return new LSL_Vector();
8940 } 9496 }
9497 m_host.TaskInventory.LockItemsForRead(false);
8941 9498
8942 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 9499 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
8943 if (presence != null) 9500 if (presence != null)
@@ -8955,17 +9512,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8955 if (invItemID == UUID.Zero) 9512 if (invItemID == UUID.Zero)
8956 return new LSL_Rotation(); 9513 return new LSL_Rotation();
8957 9514
8958 lock (m_host.TaskInventory) 9515 m_host.TaskInventory.LockItemsForRead(true);
9516 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
8959 { 9517 {
8960 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 9518 m_host.TaskInventory.LockItemsForRead(false);
8961 return new LSL_Rotation(); 9519 return new LSL_Rotation();
8962
8963 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
8964 {
8965 ShoutError("No permissions to track the camera");
8966 return new LSL_Rotation();
8967 }
8968 } 9520 }
9521 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9522 {
9523 ShoutError("No permissions to track the camera");
9524 m_host.TaskInventory.LockItemsForRead(false);
9525 return new LSL_Rotation();
9526 }
9527 m_host.TaskInventory.LockItemsForRead(false);
8969 9528
8970 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 9529 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
8971 if (presence != null) 9530 if (presence != null)
@@ -9027,8 +9586,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9027 { 9586 {
9028 m_host.AddScriptLPS(1); 9587 m_host.AddScriptLPS(1);
9029 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0); 9588 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0);
9030 if (detectedParams == null) return; // only works on the first detected avatar 9589 if (detectedParams == null)
9031 9590 {
9591 if (m_host.IsAttachment == true)
9592 {
9593 detectedParams = new DetectParams();
9594 detectedParams.Key = m_host.OwnerID;
9595 }
9596 else
9597 {
9598 return;
9599 }
9600 }
9601
9032 ScenePresence avatar = World.GetScenePresence(detectedParams.Key); 9602 ScenePresence avatar = World.GetScenePresence(detectedParams.Key);
9033 if (avatar != null) 9603 if (avatar != null)
9034 { 9604 {
@@ -9036,6 +9606,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9036 new Vector3((float)pos.x, (float)pos.y, (float)pos.z), 9606 new Vector3((float)pos.x, (float)pos.y, (float)pos.z),
9037 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z)); 9607 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z));
9038 } 9608 }
9609
9039 ScriptSleep(1000); 9610 ScriptSleep(1000);
9040 } 9611 }
9041 9612
@@ -9115,14 +9686,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9115 if (objectID == UUID.Zero) return; 9686 if (objectID == UUID.Zero) return;
9116 9687
9117 UUID agentID; 9688 UUID agentID;
9118 lock (m_host.TaskInventory) 9689 m_host.TaskInventory.LockItemsForRead(true);
9119 { 9690 // we need the permission first, to know which avatar we want to set the camera for
9120 // we need the permission first, to know which avatar we want to set the camera for 9691 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9121 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9122 9692
9123 if (agentID == UUID.Zero) return; 9693 if (agentID == UUID.Zero)
9124 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 9694 {
9695 m_host.TaskInventory.LockItemsForRead(false);
9696 return;
9697 }
9698 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
9699 {
9700 m_host.TaskInventory.LockItemsForRead(false);
9701 return;
9125 } 9702 }
9703 m_host.TaskInventory.LockItemsForRead(false);
9126 9704
9127 ScenePresence presence = World.GetScenePresence(agentID); 9705 ScenePresence presence = World.GetScenePresence(agentID);
9128 9706
@@ -9172,12 +9750,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9172 9750
9173 // we need the permission first, to know which avatar we want to clear the camera for 9751 // we need the permission first, to know which avatar we want to clear the camera for
9174 UUID agentID; 9752 UUID agentID;
9175 lock (m_host.TaskInventory) 9753 m_host.TaskInventory.LockItemsForRead(true);
9754 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9755 if (agentID == UUID.Zero)
9176 { 9756 {
9177 agentID = m_host.TaskInventory[invItemID].PermsGranter; 9757 m_host.TaskInventory.LockItemsForRead(false);
9178 if (agentID == UUID.Zero) return; 9758 return;
9179 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 9759 }
9760 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
9761 {
9762 m_host.TaskInventory.LockItemsForRead(false);
9763 return;
9180 } 9764 }
9765 m_host.TaskInventory.LockItemsForRead(false);
9181 9766
9182 ScenePresence presence = World.GetScenePresence(agentID); 9767 ScenePresence presence = World.GetScenePresence(agentID);
9183 9768
@@ -9634,15 +10219,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9634 10219
9635 internal UUID ScriptByName(string name) 10220 internal UUID ScriptByName(string name)
9636 { 10221 {
9637 lock (m_host.TaskInventory) 10222 m_host.TaskInventory.LockItemsForRead(true);
10223
10224 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
9638 { 10225 {
9639 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 10226 if (item.Type == 10 && item.Name == name)
9640 { 10227 {
9641 if (item.Type == 10 && item.Name == name) 10228 m_host.TaskInventory.LockItemsForRead(false);
9642 return item.ItemID; 10229 return item.ItemID;
9643 } 10230 }
9644 } 10231 }
9645 10232
10233 m_host.TaskInventory.LockItemsForRead(false);
10234
9646 return UUID.Zero; 10235 return UUID.Zero;
9647 } 10236 }
9648 10237
@@ -9683,6 +10272,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9683 { 10272 {
9684 m_host.AddScriptLPS(1); 10273 m_host.AddScriptLPS(1);
9685 10274
10275 //Clone is thread safe
9686 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10276 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
9687 10277
9688 UUID assetID = UUID.Zero; 10278 UUID assetID = UUID.Zero;
@@ -9745,6 +10335,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9745 { 10335 {
9746 m_host.AddScriptLPS(1); 10336 m_host.AddScriptLPS(1);
9747 10337
10338 //Clone is thread safe
9748 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10339 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
9749 10340
9750 UUID assetID = UUID.Zero; 10341 UUID assetID = UUID.Zero;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs
index fe71ed5..1fa8c30 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs
@@ -73,6 +73,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
73 if (m_ScriptEngine.Config.GetBoolean("AllowLightShareFunctions", false)) 73 if (m_ScriptEngine.Config.GetBoolean("AllowLightShareFunctions", false))
74 m_LSFunctionsEnabled = true; 74 m_LSFunctionsEnabled = true;
75 75
76 if (m_ScriptEngine.Config.GetBoolean("AllowCareminsterFunctions", false))
77 m_LSFunctionsEnabled = true;
78
76 m_comms = m_ScriptEngine.World.RequestModuleInterface<IScriptModuleComms>(); 79 m_comms = m_ScriptEngine.World.RequestModuleInterface<IScriptModuleComms>();
77 if (m_comms == null) 80 if (m_comms == null)
78 m_LSFunctionsEnabled = false; 81 m_LSFunctionsEnabled = false;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index 01b64eb..db43902 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -769,18 +769,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
769 if (target != null) 769 if (target != null)
770 { 770 {
771 UUID animID=UUID.Zero; 771 UUID animID=UUID.Zero;
772 lock (m_host.TaskInventory) 772 m_host.TaskInventory.LockItemsForRead(true);
773 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
773 { 774 {
774 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 775 if (inv.Value.Name == animation)
775 { 776 {
776 if (inv.Value.Name == animation) 777 if (inv.Value.Type == (int)AssetType.Animation)
777 { 778 animID = inv.Value.AssetID;
778 if (inv.Value.Type == (int)AssetType.Animation) 779 continue;
779 animID = inv.Value.AssetID;
780 continue;
781 }
782 } 780 }
783 } 781 }
782 m_host.TaskInventory.LockItemsForRead(false);
784 if (animID == UUID.Zero) 783 if (animID == UUID.Zero)
785 target.Animator.AddAnimation(animation, m_host.UUID); 784 target.Animator.AddAnimation(animation, m_host.UUID);
786 else 785 else
@@ -802,18 +801,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
802 if (target != null) 801 if (target != null)
803 { 802 {
804 UUID animID=UUID.Zero; 803 UUID animID=UUID.Zero;
805 lock (m_host.TaskInventory) 804 m_host.TaskInventory.LockItemsForRead(true);
805 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
806 { 806 {
807 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 807 if (inv.Value.Name == animation)
808 { 808 {
809 if (inv.Value.Name == animation) 809 if (inv.Value.Type == (int)AssetType.Animation)
810 { 810 animID = inv.Value.AssetID;
811 if (inv.Value.Type == (int)AssetType.Animation) 811 continue;
812 animID = inv.Value.AssetID;
813 continue;
814 }
815 } 812 }
816 } 813 }
814 m_host.TaskInventory.LockItemsForRead(false);
817 815
818 if (animID == UUID.Zero) 816 if (animID == UUID.Zero)
819 target.Animator.RemoveAnimation(animation); 817 target.Animator.RemoveAnimation(animation);
@@ -1664,6 +1662,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1664 1662
1665 if (!UUID.TryParse(name, out assetID)) 1663 if (!UUID.TryParse(name, out assetID))
1666 { 1664 {
1665 m_host.TaskInventory.LockItemsForRead(true);
1667 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1666 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1668 { 1667 {
1669 if (item.Type == 7 && item.Name == name) 1668 if (item.Type == 7 && item.Name == name)
@@ -1671,6 +1670,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1671 assetID = item.AssetID; 1670 assetID = item.AssetID;
1672 } 1671 }
1673 } 1672 }
1673 m_host.TaskInventory.LockItemsForRead(false);
1674 } 1674 }
1675 1675
1676 if (assetID == UUID.Zero) 1676 if (assetID == UUID.Zero)
@@ -1717,6 +1717,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1717 1717
1718 if (!UUID.TryParse(name, out assetID)) 1718 if (!UUID.TryParse(name, out assetID))
1719 { 1719 {
1720 m_host.TaskInventory.LockItemsForRead(true);
1720 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1721 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1721 { 1722 {
1722 if (item.Type == 7 && item.Name == name) 1723 if (item.Type == 7 && item.Name == name)
@@ -1724,6 +1725,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1724 assetID = item.AssetID; 1725 assetID = item.AssetID;
1725 } 1726 }
1726 } 1727 }
1728 m_host.TaskInventory.LockItemsForRead(false);
1727 } 1729 }
1728 1730
1729 if (assetID == UUID.Zero) 1731 if (assetID == UUID.Zero)
@@ -1774,6 +1776,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1774 1776
1775 if (!UUID.TryParse(name, out assetID)) 1777 if (!UUID.TryParse(name, out assetID))
1776 { 1778 {
1779 m_host.TaskInventory.LockItemsForRead(true);
1777 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1780 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1778 { 1781 {
1779 if (item.Type == 7 && item.Name == name) 1782 if (item.Type == 7 && item.Name == name)
@@ -1781,6 +1784,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1781 assetID = item.AssetID; 1784 assetID = item.AssetID;
1782 } 1785 }
1783 } 1786 }
1787 m_host.TaskInventory.LockItemsForRead(false);
1784 } 1788 }
1785 1789
1786 if (assetID == UUID.Zero) 1790 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 5c2abd5..a5b1124 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
@@ -204,7 +204,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
204 // Is the sensor type is AGENT and not SCRIPTED then include agents 204 // Is the sensor type is AGENT and not SCRIPTED then include agents
205 if ((ts.type & AGENT) != 0 && (ts.type & SCRIPTED) == 0) 205 if ((ts.type & AGENT) != 0 && (ts.type & SCRIPTED) == 0)
206 { 206 {
207 sensedEntities.AddRange(doAgentSensor(ts)); 207 sensedEntities.AddRange(doAgentSensor(ts));
208 } 208 }
209 209
210 // If SCRIPTED or PASSIVE or ACTIVE check objects 210 // If SCRIPTED or PASSIVE or ACTIVE check objects
@@ -309,6 +309,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
309 // in mouselook. 309 // in mouselook.
310 310
311 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.RootPart.AttachedAvatar); 311 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.RootPart.AttachedAvatar);
312 fromRegionPos = avatar.AbsolutePosition;
312 q = avatar.Rotation; 313 q = avatar.Rotation;
313 } 314 }
314 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 315 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
@@ -422,6 +423,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
422 SceneObjectPart SensePoint = ts.host; 423 SceneObjectPart SensePoint = ts.host;
423 Vector3 fromRegionPos = SensePoint.AbsolutePosition; 424 Vector3 fromRegionPos = SensePoint.AbsolutePosition;
424 Quaternion q = SensePoint.RotationOffset; 425 Quaternion q = SensePoint.RotationOffset;
426 if (SensePoint.ParentGroup.RootPart.IsAttachment)
427 {
428 // In attachments, the sensor cone always orients with the
429 // avatar rotation. This may include a nonzero elevation if
430 // in mouselook.
431
432 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.RootPart.AttachedAvatar);
433 fromRegionPos = avatar.AbsolutePosition;
434 q = avatar.Rotation;
435 }
425 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 436 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
426 LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r); 437 LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r);
427 double mag_fwd = LSL_Types.Vector3.Mag(forward_dir); 438 double mag_fwd = LSL_Types.Vector3.Mag(forward_dir);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
index eeb59d9..2fd33fe 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
@@ -109,25 +109,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
109 if (Timers.Count == 0) 109 if (Timers.Count == 0)
110 return; 110 return;
111 111
112 Dictionary<string, TimerClass>.ValueCollection tvals;
112 lock (TimerListLock) 113 lock (TimerListLock)
113 { 114 {
114 // Go through all timers 115 // Go through all timers
115 Dictionary<string, TimerClass>.ValueCollection tvals = Timers.Values; 116 tvals = Timers.Values;
116 foreach (TimerClass ts in tvals) 117 }
118
119 foreach (TimerClass ts in tvals)
120 {
121 // Time has passed?
122 if (ts.next < DateTime.Now.Ticks)
117 { 123 {
118 // Time has passed? 124 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next);
119 if (ts.next < DateTime.Now.Ticks) 125 // Add it to queue
120 { 126 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
121 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next); 127 new EventParams("timer", new Object[0],
122 // Add it to queue 128 new DetectParams[0]));
123 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, 129 // set next interval
124 new EventParams("timer", new Object[0], 130
125 new DetectParams[0])); 131 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
126 // set next interval 132 ts.next = DateTime.Now.Ticks + ts.interval;
127
128 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
129 ts.next = DateTime.Now.Ticks + ts.interval;
130 }
131 } 133 }
132 } 134 }
133 } 135 }
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
index 78ee43c..c8f3623 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
@@ -81,7 +81,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
81 // Avatar Info Commands 81 // Avatar Info Commands
82 string osGetAgentIP(string agent); 82 string osGetAgentIP(string agent);
83 LSL_List osGetAgents(); 83 LSL_List osGetAgents();
84 84
85 // Teleport commands 85 // Teleport commands
86 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 86 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
87 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 87 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
index 9615315..943d7a2 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Diagnostics; //for [DebuggerNonUserCode]
30using System.Reflection; 31using System.Reflection;
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using OpenSim.Region.ScriptEngine.Shared; 33using OpenSim.Region.ScriptEngine.Shared;
@@ -132,6 +133,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
132 return (eventFlags); 133 return (eventFlags);
133 } 134 }
134 135
136 [DebuggerNonUserCode]
135 public void ExecuteEvent(string state, string FunctionName, object[] args) 137 public void ExecuteEvent(string state, string FunctionName, object[] args)
136 { 138 {
137 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory. 139 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory.
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
index dba6502..96f6486 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
@@ -274,6 +274,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
274 public const int CHANGED_ALLOWED_DROP = 64; 274 public const int CHANGED_ALLOWED_DROP = 64;
275 public const int CHANGED_OWNER = 128; 275 public const int CHANGED_OWNER = 128;
276 public const int CHANGED_REGION_RESTART = 256; 276 public const int CHANGED_REGION_RESTART = 256;
277 public const int CHANGED_REGION_START = 256; //LL Changed the constant from CHANGED_REGION_RESTART
277 public const int CHANGED_REGION = 512; 278 public const int CHANGED_REGION = 512;
278 public const int CHANGED_TELEPORT = 1024; 279 public const int CHANGED_TELEPORT = 1024;
279 public const int CHANGED_ANIMATION = 16384; 280 public const int CHANGED_ANIMATION = 16384;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
index 3339995..e86d08c 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Diagnostics; //for [DebuggerNonUserCode]
29using System.Runtime.Remoting.Lifetime; 30using System.Runtime.Remoting.Lifetime;
30using System.Threading; 31using System.Threading;
31using System.Reflection; 32using System.Reflection;
@@ -309,6 +310,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
309 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel); 310 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel);
310 } 311 }
311 312
313 [DebuggerNonUserCode]
312 public void llDie() 314 public void llDie()
313 { 315 {
314 m_LSL_Functions.llDie(); 316 m_LSL_Functions.llDie();
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
index f8dbe03..8280ca5 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
@@ -72,5 +72,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
72 { 72 {
73 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target); 73 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
74 } 74 }
75
76 public LSL_List cmGetWindlightScene(LSL_List rules)
77 {
78 return m_LS_Functions.lsGetWindlightScene(rules);
79 }
80
81 public int cmSetWindlightScene(LSL_List rules)
82 {
83 return m_LS_Functions.lsSetWindlightScene(rules);
84 }
85
86 public int cmSetWindlightSceneTargeted(LSL_List rules, key target)
87 {
88 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
89 }
75 } 90 }
76} 91}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
index edbbc2a..b138da3 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
@@ -33,6 +33,7 @@ using System.Threading;
33using System.Reflection; 33using System.Reflection;
34using System.Collections; 34using System.Collections;
35using System.Collections.Generic; 35using System.Collections.Generic;
36using System.Diagnostics; //for [DebuggerNonUserCode]
36using OpenSim.Region.ScriptEngine.Interfaces; 37using OpenSim.Region.ScriptEngine.Interfaces;
37using OpenSim.Region.ScriptEngine.Shared; 38using OpenSim.Region.ScriptEngine.Shared;
38using OpenSim.Region.ScriptEngine.Shared.Api.Runtime; 39using OpenSim.Region.ScriptEngine.Shared.Api.Runtime;
@@ -90,6 +91,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
90 return (int)m_Executor.GetStateEventFlags(state); 91 return (int)m_Executor.GetStateEventFlags(state);
91 } 92 }
92 93
94 [DebuggerNonUserCode]
93 public void ExecuteEvent(string state, string FunctionName, object[] args) 95 public void ExecuteEvent(string state, string FunctionName, object[] args)
94 { 96 {
95 m_Executor.ExecuteEvent(state, FunctionName, args); 97 m_Executor.ExecuteEvent(state, FunctionName, args);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
index 3dd381d..b348403 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.IO; 29using System.IO;
30using System.Diagnostics; //for [DebuggerNonUserCode]
30using System.Runtime.Remoting; 31using System.Runtime.Remoting;
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using System.Threading; 33using System.Threading;
@@ -238,13 +239,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
238 239
239 if (part != null) 240 if (part != null)
240 { 241 {
241 lock (part.TaskInventory) 242 part.TaskInventory.LockItemsForRead(true);
243 if (part.TaskInventory.ContainsKey(m_ItemID))
242 { 244 {
243 if (part.TaskInventory.ContainsKey(m_ItemID)) 245 m_thisScriptTask = part.TaskInventory[m_ItemID];
244 {
245 m_thisScriptTask = part.TaskInventory[m_ItemID];
246 }
247 } 246 }
247 part.TaskInventory.LockItemsForRead(false);
248 } 248 }
249 249
250 ApiManager am = new ApiManager(); 250 ApiManager am = new ApiManager();
@@ -429,14 +429,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
429 { 429 {
430 int permsMask; 430 int permsMask;
431 UUID permsGranter; 431 UUID permsGranter;
432 lock (part.TaskInventory) 432 part.TaskInventory.LockItemsForRead(true);
433 if (!part.TaskInventory.ContainsKey(m_ItemID))
433 { 434 {
434 if (!part.TaskInventory.ContainsKey(m_ItemID)) 435 part.TaskInventory.LockItemsForRead(false);
435 return; 436 return;
436
437 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
438 permsMask = part.TaskInventory[m_ItemID].PermsMask;
439 } 437 }
438 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
439 permsMask = part.TaskInventory[m_ItemID].PermsMask;
440 part.TaskInventory.LockItemsForRead(false);
440 441
441 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0) 442 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0)
442 { 443 {
@@ -545,6 +546,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
545 return true; 546 return true;
546 } 547 }
547 548
549 [DebuggerNonUserCode] //Prevents the debugger from farting in this function
548 public void SetState(string state) 550 public void SetState(string state)
549 { 551 {
550 if (state == State) 552 if (state == State)
@@ -556,7 +558,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
556 new DetectParams[0])); 558 new DetectParams[0]));
557 PostEvent(new EventParams("state_entry", new Object[0], 559 PostEvent(new EventParams("state_entry", new Object[0],
558 new DetectParams[0])); 560 new DetectParams[0]));
559 561
560 throw new EventAbortException(); 562 throw new EventAbortException();
561 } 563 }
562 564
@@ -639,14 +641,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
639 /// <returns></returns> 641 /// <returns></returns>
640 public object EventProcessor() 642 public object EventProcessor()
641 { 643 {
642 if (m_Suspended) 644 EventParams data = null;
643 return 0;
644 645
645 lock (m_Script) 646 lock (m_EventQueue)
646 { 647 {
647 EventParams data = null; 648 if (m_Suspended)
649 return 0;
648 650
649 lock (m_EventQueue) 651 lock (m_Script)
650 { 652 {
651 data = (EventParams) m_EventQueue.Dequeue(); 653 data = (EventParams) m_EventQueue.Dequeue();
652 if (data == null) // Shouldn't happen 654 if (data == null) // Shouldn't happen
@@ -672,6 +674,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
672 if (data.EventName == "collision") 674 if (data.EventName == "collision")
673 m_CollisionInQueue = false; 675 m_CollisionInQueue = false;
674 } 676 }
677 }
678 lock(m_Script)
679 {
675 680
676 //m_log.DebugFormat("[XENGINE]: Processing event {0} for {1}", data.EventName, this); 681 //m_log.DebugFormat("[XENGINE]: Processing event {0} for {1}", data.EventName, this);
677 682
@@ -828,6 +833,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
828 new Object[0], new DetectParams[0])); 833 new Object[0], new DetectParams[0]));
829 } 834 }
830 835
836 [DebuggerNonUserCode] //Stops the VS debugger from farting in this function
831 public void ApiResetScript() 837 public void ApiResetScript()
832 { 838 {
833 // bool running = Running; 839 // bool running = Running;
diff --git a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
index 1ea52c5..212dbe3 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
@@ -337,19 +337,19 @@ namespace OpenSim.Region.ScriptEngine.Shared
337 337
338 public override string ToString() 338 public override string ToString()
339 { 339 {
340 string st=String.Format(Culture.FormatProvider, "<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", x, y, z, s); 340 string st=String.Format(Culture.FormatProvider, "<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", x, y, z, s);
341 return st; 341 return st;
342 } 342 }
343 343
344 public static explicit operator string(Quaternion r) 344 public static explicit operator string(Quaternion r)
345 { 345 {
346 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", r.x, r.y, r.z, r.s); 346 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", r.x, r.y, r.z, r.s);
347 return s; 347 return s;
348 } 348 }
349 349
350 public static explicit operator LSLString(Quaternion r) 350 public static explicit operator LSLString(Quaternion r)
351 { 351 {
352 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 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", r.x, r.y, r.z, r.s);
353 return new LSLString(s); 353 return new LSLString(s);
354 } 354 }
355 355
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index 61a2088..30e127d 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
@@ -30,6 +30,7 @@ using System.IO;
30using System.Threading; 30using System.Threading;
31using System.Collections; 31using System.Collections;
32using System.Collections.Generic; 32using System.Collections.Generic;
33using System.Diagnostics; //for [DebuggerNonUserCode]
33using System.Security; 34using System.Security;
34using System.Security.Policy; 35using System.Security.Policy;
35using System.Reflection; 36using System.Reflection;
@@ -102,6 +103,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
102 private Dictionary<UUID, IScriptInstance> m_Scripts = 103 private Dictionary<UUID, IScriptInstance> m_Scripts =
103 new Dictionary<UUID, IScriptInstance>(); 104 new Dictionary<UUID, IScriptInstance>();
104 105
106 private OpenMetaverse.ReaderWriterLockSlim m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
107
105 // Maps the asset ID to the assembly 108 // Maps the asset ID to the assembly
106 109
107 private Dictionary<UUID, string> m_Assemblies = 110 private Dictionary<UUID, string> m_Assemblies =
@@ -124,6 +127,71 @@ namespace OpenSim.Region.ScriptEngine.XEngine
124 IWorkItemResult m_CurrentCompile = null; 127 IWorkItemResult m_CurrentCompile = null;
125 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>(); 128 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>();
126 129
130 private void lockScriptsForRead(bool locked)
131 {
132 if (locked)
133 {
134 if (m_scriptsLock.RecursiveReadCount > 0)
135 {
136 m_log.Error("[XEngine.m_Scripts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
137 m_scriptsLock.ExitReadLock();
138 }
139 if (m_scriptsLock.RecursiveWriteCount > 0)
140 {
141 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
142 m_scriptsLock.ExitWriteLock();
143 }
144
145 while (!m_scriptsLock.TryEnterReadLock(60000))
146 {
147 m_log.Error("[XEngine.m_Scripts] Thread lock detected while trying to aquire READ lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
148 if (m_scriptsLock.IsWriteLockHeld)
149 {
150 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
151 }
152 }
153 }
154 else
155 {
156 if (m_scriptsLock.RecursiveReadCount > 0)
157 {
158 m_scriptsLock.ExitReadLock();
159 }
160 }
161 }
162 private void lockScriptsForWrite(bool locked)
163 {
164 if (locked)
165 {
166 if (m_scriptsLock.RecursiveReadCount > 0)
167 {
168 m_log.Error("[XEngine.m_Scripts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
169 m_scriptsLock.ExitReadLock();
170 }
171 if (m_scriptsLock.RecursiveWriteCount > 0)
172 {
173 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
174 m_scriptsLock.ExitWriteLock();
175 }
176
177 while (!m_scriptsLock.TryEnterWriteLock(60000))
178 {
179 m_log.Error("[XEngine.m_Scripts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
180 if (m_scriptsLock.IsWriteLockHeld)
181 {
182 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
183 }
184 }
185 }
186 else
187 {
188 if (m_scriptsLock.RecursiveWriteCount > 0)
189 {
190 m_scriptsLock.ExitWriteLock();
191 }
192 }
193 }
194
127 public string ScriptEngineName 195 public string ScriptEngineName
128 { 196 {
129 get { return "XEngine"; } 197 get { return "XEngine"; }
@@ -263,43 +331,45 @@ namespace OpenSim.Region.ScriptEngine.XEngine
263 331
264 public void RemoveRegion(Scene scene) 332 public void RemoveRegion(Scene scene)
265 { 333 {
266 lock (m_Scripts) 334 lockScriptsForRead(true);
335 foreach (IScriptInstance instance in m_Scripts.Values)
267 { 336 {
268 foreach (IScriptInstance instance in m_Scripts.Values) 337 // Force a final state save
338 //
339 if (m_Assemblies.ContainsKey(instance.AssetID))
269 { 340 {
270 // Force a final state save 341 string assembly = m_Assemblies[instance.AssetID];
271 // 342 instance.SaveState(assembly);
272 if (m_Assemblies.ContainsKey(instance.AssetID)) 343 }
273 {
274 string assembly = m_Assemblies[instance.AssetID];
275 instance.SaveState(assembly);
276 }
277 344
278 // Clear the event queue and abort the instance thread 345 // Clear the event queue and abort the instance thread
279 // 346 //
280 instance.ClearQueue(); 347 instance.ClearQueue();
281 instance.Stop(0); 348 instance.Stop(0);
282 349
283 // Release events, timer, etc 350 // Release events, timer, etc
284 // 351 //
285 instance.DestroyScriptInstance(); 352 instance.DestroyScriptInstance();
286 353
287 // Unload scripts and app domains 354 // Unload scripts and app domains
288 // Must be done explicitly because they have infinite 355 // Must be done explicitly because they have infinite
289 // lifetime 356 // lifetime
290 // 357 //
291 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID); 358 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
292 if (m_DomainScripts[instance.AppDomain].Count == 0) 359 if (m_DomainScripts[instance.AppDomain].Count == 0)
293 { 360 {
294 m_DomainScripts.Remove(instance.AppDomain); 361 m_DomainScripts.Remove(instance.AppDomain);
295 UnloadAppDomain(instance.AppDomain); 362 UnloadAppDomain(instance.AppDomain);
296 }
297 } 363 }
298 m_Scripts.Clear();
299 m_PrimObjects.Clear();
300 m_Assemblies.Clear();
301 m_DomainScripts.Clear();
302 } 364 }
365 lockScriptsForRead(false);
366 lockScriptsForWrite(true);
367 m_Scripts.Clear();
368 lockScriptsForWrite(false);
369 m_PrimObjects.Clear();
370 m_Assemblies.Clear();
371 m_DomainScripts.Clear();
372
303 lock (m_ScriptEngines) 373 lock (m_ScriptEngines)
304 { 374 {
305 m_ScriptEngines.Remove(this); 375 m_ScriptEngines.Remove(this);
@@ -358,22 +428,20 @@ namespace OpenSim.Region.ScriptEngine.XEngine
358 428
359 List<IScriptInstance> instances = new List<IScriptInstance>(); 429 List<IScriptInstance> instances = new List<IScriptInstance>();
360 430
361 lock (m_Scripts) 431 lockScriptsForRead(true);
362 { 432 foreach (IScriptInstance instance in m_Scripts.Values)
363 foreach (IScriptInstance instance in m_Scripts.Values)
364 instances.Add(instance); 433 instances.Add(instance);
365 } 434 lockScriptsForRead(false);
366 435
367 foreach (IScriptInstance i in instances) 436 foreach (IScriptInstance i in instances)
368 { 437 {
369 string assembly = String.Empty; 438 string assembly = String.Empty;
370 439
371 lock (m_Scripts) 440
372 {
373 if (!m_Assemblies.ContainsKey(i.AssetID)) 441 if (!m_Assemblies.ContainsKey(i.AssetID))
374 continue; 442 continue;
375 assembly = m_Assemblies[i.AssetID]; 443 assembly = m_Assemblies[i.AssetID];
376 } 444
377 445
378 i.SaveState(assembly); 446 i.SaveState(assembly);
379 } 447 }
@@ -696,111 +764,117 @@ namespace OpenSim.Region.ScriptEngine.XEngine
696 } 764 }
697 } 765 }
698 766
699 lock (m_Scripts) 767
768
769 ScriptInstance instance = null;
770 // Create the object record
771 lockScriptsForRead(true);
772 if ((!m_Scripts.ContainsKey(itemID)) ||
773 (m_Scripts[itemID].AssetID != assetID))
700 { 774 {
701 ScriptInstance instance = null; 775 lockScriptsForRead(false);
702 // Create the object record
703 776
704 if ((!m_Scripts.ContainsKey(itemID)) || 777 UUID appDomain = assetID;
705 (m_Scripts[itemID].AssetID != assetID))
706 {
707 UUID appDomain = assetID;
708 778
709 if (part.ParentGroup.IsAttachment) 779 if (part.ParentGroup.IsAttachment)
710 appDomain = part.ParentGroup.RootPart.UUID; 780 appDomain = part.ParentGroup.RootPart.UUID;
711 781
712 if (!m_AppDomains.ContainsKey(appDomain)) 782 if (!m_AppDomains.ContainsKey(appDomain))
783 {
784 try
713 { 785 {
714 try 786 AppDomainSetup appSetup = new AppDomainSetup();
715 { 787 // appSetup.ApplicationBase = Path.Combine(
716 AppDomainSetup appSetup = new AppDomainSetup(); 788 // "ScriptEngines",
717// appSetup.ApplicationBase = Path.Combine( 789 // m_Scene.RegionInfo.RegionID.ToString());
718// "ScriptEngines", 790
719// m_Scene.RegionInfo.RegionID.ToString()); 791 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence;
720 792 Evidence evidence = new Evidence(baseEvidence);
721 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence; 793
722 Evidence evidence = new Evidence(baseEvidence); 794 AppDomain sandbox;
723 795 if (m_AppDomainLoading)
724 AppDomain sandbox; 796 sandbox = AppDomain.CreateDomain(
725 if (m_AppDomainLoading) 797 m_Scene.RegionInfo.RegionID.ToString(),
726 sandbox = AppDomain.CreateDomain( 798 evidence, appSetup);
727 m_Scene.RegionInfo.RegionID.ToString(), 799 else
728 evidence, appSetup); 800 sandbox = AppDomain.CurrentDomain;
729 else 801
730 sandbox = AppDomain.CurrentDomain; 802 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
731 803 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
732 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel(); 804 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
733 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition(); 805 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
734 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet"); 806 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
735 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet); 807 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
736 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement); 808 //sandbox.SetAppDomainPolicy(sandboxPolicy);
737 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup; 809
738 //sandbox.SetAppDomainPolicy(sandboxPolicy); 810 m_AppDomains[appDomain] = sandbox;
739 811
740 m_AppDomains[appDomain] = sandbox; 812 m_AppDomains[appDomain].AssemblyResolve +=
741 813 new ResolveEventHandler(
742 m_AppDomains[appDomain].AssemblyResolve += 814 AssemblyResolver.OnAssemblyResolve);
743 new ResolveEventHandler( 815 m_DomainScripts[appDomain] = new List<UUID>();
744 AssemblyResolver.OnAssemblyResolve);
745 m_DomainScripts[appDomain] = new List<UUID>();
746 }
747 catch (Exception e)
748 {
749 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
750 m_ScriptErrorMessage += "Exception creating app domain:\n";
751 m_ScriptFailCount++;
752 lock (m_AddingAssemblies)
753 {
754 m_AddingAssemblies[assembly]--;
755 }
756 return false;
757 }
758 } 816 }
759 m_DomainScripts[appDomain].Add(itemID); 817 catch (Exception e)
760
761 instance = new ScriptInstance(this, part,
762 itemID, assetID, assembly,
763 m_AppDomains[appDomain],
764 part.ParentGroup.RootPart.Name,
765 item.Name, startParam, postOnRez,
766 stateSource, m_MaxScriptQueue);
767
768 m_log.DebugFormat("[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}",
769 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID, part.ParentGroup.RootPart.AbsolutePosition.ToString());
770
771 if (presence != null)
772 { 818 {
773 ShowScriptSaveResponse(item.OwnerID, 819 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
774 assetID, "Compile successful", true); 820 m_ScriptErrorMessage += "Exception creating app domain:\n";
821 m_ScriptFailCount++;
822 lock (m_AddingAssemblies)
823 {
824 m_AddingAssemblies[assembly]--;
825 }
826 return false;
775 } 827 }
828 }
829 m_DomainScripts[appDomain].Add(itemID);
776 830
777 instance.AppDomain = appDomain; 831 instance = new ScriptInstance(this, part,
778 instance.LineMap = linemap; 832 itemID, assetID, assembly,
833 m_AppDomains[appDomain],
834 part.ParentGroup.RootPart.Name,
835 item.Name, startParam, postOnRez,
836 stateSource, m_MaxScriptQueue);
779 837
780 m_Scripts[itemID] = instance; 838 m_log.DebugFormat("[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}",
781 } 839 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID, part.ParentGroup.RootPart.AbsolutePosition.ToString());
782 840
783 lock (m_PrimObjects) 841 if (presence != null)
784 { 842 {
785 if (!m_PrimObjects.ContainsKey(localID)) 843 ShowScriptSaveResponse(item.OwnerID,
786 m_PrimObjects[localID] = new List<UUID>(); 844 assetID, "Compile successful", true);
845 }
787 846
788 if (!m_PrimObjects[localID].Contains(itemID)) 847 instance.AppDomain = appDomain;
789 m_PrimObjects[localID].Add(itemID); 848 instance.LineMap = linemap;
849 lockScriptsForWrite(true);
850 m_Scripts[itemID] = instance;
851 lockScriptsForWrite(false);
852 }
853 else
854 {
855 lockScriptsForRead(false);
856 }
857 lock (m_PrimObjects)
858 {
859 if (!m_PrimObjects.ContainsKey(localID))
860 m_PrimObjects[localID] = new List<UUID>();
790 861
791 } 862 if (!m_PrimObjects[localID].Contains(itemID))
863 m_PrimObjects[localID].Add(itemID);
792 864
793 if (!m_Assemblies.ContainsKey(assetID)) 865 }
794 m_Assemblies[assetID] = assembly;
795 866
796 lock (m_AddingAssemblies) 867 if (!m_Assemblies.ContainsKey(assetID))
797 { 868 m_Assemblies[assetID] = assembly;
798 m_AddingAssemblies[assembly]--;
799 }
800 869
801 if (instance!=null) 870 lock (m_AddingAssemblies)
802 instance.Init(); 871 {
872 m_AddingAssemblies[assembly]--;
803 } 873 }
874
875 if (instance!=null)
876 instance.Init();
877
804 return true; 878 return true;
805 } 879 }
806 880
@@ -813,60 +887,65 @@ namespace OpenSim.Region.ScriptEngine.XEngine
813 m_CompileDict.Remove(itemID); 887 m_CompileDict.Remove(itemID);
814 } 888 }
815 889
816 lock (m_Scripts) 890 lockScriptsForRead(true);
891 // Do we even have it?
892 if (!m_Scripts.ContainsKey(itemID))
817 { 893 {
818 // Do we even have it? 894 lockScriptsForRead(false);
819 if (!m_Scripts.ContainsKey(itemID)) 895 return;
820 return; 896 }
821 897
822 IScriptInstance instance=m_Scripts[itemID];
823 m_Scripts.Remove(itemID);
824 898
825 instance.ClearQueue(); 899 IScriptInstance instance=m_Scripts[itemID];
826 instance.Stop(0); 900 lockScriptsForRead(false);
901 lockScriptsForWrite(true);
902 m_Scripts.Remove(itemID);
903 lockScriptsForWrite(false);
904 instance.ClearQueue();
905 instance.Stop(0);
827 906
828// bool objectRemoved = false; 907// bool objectRemoved = false;
829 908
830 lock (m_PrimObjects) 909 lock (m_PrimObjects)
910 {
911 // Remove the script from it's prim
912 if (m_PrimObjects.ContainsKey(localID))
831 { 913 {
832 // Remove the script from it's prim 914 // Remove inventory item record
833 if (m_PrimObjects.ContainsKey(localID)) 915 if (m_PrimObjects[localID].Contains(itemID))
834 { 916 m_PrimObjects[localID].Remove(itemID);
835 // Remove inventory item record
836 if (m_PrimObjects[localID].Contains(itemID))
837 m_PrimObjects[localID].Remove(itemID);
838 917
839 // If there are no more scripts, remove prim 918 // If there are no more scripts, remove prim
840 if (m_PrimObjects[localID].Count == 0) 919 if (m_PrimObjects[localID].Count == 0)
841 { 920 {
842 m_PrimObjects.Remove(localID); 921 m_PrimObjects.Remove(localID);
843// objectRemoved = true; 922// objectRemoved = true;
844 }
845 } 923 }
846 } 924 }
925 }
847 926
848 instance.RemoveState(); 927 instance.RemoveState();
849 instance.DestroyScriptInstance(); 928 instance.DestroyScriptInstance();
850
851 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
852 if (m_DomainScripts[instance.AppDomain].Count == 0)
853 {
854 m_DomainScripts.Remove(instance.AppDomain);
855 UnloadAppDomain(instance.AppDomain);
856 }
857 929
858 instance = null; 930 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
931 if (m_DomainScripts[instance.AppDomain].Count == 0)
932 {
933 m_DomainScripts.Remove(instance.AppDomain);
934 UnloadAppDomain(instance.AppDomain);
935 }
859 936
860 ObjectRemoved handlerObjectRemoved = OnObjectRemoved; 937 instance = null;
861 if (handlerObjectRemoved != null)
862 {
863 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
864 handlerObjectRemoved(part.UUID);
865 }
866 938
867 CleanAssemblies(); 939 ObjectRemoved handlerObjectRemoved = OnObjectRemoved;
940 if (handlerObjectRemoved != null)
941 {
942 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
943 handlerObjectRemoved(part.UUID);
868 } 944 }
869 945
946 CleanAssemblies();
947
948
870 ScriptRemoved handlerScriptRemoved = OnScriptRemoved; 949 ScriptRemoved handlerScriptRemoved = OnScriptRemoved;
871 if (handlerScriptRemoved != null) 950 if (handlerScriptRemoved != null)
872 handlerScriptRemoved(itemID); 951 handlerScriptRemoved(itemID);
@@ -1118,12 +1197,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1118 private IScriptInstance GetInstance(UUID itemID) 1197 private IScriptInstance GetInstance(UUID itemID)
1119 { 1198 {
1120 IScriptInstance instance; 1199 IScriptInstance instance;
1121 lock (m_Scripts) 1200 lockScriptsForRead(true);
1201 if (!m_Scripts.ContainsKey(itemID))
1122 { 1202 {
1123 if (!m_Scripts.ContainsKey(itemID)) 1203 lockScriptsForRead(false);
1124 return null; 1204 return null;
1125 instance = m_Scripts[itemID];
1126 } 1205 }
1206 instance = m_Scripts[itemID];
1207 lockScriptsForRead(false);
1127 return instance; 1208 return instance;
1128 } 1209 }
1129 1210
@@ -1147,6 +1228,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1147 return false; 1228 return false;
1148 } 1229 }
1149 1230
1231 [DebuggerNonUserCode]
1150 public void ApiResetScript(UUID itemID) 1232 public void ApiResetScript(UUID itemID)
1151 { 1233 {
1152 IScriptInstance instance = GetInstance(itemID); 1234 IScriptInstance instance = GetInstance(itemID);
@@ -1198,6 +1280,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1198 return UUID.Zero; 1280 return UUID.Zero;
1199 } 1281 }
1200 1282
1283 [DebuggerNonUserCode]
1201 public void SetState(UUID itemID, string newState) 1284 public void SetState(UUID itemID, string newState)
1202 { 1285 {
1203 IScriptInstance instance = GetInstance(itemID); 1286 IScriptInstance instance = GetInstance(itemID);
@@ -1218,11 +1301,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1218 { 1301 {
1219 List<IScriptInstance> instances = new List<IScriptInstance>(); 1302 List<IScriptInstance> instances = new List<IScriptInstance>();
1220 1303
1221 lock (m_Scripts) 1304 lockScriptsForRead(true);
1222 { 1305 foreach (IScriptInstance instance in m_Scripts.Values)
1223 foreach (IScriptInstance instance in m_Scripts.Values)
1224 instances.Add(instance); 1306 instances.Add(instance);
1225 } 1307 lockScriptsForRead(false);
1226 1308
1227 foreach (IScriptInstance i in instances) 1309 foreach (IScriptInstance i in instances)
1228 { 1310 {