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-rw-r--r--OpenSim/Region/Application/OpenSim.cs2
-rw-r--r--OpenSim/Region/Application/OpenSimBase.cs76
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs3
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs210
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs10
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs27
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs66
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/UnackedPacketCollection.cs353
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs37
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs106
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs4
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs25
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs5
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs69
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs8
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs59
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs19
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs70
-rw-r--r--OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs10
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs74
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs17
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs15
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs18
-rw-r--r--OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs37
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs349
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandObject.cs36
-rw-r--r--OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs2
-rw-r--r--OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs11
-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs7
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs3
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IInterregionComms.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISnmpModule.cs27
-rw-r--r--OpenSim/Region/Framework/ModuleLoader.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs214
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs20
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs99
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs225
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs10
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs233
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs7
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs657
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs277
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs598
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs977
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs168
-rw-r--r--OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs10
-rw-r--r--OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs16
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs11
-rw-r--r--OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs3
-rw-r--r--OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs2
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs1433
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs3932
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs375
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs (renamed from OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs)46
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs3869
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs122
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs98
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODECharacter.cs1
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs2
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSPrim.cs2
-rw-r--r--OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs82
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs20
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs1720
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs53
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs13
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs32
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs1
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs15
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs40
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs28
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs341
82 files changed, 15383 insertions, 2237 deletions
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index c85ff82..6094bad 100644
--- a/OpenSim/Region/Application/OpenSim.cs
+++ b/OpenSim/Region/Application/OpenSim.cs
@@ -436,7 +436,7 @@ namespace OpenSim
436 if (alert != null) 436 if (alert != null)
437 presence.ControllingClient.Kick(alert); 437 presence.ControllingClient.Kick(alert);
438 else 438 else
439 presence.ControllingClient.Kick("\nThe OpenSim manager kicked you out.\n"); 439 presence.ControllingClient.Kick("\nYou have been logged out by an administrator.\n");
440 440
441 // ...and close on our side 441 // ...and close on our side
442 presence.Scene.IncomingCloseAgent(presence.UUID); 442 presence.Scene.IncomingCloseAgent(presence.UUID);
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index 74ad168..c5ee385 100644
--- a/OpenSim/Region/Application/OpenSimBase.cs
+++ b/OpenSim/Region/Application/OpenSimBase.cs
@@ -88,6 +88,10 @@ namespace OpenSim
88 88
89 protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>(); 89 protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>();
90 90
91 private List<string> m_permsModules;
92
93 private bool m_securePermissionsLoading = true;
94
91 /// <value> 95 /// <value>
92 /// The config information passed into the OpenSimulator region server. 96 /// The config information passed into the OpenSimulator region server.
93 /// </value> 97 /// </value>
@@ -185,6 +189,11 @@ namespace OpenSim
185 CreatePIDFile(pidFile); 189 CreatePIDFile(pidFile);
186 190
187 userStatsURI = startupConfig.GetString("Stats_URI", String.Empty); 191 userStatsURI = startupConfig.GetString("Stats_URI", String.Empty);
192
193 m_securePermissionsLoading = startupConfig.GetBoolean("SecurePermissionsLoading", true);
194
195 string permissionModules = startupConfig.GetString("permissionmodules", "DefaultPermissionsModule");
196 m_permsModules = new List<string>(permissionModules.Split(','));
188 } 197 }
189 198
190 // Load the simulation data service 199 // Load the simulation data service
@@ -360,7 +369,41 @@ namespace OpenSim
360 } 369 }
361 else m_log.Error("[MODULES]: The new RegionModulesController is missing..."); 370 else m_log.Error("[MODULES]: The new RegionModulesController is missing...");
362 371
372 if (m_securePermissionsLoading)
373 {
374 foreach (string s in m_permsModules)
375 {
376 if (!scene.RegionModules.ContainsKey(s))
377 {
378 bool found = false;
379 foreach (IRegionModule m in modules)
380 {
381 if (m.Name == s)
382 {
383 found = true;
384 }
385 }
386 if (!found)
387 {
388 m_log.Fatal("[MODULES]: Required module " + s + " not found.");
389 Environment.Exit(0);
390 }
391 }
392 }
393 }
394
363 scene.SetModuleInterfaces(); 395 scene.SetModuleInterfaces();
396// First Step of bootreport sequence
397 if (scene.SnmpService != null)
398 {
399 scene.SnmpService.ColdStart(1,scene);
400 scene.SnmpService.LinkDown(scene);
401 }
402
403 if (scene.SnmpService != null)
404 {
405 scene.SnmpService.BootInfo("Loading prins", scene);
406 }
364 407
365 // Prims have to be loaded after module configuration since some modules may be invoked during the load 408 // Prims have to be loaded after module configuration since some modules may be invoked during the load
366 scene.LoadPrimsFromStorage(regionInfo.originRegionID); 409 scene.LoadPrimsFromStorage(regionInfo.originRegionID);
@@ -368,6 +411,10 @@ namespace OpenSim
368 // TODO : Try setting resource for region xstats here on scene 411 // TODO : Try setting resource for region xstats here on scene
369 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo)); 412 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo));
370 413
414 if (scene.SnmpService != null)
415 {
416 scene.SnmpService.BootInfo("Grid Registration in progress", scene);
417 }
371 try 418 try
372 { 419 {
373 scene.RegisterRegionWithGrid(); 420 scene.RegisterRegionWithGrid();
@@ -378,11 +425,20 @@ namespace OpenSim
378 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}", 425 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}",
379 e.Message, e.StackTrace); 426 e.Message, e.StackTrace);
380 427
428 if (scene.SnmpService != null)
429 {
430 scene.SnmpService.Critical("Grid registration failed. Startup aborted.", scene);
431 }
381 // Carrying on now causes a lot of confusion down the 432 // Carrying on now causes a lot of confusion down the
382 // line - we need to get the user's attention 433 // line - we need to get the user's attention
383 Environment.Exit(1); 434 Environment.Exit(1);
384 } 435 }
385 436
437 if (scene.SnmpService != null)
438 {
439 scene.SnmpService.BootInfo("Grid Registration done", scene);
440 }
441
386 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID); 442 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
387 scene.EventManager.TriggerParcelPrimCountUpdate(); 443 scene.EventManager.TriggerParcelPrimCountUpdate();
388 444
@@ -390,6 +446,11 @@ namespace OpenSim
390 // scripting engines. 446 // scripting engines.
391 scene.CreateScriptInstances(); 447 scene.CreateScriptInstances();
392 448
449 if (scene.SnmpService != null)
450 {
451 scene.SnmpService.BootInfo("ScriptEngine started", scene);
452 }
453
393 m_sceneManager.Add(scene); 454 m_sceneManager.Add(scene);
394 455
395 if (m_autoCreateClientStack) 456 if (m_autoCreateClientStack)
@@ -398,6 +459,10 @@ namespace OpenSim
398 clientServer.Start(); 459 clientServer.Start();
399 } 460 }
400 461
462 if (scene.SnmpService != null)
463 {
464 scene.SnmpService.BootInfo("Initializing region modules", scene);
465 }
401 if (do_post_init) 466 if (do_post_init)
402 { 467 {
403 foreach (IRegionModule module in modules) 468 foreach (IRegionModule module in modules)
@@ -409,6 +474,12 @@ namespace OpenSim
409 474
410 mscene = scene; 475 mscene = scene;
411 476
477 if (scene.SnmpService != null)
478 {
479 scene.SnmpService.BootInfo("The region is operational", scene);
480 scene.SnmpService.LinkUp(scene);
481 }
482
412 scene.StartTimer(); 483 scene.StartTimer();
413 484
414 return clientServer; 485 return clientServer;
@@ -417,6 +488,11 @@ namespace OpenSim
417 private void ShutdownRegion(Scene scene) 488 private void ShutdownRegion(Scene scene)
418 { 489 {
419 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName); 490 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName);
491 if (scene.SnmpService != null)
492 {
493 scene.SnmpService.BootInfo("The region is shutting down", scene);
494 scene.SnmpService.LinkDown(scene);
495 }
420 IRegionModulesController controller; 496 IRegionModulesController controller;
421 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller)) 497 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller))
422 { 498 {
diff --git a/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs b/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs
index e9e2dca..9dd6663 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs
@@ -202,6 +202,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
202 m_stopPacket = TexturePacketCount(); 202 m_stopPacket = TexturePacketCount();
203 } 203 }
204 204
205 //Give them at least two packets, to play nice with some broken viewers (SL also behaves this way)
206 if (m_stopPacket == 1 && Layers[0].End > FIRST_PACKET_SIZE) m_stopPacket++;
207
205 m_currentPacket = StartPacket; 208 m_currentPacket = StartPacket;
206 } 209 }
207 } 210 }
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index 48d5a12..2b1bd97 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -155,6 +155,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
155 public event RequestTaskInventory OnRequestTaskInventory; 155 public event RequestTaskInventory OnRequestTaskInventory;
156 public event UpdateInventoryItem OnUpdateInventoryItem; 156 public event UpdateInventoryItem OnUpdateInventoryItem;
157 public event CopyInventoryItem OnCopyInventoryItem; 157 public event CopyInventoryItem OnCopyInventoryItem;
158 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
158 public event MoveInventoryItem OnMoveInventoryItem; 159 public event MoveInventoryItem OnMoveInventoryItem;
159 public event RemoveInventoryItem OnRemoveInventoryItem; 160 public event RemoveInventoryItem OnRemoveInventoryItem;
160 public event RemoveInventoryFolder OnRemoveInventoryFolder; 161 public event RemoveInventoryFolder OnRemoveInventoryFolder;
@@ -335,11 +336,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
335// protected HashSet<uint> m_attachmentsSent; 336// protected HashSet<uint> m_attachmentsSent;
336 337
337 private int m_moneyBalance; 338 private int m_moneyBalance;
339 private bool m_deliverPackets = true;
338 private int m_animationSequenceNumber = 1; 340 private int m_animationSequenceNumber = 1;
339 private bool m_SendLogoutPacketWhenClosing = true; 341 private bool m_SendLogoutPacketWhenClosing = true;
340 private AgentUpdateArgs lastarg; 342 private AgentUpdateArgs lastarg;
341 private bool m_IsActive = true; 343 private bool m_IsActive = true;
342 private bool m_IsLoggingOut = false; 344 private bool m_IsLoggingOut = false;
345 private bool m_IsPresenceReady = false;
343 346
344 protected Dictionary<PacketType, PacketProcessor> m_packetHandlers = new Dictionary<PacketType, PacketProcessor>(); 347 protected Dictionary<PacketType, PacketProcessor> m_packetHandlers = new Dictionary<PacketType, PacketProcessor>();
345 protected Dictionary<string, GenericMessage> m_genericPacketHandlers = new Dictionary<string, GenericMessage>(); //PauPaw:Local Generic Message handlers 348 protected Dictionary<string, GenericMessage> m_genericPacketHandlers = new Dictionary<string, GenericMessage>(); //PauPaw:Local Generic Message handlers
@@ -362,6 +365,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
362 365
363 private Timer m_propertiesPacketTimer; 366 private Timer m_propertiesPacketTimer;
364 private List<ObjectPropertiesPacket.ObjectDataBlock> m_propertiesBlocks = new List<ObjectPropertiesPacket.ObjectDataBlock>(); 367 private List<ObjectPropertiesPacket.ObjectDataBlock> m_propertiesBlocks = new List<ObjectPropertiesPacket.ObjectDataBlock>();
368 private List<Packet> m_pendingPackets;
365 369
366 #endregion Class Members 370 #endregion Class Members
367 371
@@ -377,6 +381,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
377 get { return m_startpos; } 381 get { return m_startpos; }
378 set { m_startpos = value; } 382 set { m_startpos = value; }
379 } 383 }
384 public bool DeliverPackets
385 {
386 get { return m_deliverPackets; }
387 set {
388 m_deliverPackets = value;
389 m_udpClient.m_deliverPackets = value;
390 }
391 }
380 public UUID AgentId { get { return m_agentId; } } 392 public UUID AgentId { get { return m_agentId; } }
381 public UUID ActiveGroupId { get { return m_activeGroupID; } } 393 public UUID ActiveGroupId { get { return m_activeGroupID; } }
382 public string ActiveGroupName { get { return m_activeGroupName; } } 394 public string ActiveGroupName { get { return m_activeGroupName; } }
@@ -406,6 +418,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
406 get { return m_IsActive; } 418 get { return m_IsActive; }
407 set { m_IsActive = value; } 419 set { m_IsActive = value; }
408 } 420 }
421
409 public bool IsLoggingOut 422 public bool IsLoggingOut
410 { 423 {
411 get { return m_IsLoggingOut; } 424 get { return m_IsLoggingOut; }
@@ -475,18 +488,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
475 488
476 #region Client Methods 489 #region Client Methods
477 490
491
478 /// <summary> 492 /// <summary>
479 /// Shut down the client view 493 /// Shut down the client view
480 /// </summary> 494 /// </summary>
481 public void Close() 495 public void Close()
482 { 496 {
497 Close(true);
498 }
499
500 /// <summary>
501 /// Shut down the client view
502 /// </summary>
503 public void Close(bool sendStop)
504 {
483 m_log.DebugFormat( 505 m_log.DebugFormat(
484 "[CLIENT]: Close has been called for {0} attached to scene {1}", 506 "[CLIENT]: Close has been called for {0} attached to scene {1}",
485 Name, m_scene.RegionInfo.RegionName); 507 Name, m_scene.RegionInfo.RegionName);
486 508
487 // Send the STOP packet 509 if (sendStop)
488 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator); 510 {
489 OutPacket(disable, ThrottleOutPacketType.Unknown); 511 // Send the STOP packet
512 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator);
513 OutPacket(disable, ThrottleOutPacketType.Unknown);
514 }
490 515
491 IsActive = false; 516 IsActive = false;
492 517
@@ -766,7 +791,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
766 reply.ChatData.OwnerID = fromAgentID; 791 reply.ChatData.OwnerID = fromAgentID;
767 reply.ChatData.SourceID = fromAgentID; 792 reply.ChatData.SourceID = fromAgentID;
768 793
769 OutPacket(reply, ThrottleOutPacketType.Task); 794 OutPacket(reply, ThrottleOutPacketType.Unknown);
770 } 795 }
771 796
772 /// <summary> 797 /// <summary>
@@ -1052,6 +1077,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1052 public virtual void SendLayerData(float[] map) 1077 public virtual void SendLayerData(float[] map)
1053 { 1078 {
1054 Util.FireAndForget(DoSendLayerData, map); 1079 Util.FireAndForget(DoSendLayerData, map);
1080
1081 // Send it sync, and async. It's not that much data
1082 // and it improves user experience just so much!
1083 DoSendLayerData(map);
1055 } 1084 }
1056 1085
1057 /// <summary> 1086 /// <summary>
@@ -1064,16 +1093,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1064 1093
1065 try 1094 try
1066 { 1095 {
1067 //for (int y = 0; y < 16; y++) 1096 for (int y = 0; y < 16; y++)
1068 //{ 1097 {
1069 // for (int x = 0; x < 16; x++) 1098 for (int x = 0; x < 16; x+=4)
1070 // { 1099 {
1071 // SendLayerData(x, y, map); 1100 SendLayerPacket(x, y, map);
1072 // } 1101 }
1073 //} 1102 }
1074
1075 // Send LayerData in a spiral pattern. Fun!
1076 SendLayerTopRight(map, 0, 0, 15, 15);
1077 } 1103 }
1078 catch (Exception e) 1104 catch (Exception e)
1079 { 1105 {
@@ -1081,51 +1107,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1081 } 1107 }
1082 } 1108 }
1083 1109
1084 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
1085 {
1086 // Row
1087 for (int i = x1; i <= x2; i++)
1088 SendLayerData(i, y1, map);
1089
1090 // Column
1091 for (int j = y1 + 1; j <= y2; j++)
1092 SendLayerData(x2, j, map);
1093
1094 if (x2 - x1 > 0)
1095 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
1096 }
1097
1098 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
1099 {
1100 // Row in reverse
1101 for (int i = x2; i >= x1; i--)
1102 SendLayerData(i, y2, map);
1103
1104 // Column in reverse
1105 for (int j = y2 - 1; j >= y1; j--)
1106 SendLayerData(x1, j, map);
1107
1108 if (x2 - x1 > 0)
1109 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
1110 }
1111
1112 /// <summary> 1110 /// <summary>
1113 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 1111 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
1114 /// </summary> 1112 /// </summary>
1115 /// <param name="map">heightmap</param> 1113 /// <param name="map">heightmap</param>
1116 /// <param name="px">X coordinate for patches 0..12</param> 1114 /// <param name="px">X coordinate for patches 0..12</param>
1117 /// <param name="py">Y coordinate for patches 0..15</param> 1115 /// <param name="py">Y coordinate for patches 0..15</param>
1118 // private void SendLayerPacket(float[] map, int y, int x) 1116 private void SendLayerPacket(int x, int y, float[] map)
1119 // { 1117 {
1120 // int[] patches = new int[4]; 1118 int[] patches = new int[4];
1121 // patches[0] = x + 0 + y * 16; 1119 patches[0] = x + 0 + y * 16;
1122 // patches[1] = x + 1 + y * 16; 1120 patches[1] = x + 1 + y * 16;
1123 // patches[2] = x + 2 + y * 16; 1121 patches[2] = x + 2 + y * 16;
1124 // patches[3] = x + 3 + y * 16; 1122 patches[3] = x + 3 + y * 16;
1125 1123
1126 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 1124 float[] heightmap = (map.Length == 65536) ?
1127 // OutPacket(layerpack, ThrottleOutPacketType.Land); 1125 map :
1128 // } 1126 LLHeightFieldMoronize(map);
1127
1128 try
1129 {
1130 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1131 OutPacket(layerpack, ThrottleOutPacketType.Land);
1132 }
1133 catch
1134 {
1135 for (int px = x ; px < x + 4 ; px++)
1136 SendLayerData(px, y, map);
1137 }
1138 }
1129 1139
1130 /// <summary> 1140 /// <summary>
1131 /// Sends a specified patch to a client 1141 /// Sends a specified patch to a client
@@ -1145,7 +1155,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1145 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); 1155 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1146 layerpack.Header.Reliable = true; 1156 layerpack.Header.Reliable = true;
1147 1157
1148 OutPacket(layerpack, ThrottleOutPacketType.Land); 1158 OutPacket(layerpack, ThrottleOutPacketType.Task);
1149 } 1159 }
1150 catch (Exception e) 1160 catch (Exception e)
1151 { 1161 {
@@ -2240,6 +2250,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2240 OutPacket(sound, ThrottleOutPacketType.Task); 2250 OutPacket(sound, ThrottleOutPacketType.Task);
2241 } 2251 }
2242 2252
2253 public void SendTransferAbort(TransferRequestPacket transferRequest)
2254 {
2255 TransferAbortPacket abort = (TransferAbortPacket)PacketPool.Instance.GetPacket(PacketType.TransferAbort);
2256 abort.TransferInfo.TransferID = transferRequest.TransferInfo.TransferID;
2257 abort.TransferInfo.ChannelType = transferRequest.TransferInfo.ChannelType;
2258 m_log.Debug("[Assets] Aborting transfer; asset request failed");
2259 OutPacket(abort, ThrottleOutPacketType.Task);
2260 }
2261
2243 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain) 2262 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain)
2244 { 2263 {
2245 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger); 2264 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger);
@@ -3532,6 +3551,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3532 /// </summary> 3551 /// </summary>
3533 public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) 3552 public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
3534 { 3553 {
3554 if (entity is SceneObjectPart)
3555 {
3556 SceneObjectPart e = (SceneObjectPart)entity;
3557 SceneObjectGroup g = e.ParentGroup;
3558 if (g.RootPart.Shape.State > 30) // HUD
3559 if (g.OwnerID != AgentId)
3560 return; // Don't send updates for other people's HUDs
3561 }
3562
3535 double priority = m_prioritizer.GetUpdatePriority(this, entity); 3563 double priority = m_prioritizer.GetUpdatePriority(this, entity);
3536 3564
3537 lock (m_entityUpdates.SyncRoot) 3565 lock (m_entityUpdates.SyncRoot)
@@ -3552,23 +3580,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3552 EntityUpdate update; 3580 EntityUpdate update;
3553 while (updatesThisCall < maxUpdates && m_entityUpdates.TryDequeue(out update)) 3581 while (updatesThisCall < maxUpdates && m_entityUpdates.TryDequeue(out update))
3554 { 3582 {
3555 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client 3583 // If we have sent a kill packet for this object
3556 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good 3584 // drop any updates on the floor
3557 // safety measure.
3558 //
3559 // Receiving updates after kills results in undeleteable prims that persist until relog and
3560 // currently occurs because prims can be deleted before all queued updates are sent.
3561 if (m_killRecord.Contains(update.Entity.LocalId))
3562 {
3563// m_log.WarnFormat(
3564// "[CLIENT]: Preventing full update for prim with local id {0} after client for user {1} told it was deleted",
3565// update.Entity.LocalId, Name);
3566 continue;
3567 }
3568
3569 if (update.Entity is SceneObjectPart) 3585 if (update.Entity is SceneObjectPart)
3570 { 3586 {
3571 SceneObjectPart part = (SceneObjectPart)update.Entity; 3587 SceneObjectPart part = (SceneObjectPart)update.Entity;
3588 if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
3589 continue;
3572 3590
3573 if (part.ParentGroup.IsAttachment && m_disableFacelights) 3591 if (part.ParentGroup.IsAttachment && m_disableFacelights)
3574 { 3592 {
@@ -4002,6 +4020,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4002 { 4020 {
4003 m_propertiesPacketTimer.Stop(); 4021 m_propertiesPacketTimer.Stop();
4004 4022
4023 if (m_propertiesBlocks.Count == 0)
4024 return;
4025
4005 proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[m_propertiesBlocks.Count]; 4026 proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[m_propertiesBlocks.Count];
4006 4027
4007 int index = 0; 4028 int index = 0;
@@ -4908,6 +4929,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4908 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false); 4929 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false);
4909 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false); 4930 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false);
4910 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode); 4931 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode);
4932 AddLocalPacketHandler(PacketType.CreateNewOutfitAttachments, HandleCreateNewOutfitAttachments);
4911 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false); 4933 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false);
4912 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents); 4934 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents);
4913 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery); 4935 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery);
@@ -5007,6 +5029,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5007 (x.CameraLeftAxis != lastarg.CameraLeftAxis) || 5029 (x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
5008 (x.CameraUpAxis != lastarg.CameraUpAxis) || 5030 (x.CameraUpAxis != lastarg.CameraUpAxis) ||
5009 (x.ControlFlags != lastarg.ControlFlags) || 5031 (x.ControlFlags != lastarg.ControlFlags) ||
5032 (x.ControlFlags != 0) ||
5010 (x.Far != lastarg.Far) || 5033 (x.Far != lastarg.Far) ||
5011 (x.Flags != lastarg.Flags) || 5034 (x.Flags != lastarg.Flags) ||
5012 (x.State != lastarg.State) || 5035 (x.State != lastarg.State) ||
@@ -5380,7 +5403,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5380 args.Channel = ch; 5403 args.Channel = ch;
5381 args.From = String.Empty; 5404 args.From = String.Empty;
5382 args.Message = Utils.BytesToString(msg); 5405 args.Message = Utils.BytesToString(msg);
5383 args.Type = ChatTypeEnum.Shout; 5406 args.Type = ChatTypeEnum.Region; //Behaviour in SL is that the response can be heard from any distance
5384 args.Position = new Vector3(); 5407 args.Position = new Vector3();
5385 args.Scene = Scene; 5408 args.Scene = Scene;
5386 args.Sender = this; 5409 args.Sender = this;
@@ -9418,6 +9441,37 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9418 { 9441 {
9419 return true; 9442 return true;
9420 } 9443 }
9444
9445 private bool HandleCreateNewOutfitAttachments(IClientAPI sender, Packet Pack)
9446 {
9447 CreateNewOutfitAttachmentsPacket packet = (CreateNewOutfitAttachmentsPacket)Pack;
9448
9449 #region Packet Session and User Check
9450 if (m_checkPackets)
9451 {
9452 if (packet.AgentData.SessionID != SessionId ||
9453 packet.AgentData.AgentID != AgentId)
9454 return true;
9455 }
9456 #endregion
9457 MoveItemsAndLeaveCopy handlerMoveItemsAndLeaveCopy = null;
9458 List<InventoryItemBase> items = new List<InventoryItemBase>();
9459 foreach (CreateNewOutfitAttachmentsPacket.ObjectDataBlock n in packet.ObjectData)
9460 {
9461 InventoryItemBase b = new InventoryItemBase();
9462 b.ID = n.OldItemID;
9463 b.Folder = n.OldFolderID;
9464 items.Add(b);
9465 }
9466
9467 handlerMoveItemsAndLeaveCopy = OnMoveItemsAndLeaveCopy;
9468 if (handlerMoveItemsAndLeaveCopy != null)
9469 {
9470 handlerMoveItemsAndLeaveCopy(this, items, packet.HeaderData.NewFolderID);
9471 }
9472
9473 return true;
9474 }
9421 9475
9422 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack) 9476 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack)
9423 { 9477 {
@@ -11280,6 +11334,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11280 } 11334 }
11281 11335
11282 /// <summary> 11336 /// <summary>
11337 /// This processes packets which have accumulated while the presence was still in the process of initialising.
11338 /// </summary>
11339 public void ProcessPendingPackets()
11340 {
11341 m_IsPresenceReady = true;
11342 if (m_pendingPackets == null)
11343 return;
11344 foreach (Packet p in m_pendingPackets)
11345 {
11346 ProcessInPacket(p);
11347 }
11348 m_pendingPackets.Clear();
11349 }
11350
11351 /// <summary>
11283 /// Entryway from the client to the simulator. All UDP packets from the client will end up here 11352 /// Entryway from the client to the simulator. All UDP packets from the client will end up here
11284 /// </summary> 11353 /// </summary>
11285 /// <param name="Pack">OpenMetaverse.packet</param> 11354 /// <param name="Pack">OpenMetaverse.packet</param>
@@ -11542,7 +11611,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11542 11611
11543// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID); 11612// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID);
11544 11613
11614
11615 //Note, the bool returned from the below function is useless since it is always false.
11545 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived); 11616 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived);
11617
11546 } 11618 }
11547 11619
11548 /// <summary> 11620 /// <summary>
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
index ca5a7bd..a4738ff 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
@@ -149,6 +149,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
149 149
150 private int m_defaultRTO = 3000; 150 private int m_defaultRTO = 3000;
151 private int m_maxRTO = 60000; 151 private int m_maxRTO = 60000;
152 public bool m_deliverPackets = true;
152 153
153 /// <summary> 154 /// <summary>
154 /// Default constructor 155 /// Default constructor
@@ -389,6 +390,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
389 if (category >= 0 && category < m_packetOutboxes.Length) 390 if (category >= 0 && category < m_packetOutboxes.Length)
390 { 391 {
391 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category]; 392 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category];
393
394 if (m_deliverPackets == false)
395 {
396 queue.Enqueue(packet);
397 return true;
398 }
399
392 TokenBucket bucket = m_throttleCategories[category]; 400 TokenBucket bucket = m_throttleCategories[category];
393 401
394 if (bucket.RemoveTokens(packet.Buffer.DataLength)) 402 if (bucket.RemoveTokens(packet.Buffer.DataLength))
@@ -425,6 +433,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
425 /// <returns>True if any packets were sent, otherwise false</returns> 433 /// <returns>True if any packets were sent, otherwise false</returns>
426 public bool DequeueOutgoing() 434 public bool DequeueOutgoing()
427 { 435 {
436 if (m_deliverPackets == false) return false;
437
428 OutgoingPacket packet; 438 OutgoingPacket packet;
429 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue; 439 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue;
430 TokenBucket bucket; 440 TokenBucket bucket;
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
index cb298fd..e2cda6d 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
@@ -912,7 +912,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
912 client.DisableFacelights = m_disableFacelights; 912 client.DisableFacelights = m_disableFacelights;
913 913
914 // Start the IClientAPI 914 // Start the IClientAPI
915 client.Start(); 915 // Spin it off so that it doesn't clog up the LLUDPServer
916
917 //First, and very importantly:
918 //
919 //Set our DeliverPackets flag in the client to *false*
920 //this will prevent us from missing important messages
921 //before the modules are bound
922 client.DeliverPackets = false;
923 client.DisableFacelights = m_disableFacelights;
924
925 Util.FireAndForget(
926 delegate
927 {
928 try
929 {
930 client.Start();
931 }
932 finally
933 {
934 //Now, release the hounds. er, packets.
935 client.DeliverPackets = true;
936 }
937 }
938 );
916 } 939 }
917 else 940 else
918 { 941 {
@@ -928,7 +951,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
928 if (m_scene.TryGetClient(udpClient.AgentID, out client)) 951 if (m_scene.TryGetClient(udpClient.AgentID, out client))
929 { 952 {
930 client.IsLoggingOut = true; 953 client.IsLoggingOut = true;
931 client.Close(); 954 client.Close(false);
932 } 955 }
933 } 956 }
934 957
diff --git a/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs b/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
index bdbd284..91e3d20 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
@@ -133,7 +133,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
133 this.parent = parent; 133 this.parent = parent;
134 MaxBurst = maxBurst; 134 MaxBurst = maxBurst;
135 DripRate = dripRate; 135 DripRate = dripRate;
136 lastDrip = Environment.TickCount & Int32.MaxValue; 136 lastDrip = Environment.TickCount;
137 } 137 }
138 138
139 /// <summary> 139 /// <summary>
@@ -144,40 +144,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
144 /// the bucket, otherwise false</returns> 144 /// the bucket, otherwise false</returns>
145 public bool RemoveTokens(int amount) 145 public bool RemoveTokens(int amount)
146 { 146 {
147 bool dummy;
148 return RemoveTokens(amount, out dummy);
149 }
150
151 /// <summary>
152 /// Remove a given number of tokens from the bucket
153 /// </summary>
154 /// <param name="amount">Number of tokens to remove from the bucket</param>
155 /// <param name="dripSucceeded">True if tokens were added to the bucket
156 /// during this call, otherwise false</param>
157 /// <returns>True if the requested number of tokens were removed from
158 /// the bucket, otherwise false</returns>
159 public bool RemoveTokens(int amount, out bool dripSucceeded)
160 {
161 if (maxBurst == 0) 147 if (maxBurst == 0)
162 { 148 {
163 dripSucceeded = true;
164 return true; 149 return true;
165 } 150 }
166 151
167 dripSucceeded = Drip(); 152 if (amount > maxBurst)
168
169 if (content - amount >= 0)
170 { 153 {
171 if (parent != null && !parent.RemoveTokens(amount)) 154 throw new Exception("amount " + amount + " exceeds maxBurst " + maxBurst);
172 return false; 155 }
173 156
174 content -= amount; 157 Drip();
175 return true; 158
159 if (content < amount)
160 {
161 return false;
176 } 162 }
177 else 163
164 if (parent != null && !parent.RemoveTokens(amount))
178 { 165 {
179 return false; 166 return false;
180 } 167 }
168
169 content -= amount;
170 return true;
181 } 171 }
182 172
183 /// <summary> 173 /// <summary>
@@ -193,25 +183,23 @@ namespace OpenSim.Region.ClientStack.LindenUDP
193 content = maxBurst; 183 content = maxBurst;
194 return true; 184 return true;
195 } 185 }
196 else
197 {
198 int now = Environment.TickCount & Int32.MaxValue;
199 int deltaMS = now - lastDrip;
200 186
201 if (deltaMS <= 0) 187 int now = Environment.TickCount;
202 { 188 int deltaMS = now - lastDrip;
203 if (deltaMS < 0) 189 lastDrip = now;
204 lastDrip = now;
205 return false;
206 }
207 190
208 int dripAmount = deltaMS * tokensPerMS; 191 if (deltaMS <= 0)
209 192 {
210 content = Math.Min(content + dripAmount, maxBurst); 193 return false;
211 lastDrip = now; 194 }
212 195
213 return true; 196 long dripAmount = (long)deltaMS * (long)tokensPerMS + (long)content;
197 if (dripAmount > maxBurst)
198 {
199 dripAmount = maxBurst;
214 } 200 }
201 content = (int)dripAmount;
202 return true;
215 } 203 }
216 } 204 }
217} 205}
diff --git a/OpenSim/Region/ClientStack/LindenUDP/UnackedPacketCollection.cs b/OpenSim/Region/ClientStack/LindenUDP/UnackedPacketCollection.cs
index e43f7cf..c120a12 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/UnackedPacketCollection.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/UnackedPacketCollection.cs
@@ -1,169 +1,184 @@
1/* 1/*
2 * Copyright (c) Contributors, http://opensimulator.org/ 2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders. 3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 * 4 *
5 * Redistribution and use in source and binary forms, with or without 5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met: 6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright 7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer. 8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright 9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the 10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution. 11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the 12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products 13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission. 14 * derived from this software without specific prior written permission.
15 * 15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY 16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY 19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND 22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Net; 30using System.Net;
31using OpenMetaverse; 31using OpenMetaverse;
32 32
33namespace OpenSim.Region.ClientStack.LindenUDP 33namespace OpenSim.Region.ClientStack.LindenUDP
34{ 34{
35 /// <summary> 35 /// <summary>
36 /// Special collection that is optimized for tracking unacknowledged packets 36 /// Special collection that is optimized for tracking unacknowledged packets
37 /// </summary> 37 /// </summary>
38 public sealed class UnackedPacketCollection 38 public sealed class UnackedPacketCollection
39 { 39 {
40 /// <summary> 40 /// <summary>
41 /// Holds information about a pending acknowledgement 41 /// Holds information about a pending acknowledgement
42 /// </summary> 42 /// </summary>
43 private struct PendingAck 43 private struct PendingAck
44 { 44 {
45 /// <summary>Sequence number of the packet to remove</summary> 45 /// <summary>Sequence number of the packet to remove</summary>
46 public uint SequenceNumber; 46 public uint SequenceNumber;
47 /// <summary>Environment.TickCount value when the remove was queued. 47 /// <summary>Environment.TickCount value when the remove was queued.
48 /// This is used to update round-trip times for packets</summary> 48 /// This is used to update round-trip times for packets</summary>
49 public int RemoveTime; 49 public int RemoveTime;
50 /// <summary>Whether or not this acknowledgement was attached to a 50 /// <summary>Whether or not this acknowledgement was attached to a
51 /// resent packet. If so, round-trip time will not be calculated</summary> 51 /// resent packet. If so, round-trip time will not be calculated</summary>
52 public bool FromResend; 52 public bool FromResend;
53 53
54 public PendingAck(uint sequenceNumber, int currentTime, bool fromResend) 54 public PendingAck(uint sequenceNumber, int currentTime, bool fromResend)
55 { 55 {
56 SequenceNumber = sequenceNumber; 56 SequenceNumber = sequenceNumber;
57 RemoveTime = currentTime; 57 RemoveTime = currentTime;
58 FromResend = fromResend; 58 FromResend = fromResend;
59 } 59 }
60 } 60 }
61 61
62 /// <summary>Holds the actual unacked packet data, sorted by sequence number</summary> 62 /// <summary>Holds the actual unacked packet data, sorted by sequence number</summary>
63 private Dictionary<uint, OutgoingPacket> m_packets = new Dictionary<uint, OutgoingPacket>(); 63 private Dictionary<uint, OutgoingPacket> m_packets = new Dictionary<uint, OutgoingPacket>();
64 /// <summary>Holds packets that need to be added to the unacknowledged list</summary> 64 /// <summary>Holds packets that need to be added to the unacknowledged list</summary>
65 private LocklessQueue<OutgoingPacket> m_pendingAdds = new LocklessQueue<OutgoingPacket>(); 65 private LocklessQueue<OutgoingPacket> m_pendingAdds = new LocklessQueue<OutgoingPacket>();
66 /// <summary>Holds information about pending acknowledgements</summary> 66 /// <summary>Holds information about pending acknowledgements</summary>
67 private LocklessQueue<PendingAck> m_pendingRemoves = new LocklessQueue<PendingAck>(); 67 private LocklessQueue<PendingAck> m_pendingRemoves = new LocklessQueue<PendingAck>();
68 68
69 /// <summary> 69 /// <summary>
70 /// Add an unacked packet to the collection 70 /// Add an unacked packet to the collection
71 /// </summary> 71 /// </summary>
72 /// <param name="packet">Packet that is awaiting acknowledgement</param> 72 /// <param name="packet">Packet that is awaiting acknowledgement</param>
73 /// <returns>True if the packet was successfully added, false if the 73 /// <returns>True if the packet was successfully added, false if the
74 /// packet already existed in the collection</returns> 74 /// packet already existed in the collection</returns>
75 /// <remarks>This does not immediately add the ACK to the collection, 75 /// <remarks>This does not immediately add the ACK to the collection,
76 /// it only queues it so it can be added in a thread-safe way later</remarks> 76 /// it only queues it so it can be added in a thread-safe way later</remarks>
77 public void Add(OutgoingPacket packet) 77 public void Add(OutgoingPacket packet)
78 { 78 {
79 m_pendingAdds.Enqueue(packet); 79 m_pendingAdds.Enqueue(packet);
80 } 80 }
81 81
82 /// <summary> 82 /// <summary>
83 /// Marks a packet as acknowledged 83 /// Marks a packet as acknowledged
84 /// </summary> 84 /// </summary>
85 /// <param name="sequenceNumber">Sequence number of the packet to 85 /// <param name="sequenceNumber">Sequence number of the packet to
86 /// acknowledge</param> 86 /// acknowledge</param>
87 /// <param name="currentTime">Current value of Environment.TickCount</param> 87 /// <param name="currentTime">Current value of Environment.TickCount</param>
88 /// <remarks>This does not immediately acknowledge the packet, it only 88 /// <remarks>This does not immediately acknowledge the packet, it only
89 /// queues the ack so it can be handled in a thread-safe way later</remarks> 89 /// queues the ack so it can be handled in a thread-safe way later</remarks>
90 public void Remove(uint sequenceNumber, int currentTime, bool fromResend) 90 public void Remove(uint sequenceNumber, int currentTime, bool fromResend)
91 { 91 {
92 m_pendingRemoves.Enqueue(new PendingAck(sequenceNumber, currentTime, fromResend)); 92 m_pendingRemoves.Enqueue(new PendingAck(sequenceNumber, currentTime, fromResend));
93 } 93 }
94 94
95 /// <summary> 95 /// <summary>
96 /// Returns a list of all of the packets with a TickCount older than 96 /// Returns a list of all of the packets with a TickCount older than
97 /// the specified timeout 97 /// the specified timeout
98 /// </summary> 98 /// </summary>
99 /// <param name="timeoutMS">Number of ticks (milliseconds) before a 99 /// <param name="timeoutMS">Number of ticks (milliseconds) before a
100 /// packet is considered expired</param> 100 /// packet is considered expired</param>
101 /// <returns>A list of all expired packets according to the given 101 /// <returns>A list of all expired packets according to the given
102 /// expiration timeout</returns> 102 /// expiration timeout</returns>
103 /// <remarks>This function is not thread safe, and cannot be called 103 /// <remarks>This function is not thread safe, and cannot be called
104 /// multiple times concurrently</remarks> 104 /// multiple times concurrently</remarks>
105 public List<OutgoingPacket> GetExpiredPackets(int timeoutMS) 105 public List<OutgoingPacket> GetExpiredPackets(int timeoutMS)
106 { 106 {
107 ProcessQueues(); 107 ProcessQueues();
108 108
109 List<OutgoingPacket> expiredPackets = null; 109 List<OutgoingPacket> expiredPackets = null;
110 110
111 if (m_packets.Count > 0) 111 if (m_packets.Count > 0)
112 { 112 {
113 int now = Environment.TickCount & Int32.MaxValue; 113 int now = Environment.TickCount & Int32.MaxValue;
114 114
115 foreach (OutgoingPacket packet in m_packets.Values) 115 foreach (OutgoingPacket packet in m_packets.Values)
116 { 116 {
117 // TickCount of zero means a packet is in the resend queue 117 // TickCount of zero means a packet is in the resend queue
118 // but hasn't actually been sent over the wire yet 118 // but hasn't actually been sent over the wire yet
119 if (packet.TickCount == 0) 119 if (packet.TickCount == 0)
120 continue; 120 continue;
121 121
122 if (now - packet.TickCount >= timeoutMS) 122 if (now - packet.TickCount >= timeoutMS)
123 { 123 {
124 if (expiredPackets == null) 124 if (expiredPackets == null)
125 expiredPackets = new List<OutgoingPacket>(); 125 expiredPackets = new List<OutgoingPacket>();
126 126
127 // The TickCount will be set to the current time when the packet 127 // The TickCount will be set to the current time when the packet
128 // is actually sent out again 128 // is actually sent out again
129 packet.TickCount = 0; 129 packet.TickCount = 0;
130 130
131 expiredPackets.Add(packet); 131 expiredPackets.Add(packet);
132 } 132 }
133 } 133 }
134 } 134 }
135 135
136 return expiredPackets; 136 return expiredPackets;
137 } 137 }
138 138
139 private void ProcessQueues() 139 private void ProcessQueues()
140 { 140 {
141 // Process all the pending adds 141 // Process all the pending adds
142 OutgoingPacket pendingAdd; 142
143 while (m_pendingAdds.Dequeue(out pendingAdd)) 143 OutgoingPacket pendingAdd;
144 m_packets[pendingAdd.SequenceNumber] = pendingAdd; 144 if (m_pendingAdds != null)
145 145 {
146 // Process all the pending removes, including updating statistics and round-trip times 146 while (m_pendingAdds.Dequeue(out pendingAdd))
147 PendingAck pendingRemove; 147 {
148 OutgoingPacket ackedPacket; 148 if (pendingAdd != null && m_packets != null)
149 while (m_pendingRemoves.Dequeue(out pendingRemove)) 149 {
150 { 150 m_packets[pendingAdd.SequenceNumber] = pendingAdd;
151 if (m_packets.TryGetValue(pendingRemove.SequenceNumber, out ackedPacket)) 151 }
152 { 152 }
153 m_packets.Remove(pendingRemove.SequenceNumber); 153 }
154 154
155 // Update stats 155 // Process all the pending removes, including updating statistics and round-trip times
156 System.Threading.Interlocked.Add(ref ackedPacket.Client.UnackedBytes, -ackedPacket.Buffer.DataLength); 156 PendingAck pendingRemove;
157 157 OutgoingPacket ackedPacket;
158 if (!pendingRemove.FromResend) 158 if (m_pendingRemoves != null)
159 { 159 {
160 // Calculate the round-trip time for this packet and its ACK 160 while (m_pendingRemoves.Dequeue(out pendingRemove))
161 int rtt = pendingRemove.RemoveTime - ackedPacket.TickCount; 161 {
162 if (rtt > 0) 162 if (m_pendingRemoves != null && m_packets != null)
163 ackedPacket.Client.UpdateRoundTrip(rtt); 163 {
164 } 164 if (m_packets.TryGetValue(pendingRemove.SequenceNumber, out ackedPacket))
165 } 165 {
166 } 166 m_packets.Remove(pendingRemove.SequenceNumber);
167 } 167
168 } 168 // Update stats
169} 169 System.Threading.Interlocked.Add(ref ackedPacket.Client.UnackedBytes, -ackedPacket.Buffer.DataLength);
170
171 if (!pendingRemove.FromResend)
172 {
173 // Calculate the round-trip time for this packet and its ACK
174 int rtt = pendingRemove.RemoveTime - ackedPacket.TickCount;
175 if (rtt > 0)
176 ackedPacket.Client.UpdateRoundTrip(rtt);
177 }
178 }
179 }
180 }
181 }
182 }
183 }
184}
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index cb39e46..6f7256e 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Reflection; 30using System.Reflection;
31using System.Xml;
31using log4net; 32using log4net;
32using Mono.Addins; 33using Mono.Addins;
33using Nini.Config; 34using Nini.Config;
@@ -224,11 +225,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
224 public UUID RezSingleAttachmentFromInventory( 225 public UUID RezSingleAttachmentFromInventory(
225 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus) 226 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus)
226 { 227 {
227 m_log.DebugFormat( 228 return RezSingleAttachmentFromInventory(remoteClient, itemID, AttachmentPt, true, null);
228 "[ATTACHMENTS MODULE]: Rezzing attachment to point {0} from item {1} for {2}", 229 }
229 (AttachmentPoint)AttachmentPt, itemID, remoteClient.Name); 230
230 231 public UUID RezSingleAttachmentFromInventory(
231 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(remoteClient, itemID, AttachmentPt); 232 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc)
233 {
234 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(remoteClient, itemID, AttachmentPt, doc);
232 235
233 if (updateInventoryStatus) 236 if (updateInventoryStatus)
234 { 237 {
@@ -245,7 +248,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
245 } 248 }
246 249
247 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal( 250 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
248 IClientAPI remoteClient, UUID itemID, uint AttachmentPt) 251 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, XmlDocument doc)
249 { 252 {
250 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>(); 253 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
251 if (invAccess != null) 254 if (invAccess != null)
@@ -279,13 +282,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
279 if (tainted) 282 if (tainted)
280 objatt.HasGroupChanged = true; 283 objatt.HasGroupChanged = true;
281 284
285 if (doc != null)
286 {
287 objatt.LoadScriptState(doc);
288 objatt.ResetOwnerChangeFlag();
289 }
290
282 // Fire after attach, so we don't get messy perms dialogs 291 // Fire after attach, so we don't get messy perms dialogs
283 // 4 == AttachedRez 292 // 4 == AttachedRez
284 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); 293 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
285 objatt.ResumeScripts(); 294 objatt.ResumeScripts();
286 295
287 // Do this last so that event listeners have access to all the effects of the attachment 296 // Do this last so that event listeners have access to all the effects of the attachment
288 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, remoteClient.AgentId); 297 //m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, remoteClient.AgentId);
289 } 298 }
290 else 299 else
291 { 300 {
@@ -322,9 +331,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
322 if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence)) 331 if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence))
323 { 332 {
324 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 333 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
325 item = m_scene.InventoryService.GetItem(item); 334 if (m_scene.InventoryService != null)
335 item = m_scene.InventoryService.GetItem(item);
326 336
327 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /*att.UUID*/); 337 if (presence.Appearance != null)
338 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /*att.UUID*/);
328 } 339 }
329 340
330 return att.UUID; 341 return att.UUID;
@@ -367,6 +378,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
367 { 378 {
368 // XXYY!! 379 // XXYY!!
369 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 380 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
381 if (item == null)
382 m_log.Error("[ATTACHMENT]: item == null");
383 if (m_scene == null)
384 m_log.Error("[ATTACHMENT]: m_scene == null");
385 if (m_scene.InventoryService == null)
386 m_log.Error("[ATTACHMENT]: m_scene.InventoryService == null");
370 item = m_scene.InventoryService.GetItem(item); 387 item = m_scene.InventoryService.GetItem(item);
371 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /* att.UUID */); 388 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /* att.UUID */);
372 389
@@ -455,6 +472,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
455 if (group.GetFromItemID() == itemID) 472 if (group.GetFromItemID() == itemID)
456 { 473 {
457 m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero); 474 m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero);
475 // CM / XMREngine!!!! Needed to conclude attach event
476 SceneObjectSerializer.ToOriginalXmlFormat(group);
458 group.DetachToInventoryPrep(); 477 group.DetachToInventoryPrep();
459 m_log.Debug("[ATTACHMENTS MODULE]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString()); 478 m_log.Debug("[ATTACHMENTS MODULE]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString());
460 UpdateKnownItem(remoteClient, group, group.GetFromItemID(), group.OwnerID); 479 UpdateKnownItem(remoteClient, group, group.GetFromItemID(), group.OwnerID);
diff --git a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
index 02f0968..06b1b00 100644
--- a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
@@ -49,7 +49,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
49 private int m_shoutdistance = 100; 49 private int m_shoutdistance = 100;
50 private int m_whisperdistance = 10; 50 private int m_whisperdistance = 10;
51 private List<Scene> m_scenes = new List<Scene>(); 51 private List<Scene> m_scenes = new List<Scene>();
52 52 private List<string> FreezeCache = new List<string>();
53 private string m_adminPrefix = "";
53 internal object m_syncy = new object(); 54 internal object m_syncy = new object();
54 55
55 internal IConfig m_config; 56 internal IConfig m_config;
@@ -76,6 +77,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
76 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance); 77 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance);
77 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance); 78 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance);
78 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance); 79 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance);
80 m_adminPrefix = config.Configs["Chat"].GetString("admin_prefix", "");
79 } 81 }
80 82
81 public virtual void AddRegion(Scene scene) 83 public virtual void AddRegion(Scene scene)
@@ -171,7 +173,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
171 return; 173 return;
172 } 174 }
173 175
174 DeliverChatToAvatars(ChatSourceType.Agent, c); 176 if (FreezeCache.Contains(c.Sender.AgentId.ToString()))
177 {
178 if (c.Type != ChatTypeEnum.StartTyping || c.Type != ChatTypeEnum.StopTyping)
179 c.Sender.SendAgentAlertMessage("You may not talk as you are frozen.", false);
180 }
181 else
182 {
183 DeliverChatToAvatars(ChatSourceType.Agent, c);
184 }
175 } 185 }
176 186
177 public virtual void OnChatFromWorld(Object sender, OSChatMessage c) 187 public virtual void OnChatFromWorld(Object sender, OSChatMessage c)
@@ -185,6 +195,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
185 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c) 195 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c)
186 { 196 {
187 string fromName = c.From; 197 string fromName = c.From;
198 string fromNamePrefix = "";
188 UUID fromID = UUID.Zero; 199 UUID fromID = UUID.Zero;
189 string message = c.Message; 200 string message = c.Message;
190 IScene scene = c.Scene; 201 IScene scene = c.Scene;
@@ -207,7 +218,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
207 fromPos = avatar.AbsolutePosition; 218 fromPos = avatar.AbsolutePosition;
208 fromName = avatar.Name; 219 fromName = avatar.Name;
209 fromID = c.Sender.AgentId; 220 fromID = c.Sender.AgentId;
210 221 if (avatar.GodLevel >= 200)
222 {
223 fromNamePrefix = m_adminPrefix;
224 }
211 break; 225 break;
212 226
213 case ChatSourceType.Object: 227 case ChatSourceType.Object:
@@ -227,7 +241,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
227 s.ForEachScenePresence( 241 s.ForEachScenePresence(
228 delegate(ScenePresence presence) 242 delegate(ScenePresence presence)
229 { 243 {
230 TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, c.Type, message, sourceType); 244 ILandObject Presencecheck = s.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
245 if (Presencecheck != null)
246 {
247 // This will pass all chat from objects. Not
248 // perfect, but it will do. For now. Better
249 // than the prior behavior of muting all
250 // objects on a parcel with access restrictions
251 if (c.Sender == null || Presencecheck.IsEitherBannedOrRestricted(c.Sender.AgentId) != true)
252 {
253 TrySendChatMessage(presence, fromPos, regionPos, fromID, fromNamePrefix+fromName, c.Type, message, sourceType);
254 }
255 }
256
231 } 257 }
232 ); 258 );
233 } 259 }
@@ -270,25 +296,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
270 } 296 }
271 297
272 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType); 298 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType);
273 299 if (c.Scene != null)
274 ((Scene)c.Scene).ForEachScenePresence( 300 {
275 delegate(ScenePresence presence) 301 ((Scene)c.Scene).ForEachScenePresence
276 { 302 (
277 // ignore chat from child agents 303 delegate(ScenePresence presence)
278 if (presence.IsChildAgent) return; 304 {
279 305 // ignore chat from child agents
280 IClientAPI client = presence.ControllingClient; 306 if (presence.IsChildAgent) return;
281 307
282 // don't forward SayOwner chat from objects to 308 IClientAPI client = presence.ControllingClient;
283 // non-owner agents 309
284 if ((c.Type == ChatTypeEnum.Owner) && 310 // don't forward SayOwner chat from objects to
285 (null != c.SenderObject) && 311 // non-owner agents
286 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId)) 312 if ((c.Type == ChatTypeEnum.Owner) &&
287 return; 313 (null != c.SenderObject) &&
288 314 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId))
289 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID, 315 return;
290 (byte)sourceType, (byte)ChatAudibleLevel.Fully); 316
291 }); 317 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID,
318 (byte)sourceType, (byte)ChatAudibleLevel.Fully);
319 }
320 );
321 }
292 } 322 }
293 323
294 324
@@ -317,5 +347,35 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
317 presence.ControllingClient.SendChatMessage(message, (byte) type, fromPos, fromName, 347 presence.ControllingClient.SendChatMessage(message, (byte) type, fromPos, fromName,
318 fromAgentID,(byte)src,(byte)ChatAudibleLevel.Fully); 348 fromAgentID,(byte)src,(byte)ChatAudibleLevel.Fully);
319 } 349 }
350
351 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
352 public void ParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
353 {
354 System.Threading.Timer Timer;
355 if (flags == 0)
356 {
357 FreezeCache.Add(target.ToString());
358 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
359 Timer = new System.Threading.Timer(timeCB, target, 30000, 0);
360 Timers.Add(target, Timer);
361 }
362 else
363 {
364 FreezeCache.Remove(target.ToString());
365 Timers.TryGetValue(target, out Timer);
366 Timers.Remove(target);
367 Timer.Dispose();
368 }
369 }
370
371 private void OnEndParcelFrozen(object avatar)
372 {
373 UUID target = (UUID)avatar;
374 FreezeCache.Remove(target.ToString());
375 System.Threading.Timer Timer;
376 Timers.TryGetValue(target, out Timer);
377 Timers.Remove(target);
378 Timer.Dispose();
379 }
320 } 380 }
321} 381}
diff --git a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
index 2b3d2a9..a514a83 100644
--- a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
@@ -239,4 +239,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
239 return result; 239 return result;
240 } 240 }
241 } 241 }
242} \ No newline at end of file 242}
diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
index 7a21d5e..21ed9dc 100644
--- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
@@ -273,7 +273,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
273 273
274 // Inform the friends that this user is online 274 // Inform the friends that this user is online
275 StatusChange(agentID, true); 275 StatusChange(agentID, true);
276 276
277 // Register that we need to send the list of online friends to this user 277 // Register that we need to send the list of online friends to this user
278 lock (m_NeedsListOfFriends) 278 lock (m_NeedsListOfFriends)
279 m_NeedsListOfFriends.Add(agentID); 279 m_NeedsListOfFriends.Add(agentID);
@@ -701,7 +701,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
701 // we're done 701 // we're done
702 return true; 702 return true;
703 } 703 }
704 704
705 return false; 705 return false;
706 } 706 }
707 707
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
index 420e3ca..fc1afaf 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
@@ -156,6 +156,31 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
156 return; 156 return;
157 } 157 }
158 158
159 DateTime dt = DateTime.UtcNow;
160
161 // Ticks from UtcNow, but make it look like local. Evil, huh?
162 dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
163
164 try
165 {
166 // Convert that to the PST timezone
167 TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
168 dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
169 }
170 catch
171 {
172 //m_log.Info("[OFFLINE MESSAGING]: No PST timezone found on this machine. Saving with local timestamp.");
173 }
174
175 // And make it look local again to fool the unix time util
176 dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
177
178 im.timestamp = (uint)Util.ToUnixTime(dt);
179
180 // If client is null, this message comes from storage and IS offline
181 if (client != null)
182 im.offline = 0;
183
159 if (m_TransferModule != null) 184 if (m_TransferModule != null)
160 { 185 {
161 m_TransferModule.SendInstantMessage(im, 186 m_TransferModule.SendInstantMessage(im,
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
index 9b1222b..2a405ac 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
@@ -145,8 +145,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
145 ScenePresence user = (ScenePresence) scene.Entities[toAgentID]; 145 ScenePresence user = (ScenePresence) scene.Entities[toAgentID];
146 if (!user.IsChildAgent) 146 if (!user.IsChildAgent)
147 { 147 {
148 // Local message 148 // m_log.DebugFormat("[INSTANT MESSAGE]: Delivering to client");
149 m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to root agent {0} {1}", user.Name, toAgentID);
150 user.ControllingClient.SendInstantMessage(im); 149 user.ControllingClient.SendInstantMessage(im);
151 150
152 // Message sent 151 // Message sent
@@ -168,7 +167,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
168 // Local message 167 // Local message
169 ScenePresence user = (ScenePresence) scene.Entities[toAgentID]; 168 ScenePresence user = (ScenePresence) scene.Entities[toAgentID];
170 169
171 m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to child agent {0} {1}", user.Name, toAgentID); 170 // m_log.DebugFormat("[INSTANT MESSAGE]: Delivering to client");
172 user.ControllingClient.SendInstantMessage(im); 171 user.ControllingClient.SendInstantMessage(im);
173 172
174 // Message sent 173 // Message sent
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
index fdfcd10..feeb9e6 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
@@ -172,13 +172,16 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
172 172
173 private void RetrieveInstantMessages(IClientAPI client) 173 private void RetrieveInstantMessages(IClientAPI client)
174 { 174 {
175 if (m_RestURL != "") 175 if (m_RestURL == String.Empty)
176 { 176 return;
177 m_log.DebugFormat("[OFFLINE MESSAGING] Retrieving stored messages for {0}", client.AgentId);
178 177
179 List<GridInstantMessage> msglist = SynchronousRestObjectPoster.BeginPostObject<UUID, List<GridInstantMessage>>( 178 m_log.DebugFormat("[OFFLINE MESSAGING] Retrieving stored messages for {0}", client.AgentId);
179
180 List<GridInstantMessage> msglist = SynchronousRestObjectPoster.BeginPostObject<UUID, List<GridInstantMessage>>(
180 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId); 181 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId);
181 182
183 if (msglist != null)
184 {
182 foreach (GridInstantMessage im in msglist) 185 foreach (GridInstantMessage im in msglist)
183 { 186 {
184 // client.SendInstantMessage(im); 187 // client.SendInstantMessage(im);
@@ -189,6 +192,17 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
189 // Needed for proper state management for stored group 192 // Needed for proper state management for stored group
190 // invitations 193 // invitations
191 // 194 //
195
196 im.offline = 1;
197
198 // Reconstruct imSessionID
199 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent)
200 {
201 UUID fromAgentID = new UUID(im.fromAgentID);
202 UUID sessionID = fromAgentID ^ client.AgentId;
203 im.imSessionID = new Guid(sessionID.ToString());
204 }
205
192 Scene s = FindScene(client.AgentId); 206 Scene s = FindScene(client.AgentId);
193 if (s != null) 207 if (s != null)
194 s.EventManager.TriggerIncomingInstantMessage(im); 208 s.EventManager.TriggerIncomingInstantMessage(im);
@@ -198,26 +212,37 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
198 212
199 private void UndeliveredMessage(GridInstantMessage im) 213 private void UndeliveredMessage(GridInstantMessage im)
200 { 214 {
201 if ((im.offline != 0) 215 if (im.dialog != (byte)InstantMessageDialog.MessageFromObject &&
202 && (!im.fromGroup || (im.fromGroup && m_ForwardOfflineGroupMessages))) 216 im.dialog != (byte)InstantMessageDialog.MessageFromAgent &&
217 im.dialog != (byte)InstantMessageDialog.GroupNotice &&
218 im.dialog != (byte)InstantMessageDialog.InventoryOffered)
203 { 219 {
204 bool success = SynchronousRestObjectPoster.BeginPostObject<GridInstantMessage, bool>( 220 return;
205 "POST", m_RestURL+"/SaveMessage/", im); 221 }
206 222
207 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent) 223 // It's not delivered. Make sure the scope id is saved
208 { 224 // We don't need the imSessionID here anymore, overwrite it
209 IClientAPI client = FindClient(new UUID(im.fromAgentID)); 225 Scene scene = FindScene(new UUID(im.fromAgentID));
210 if (client == null) 226 if (scene == null)
211 return; 227 scene = m_SceneList[0];
212 228 im.imSessionID = new Guid(scene.RegionInfo.ScopeID.ToString());
213 client.SendInstantMessage(new GridInstantMessage( 229
214 null, new UUID(im.toAgentID), 230 bool success = SynchronousRestObjectPoster.BeginPostObject<GridInstantMessage, bool>(
215 "System", new UUID(im.fromAgentID), 231 "POST", m_RestURL+"/SaveMessage/", im);
216 (byte)InstantMessageDialog.MessageFromAgent, 232
217 "User is not logged in. "+ 233 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent)
218 (success ? "Message saved." : "Message not saved"), 234 {
219 false, new Vector3())); 235 IClientAPI client = FindClient(new UUID(im.fromAgentID));
220 } 236 if (client == null)
237 return;
238
239 client.SendInstantMessage(new GridInstantMessage(
240 null, new UUID(im.toAgentID),
241 "System", new UUID(im.fromAgentID),
242 (byte)InstantMessageDialog.MessageFromAgent,
243 "User is not logged in. "+
244 (success ? "Message saved." : "Message not saved"),
245 false, new Vector3()));
221 } 246 }
222 } 247 }
223 } 248 }
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
index d1274e9..a08a628 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
@@ -159,10 +159,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
159 159
160 private void OnInstantMessage(IClientAPI client, GridInstantMessage im) 160 private void OnInstantMessage(IClientAPI client, GridInstantMessage im)
161 { 161 {
162 m_log.DebugFormat( 162 //m_log.InfoFormat("[INVENTORY TRANSFER]: OnInstantMessage {0}", im.dialog);
163 "[INVENTORY TRANSFER]: {0} IM type received from {1}", 163
164 (InstantMessageDialog)im.dialog, client.Name);
165
166 Scene scene = FindClientScene(client.AgentId); 164 Scene scene = FindClientScene(client.AgentId);
167 165
168 if (scene == null) // Something seriously wrong here. 166 if (scene == null) // Something seriously wrong here.
@@ -248,6 +246,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
248 im.imSessionID = itemID.Guid; 246 im.imSessionID = itemID.Guid;
249 } 247 }
250 248
249 im.offline = 1; // Remember these
250
251 // Send the IM to the recipient. The item is already 251 // Send the IM to the recipient. The item is already
252 // in their inventory, so it will not be lost if 252 // in their inventory, so it will not be lost if
253 // they are offline. 253 // they are offline.
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index 81f49b6..1cd2ff4 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -99,7 +99,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
99 99
100 protected virtual void OnNewClient(IClientAPI client) 100 protected virtual void OnNewClient(IClientAPI client)
101 { 101 {
102 client.OnTeleportHomeRequest += TeleportHome; 102 client.OnTeleportHomeRequest += TeleportHomeFired;
103 } 103 }
104 104
105 public virtual void Close() 105 public virtual void Close()
@@ -268,7 +268,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
268 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field, 268 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
269 // it's actually doing a lot of work. 269 // it's actually doing a lot of work.
270 IPEndPoint endPoint = finalDestination.ExternalEndPoint; 270 IPEndPoint endPoint = finalDestination.ExternalEndPoint;
271 if (endPoint.Address != null) 271 if (endPoint != null && endPoint.Address != null)
272 { 272 {
273 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from 273 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from
274 // both regions 274 // both regions
@@ -455,6 +455,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
455 // Now let's make it officially a child agent 455 // Now let's make it officially a child agent
456 sp.MakeChildAgent(); 456 sp.MakeChildAgent();
457 457
458 sp.Scene.CleanDroppedAttachments();
459
458 // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone 460 // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
459 461
460 if (NeedsClosing(oldRegionX, newRegionX, oldRegionY, newRegionY, reg)) 462 if (NeedsClosing(oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
@@ -561,7 +563,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
561 563
562 #region Teleport Home 564 #region Teleport Home
563 565
564 public virtual void TeleportHome(UUID id, IClientAPI client) 566 public void TeleportHomeFired(UUID id, IClientAPI client)
567 {
568 TeleportHome(id, client);
569 }
570
571 public virtual bool TeleportHome(UUID id, IClientAPI client)
565 { 572 {
566 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName); 573 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName);
567 574
@@ -570,14 +577,20 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
570 577
571 if (uinfo != null) 578 if (uinfo != null)
572 { 579 {
580 if (uinfo.HomeRegionID == UUID.Zero)
581 {
582 // can't find the Home region: Tell viewer and abort
583 client.SendTeleportFailed("You don't have a home position set.");
584 return false;
585 }
573 GridRegion regionInfo = m_aScene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID); 586 GridRegion regionInfo = m_aScene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID);
574 if (regionInfo == null) 587 if (regionInfo == null)
575 { 588 {
576 // can't find the Home region: Tell viewer and abort 589 // can't find the Home region: Tell viewer and abort
577 client.SendTeleportFailed("Your home region could not be found."); 590 client.SendTeleportFailed("Your home region could not be found.");
578 return; 591 return false;
579 } 592 }
580 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: User's home region is {0} {1} ({2}-{3})", 593 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: User's home region is {0} {1} ({2}-{3})",
581 regionInfo.RegionName, regionInfo.RegionID, regionInfo.RegionLocX / Constants.RegionSize, regionInfo.RegionLocY / Constants.RegionSize); 594 regionInfo.RegionName, regionInfo.RegionID, regionInfo.RegionLocX / Constants.RegionSize, regionInfo.RegionLocY / Constants.RegionSize);
582 595
583 // a little eekie that this goes back to Scene and with a forced cast, will fix that at some point... 596 // a little eekie that this goes back to Scene and with a forced cast, will fix that at some point...
@@ -585,6 +598,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
585 client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt, 598 client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt,
586 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome)); 599 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
587 } 600 }
601 else
602 {
603 // can't find the Home region: Tell viewer and abort
604 client.SendTeleportFailed("Your home region could not be found.");
605 return false;
606 }
607 return true;
588 } 608 }
589 609
590 #endregion 610 #endregion
@@ -872,15 +892,19 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
872 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID); 892 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
873 893
874 IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>(); 894 IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>();
875 if (eq != null) 895 IPEndPoint neighbourExternal = neighbourRegion.ExternalEndPoint;
876 { 896 if (neighbourExternal != null)
877 eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
878 capsPath, agent.UUID, agent.ControllingClient.SessionId);
879 }
880 else
881 { 897 {
882 agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, 898 if (eq != null)
883 capsPath); 899 {
900 eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourExternal,
901 capsPath, agent.UUID, agent.ControllingClient.SessionId);
902 }
903 else
904 {
905 agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourExternal,
906 capsPath);
907 }
884 } 908 }
885 909
886 if (!WaitForCallback(agent.UUID)) 910 if (!WaitForCallback(agent.UUID))
@@ -978,10 +1002,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
978 agent.Viewer = currentAgentCircuit.Viewer; 1002 agent.Viewer = currentAgentCircuit.Viewer;
979 } 1003 }
980 1004
981 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1005 IPEndPoint external = region.ExternalEndPoint;
982 d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true, 1006 if (external != null)
1007 {
1008 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1009 d.BeginInvoke(sp, agent, region, external, true,
983 InformClientOfNeighbourCompleted, 1010 InformClientOfNeighbourCompleted,
984 d); 1011 d);
1012 }
985 } 1013 }
986 #endregion 1014 #endregion
987 1015
@@ -1110,6 +1138,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1110 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1138 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1111 try 1139 try
1112 { 1140 {
1141 //neighbour.ExternalEndPoint may return null, which will be caught
1113 d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent, 1142 d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent,
1114 InformClientOfNeighbourCompleted, 1143 InformClientOfNeighbourCompleted,
1115 d); 1144 d);
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
index 1ac7508..47898cc 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
@@ -86,7 +86,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
86 86
87 protected override void OnNewClient(IClientAPI client) 87 protected override void OnNewClient(IClientAPI client)
88 { 88 {
89 client.OnTeleportHomeRequest += TeleportHome; 89 client.OnTeleportHomeRequest += TeleportHomeFired;
90 client.OnConnectionClosed += new Action<IClientAPI>(OnConnectionClosed); 90 client.OnConnectionClosed += new Action<IClientAPI>(OnConnectionClosed);
91 } 91 }
92 92
@@ -174,7 +174,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
174 return m_aScene.SimulationService.CreateAgent(reg, agentCircuit, teleportFlags, out reason); 174 return m_aScene.SimulationService.CreateAgent(reg, agentCircuit, teleportFlags, out reason);
175 } 175 }
176 176
177 public override void TeleportHome(UUID id, IClientAPI client) 177 public void TeleportHomeFired(UUID id, IClientAPI client)
178 {
179 TeleportHome(id, client);
180 }
181
182 public override bool TeleportHome(UUID id, IClientAPI client)
178 { 183 {
179 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName); 184 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName);
180 185
@@ -184,8 +189,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
184 { 189 {
185 // local grid user 190 // local grid user
186 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local"); 191 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local");
187 base.TeleportHome(id, client); 192 return base.TeleportHome(id, client);
188 return;
189 } 193 }
190 194
191 // Foreign user wants to go home 195 // Foreign user wants to go home
@@ -195,7 +199,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
195 { 199 {
196 client.SendTeleportFailed("Your information has been lost"); 200 client.SendTeleportFailed("Your information has been lost");
197 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information"); 201 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information");
198 return; 202 return false;
199 } 203 }
200 204
201 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString()); 205 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString());
@@ -205,7 +209,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
205 { 209 {
206 client.SendTeleportFailed("Your home region could not be found"); 210 client.SendTeleportFailed("Your home region could not be found");
207 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found"); 211 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found");
208 return; 212 return false;
209 } 213 }
210 214
211 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId); 215 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId);
@@ -213,7 +217,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
213 { 217 {
214 client.SendTeleportFailed("Internal error"); 218 client.SendTeleportFailed("Internal error");
215 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be"); 219 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be");
216 return; 220 return false;
217 } 221 }
218 222
219 IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>(); 223 IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();
@@ -223,6 +227,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
223 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ExternalHostName, homeGatekeeper.HttpPort, homeGatekeeper.RegionName); 227 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ExternalHostName, homeGatekeeper.HttpPort, homeGatekeeper.RegionName);
224 228
225 DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome), eq); 229 DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome), eq);
230 return true;
226 } 231 }
227 #endregion 232 #endregion
228 233
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index c1d6cd3..42e3359 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -219,6 +219,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
219 219
220 Vector3 originalPosition = objectGroup.AbsolutePosition; 220 Vector3 originalPosition = objectGroup.AbsolutePosition;
221 221
222 // Restore attachment data after trip through the sim
223 if (objectGroup.RootPart.AttachPoint > 0)
224 inventoryStoredPosition = objectGroup.RootPart.AttachOffset;
225 objectGroup.RootPart.Shape.State = objectGroup.RootPart.AttachPoint;
226
222 objectGroup.AbsolutePosition = inventoryStoredPosition; 227 objectGroup.AbsolutePosition = inventoryStoredPosition;
223 228
224 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(objectGroup); 229 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(objectGroup);
@@ -491,6 +496,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
491 496
492 if (item != null) 497 if (item != null)
493 { 498 {
499 if (item.ID == UUID.Zero)
500 {
501 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 1");
502 }
503
494 AssetBase rezAsset = m_Scene.AssetService.Get(item.AssetID.ToString()); 504 AssetBase rezAsset = m_Scene.AssetService.Get(item.AssetID.ToString());
495 505
496 if (rezAsset != null) 506 if (rezAsset != null)
@@ -513,17 +523,30 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
513 itemId = item.ID; 523 itemId = item.ID;
514 } 524 }
515 525
526 if (item.ID == UUID.Zero)
527 {
528 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 2");
529 }
530
516 string xmlData = Utils.BytesToString(rezAsset.Data); 531 string xmlData = Utils.BytesToString(rezAsset.Data);
517 SceneObjectGroup group 532 SceneObjectGroup group
518 = SceneObjectSerializer.FromOriginalXmlFormat(itemId, xmlData); 533 = SceneObjectSerializer.FromOriginalXmlFormat(itemId, xmlData);
519 534 Vector3 storedPosition = group.AbsolutePosition;
535 if (group.UUID == UUID.Zero)
536 {
537 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 3");
538 }
520 group.RootPart.FromFolderID = item.Folder; 539 group.RootPart.FromFolderID = item.Folder;
521 540
522 // If it's rezzed in world, select it. Much easier to 541 // If it's rezzed in world, select it. Much easier to
523 // find small items. 542 // find small items.
524 // 543 //
525 if (!attachment) 544 if (!attachment)
545 {
526 group.RootPart.CreateSelected = true; 546 group.RootPart.CreateSelected = true;
547 foreach (SceneObjectPart child in group.Parts)
548 child.CreateSelected = true;
549 }
527 550
528 if (!m_Scene.Permissions.CanRezObject( 551 if (!m_Scene.Permissions.CanRezObject(
529 group.PrimCount, remoteClient.AgentId, pos) 552 group.PrimCount, remoteClient.AgentId, pos)
@@ -538,9 +561,15 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
538 remoteClient.SendBulkUpdateInventory(item); 561 remoteClient.SendBulkUpdateInventory(item);
539 return null; 562 return null;
540 } 563 }
541 564 if (group.UUID == UUID.Zero)
565 {
566 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 4");
567 }
542 group.ResetIDs(); 568 group.ResetIDs();
543 569 if (group.UUID == UUID.Zero)
570 {
571 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 5");
572 }
544 if (attachment) 573 if (attachment)
545 { 574 {
546 group.RootPart.Flags |= PrimFlags.Phantom; 575 group.RootPart.Flags |= PrimFlags.Phantom;
@@ -572,7 +601,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
572 { 601 {
573 group.SetFromItemID(itemID); 602 group.SetFromItemID(itemID);
574 } 603 }
575 604 if (group.UUID == UUID.Zero)
605 {
606 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 6");
607 }
576 SceneObjectPart rootPart = null; 608 SceneObjectPart rootPart = null;
577 try 609 try
578 { 610 {
@@ -587,7 +619,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
587 619
588 m_log.Error("[AGENT INVENTORY]: Error rezzing ItemID: " + itemID + " object has no rootpart." + isAttachment); 620 m_log.Error("[AGENT INVENTORY]: Error rezzing ItemID: " + itemID + " object has no rootpart." + isAttachment);
589 } 621 }
590 622 if (group.UUID == UUID.Zero)
623 {
624 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 7");
625 }
591 // Since renaming the item in the inventory does not affect the name stored 626 // Since renaming the item in the inventory does not affect the name stored
592 // in the serialization, transfer the correct name from the inventory to the 627 // in the serialization, transfer the correct name from the inventory to the
593 // object itself before we rez. 628 // object itself before we rez.
@@ -613,6 +648,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
613 group.ApplyNextOwnerPermissions(); 648 group.ApplyNextOwnerPermissions();
614 } 649 }
615 } 650 }
651 if (group.UUID == UUID.Zero)
652 {
653 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 8");
654 }
616 655
617 foreach (SceneObjectPart part in group.Parts) 656 foreach (SceneObjectPart part in group.Parts)
618 { 657 {
@@ -626,13 +665,23 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
626 part.EveryoneMask = item.EveryOnePermissions; 665 part.EveryoneMask = item.EveryOnePermissions;
627 part.NextOwnerMask = item.NextPermissions; 666 part.NextOwnerMask = item.NextPermissions;
628 } 667 }
629 668 if (group.UUID == UUID.Zero)
669 {
670 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 9");
671 }
630 rootPart.TrimPermissions(); 672 rootPart.TrimPermissions();
631 673 if (group.UUID == UUID.Zero)
674 {
675 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 10");
676 }
632 if (!attachment) 677 if (!attachment)
633 { 678 {
634 if (group.RootPart.Shape.PCode == (byte)PCode.Prim) 679 if (group.RootPart.Shape.PCode == (byte)PCode.Prim)
635 { 680 {
681 // Save attachment data
682 group.RootPart.AttachPoint = group.RootPart.Shape.State;
683 group.RootPart.AttachOffset = storedPosition;
684
636 group.ClearPartAttachmentData(); 685 group.ClearPartAttachmentData();
637 } 686 }
638 687
@@ -658,8 +707,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
658 } 707 }
659 } 708 }
660 } 709 }
661 710 if (group.UUID == UUID.Zero)
662 return rootPart.ParentGroup; 711 {
712 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 11");
713 }
714 return group;
663 } 715 }
664 } 716 }
665 717
diff --git a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
index 9b565ed..1fd1f47 100644
--- a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
@@ -142,7 +142,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
142 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" }); 142 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" });
143 return urlcode; 143 return urlcode;
144 } 144 }
145 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString() + "/"; 145 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString();
146 146
147 UrlData urlData = new UrlData(); 147 UrlData urlData = new UrlData();
148 urlData.hostID = host.UUID; 148 urlData.hostID = host.UUID;
@@ -152,10 +152,9 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
152 urlData.urlcode = urlcode; 152 urlData.urlcode = urlcode;
153 urlData.requests = new Dictionary<UUID, RequestData>(); 153 urlData.requests = new Dictionary<UUID, RequestData>();
154 154
155
156 m_UrlMap[url] = urlData; 155 m_UrlMap[url] = urlData;
157 156
158 string uri = "/lslhttp/" + urlcode.ToString() + "/"; 157 string uri = "/lslhttp/" + urlcode.ToString();
159 158
160 m_HttpServer.AddPollServiceHTTPHandler(uri,HandleHttpPoll, 159 m_HttpServer.AddPollServiceHTTPHandler(uri,HandleHttpPoll,
161 new PollServiceEventArgs(HttpRequestHandler,HasEvents, GetEvents, NoEvents, 160 new PollServiceEventArgs(HttpRequestHandler,HasEvents, GetEvents, NoEvents,
@@ -386,6 +385,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
386 385
387 return response; 386 return response;
388 } 387 }
388
389 public void HttpRequestHandler(UUID requestID, Hashtable request) 389 public void HttpRequestHandler(UUID requestID, Hashtable request)
390 { 390 {
391 lock (request) 391 lock (request)
@@ -400,8 +400,8 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
400 400
401 int pos1 = uri.IndexOf("/");// /lslhttp 401 int pos1 = uri.IndexOf("/");// /lslhttp
402 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/ 402 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/
403 int pos3 = uri.IndexOf("/", pos2 + 1);// /lslhttp/<UUID>/ 403 int pos3 = pos2 + 37; // /lslhttp/urlcode
404 string uri_tmp = uri.Substring(0, pos3 + 1); 404 string uri_tmp = uri.Substring(0, pos3);
405 //HTTP server code doesn't provide us with QueryStrings 405 //HTTP server code doesn't provide us with QueryStrings
406 string pathInfo; 406 string pathInfo;
407 string queryString; 407 string queryString;
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs
index e54ee02..ebfba2b 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs
@@ -57,9 +57,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid.Tests
57 config.Configs["Modules"].Set("GridServices", "LocalGridServicesConnector"); 57 config.Configs["Modules"].Set("GridServices", "LocalGridServicesConnector");
58 config.Configs["GridService"].Set("LocalServiceModule", "OpenSim.Services.GridService.dll:GridService"); 58 config.Configs["GridService"].Set("LocalServiceModule", "OpenSim.Services.GridService.dll:GridService");
59 config.Configs["GridService"].Set("StorageProvider", "OpenSim.Data.Null.dll"); 59 config.Configs["GridService"].Set("StorageProvider", "OpenSim.Data.Null.dll");
60 config.Configs["GridService"].Set("Region_Test_Region_1", "DefaultRegion"); 60 config.Configs["GridService"].Set("Region_Test_Region_1", "DefaultRegion");
61 config.Configs["GridService"].Set("Region_Test_Region_2", "FallbackRegion"); 61 config.Configs["GridService"].Set("Region_Test_Region_2", "FallbackRegion");
62 config.Configs["GridService"].Set("Region_Test_Region_3", "FallbackRegion"); 62 config.Configs["GridService"].Set("Region_Test_Region_3", "FallbackRegion");
63 config.Configs["GridService"].Set("Region_Other_Region_4", "FallbackRegion"); 63 config.Configs["GridService"].Set("Region_Other_Region_4", "FallbackRegion");
64 64
65 m_LocalConnector = new LocalGridServicesConnector(config); 65 m_LocalConnector = new LocalGridServicesConnector(config);
@@ -128,8 +128,8 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid.Tests
128 Assert.IsNotNull(result, "Retrieved GetRegionByName is null"); 128 Assert.IsNotNull(result, "Retrieved GetRegionByName is null");
129 Assert.That(result.RegionName, Is.EqualTo("Test Region 1"), "Retrieved region's name does not match"); 129 Assert.That(result.RegionName, Is.EqualTo("Test Region 1"), "Retrieved region's name does not match");
130 130
131 m_LocalConnector.RegisterRegion(UUID.Zero, r2); 131 m_LocalConnector.RegisterRegion(UUID.Zero, r2);
132 m_LocalConnector.RegisterRegion(UUID.Zero, r3); 132 m_LocalConnector.RegisterRegion(UUID.Zero, r3);
133 m_LocalConnector.RegisterRegion(UUID.Zero, r4); 133 m_LocalConnector.RegisterRegion(UUID.Zero, r4);
134 134
135 result = m_LocalConnector.GetRegionByUUID(UUID.Zero, new UUID(1)); 135 result = m_LocalConnector.GetRegionByUUID(UUID.Zero, new UUID(1));
@@ -154,38 +154,38 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid.Tests
154 Assert.IsNotNull(results, "Retrieved GetRegionRange collection is null"); 154 Assert.IsNotNull(results, "Retrieved GetRegionRange collection is null");
155 Assert.That(results.Count, Is.EqualTo(2), "Retrieved neighbour collection is not the number expected"); 155 Assert.That(results.Count, Is.EqualTo(2), "Retrieved neighbour collection is not the number expected");
156 156
157 results = m_LocalConnector.GetDefaultRegions(UUID.Zero); 157 results = m_LocalConnector.GetDefaultRegions(UUID.Zero);
158 Assert.IsNotNull(results, "Retrieved GetDefaultRegions collection is null"); 158 Assert.IsNotNull(results, "Retrieved GetDefaultRegions collection is null");
159 Assert.That(results.Count, Is.EqualTo(1), "Retrieved default regions collection has not the expected size"); 159 Assert.That(results.Count, Is.EqualTo(1), "Retrieved default regions collection has not the expected size");
160 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(1)), "Retrieved default region's UUID does not match"); 160 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(1)), "Retrieved default region's UUID does not match");
161 161
162 results = m_LocalConnector.GetFallbackRegions(UUID.Zero, r1.RegionLocX, r1.RegionLocY); 162 results = m_LocalConnector.GetFallbackRegions(UUID.Zero, r1.RegionLocX, r1.RegionLocY);
163 Assert.IsNotNull(results, "Retrieved GetFallbackRegions collection for region 1 is null"); 163 Assert.IsNotNull(results, "Retrieved GetFallbackRegions collection for region 1 is null");
164 Assert.That(results.Count, Is.EqualTo(3), "Retrieved fallback regions collection for region 1 has not the expected size"); 164 Assert.That(results.Count, Is.EqualTo(3), "Retrieved fallback regions collection for region 1 has not the expected size");
165 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(2)), "Retrieved fallback regions for default region are not in the expected order 2-4-3"); 165 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(2)), "Retrieved fallback regions for default region are not in the expected order 2-4-3");
166 Assert.That(results[1].RegionID, Is.EqualTo(new UUID(4)), "Retrieved fallback regions for default region are not in the expected order 2-4-3"); 166 Assert.That(results[1].RegionID, Is.EqualTo(new UUID(4)), "Retrieved fallback regions for default region are not in the expected order 2-4-3");
167 Assert.That(results[2].RegionID, Is.EqualTo(new UUID(3)), "Retrieved fallback regions for default region are not in the expected order 2-4-3"); 167 Assert.That(results[2].RegionID, Is.EqualTo(new UUID(3)), "Retrieved fallback regions for default region are not in the expected order 2-4-3");
168 168
169 results = m_LocalConnector.GetFallbackRegions(UUID.Zero, r2.RegionLocX, r2.RegionLocY); 169 results = m_LocalConnector.GetFallbackRegions(UUID.Zero, r2.RegionLocX, r2.RegionLocY);
170 Assert.IsNotNull(results, "Retrieved GetFallbackRegions collection for region 2 is null"); 170 Assert.IsNotNull(results, "Retrieved GetFallbackRegions collection for region 2 is null");
171 Assert.That(results.Count, Is.EqualTo(3), "Retrieved fallback regions collection for region 2 has not the expected size"); 171 Assert.That(results.Count, Is.EqualTo(3), "Retrieved fallback regions collection for region 2 has not the expected size");
172 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(2)), "Retrieved fallback regions are not in the expected order 2-4-3"); 172 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(2)), "Retrieved fallback regions are not in the expected order 2-4-3");
173 Assert.That(results[1].RegionID, Is.EqualTo(new UUID(4)), "Retrieved fallback regions are not in the expected order 2-4-3"); 173 Assert.That(results[1].RegionID, Is.EqualTo(new UUID(4)), "Retrieved fallback regions are not in the expected order 2-4-3");
174 Assert.That(results[2].RegionID, Is.EqualTo(new UUID(3)), "Retrieved fallback regions are not in the expected order 2-4-3"); 174 Assert.That(results[2].RegionID, Is.EqualTo(new UUID(3)), "Retrieved fallback regions are not in the expected order 2-4-3");
175 175
176 results = m_LocalConnector.GetFallbackRegions(UUID.Zero, r3.RegionLocX, r3.RegionLocY); 176 results = m_LocalConnector.GetFallbackRegions(UUID.Zero, r3.RegionLocX, r3.RegionLocY);
177 Assert.IsNotNull(results, "Retrieved GetFallbackRegions collection for region 3 is null"); 177 Assert.IsNotNull(results, "Retrieved GetFallbackRegions collection for region 3 is null");
178 Assert.That(results.Count, Is.EqualTo(3), "Retrieved fallback regions collection for region 3 has not the expected size"); 178 Assert.That(results.Count, Is.EqualTo(3), "Retrieved fallback regions collection for region 3 has not the expected size");
179 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(3)), "Retrieved fallback regions are not in the expected order 3-4-2"); 179 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(3)), "Retrieved fallback regions are not in the expected order 3-4-2");
180 Assert.That(results[1].RegionID, Is.EqualTo(new UUID(4)), "Retrieved fallback regions are not in the expected order 3-4-2"); 180 Assert.That(results[1].RegionID, Is.EqualTo(new UUID(4)), "Retrieved fallback regions are not in the expected order 3-4-2");
181 Assert.That(results[2].RegionID, Is.EqualTo(new UUID(2)), "Retrieved fallback regions are not in the expected order 3-4-2"); 181 Assert.That(results[2].RegionID, Is.EqualTo(new UUID(2)), "Retrieved fallback regions are not in the expected order 3-4-2");
182 182
183 results = m_LocalConnector.GetFallbackRegions(UUID.Zero, r4.RegionLocX, r4.RegionLocY); 183 results = m_LocalConnector.GetFallbackRegions(UUID.Zero, r4.RegionLocX, r4.RegionLocY);
184 Assert.IsNotNull(results, "Retrieved GetFallbackRegions collection for region 4 is null"); 184 Assert.IsNotNull(results, "Retrieved GetFallbackRegions collection for region 4 is null");
185 Assert.That(results.Count, Is.EqualTo(3), "Retrieved fallback regions collection for region 4 has not the expected size"); 185 Assert.That(results.Count, Is.EqualTo(3), "Retrieved fallback regions collection for region 4 has not the expected size");
186 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(4)), "Retrieved fallback regions are not in the expected order 4-3-2"); 186 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(4)), "Retrieved fallback regions are not in the expected order 4-3-2");
187 Assert.That(results[1].RegionID, Is.EqualTo(new UUID(3)), "Retrieved fallback regions are not in the expected order 4-3-2"); 187 Assert.That(results[1].RegionID, Is.EqualTo(new UUID(3)), "Retrieved fallback regions are not in the expected order 4-3-2");
188 Assert.That(results[2].RegionID, Is.EqualTo(new UUID(2)), "Retrieved fallback regions are not in the expected order 4-3-2"); 188 Assert.That(results[2].RegionID, Is.EqualTo(new UUID(2)), "Retrieved fallback regions are not in the expected order 4-3-2");
189 189
190 results = m_LocalConnector.GetHyperlinks(UUID.Zero); 190 results = m_LocalConnector.GetHyperlinks(UUID.Zero);
191 Assert.IsNotNull(results, "Retrieved GetHyperlinks list is null"); 191 Assert.IsNotNull(results, "Retrieved GetHyperlinks list is null");
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
index e32dbb3..329a259 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
@@ -290,6 +290,23 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
290 return false; 290 return false;
291 } 291 }
292 292
293 public bool CloseChildAgent(GridRegion destination, UUID id)
294 {
295 if (destination == null)
296 return false;
297
298 foreach (Scene s in m_sceneList)
299 {
300 if (s.RegionInfo.RegionID == destination.RegionID)
301 {
302 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent");
303 return s.IncomingCloseChildAgent(id);
304 }
305 }
306 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
307 return false;
308 }
309
293 /** 310 /**
294 * Object-related communications 311 * Object-related communications
295 */ 312 */
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
index 3f577f2..e16e273 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
@@ -252,6 +252,21 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
252 return false; 252 return false;
253 } 253 }
254 254
255 public bool CloseChildAgent(GridRegion destination, UUID id)
256 {
257 if (destination == null)
258 return false;
259
260 // Try local first
261 if (m_localBackend.CloseChildAgent(destination, id))
262 return true;
263
264 // else do the remote thing
265 if (!m_localBackend.IsLocalRegion(destination.RegionHandle))
266 return m_remoteConnector.CloseChildAgent(destination, id);
267
268 return false;
269 }
255 270
256 public bool CloseAgent(GridRegion destination, UUID id) 271 public bool CloseAgent(GridRegion destination, UUID id)
257 { 272 {
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
index 7c12b8c..64788db 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
@@ -57,7 +57,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
57 if (account != null) 57 if (account != null)
58 m_NameCache.AddOrUpdate(account.Name, account.PrincipalID, DateTime.Now + TimeSpan.FromSeconds(CACHE_EXPIRATION_SECONDS)); 58 m_NameCache.AddOrUpdate(account.Name, account.PrincipalID, DateTime.Now + TimeSpan.FromSeconds(CACHE_EXPIRATION_SECONDS));
59 59
60 m_log.DebugFormat("[USER CACHE]: cached user {0}", userID); 60 // m_log.DebugFormat("[USER CACHE]: cached user {0}", userID);
61 } 61 }
62 62
63 public UserAccount Get(UUID userID, out bool inCache) 63 public UserAccount Get(UUID userID, out bool inCache)
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
index 6b538f6..4af7a1b 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
@@ -263,6 +263,23 @@ namespace OpenSim.Region.CoreModules.World.Archiver
263 // being no copy/no mod for everyone 263 // being no copy/no mod for everyone
264 lock (part.TaskInventory) 264 lock (part.TaskInventory)
265 { 265 {
266 if (!ResolveUserUuid(part.CreatorID))
267 part.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner;
268
269 if (!ResolveUserUuid(part.OwnerID))
270 part.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
271
272 if (!ResolveUserUuid(part.LastOwnerID))
273 part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
274
275 // And zap any troublesome sit target information
276 part.SitTargetOrientation = new Quaternion(0, 0, 0, 1);
277 part.SitTargetPosition = new Vector3(0, 0, 0);
278
279 // Fix ownership/creator of inventory items
280 // Not doing so results in inventory items
281 // being no copy/no mod for everyone
282 part.TaskInventory.LockItemsForRead(true);
266 TaskInventoryDictionary inv = part.TaskInventory; 283 TaskInventoryDictionary inv = part.TaskInventory;
267 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv) 284 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
268 { 285 {
@@ -275,6 +292,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
275 kvp.Value.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner; 292 kvp.Value.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner;
276 } 293 }
277 } 294 }
295 part.TaskInventory.LockItemsForRead(false);
278 } 296 }
279 } 297 }
280 298
diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
index 5025c88..fb15d91 100644
--- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
@@ -29,6 +29,7 @@ using System.Collections.Generic;
29using System.IO; 29using System.IO;
30using System.Reflection; 30using System.Reflection;
31using System.Security; 31using System.Security;
32using System.Timers;
32using log4net; 33using log4net;
33using Nini.Config; 34using Nini.Config;
34using OpenMetaverse; 35using OpenMetaverse;
@@ -45,6 +46,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
45 private delegate void LookupUUIDS(List<UUID> uuidLst); 46 private delegate void LookupUUIDS(List<UUID> uuidLst);
46 47
47 private Scene m_scene; 48 private Scene m_scene;
49 private Timer m_regionChangeTimer = new Timer();
48 50
49 private EstateTerrainXferHandler TerrainUploader; 51 private EstateTerrainXferHandler TerrainUploader;
50 52
@@ -250,7 +252,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
250 252
251 if ((estateAccessType & 4) != 0) // User add 253 if ((estateAccessType & 4) != 0) // User add
252 { 254 {
253 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, true) || m_scene.Permissions.BypassPermissions()) 255 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, false) || m_scene.Permissions.BypassPermissions())
254 { 256 {
255 m_scene.RegionInfo.EstateSettings.AddEstateUser(user); 257 m_scene.RegionInfo.EstateSettings.AddEstateUser(user);
256 m_scene.RegionInfo.EstateSettings.Save(); 258 m_scene.RegionInfo.EstateSettings.Save();
@@ -265,7 +267,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
265 } 267 }
266 if ((estateAccessType & 8) != 0) // User remove 268 if ((estateAccessType & 8) != 0) // User remove
267 { 269 {
268 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, true) || m_scene.Permissions.BypassPermissions()) 270 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, false) || m_scene.Permissions.BypassPermissions())
269 { 271 {
270 m_scene.RegionInfo.EstateSettings.RemoveEstateUser(user); 272 m_scene.RegionInfo.EstateSettings.RemoveEstateUser(user);
271 m_scene.RegionInfo.EstateSettings.Save(); 273 m_scene.RegionInfo.EstateSettings.Save();
@@ -280,7 +282,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
280 } 282 }
281 if ((estateAccessType & 16) != 0) // Group add 283 if ((estateAccessType & 16) != 0) // Group add
282 { 284 {
283 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, true) || m_scene.Permissions.BypassPermissions()) 285 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, false) || m_scene.Permissions.BypassPermissions())
284 { 286 {
285 m_scene.RegionInfo.EstateSettings.AddEstateGroup(user); 287 m_scene.RegionInfo.EstateSettings.AddEstateGroup(user);
286 m_scene.RegionInfo.EstateSettings.Save(); 288 m_scene.RegionInfo.EstateSettings.Save();
@@ -294,7 +296,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
294 } 296 }
295 if ((estateAccessType & 32) != 0) // Group remove 297 if ((estateAccessType & 32) != 0) // Group remove
296 { 298 {
297 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, true) || m_scene.Permissions.BypassPermissions()) 299 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, false) || m_scene.Permissions.BypassPermissions())
298 { 300 {
299 m_scene.RegionInfo.EstateSettings.RemoveEstateGroup(user); 301 m_scene.RegionInfo.EstateSettings.RemoveEstateGroup(user);
300 m_scene.RegionInfo.EstateSettings.Save(); 302 m_scene.RegionInfo.EstateSettings.Save();
@@ -343,7 +345,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
343 { 345 {
344 if (!s.IsChildAgent) 346 if (!s.IsChildAgent)
345 { 347 {
346 m_scene.TeleportClientHome(user, s.ControllingClient); 348 if (!m_scene.TeleportClientHome(user, s.ControllingClient))
349 {
350 s.ControllingClient.Kick("Your access to the region was revoked and TP home failed - you have been logged out.");
351 s.ControllingClient.Close();
352 }
347 } 353 }
348 } 354 }
349 355
@@ -477,7 +483,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
477 ScenePresence s = m_scene.GetScenePresence(prey); 483 ScenePresence s = m_scene.GetScenePresence(prey);
478 if (s != null) 484 if (s != null)
479 { 485 {
480 m_scene.TeleportClientHome(prey, s.ControllingClient); 486 if (!m_scene.TeleportClientHome(prey, s.ControllingClient))
487 {
488 s.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
489 s.ControllingClient.Close();
490 }
481 } 491 }
482 } 492 }
483 } 493 }
@@ -496,7 +506,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
496 // Also make sure they are actually in the region 506 // Also make sure they are actually in the region
497 if (p != null && !p.IsChildAgent) 507 if (p != null && !p.IsChildAgent)
498 { 508 {
499 m_scene.TeleportClientHome(p.UUID, p.ControllingClient); 509 if (!m_scene.TeleportClientHome(p.UUID, p.ControllingClient))
510 {
511 p.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
512 p.ControllingClient.Close();
513 }
500 } 514 }
501 } 515 }
502 }); 516 });
@@ -896,6 +910,9 @@ namespace OpenSim.Region.CoreModules.World.Estate
896 m_scene.RegisterModuleInterface<IEstateModule>(this); 910 m_scene.RegisterModuleInterface<IEstateModule>(this);
897 m_scene.EventManager.OnNewClient += EventManager_OnNewClient; 911 m_scene.EventManager.OnNewClient += EventManager_OnNewClient;
898 m_scene.EventManager.OnRequestChangeWaterHeight += changeWaterHeight; 912 m_scene.EventManager.OnRequestChangeWaterHeight += changeWaterHeight;
913 m_regionChangeTimer.AutoReset = false;
914 m_regionChangeTimer.Interval = 2000;
915 m_regionChangeTimer.Elapsed += RaiseRegionInfoChange;
899 916
900 m_scene.AddCommand(this, "set terrain texture", 917 m_scene.AddCommand(this, "set terrain texture",
901 "set terrain texture <number> <uuid> [<x>] [<y>]", 918 "set terrain texture <number> <uuid> [<x>] [<y>]",
@@ -1166,6 +1183,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1166 1183
1167 protected void TriggerRegionInfoChange() 1184 protected void TriggerRegionInfoChange()
1168 { 1185 {
1186 m_regionChangeTimer.Stop();
1187 m_regionChangeTimer.Start();
1188 }
1189
1190 protected void RaiseRegionInfoChange(object sender, ElapsedEventArgs e)
1191 {
1169 ChangeDelegate change = OnRegionInfoChange; 1192 ChangeDelegate change = OnRegionInfoChange;
1170 1193
1171 if (change != null) 1194 if (change != null)
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index 634685a..5bd72ee 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -85,6 +85,8 @@ namespace OpenSim.Region.CoreModules.World.Land
85 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1; 85 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
86 86
87 private bool m_allowedForcefulBans = true; 87 private bool m_allowedForcefulBans = true;
88 private UUID DefaultGodParcelGroup;
89 private string DefaultGodParcelName;
88 90
89 // caches ExtendedLandData 91 // caches ExtendedLandData
90 private Cache parcelInfoCache; 92 private Cache parcelInfoCache;
@@ -99,6 +101,12 @@ namespace OpenSim.Region.CoreModules.World.Land
99 101
100 public void Initialise(IConfigSource source) 102 public void Initialise(IConfigSource source)
101 { 103 {
104 IConfig cnf = source.Configs["LandManagement"];
105 if (cnf != null)
106 {
107 DefaultGodParcelGroup = new UUID(cnf.GetString("DefaultAdministratorGroupUUID", UUID.Zero.ToString()));
108 DefaultGodParcelName = cnf.GetString("DefaultAdministratorParcelName", "Default Parcel");
109 }
102 } 110 }
103 111
104 public void AddRegion(Scene scene) 112 public void AddRegion(Scene scene)
@@ -350,7 +358,7 @@ namespace OpenSim.Region.CoreModules.World.Land
350 { 358 {
351 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT) 359 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
352 { 360 {
353 if (parcelAvatarIsEntering.IsBannedFromLand(avatar.UUID)) 361 if (parcelAvatarIsEntering.IsEitherBannedOrRestricted(avatar.UUID))
354 { 362 {
355 SendYouAreBannedNotice(avatar); 363 SendYouAreBannedNotice(avatar);
356 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar)); 364 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
@@ -647,7 +655,7 @@ namespace OpenSim.Region.CoreModules.World.Land
647 int x; 655 int x;
648 int y; 656 int y;
649 657
650 if (x_float > Constants.RegionSize || x_float <= 0 || y_float > Constants.RegionSize || y_float <= 0) 658 if (x_float > Constants.RegionSize || x_float < 0 || y_float > Constants.RegionSize || y_float < 0)
651 return null; 659 return null;
652 660
653 try 661 try
@@ -990,6 +998,10 @@ namespace OpenSim.Region.CoreModules.World.Land
990 //Owner Flag 998 //Owner Flag
991 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER); 999 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER);
992 } 1000 }
1001 else if (currentParcelBlock.LandData.IsGroupOwned && remote_client.IsGroupMember(currentParcelBlock.LandData.GroupID))
1002 {
1003 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_GROUP);
1004 }
993 else if (currentParcelBlock.LandData.SalePrice > 0 && 1005 else if (currentParcelBlock.LandData.SalePrice > 0 &&
994 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero || 1006 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero ||
995 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId)) 1007 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId))
@@ -1292,18 +1304,31 @@ namespace OpenSim.Region.CoreModules.World.Land
1292 1304
1293 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data) 1305 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data)
1294 { 1306 {
1295 for (int i = 0; i < data.Count; i++) 1307 lock (m_landList)
1296 { 1308 {
1297 IncomingLandObjectFromStorage(data[i]); 1309 //Remove all the land objects in the sim and then process our new data
1310 foreach (int n in m_landList.Keys)
1311 {
1312 m_scene.EventManager.TriggerLandObjectRemoved(m_landList[n].LandData.GlobalID);
1313 }
1314 m_landIDList.Initialize();
1315 m_landList.Clear();
1316
1317 for (int i = 0; i < data.Count; i++)
1318 {
1319 IncomingLandObjectFromStorage(data[i]);
1320 }
1298 } 1321 }
1299 } 1322 }
1300 1323
1301 public void IncomingLandObjectFromStorage(LandData data) 1324 public void IncomingLandObjectFromStorage(LandData data)
1302 { 1325 {
1326
1303 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene); 1327 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
1304 new_land.LandData = data.Copy(); 1328 new_land.LandData = data.Copy();
1305 new_land.SetLandBitmapFromByteArray(); 1329 new_land.SetLandBitmapFromByteArray();
1306 AddLandObject(new_land); 1330 AddLandObject(new_land);
1331 new_land.SendLandUpdateToAvatarsOverMe();
1307 } 1332 }
1308 1333
1309 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient) 1334 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
@@ -1576,5 +1601,321 @@ namespace OpenSim.Region.CoreModules.World.Land
1576 1601
1577 UpdateLandObject(localID, land.LandData); 1602 UpdateLandObject(localID, land.LandData);
1578 } 1603 }
1604
1605 public void ClientOnParcelGodMark(IClientAPI client, UUID god, int landID)
1606 {
1607 ILandObject land = null;
1608 List<ILandObject> Land = ((Scene)client.Scene).LandChannel.AllParcels();
1609 foreach (ILandObject landObject in Land)
1610 {
1611 if (landObject.LandData.LocalID == landID)
1612 {
1613 land = landObject;
1614 }
1615 }
1616 land.DeedToGroup(DefaultGodParcelGroup);
1617 land.LandData.Name = DefaultGodParcelName;
1618 land.SendLandUpdateToAvatarsOverMe();
1619 }
1620
1621 private void ClientOnSimWideDeletes(IClientAPI client, UUID agentID, int flags, UUID targetID)
1622 {
1623 ScenePresence SP;
1624 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out SP);
1625 List<SceneObjectGroup> returns = new List<SceneObjectGroup>();
1626 if (SP.GodLevel != 0)
1627 {
1628 if (flags == 0) //All parcels, scripted or not
1629 {
1630 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1631 {
1632 if (e.OwnerID == targetID)
1633 {
1634 returns.Add(e);
1635 }
1636 }
1637 );
1638 }
1639 if (flags == 4) //All parcels, scripted object
1640 {
1641 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1642 {
1643 if (e.OwnerID == targetID)
1644 {
1645 if (e.scriptScore >= 0.01)
1646 {
1647 returns.Add(e);
1648 }
1649 }
1650 }
1651 );
1652 }
1653 if (flags == 4) //not target parcel, scripted object
1654 {
1655 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1656 {
1657 if (e.OwnerID == targetID)
1658 {
1659 ILandObject landobject = ((Scene)client.Scene).LandChannel.GetLandObject(e.AbsolutePosition.X, e.AbsolutePosition.Y);
1660 if (landobject.LandData.OwnerID != e.OwnerID)
1661 {
1662 if (e.scriptScore >= 0.01)
1663 {
1664 returns.Add(e);
1665 }
1666 }
1667 }
1668 }
1669 );
1670 }
1671 foreach (SceneObjectGroup ol in returns)
1672 {
1673 ReturnObject(ol, client);
1674 }
1675 }
1676 }
1677 public void ReturnObject(SceneObjectGroup obj, IClientAPI client)
1678 {
1679 SceneObjectGroup[] objs = new SceneObjectGroup[1];
1680 objs[0] = obj;
1681 ((Scene)client.Scene).returnObjects(objs, client.AgentId);
1682 }
1683
1684 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
1685
1686 public void ClientOnParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1687 {
1688 ScenePresence targetAvatar = null;
1689 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1690 ScenePresence parcelManager = null;
1691 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1692 System.Threading.Timer Timer;
1693
1694 if (targetAvatar.GodLevel == 0)
1695 {
1696 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1697 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1698 return;
1699 if (flags == 0)
1700 {
1701 targetAvatar.AllowMovement = false;
1702 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has frozen you for 30 seconds. You cannot move or interact with the world.");
1703 parcelManager.ControllingClient.SendAlertMessage("Avatar Frozen.");
1704 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
1705 Timer = new System.Threading.Timer(timeCB, targetAvatar, 30000, 0);
1706 Timers.Add(targetAvatar.UUID, Timer);
1707 }
1708 else
1709 {
1710 targetAvatar.AllowMovement = true;
1711 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has unfrozen you.");
1712 parcelManager.ControllingClient.SendAlertMessage("Avatar Unfrozen.");
1713 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1714 Timers.Remove(targetAvatar.UUID);
1715 Timer.Dispose();
1716 }
1717 }
1718 }
1719 private void OnEndParcelFrozen(object avatar)
1720 {
1721 ScenePresence targetAvatar = (ScenePresence)avatar;
1722 targetAvatar.AllowMovement = true;
1723 System.Threading.Timer Timer;
1724 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1725 Timers.Remove(targetAvatar.UUID);
1726 targetAvatar.ControllingClient.SendAgentAlertMessage("The freeze has worn off; you may go about your business.", false);
1727 }
1728
1729
1730 public void ClientOnParcelEjectUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1731 {
1732 ScenePresence targetAvatar = null;
1733 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1734 ScenePresence parcelManager = null;
1735 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1736 //Just eject
1737 if (flags == 0)
1738 {
1739 if (targetAvatar.GodLevel == 0)
1740 {
1741 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1742 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1743 return;
1744
1745 Vector3 position = new Vector3(0, 0, 0);
1746 List<ILandObject> allParcels = new List<ILandObject>();
1747 allParcels = AllParcels();
1748 if (allParcels.Count != 1)
1749 {
1750 foreach (ILandObject parcel in allParcels)
1751 {
1752 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1753 {
1754 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1755 {
1756 for (int x = 1; x <= Constants.RegionSize; x += 2)
1757 {
1758 for (int y = 1; y <= Constants.RegionSize; y += 2)
1759 {
1760 if (parcel.ContainsPoint(x, y))
1761 {
1762 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1763 targetAvatar.TeleportWithMomentum(position);
1764 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1765 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1766 return;
1767 }
1768 }
1769 }
1770 }
1771 }
1772 }
1773 }
1774 Vector3 targetVector;
1775 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1776 {
1777 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1778 {
1779 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1780 targetAvatar.TeleportWithMomentum(targetVector);
1781 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1782 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1783 return;
1784 }
1785 else
1786 {
1787 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1788 targetAvatar.TeleportWithMomentum(targetVector);
1789 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1790 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1791 return;
1792 }
1793 }
1794 else
1795 {
1796 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1797 {
1798 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1799 targetAvatar.TeleportWithMomentum(targetVector);
1800 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1801 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1802 return;
1803 }
1804 else
1805 {
1806 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1807 targetAvatar.TeleportWithMomentum(targetVector);
1808 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1809 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1810 return;
1811 }
1812 }
1813 }
1814 }
1815 //Eject and ban
1816 if (flags == 1)
1817 {
1818 if (targetAvatar.GodLevel == 0)
1819 {
1820 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1821 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1822 return;
1823
1824 Vector3 position = new Vector3(0, 0, 0);
1825 List<ILandObject> allParcels = new List<ILandObject>();
1826 allParcels = AllParcels();
1827 if (allParcels.Count != 1)
1828 {
1829 foreach (ILandObject parcel in allParcels)
1830 {
1831 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1832 {
1833 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1834 {
1835 for (int x = 1; x <= Constants.RegionSize; x += 2)
1836 {
1837 for (int y = 1; y <= Constants.RegionSize; y += 2)
1838 {
1839 if (parcel.ContainsPoint(x, y))
1840 {
1841 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1842 targetAvatar.TeleportWithMomentum(position);
1843 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1844 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1845 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1846 entry.AgentID = targetAvatar.UUID;
1847 entry.Flags = AccessList.Ban;
1848 entry.Time = new DateTime();
1849 land.LandData.ParcelAccessList.Add(entry);
1850 return;
1851 }
1852 }
1853 }
1854 }
1855 }
1856 }
1857 }
1858 Vector3 targetVector;
1859 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1860 {
1861 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1862 {
1863 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1864 targetAvatar.TeleportWithMomentum(targetVector);
1865 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1866 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1867 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1868 entry.AgentID = targetAvatar.UUID;
1869 entry.Flags = AccessList.Ban;
1870 entry.Time = new DateTime();
1871 land.LandData.ParcelAccessList.Add(entry);
1872 return;
1873 }
1874 else
1875 {
1876 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1877 targetAvatar.TeleportWithMomentum(targetVector);
1878 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1879 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1880 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1881 entry.AgentID = targetAvatar.UUID;
1882 entry.Flags = AccessList.Ban;
1883 entry.Time = new DateTime();
1884 land.LandData.ParcelAccessList.Add(entry);
1885 return;
1886 }
1887 }
1888 else
1889 {
1890 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1891 {
1892 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1893 targetAvatar.TeleportWithMomentum(targetVector);
1894 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1895 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1896 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1897 entry.AgentID = targetAvatar.UUID;
1898 entry.Flags = AccessList.Ban;
1899 entry.Time = new DateTime();
1900 land.LandData.ParcelAccessList.Add(entry);
1901 return;
1902 }
1903 else
1904 {
1905 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1906 targetAvatar.TeleportWithMomentum(targetVector);
1907 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1908 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1909 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1910 entry.AgentID = targetAvatar.UUID;
1911 entry.Flags = AccessList.Ban;
1912 entry.Time = new DateTime();
1913 land.LandData.ParcelAccessList.Add(entry);
1914 return;
1915 }
1916 }
1917 }
1918 }
1919 }
1579 } 1920 }
1580} 1921}
diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
index d87352f..bd1dd66 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
@@ -288,6 +288,34 @@ namespace OpenSim.Region.CoreModules.World.Land
288 return false; 288 return false;
289 } 289 }
290 290
291 public bool HasGroupAccess(UUID avatar)
292 {
293 if ((LandData.Flags & (uint)ParcelFlags.UseAccessGroup) == (uint)ParcelFlags.UseAccessGroup)
294 {
295 IGroupsModule groupsModule =
296 m_scene.RequestModuleInterface<IGroupsModule>();
297
298 List<UUID> agentGroups = new List<UUID>();
299 if (groupsModule != null)
300 {
301 GroupMembershipData[] GroupMembership =
302 groupsModule.GetMembershipData(avatar);
303
304 if (GroupMembership != null)
305 {
306 for (int i = 0; i < GroupMembership.Length; i++)
307 {
308 if (LandData.GroupID == GroupMembership[i].GroupID)
309 {
310 return true;
311 }
312 }
313 }
314 }
315 }
316 return false;
317 }
318
291 public bool IsBannedFromLand(UUID avatar) 319 public bool IsBannedFromLand(UUID avatar)
292 { 320 {
293 if (m_scene.Permissions.IsAdministrator(avatar)) 321 if (m_scene.Permissions.IsAdministrator(avatar))
@@ -324,10 +352,14 @@ namespace OpenSim.Region.CoreModules.World.Land
324 //If they are not on the access list and are not the owner 352 //If they are not on the access list and are not the owner
325 if (!LandData.ParcelAccessList.Contains(entry) && LandData.OwnerID != avatar) 353 if (!LandData.ParcelAccessList.Contains(entry) && LandData.OwnerID != avatar)
326 { 354 {
327 //They are not allowed in this parcel, but not banned, so lets send them a notice about this parcel 355 if (!HasGroupAccess(avatar))
328 return true; 356 {
357 //They are not allowed in this parcel, but not banned, so lets send them a notice about this parcel
358 return true;
359 }
329 } 360 }
330 } 361 }
362
331 return false; 363 return false;
332 } 364 }
333 365
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
index 573a22a..ecfd211 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -412,7 +412,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
412 412
413 public string Name 413 public string Name
414 { 414 {
415 get { return "PermissionsModule"; } 415 get { return "DefaultPermissionsModule"; }
416 } 416 }
417 417
418 public bool IsSharedModule 418 public bool IsSharedModule
diff --git a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
index 25d73c2..4611352 100644
--- a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
+++ b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
@@ -549,6 +549,8 @@ namespace OpenSim.Region.CoreModules.World.Terrain
549 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised()); 549 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised());
550 m_scene.SaveTerrain(); 550 m_scene.SaveTerrain();
551 551
552 m_scene.EventManager.TriggerTerrainUpdate();
553
552 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out. 554 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out.
553 //m_scene.CreateTerrainTexture(true); 555 //m_scene.CreateTerrainTexture(true);
554 } 556 }
diff --git a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
index 268612e..944ad94 100644
--- a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
+++ b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
@@ -79,7 +79,7 @@ namespace OpenSim.Region.Examples.SimpleModule
79 public event DisconnectUser OnDisconnectUser; 79 public event DisconnectUser OnDisconnectUser;
80 public event RequestAvatarProperties OnRequestAvatarProperties; 80 public event RequestAvatarProperties OnRequestAvatarProperties;
81 public event SetAlwaysRun OnSetAlwaysRun; 81 public event SetAlwaysRun OnSetAlwaysRun;
82 82 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
83 public event DeRezObject OnDeRezObject; 83 public event DeRezObject OnDeRezObject;
84 public event Action<IClientAPI> OnRegionHandShakeReply; 84 public event Action<IClientAPI> OnRegionHandShakeReply;
85 public event GenericCall2 OnRequestWearables; 85 public event GenericCall2 OnRequestWearables;
@@ -821,12 +821,21 @@ namespace OpenSim.Region.Examples.SimpleModule
821 { 821 {
822 } 822 }
823 823
824 public void ProcessPendingPackets()
825 {
826 }
827
824 public void ProcessInPacket(Packet NewPack) 828 public void ProcessInPacket(Packet NewPack)
825 { 829 {
826 } 830 }
827 831
828 public void Close() 832 public void Close()
829 { 833 {
834 Close(true);
835 }
836
837 public void Close(bool sendStop)
838 {
830 } 839 }
831 840
832 public void Start() 841 public void Start()
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index 24e481b..a675928 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>
@@ -129,4 +134,4 @@ namespace OpenSim.Region.Framework.Interfaces
129 /// <param name="pos"></param> 134 /// <param name="pos"></param>
130 void UpdateAttachmentPosition(IClientAPI client, SceneObjectGroup sog, Vector3 pos); 135 void UpdateAttachmentPosition(IClientAPI client, SceneObjectGroup sog, Vector3 pos);
131 } 136 }
132} \ No newline at end of file 137}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index 2e6faa0..59ce090 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -115,6 +115,8 @@ namespace OpenSim.Region.Framework.Interfaces
115 /// <param name="stateSource"></param> 115 /// <param name="stateSource"></param>
116 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); 116 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
117 117
118 ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
119
118 /// <summary> 120 /// <summary>
119 /// Stop a script which is in this prim's inventory. 121 /// Stop a script which is in this prim's inventory.
120 /// </summary> 122 /// </summary>
@@ -235,5 +237,6 @@ namespace OpenSim.Region.Framework.Interfaces
235 /// A <see cref="Dictionary`2"/> 237 /// A <see cref="Dictionary`2"/>
236 /// </returns> 238 /// </returns>
237 Dictionary<UUID, string> GetScriptStates(); 239 Dictionary<UUID, string> GetScriptStates();
240 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
238 } 241 }
239} 242}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
index e8738c4..45ca5c5 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
@@ -40,7 +40,7 @@ namespace OpenSim.Region.Framework.Interfaces
40 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, 40 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position,
41 Vector3 lookAt, uint teleportFlags); 41 Vector3 lookAt, uint teleportFlags);
42 42
43 void TeleportHome(UUID id, IClientAPI client); 43 bool TeleportHome(UUID id, IClientAPI client);
44 44
45 void Cross(ScenePresence agent, bool isFlying); 45 void Cross(ScenePresence agent, bool isFlying);
46 46
diff --git a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
index 2d6287f..67a500f 100644
--- a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
+++ b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
@@ -68,6 +68,14 @@ namespace OpenSim.Region.Framework.Interfaces
68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri); 68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri);
69 69
70 /// <summary> 70 /// <summary>
71 /// Close chid agent.
72 /// </summary>
73 /// <param name="regionHandle"></param>
74 /// <param name="id"></param>
75 /// <returns></returns>
76 bool SendCloseChildAgent(ulong regionHandle, UUID id);
77
78 /// <summary>
71 /// Close agent. 79 /// Close agent.
72 /// </summary> 80 /// </summary>
73 /// <param name="regionHandle"></param> 81 /// <param name="regionHandle"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
new file mode 100644
index 0000000..e01f649
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
@@ -0,0 +1,27 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster LImited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6// Mod 2
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface ISnmpModule
11{
12 void Trap(int code, string Message, Scene scene);
13 void Critical(string Message, Scene scene);
14 void Warning(string Message, Scene scene);
15 void Major(string Message, Scene scene);
16 void ColdStart(int step , Scene scene);
17 void Shutdown(int step , Scene scene);
18 //
19 // Node Start/stop events
20 //
21 void LinkUp(Scene scene);
22 void LinkDown(Scene scene);
23 void BootInfo(string data, Scene scene);
24 void trapDebug(string Module,string data, Scene scene);
25 void trapXMRE(int data, string Message, Scene scene);
26
27}
diff --git a/OpenSim/Region/Framework/ModuleLoader.cs b/OpenSim/Region/Framework/ModuleLoader.cs
index 23be9c2..69ba2042 100644
--- a/OpenSim/Region/Framework/ModuleLoader.cs
+++ b/OpenSim/Region/Framework/ModuleLoader.cs
@@ -226,7 +226,8 @@ namespace OpenSim.Region.Framework
226 "[MODULES]: Could not load types for [{0}]. Exception {1}", pluginAssembly.FullName, e); 226 "[MODULES]: Could not load types for [{0}]. Exception {1}", pluginAssembly.FullName, e);
227 227
228 // justincc: Right now this is fatal to really get the user's attention 228 // justincc: Right now this is fatal to really get the user's attention
229 throw e; 229 // TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to?
230 //throw e;
230 } 231 }
231 } 232 }
232 233
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index a90e0f3..9658e11 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -53,11 +53,17 @@ namespace OpenSim.Region.Framework.Scenes.Animation
53 { 53 {
54 get { return m_movementAnimation; } 54 get { return m_movementAnimation; }
55 } 55 }
56 protected string m_movementAnimation = "DEFAULT"; 56 // protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
57 57 protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
58 private int m_animTickFall; 58 private int m_animTickFall;
59 private int m_animTickJump; 59// private int m_animTickJump;
60 60 public int m_animTickJump; // ScenePresence has to see this to control +Z force
61 public bool m_jumping = false; // Add for jumping
62 public float m_jumpVelocity = 0f; // Add for jumping
63 private int m_landing = 0; // Add for jumping
64 public bool m_falling = false; // Add for falling
65 private float m_fallHeight; // Add for falling
66
61 /// <value> 67 /// <value>
62 /// The scene presence that this animator applies to 68 /// The scene presence that this animator applies to
63 /// </value> 69 /// </value>
@@ -114,7 +120,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
114 120
115 public void ResetAnimations() 121 public void ResetAnimations()
116 { 122 {
123Console.WriteLine("ResetA.............");
117 m_animations.Clear(); 124 m_animations.Clear();
125TrySetMovementAnimation("STAND");
118 } 126 }
119 127
120 /// <summary> 128 /// <summary>
@@ -123,8 +131,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
123 /// </summary> 131 /// </summary>
124 public void TrySetMovementAnimation(string anim) 132 public void TrySetMovementAnimation(string anim)
125 { 133 {
126 //m_log.DebugFormat("Updating movement animation to {0}", anim);
127
128 if (!m_scenePresence.IsChildAgent) 134 if (!m_scenePresence.IsChildAgent)
129 { 135 {
130 if (m_animations.TrySetDefaultAnimation( 136 if (m_animations.TrySetDefaultAnimation(
@@ -142,14 +148,14 @@ namespace OpenSim.Region.Framework.Scenes.Animation
142 /// </summary> 148 /// </summary>
143 public string GetMovementAnimation() 149 public string GetMovementAnimation()
144 { 150 {
145 const float FALL_DELAY = 0.33f; 151//Console.WriteLine("GMA-------"); //##
146 const float PREJUMP_DELAY = 0.25f; 152//#@ const float FALL_DELAY = 0.33f;
147 153 const float FALL_DELAY = 800f; //## mS
154//rm for jumping const float PREJUMP_DELAY = 0.25f;
155 const float PREJUMP_DELAY = 200f; // mS add for jumping
156 const float JUMP_PERIOD = 800f; // mS add for jumping
148 #region Inputs 157 #region Inputs
149 if (m_scenePresence.SitGround) 158
150 {
151 return "SIT_GROUND_CONSTRAINED";
152 }
153 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; 159 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
154 PhysicsActor actor = m_scenePresence.PhysicsActor; 160 PhysicsActor actor = m_scenePresence.PhysicsActor;
155 161
@@ -159,11 +165,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
159 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 165 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
160 166
161 // Check control flags 167 // Check control flags
162 bool heldForward = 168 bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
163 (((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)); 169 bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
164 bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; 170 bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
165 bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; 171 bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
166 bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
167 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 172 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
168 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; 173 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
169 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; 174 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
@@ -182,8 +187,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
182 187
183 // Is the avatar trying to move? 188 // Is the avatar trying to move?
184// bool moving = (move != Vector3.Zero); 189// bool moving = (move != Vector3.Zero);
185 bool jumping = m_animTickJump != 0; 190// rm for jumping bool jumping = m_animTickJump != 0;
186
187 #endregion Inputs 191 #endregion Inputs
188 192
189 #region Flying 193 #region Flying
@@ -192,6 +196,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
192 { 196 {
193 m_animTickFall = 0; 197 m_animTickFall = 0;
194 m_animTickJump = 0; 198 m_animTickJump = 0;
199 m_jumping = false; //add for jumping
200 m_falling = true; //add for falling
201 m_jumpVelocity = 0f; //add for jumping
202 actor.Selected = false; //add for jumping flag
203 m_fallHeight = actor.Position.Z; // save latest flying height
195 204
196 if (move.X != 0f || move.Y != 0f) 205 if (move.X != 0f || move.Y != 0f)
197 { 206 {
@@ -203,8 +212,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
203 } 212 }
204 else if (move.Z < 0f) 213 else if (move.Z < 0f)
205 { 214 {
206 if (actor != null && actor.IsColliding) 215 if (actor != null && actor.IsColliding)
216 { //##
217//Console.WriteLine("LAND FLYING"); // ##
207 return "LAND"; 218 return "LAND";
219 } //#
208 else 220 else
209 return "HOVER_DOWN"; 221 return "HOVER_DOWN";
210 } 222 }
@@ -218,19 +230,28 @@ namespace OpenSim.Region.Framework.Scenes.Animation
218 230
219 #region Falling/Floating/Landing 231 #region Falling/Floating/Landing
220 232
221 if (actor == null || !actor.IsColliding) 233// rm for jumping if (actor == null || !actor.IsColliding)
234 if ((actor == null || !actor.IsColliding) && !m_jumping) // add for jumping
222 { 235 {
223 float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 236// rm float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
237 float fallElapsed = (float)(Environment.TickCount - m_animTickFall); // add, in mS
224 float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f; 238 float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f;
239//Console.WriteLine("falling t={0} v={1}", fallElapsed, fallVelocity); //##
240
241// rm for fall if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f))
242 if (!m_jumping && (fallVelocity < -3.0f) ) m_falling = true; // add for falling and jumping
225 243
226 if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f)) 244 if (m_animTickFall == 0 || (fallVelocity >= 0.0f)) // add for jumping
245 // not falling yet or going up
227 { 246 {
228 // Just started falling 247 // reset start of fall time
229 m_animTickFall = Environment.TickCount; 248 m_animTickFall = Environment.TickCount;
230 } 249 }
231 else if (!jumping && fallElapsed > FALL_DELAY) 250// else if (!jumping && fallElapsed > FALL_DELAY)
251 else if (!m_jumping && (fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f) ) // add for falling and jumping
232 { 252 {
233 // Falling long enough to trigger the animation 253 // Falling long enough to trigger the animation
254//Console.WriteLine("FALLDOWN"); //##
234 return "FALLDOWN"; 255 return "FALLDOWN";
235 } 256 }
236 257
@@ -239,22 +260,97 @@ namespace OpenSim.Region.Framework.Scenes.Animation
239 260
240 #endregion Falling/Floating/Landing 261 #endregion Falling/Floating/Landing
241 262
263
264 #region Jumping // section added for jumping...
265
266 int jumptime;
267 jumptime = Environment.TickCount - m_animTickJump;
268
269
270 if ((move.Z > 0f) && (!m_jumping))
271 {
272//Console.WriteLine("PJ {0}", jumptime); //##
273 // Start jumping, prejump
274 m_animTickFall = 0;
275 m_jumping = true;
276 m_falling = false;
277 actor.Selected = true; // borrowed for jmping flag
278 m_animTickJump = Environment.TickCount;
279 m_jumpVelocity = 0.35f;
280 return "PREJUMP";
281 }
282
283 if(m_jumping)
284 {
285 if ( (jumptime > (JUMP_PERIOD * 1.5f)) && actor.IsColliding)
286 {
287//Console.WriteLine("LA {0}", jumptime); //##
288 // end jumping
289 m_jumping = false;
290 m_falling = false;
291 actor.Selected = false; // borrowed for jumping flag
292 m_jumpVelocity = 0f;
293 m_animTickFall = Environment.TickCount;
294 return "LAND";
295 }
296 else if (jumptime > JUMP_PERIOD)
297 {
298//Console.WriteLine("JD {0}", jumptime); //##
299 // jump down
300 m_jumpVelocity = 0f;
301 return "JUMP";
302 }
303 else if (jumptime > PREJUMP_DELAY)
304 {
305//Console.WriteLine("JU {0}", jumptime); //##
306 // jump up
307 m_jumping = true;
308 m_jumpVelocity = 10f;
309 return "JUMP";
310 }
311 }
312
313 #endregion Jumping // end added section
314
242 #region Ground Movement 315 #region Ground Movement
243 316
244 if (m_movementAnimation == "FALLDOWN") 317 if (m_movementAnimation == "FALLDOWN")
245 { 318 {
319 m_falling = false;
246 m_animTickFall = Environment.TickCount; 320 m_animTickFall = Environment.TickCount;
247
248 // TODO: SOFT_LAND support 321 // TODO: SOFT_LAND support
249 return "LAND"; 322 float fallHeight = m_fallHeight - actor.Position.Z;
323//Console.WriteLine("Hit from {0}", fallHeight); //##
324 if (fallHeight > 15.0f) // add for falling
325 return "STANDUP";
326 else if (fallHeight > 8.0f) // add for falling
327 return "SOFT_LAND"; // add for falling
328 else // add for falling
329 return "LAND"; // add for falling
250 } 330 }
251 else if (m_movementAnimation == "LAND") 331// rm jumping float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
332// rm jumping if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY))
333// rm for landing return "LAND";
334 else if ((m_movementAnimation == "LAND") || (m_movementAnimation == "SOFT_LAND") || (m_movementAnimation == "STANDUP"))
252 { 335 {
253 float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 336 int landElapsed = Environment.TickCount - m_animTickFall; // add for jumping
254 if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY)) 337 int limit = 1000; // add for jumping
255 return "LAND"; 338 if(m_movementAnimation == "LAND") limit = 350; // add for jumping
256 } 339 // NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client
257 340
341 if ((m_animTickFall != 0) && (landElapsed <= limit)) // add for jumping
342 {
343//Console.WriteLine("Lelapse {0}", m_movementAnimation); //##
344 return m_movementAnimation;
345 }
346 else
347 {
348//Console.WriteLine("end/STAND"); //##
349 m_fallHeight = actor.Position.Z; // save latest flying height
350 return "STAND";
351 }
352 }
353/* This section removed, replaced by jumping section
258 m_animTickFall = 0; 354 m_animTickFall = 0;
259 355
260 if (move.Z > 0f) 356 if (move.Z > 0f)
@@ -266,7 +362,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
266 m_animTickJump = Environment.TickCount; 362 m_animTickJump = Environment.TickCount;
267 return "PREJUMP"; 363 return "PREJUMP";
268 } 364 }
269 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) 365 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f)
270 { 366 {
271 // Start actual jump 367 // Start actual jump
272 if (m_animTickJump == -1) 368 if (m_animTickJump == -1)
@@ -284,29 +380,34 @@ namespace OpenSim.Region.Framework.Scenes.Animation
284 { 380 {
285 // Not jumping 381 // Not jumping
286 m_animTickJump = 0; 382 m_animTickJump = 0;
287 383 */
288 if (move.X != 0f || move.Y != 0f) 384 // next section moved outside paren. and realigned for jumping
289 { 385 if (move.X != 0f || move.Y != 0f)
290 // Walking / crouchwalking / running 386 {
291 if (move.Z < 0f) 387 m_fallHeight = actor.Position.Z; // save latest flying height
292 return "CROUCHWALK"; 388 m_falling = false; // Add for falling
293 else if (m_scenePresence.SetAlwaysRun) 389 // Walking / crouchwalking / running
294 return "RUN"; 390 if (move.Z < 0f)
295 else 391 return "CROUCHWALK";
296 return "WALK"; 392 else if (m_scenePresence.SetAlwaysRun)
297 } 393 return "RUN";
298 else 394 else
299 { 395 return "WALK";
300 // Not walking
301 if (move.Z < 0f)
302 return "CROUCH";
303 else
304 return "STAND";
305 }
306 } 396 }
307 397// rm for jumping else
398 else if (!m_jumping) // add for jumping
399 {
400 m_falling = false; // Add for falling
401 // Not walking
402 if (move.Z < 0f)
403 return "CROUCH";
404 else
405 return "STAND";
406 }
407 // end section realign for jumping
308 #endregion Ground Movement 408 #endregion Ground Movement
309 409
410 m_falling = false; // Add for falling
310 return m_movementAnimation; 411 return m_movementAnimation;
311 } 412 }
312 413
@@ -316,16 +417,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation
316 public void UpdateMovementAnimations() 417 public void UpdateMovementAnimations()
317 { 418 {
318 m_movementAnimation = GetMovementAnimation(); 419 m_movementAnimation = GetMovementAnimation();
319 420/* if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
320 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
321 { 421 {
322 // This was the previous behavior before PREJUMP 422 // This was the previous behavior before PREJUMP
323 TrySetMovementAnimation("JUMP"); 423 TrySetMovementAnimation("JUMP");
324 } 424 }
325 else 425 else
326 { 426 { removed for jumping */
327 TrySetMovementAnimation(m_movementAnimation); 427 TrySetMovementAnimation(m_movementAnimation);
328 } 428// rm for jumping }
329 } 429 }
330 430
331 public UUID[] GetAnimationArray() 431 public UUID[] GetAnimationArray()
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 437b91a..e923932 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -55,8 +55,12 @@ namespace OpenSim.Region.Framework.Scenes
55 55
56 public delegate void OnTerrainTickDelegate(); 56 public delegate void OnTerrainTickDelegate();
57 57
58 public delegate void OnTerrainUpdateDelegate();
59
58 public event OnTerrainTickDelegate OnTerrainTick; 60 public event OnTerrainTickDelegate OnTerrainTick;
59 61
62 public event OnTerrainUpdateDelegate OnTerrainUpdate;
63
60 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -746,6 +750,26 @@ namespace OpenSim.Region.Framework.Scenes
746 } 750 }
747 } 751 }
748 } 752 }
753 public void TriggerTerrainUpdate()
754 {
755 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
756 if (handlerTerrainUpdate != null)
757 {
758 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
759 {
760 try
761 {
762 d();
763 }
764 catch (Exception e)
765 {
766 m_log.ErrorFormat(
767 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
768 e.Message, e.StackTrace);
769 }
770 }
771 }
772 }
749 773
750 public void TriggerTerrainTick() 774 public void TriggerTerrainTick()
751 { 775 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 19f8180..c75f8ba 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -167,6 +167,7 @@ namespace OpenSim.Region.Framework.Scenes
167 167
168 private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity) 168 private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity)
169 { 169 {
170 if (entity == null) return double.NaN;
170 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 171 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
171 if (presence != null) 172 if (presence != null)
172 { 173 {
@@ -226,9 +227,9 @@ namespace OpenSim.Region.Framework.Scenes
226 return 0.0; 227 return 0.0;
227 228
228 // Use group position for child prims 229 // Use group position for child prims
229 Vector3 entityPos = entity.AbsolutePosition; 230 Vector3 entityPos;
230 if (entity is SceneObjectPart) 231 if (entity is SceneObjectPart)
231 entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; 232 entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition;
232 else 233 else
233 entityPos = entity.AbsolutePosition; 234 entityPos = entity.AbsolutePosition;
234 235
@@ -251,12 +252,19 @@ namespace OpenSim.Region.Framework.Scenes
251 252
252 if (entity is SceneObjectPart) 253 if (entity is SceneObjectPart)
253 { 254 {
254 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
255 if (physActor == null || !physActor.IsPhysical)
256 priority += 100;
257
258 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment) 255 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment)
256 {
259 priority = 1.0; 257 priority = 1.0;
258 }
259 else
260 {
261 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
262 if (physActor == null || !physActor.IsPhysical)
263 priority += 100;
264 }
265
266 if (((SceneObjectPart)entity).ParentGroup.RootPart != (SceneObjectPart)entity)
267 priority +=1;
260 } 268 }
261 return priority; 269 return priority;
262 } 270 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 8011154..ac82fda 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -99,34 +99,22 @@ namespace OpenSim.Region.Framework.Scenes
99 /// <param name="item"></param> 99 /// <param name="item"></param>
100 public bool AddInventoryItem(InventoryItemBase item) 100 public bool AddInventoryItem(InventoryItemBase item)
101 { 101 {
102 if (UUID.Zero == item.Folder) 102 InventoryFolderBase folder;
103
104 if (item.Folder == UUID.Zero)
103 { 105 {
104 InventoryFolderBase f = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType); 106 folder = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType);
105 if (f != null) 107 if (folder == null)
106 {
107// m_log.DebugFormat(
108// "[LOCAL INVENTORY SERVICES CONNECTOR]: Found folder {0} type {1} for item {2}",
109// f.Name, (AssetType)f.Type, item.Name);
110
111 item.Folder = f.ID;
112 }
113 else
114 { 108 {
115 f = InventoryService.GetRootFolder(item.Owner); 109 folder = InventoryService.GetRootFolder(item.Owner);
116 if (f != null) 110
117 { 111 if (folder == null)
118 item.Folder = f.ID;
119 }
120 else
121 {
122 m_log.WarnFormat(
123 "[AGENT INVENTORY]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
124 item.Owner, item.Name);
125 return false; 112 return false;
126 }
127 } 113 }
114
115 item.Folder = folder.ID;
128 } 116 }
129 117
130 if (InventoryService.AddItem(item)) 118 if (InventoryService.AddItem(item))
131 { 119 {
132 int userlevel = 0; 120 int userlevel = 0;
@@ -252,8 +240,7 @@ namespace OpenSim.Region.Framework.Scenes
252 240
253 // Update item with new asset 241 // Update item with new asset
254 item.AssetID = asset.FullID; 242 item.AssetID = asset.FullID;
255 if (group.UpdateInventoryItem(item)) 243 group.UpdateInventoryItem(item);
256 remoteClient.SendAgentAlertMessage("Script saved", false);
257 244
258 part.GetProperties(remoteClient); 245 part.GetProperties(remoteClient);
259 246
@@ -264,12 +251,7 @@ namespace OpenSim.Region.Framework.Scenes
264 { 251 {
265 // Needs to determine which engine was running it and use that 252 // Needs to determine which engine was running it and use that
266 // 253 //
267 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 254 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
268 errors = part.Inventory.GetScriptErrors(item.ItemID);
269 }
270 else
271 {
272 remoteClient.SendAgentAlertMessage("Script saved", false);
273 } 255 }
274 part.ParentGroup.ResumeScripts(); 256 part.ParentGroup.ResumeScripts();
275 return errors; 257 return errors;
@@ -683,6 +665,8 @@ namespace OpenSim.Region.Framework.Scenes
683 return; 665 return;
684 } 666 }
685 667
668 if (newName == null) newName = item.Name;
669
686 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 670 AssetBase asset = AssetService.Get(item.AssetID.ToString());
687 671
688 if (asset != null) 672 if (asset != null)
@@ -730,6 +714,24 @@ namespace OpenSim.Region.Framework.Scenes
730 } 714 }
731 715
732 /// <summary> 716 /// <summary>
717 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
718 /// </summary>
719 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
720 {
721 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
722 foreach (InventoryItemBase b in items)
723 {
724 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
725 InventoryItemBase n = InventoryService.GetItem(b);
726 n.Folder = destfolder;
727 moveitems.Add(n);
728 remoteClient.SendInventoryItemCreateUpdate(n, 0);
729 }
730
731 MoveInventoryItem(remoteClient, moveitems);
732 }
733
734 /// <summary>
733 /// Move an item within the agent's inventory. 735 /// Move an item within the agent's inventory.
734 /// </summary> 736 /// </summary>
735 /// <param name="remoteClient"></param> 737 /// <param name="remoteClient"></param>
@@ -966,8 +968,12 @@ namespace OpenSim.Region.Framework.Scenes
966 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 968 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
967 { 969 {
968 SceneObjectPart part = GetSceneObjectPart(localID); 970 SceneObjectPart part = GetSceneObjectPart(localID);
969 SceneObjectGroup group = part.ParentGroup; 971 SceneObjectGroup group = null;
970 if (group != null) 972 if (part != null)
973 {
974 group = part.ParentGroup;
975 }
976 if (part != null && group != null)
971 { 977 {
972 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)) 978 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
973 return; 979 return;
@@ -1414,13 +1420,6 @@ namespace OpenSim.Region.Framework.Scenes
1414 { 1420 {
1415 agentTransactions.HandleTaskItemUpdateFromTransaction( 1421 agentTransactions.HandleTaskItemUpdateFromTransaction(
1416 remoteClient, part, transactionID, currentItem); 1422 remoteClient, part, transactionID, currentItem);
1417
1418 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1419 remoteClient.SendAgentAlertMessage("Notecard saved", false);
1420 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1421 remoteClient.SendAgentAlertMessage("Script saved", false);
1422 else
1423 remoteClient.SendAgentAlertMessage("Item saved", false);
1424 } 1423 }
1425 1424
1426 // Base ALWAYS has move 1425 // Base ALWAYS has move
@@ -1548,7 +1547,7 @@ namespace OpenSim.Region.Framework.Scenes
1548 return; 1547 return;
1549 1548
1550 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1549 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1551 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1550 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1552 remoteClient.AgentId); 1551 remoteClient.AgentId);
1553 AssetService.Store(asset); 1552 AssetService.Store(asset);
1554 1553
@@ -1743,11 +1742,19 @@ namespace OpenSim.Region.Framework.Scenes
1743 // Invalid id 1742 // Invalid id
1744 SceneObjectPart part = GetSceneObjectPart(localID); 1743 SceneObjectPart part = GetSceneObjectPart(localID);
1745 if (part == null) 1744 if (part == null)
1745 {
1746 //Client still thinks the object exists, kill it
1747 SendKillObject(localID);
1746 continue; 1748 continue;
1749 }
1747 1750
1748 // Already deleted by someone else 1751 // Already deleted by someone else
1749 if (part.ParentGroup == null || part.ParentGroup.IsDeleted) 1752 if (part.ParentGroup == null || part.ParentGroup.IsDeleted)
1753 {
1754 //Client still thinks the object exists, kill it
1755 SendKillObject(localID);
1750 continue; 1756 continue;
1757 }
1751 1758
1752 // Can't delete child prims 1759 // Can't delete child prims
1753 if (part != part.ParentGroup.RootPart) 1760 if (part != part.ParentGroup.RootPart)
@@ -1769,15 +1776,21 @@ namespace OpenSim.Region.Framework.Scenes
1769 } 1776 }
1770 else 1777 else
1771 { 1778 {
1772 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1779 if (action == DeRezAction.TakeCopy)
1780 {
1781 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1782 permissionToTakeCopy = false;
1783 }
1784 else
1785 {
1773 permissionToTakeCopy = false; 1786 permissionToTakeCopy = false;
1787 }
1774 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1788 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1775 permissionToTake = false; 1789 permissionToTake = false;
1776 1790
1777 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1791 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1778 permissionToDelete = false; 1792 permissionToDelete = false;
1779 } 1793 }
1780
1781 } 1794 }
1782 1795
1783 // Handle god perms 1796 // Handle god perms
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index fe0ab5b..240d33c 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -102,6 +102,7 @@ namespace OpenSim.Region.Framework.Scenes
102 protected ModuleLoader m_moduleLoader; 102 protected ModuleLoader m_moduleLoader;
103 protected AgentCircuitManager m_authenticateHandler; 103 protected AgentCircuitManager m_authenticateHandler;
104 protected SceneCommunicationService m_sceneGridService; 104 protected SceneCommunicationService m_sceneGridService;
105 protected ISnmpModule m_snmpService = null;
105 106
106 protected ISimulationDataService m_SimulationDataService; 107 protected ISimulationDataService m_SimulationDataService;
107 protected IEstateDataService m_EstateDataService; 108 protected IEstateDataService m_EstateDataService;
@@ -163,6 +164,7 @@ namespace OpenSim.Region.Framework.Scenes
163 private int landMS; 164 private int landMS;
164 private int lastCompletedFrame; 165 private int lastCompletedFrame;
165 166
167 public bool CombineRegions = false;
166 private bool m_physics_enabled = true; 168 private bool m_physics_enabled = true;
167 private bool m_scripts_enabled = true; 169 private bool m_scripts_enabled = true;
168 private string m_defaultScriptEngine; 170 private string m_defaultScriptEngine;
@@ -174,6 +176,7 @@ namespace OpenSim.Region.Framework.Scenes
174 private bool m_firstHeartbeat = true; 176 private bool m_firstHeartbeat = true;
175 177
176 private object m_deleting_scene_object = new object(); 178 private object m_deleting_scene_object = new object();
179 private object m_cleaningAttachments = new object();
177 180
178 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 181 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
179 private bool m_reprioritizationEnabled = true; 182 private bool m_reprioritizationEnabled = true;
@@ -217,6 +220,19 @@ namespace OpenSim.Region.Framework.Scenes
217 get { return m_sceneGridService; } 220 get { return m_sceneGridService; }
218 } 221 }
219 222
223 public ISnmpModule SnmpService
224 {
225 get
226 {
227 if (m_snmpService == null)
228 {
229 m_snmpService = RequestModuleInterface<ISnmpModule>();
230 }
231
232 return m_snmpService;
233 }
234 }
235
220 public ISimulationDataService SimulationDataService 236 public ISimulationDataService SimulationDataService
221 { 237 {
222 get 238 get
@@ -561,6 +577,8 @@ namespace OpenSim.Region.Framework.Scenes
561 #region Region Settings 577 #region Region Settings
562 578
563 // Load region settings 579 // Load region settings
580 m_regInfo.WindlightSettings = SimulationDataService.LoadRegionWindlightSettings(m_regInfo.RegionID);
581
564 m_regInfo.RegionSettings = simDataService.LoadRegionSettings(m_regInfo.RegionID); 582 m_regInfo.RegionSettings = simDataService.LoadRegionSettings(m_regInfo.RegionID);
565 if (estateDataService != null) 583 if (estateDataService != null)
566 m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false); 584 m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false);
@@ -622,9 +640,10 @@ namespace OpenSim.Region.Framework.Scenes
622 //Animation states 640 //Animation states
623 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 641 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
624 // TODO: Change default to true once the feature is supported 642 // TODO: Change default to true once the feature is supported
625 m_usePreJump = startupConfig.GetBoolean("enableprejump", false); 643 m_usePreJump = startupConfig.GetBoolean("enableprejump", true);
626
627 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 644 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
645
646 m_log.DebugFormat("[SCENE]: prejump is {0}", m_usePreJump ? "ON" : "OFF");
628 if (RegionInfo.NonphysPrimMax > 0) 647 if (RegionInfo.NonphysPrimMax > 0)
629 { 648 {
630 m_maxNonphys = RegionInfo.NonphysPrimMax; 649 m_maxNonphys = RegionInfo.NonphysPrimMax;
@@ -656,6 +675,7 @@ namespace OpenSim.Region.Framework.Scenes
656 m_persistAfter *= 10000000; 675 m_persistAfter *= 10000000;
657 676
658 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 677 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
678 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
659 679
660 IConfig packetConfig = m_config.Configs["PacketPool"]; 680 IConfig packetConfig = m_config.Configs["PacketPool"];
661 if (packetConfig != null) 681 if (packetConfig != null)
@@ -665,6 +685,7 @@ namespace OpenSim.Region.Framework.Scenes
665 } 685 }
666 686
667 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 687 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
688 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
668 689
669 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 690 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
670 if (m_generateMaptiles) 691 if (m_generateMaptiles)
@@ -689,9 +710,9 @@ namespace OpenSim.Region.Framework.Scenes
689 } 710 }
690 } 711 }
691 } 712 }
692 catch 713 catch (Exception e)
693 { 714 {
694 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 715 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
695 } 716 }
696 717
697 #endregion Region Config 718 #endregion Region Config
@@ -928,6 +949,15 @@ namespace OpenSim.Region.Framework.Scenes
928 /// <param name="seconds">float indicating duration before restart.</param> 949 /// <param name="seconds">float indicating duration before restart.</param>
929 public virtual void Restart(float seconds) 950 public virtual void Restart(float seconds)
930 { 951 {
952 Restart(seconds, true);
953 }
954
955 /// <summary>
956 /// Given float seconds, this will restart the region. showDialog will optionally alert the users.
957 /// </summary>
958 /// <param name="seconds">float indicating duration before restart.</param>
959 public virtual void Restart(float seconds, bool showDialog)
960 {
931 // notifications are done in 15 second increments 961 // notifications are done in 15 second increments
932 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request 962 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request
933 // It's a 'Cancel restart' request. 963 // It's a 'Cancel restart' request.
@@ -948,8 +978,11 @@ namespace OpenSim.Region.Framework.Scenes
948 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed); 978 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
949 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes"); 979 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes");
950 m_restartTimer.Start(); 980 m_restartTimer.Start();
951 m_dialogModule.SendNotificationToUsersInRegion( 981 if (showDialog)
982 {
983 m_dialogModule.SendNotificationToUsersInRegion(
952 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0))); 984 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0)));
985 }
953 } 986 }
954 } 987 }
955 988
@@ -1145,6 +1178,7 @@ namespace OpenSim.Region.Framework.Scenes
1145 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1178 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1146 if (HeartbeatThread != null) 1179 if (HeartbeatThread != null)
1147 { 1180 {
1181 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1148 HeartbeatThread.Abort(); 1182 HeartbeatThread.Abort();
1149 HeartbeatThread = null; 1183 HeartbeatThread = null;
1150 } 1184 }
@@ -1816,14 +1850,24 @@ namespace OpenSim.Region.Framework.Scenes
1816 /// <returns></returns> 1850 /// <returns></returns>
1817 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1851 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1818 { 1852 {
1853
1854 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1855 Vector3 wpos = Vector3.Zero;
1856 // Check for water surface intersection from above
1857 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1858 {
1859 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1860 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1861 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1862 wpos.Z = wheight;
1863 }
1864
1819 Vector3 pos = Vector3.Zero; 1865 Vector3 pos = Vector3.Zero;
1820 if (RayEndIsIntersection == (byte)1) 1866 if (RayEndIsIntersection == (byte)1)
1821 { 1867 {
1822 pos = RayEnd; 1868 pos = RayEnd;
1823 return pos;
1824 } 1869 }
1825 1870 else if (RayTargetID != UUID.Zero)
1826 if (RayTargetID != UUID.Zero)
1827 { 1871 {
1828 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1872 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1829 1873
@@ -1845,7 +1889,7 @@ namespace OpenSim.Region.Framework.Scenes
1845 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1889 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1846 1890
1847 // Un-comment out the following line to Get Raytrace results printed to the console. 1891 // Un-comment out the following line to Get Raytrace results printed to the console.
1848 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1892 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1849 float ScaleOffset = 0.5f; 1893 float ScaleOffset = 0.5f;
1850 1894
1851 // If we hit something 1895 // If we hit something
@@ -1868,13 +1912,10 @@ namespace OpenSim.Region.Framework.Scenes
1868 //pos.Z -= 0.25F; 1912 //pos.Z -= 0.25F;
1869 1913
1870 } 1914 }
1871
1872 return pos;
1873 } 1915 }
1874 else 1916 else
1875 { 1917 {
1876 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1918 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1877
1878 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1919 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1879 1920
1880 // Un-comment the following line to print the raytrace results to the console. 1921 // Un-comment the following line to print the raytrace results to the console.
@@ -1883,13 +1924,12 @@ namespace OpenSim.Region.Framework.Scenes
1883 if (ei.HitTF) 1924 if (ei.HitTF)
1884 { 1925 {
1885 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1926 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1886 } else 1927 }
1928 else
1887 { 1929 {
1888 // fall back to our stupid functionality 1930 // fall back to our stupid functionality
1889 pos = RayEnd; 1931 pos = RayEnd;
1890 } 1932 }
1891
1892 return pos;
1893 } 1933 }
1894 } 1934 }
1895 else 1935 else
@@ -1900,8 +1940,12 @@ namespace OpenSim.Region.Framework.Scenes
1900 //increase height so its above the ground. 1940 //increase height so its above the ground.
1901 //should be getting the normal of the ground at the rez point and using that? 1941 //should be getting the normal of the ground at the rez point and using that?
1902 pos.Z += scale.Z / 2f; 1942 pos.Z += scale.Z / 2f;
1903 return pos; 1943// return pos;
1904 } 1944 }
1945
1946 // check against posible water intercept
1947 if (wpos.Z > pos.Z) pos = wpos;
1948 return pos;
1905 } 1949 }
1906 1950
1907 1951
@@ -1981,7 +2025,10 @@ namespace OpenSim.Region.Framework.Scenes
1981 public bool AddRestoredSceneObject( 2025 public bool AddRestoredSceneObject(
1982 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 2026 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
1983 { 2027 {
1984 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 2028 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
2029 if (result)
2030 sceneObject.IsDeleted = false;
2031 return result;
1985 } 2032 }
1986 2033
1987 /// <summary> 2034 /// <summary>
@@ -2058,6 +2105,15 @@ namespace OpenSim.Region.Framework.Scenes
2058 /// </summary> 2105 /// </summary>
2059 public void DeleteAllSceneObjects() 2106 public void DeleteAllSceneObjects()
2060 { 2107 {
2108 DeleteAllSceneObjects(false);
2109 }
2110
2111 /// <summary>
2112 /// Delete every object from the scene. This does not include attachments worn by avatars.
2113 /// </summary>
2114 public void DeleteAllSceneObjects(bool exceptNoCopy)
2115 {
2116 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2061 lock (Entities) 2117 lock (Entities)
2062 { 2118 {
2063 EntityBase[] entities = Entities.GetEntities(); 2119 EntityBase[] entities = Entities.GetEntities();
@@ -2066,11 +2122,24 @@ namespace OpenSim.Region.Framework.Scenes
2066 if (e is SceneObjectGroup) 2122 if (e is SceneObjectGroup)
2067 { 2123 {
2068 SceneObjectGroup sog = (SceneObjectGroup)e; 2124 SceneObjectGroup sog = (SceneObjectGroup)e;
2069 if (!sog.IsAttachment) 2125 if (sog != null && !sog.IsAttachment)
2070 DeleteSceneObject((SceneObjectGroup)e, false); 2126 {
2127 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2128 {
2129 DeleteSceneObject((SceneObjectGroup)e, false);
2130 }
2131 else
2132 {
2133 toReturn.Add((SceneObjectGroup)e);
2134 }
2135 }
2071 } 2136 }
2072 } 2137 }
2073 } 2138 }
2139 if (toReturn.Count > 0)
2140 {
2141 returnObjects(toReturn.ToArray(), UUID.Zero);
2142 }
2074 } 2143 }
2075 2144
2076 /// <summary> 2145 /// <summary>
@@ -2448,6 +2517,12 @@ namespace OpenSim.Region.Framework.Scenes
2448 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2517 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2449 public bool AddSceneObject(SceneObjectGroup sceneObject) 2518 public bool AddSceneObject(SceneObjectGroup sceneObject)
2450 { 2519 {
2520 if (sceneObject.OwnerID == UUID.Zero)
2521 {
2522 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2523 return false;
2524 }
2525
2451 // If the user is banned, we won't let any of their objects 2526 // If the user is banned, we won't let any of their objects
2452 // enter. Period. 2527 // enter. Period.
2453 // 2528 //
@@ -2495,15 +2570,28 @@ namespace OpenSim.Region.Framework.Scenes
2495 2570
2496 if (AttachmentsModule != null) 2571 if (AttachmentsModule != null)
2497 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false); 2572 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false);
2573
2574 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was found, attaching", sceneObject.UUID);
2498 } 2575 }
2499 else 2576 else
2500 { 2577 {
2578 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2501 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2579 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2502 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2580 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2503 } 2581 }
2582 if (sceneObject.OwnerID == UUID.Zero)
2583 {
2584 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2585 return false;
2586 }
2504 } 2587 }
2505 else 2588 else
2506 { 2589 {
2590 if (sceneObject.OwnerID == UUID.Zero)
2591 {
2592 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2593 return false;
2594 }
2507 AddRestoredSceneObject(sceneObject, true, false); 2595 AddRestoredSceneObject(sceneObject, true, false);
2508 2596
2509 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2597 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2776,6 +2864,7 @@ namespace OpenSim.Region.Framework.Scenes
2776 client.OnFetchInventory += HandleFetchInventory; 2864 client.OnFetchInventory += HandleFetchInventory;
2777 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2865 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2778 client.OnCopyInventoryItem += CopyInventoryItem; 2866 client.OnCopyInventoryItem += CopyInventoryItem;
2867 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2779 client.OnMoveInventoryItem += MoveInventoryItem; 2868 client.OnMoveInventoryItem += MoveInventoryItem;
2780 client.OnRemoveInventoryItem += RemoveInventoryItem; 2869 client.OnRemoveInventoryItem += RemoveInventoryItem;
2781 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2870 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2954,15 +3043,16 @@ namespace OpenSim.Region.Framework.Scenes
2954 /// </summary> 3043 /// </summary>
2955 /// <param name="agentId">The avatar's Unique ID</param> 3044 /// <param name="agentId">The avatar's Unique ID</param>
2956 /// <param name="client">The IClientAPI for the client</param> 3045 /// <param name="client">The IClientAPI for the client</param>
2957 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3046 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
2958 { 3047 {
2959 if (m_teleportModule != null) 3048 if (m_teleportModule != null)
2960 m_teleportModule.TeleportHome(agentId, client); 3049 return m_teleportModule.TeleportHome(agentId, client);
2961 else 3050 else
2962 { 3051 {
2963 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3052 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
2964 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3053 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
2965 } 3054 }
3055 return false;
2966 } 3056 }
2967 3057
2968 /// <summary> 3058 /// <summary>
@@ -3061,6 +3151,16 @@ namespace OpenSim.Region.Framework.Scenes
3061 /// <param name="flags"></param> 3151 /// <param name="flags"></param>
3062 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3152 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3063 { 3153 {
3154 //Add half the avatar's height so that the user doesn't fall through prims
3155 ScenePresence presence;
3156 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3157 {
3158 if (presence.Appearance != null)
3159 {
3160 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3161 }
3162 }
3163
3064 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3164 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3065 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3165 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3066 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3166 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3155,7 +3255,9 @@ namespace OpenSim.Region.Framework.Scenes
3155 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3255 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3156 3256
3157 } 3257 }
3258 m_log.Debug("[Scene] Beginning ClientClosed");
3158 m_eventManager.TriggerClientClosed(agentID, this); 3259 m_eventManager.TriggerClientClosed(agentID, this);
3260 m_log.Debug("[Scene] Finished ClientClosed");
3159 } 3261 }
3160 catch (NullReferenceException) 3262 catch (NullReferenceException)
3161 { 3263 {
@@ -3163,7 +3265,10 @@ namespace OpenSim.Region.Framework.Scenes
3163 // Avatar is already disposed :/ 3265 // Avatar is already disposed :/
3164 } 3266 }
3165 3267
3268 m_log.Debug("[Scene] Beginning OnRemovePresence");
3166 m_eventManager.TriggerOnRemovePresence(agentID); 3269 m_eventManager.TriggerOnRemovePresence(agentID);
3270 m_log.Debug("[Scene] Finished OnRemovePresence");
3271
3167 ForEachClient( 3272 ForEachClient(
3168 delegate(IClientAPI client) 3273 delegate(IClientAPI client)
3169 { 3274 {
@@ -3179,8 +3284,11 @@ namespace OpenSim.Region.Framework.Scenes
3179 } 3284 }
3180 3285
3181 // Remove the avatar from the scene 3286 // Remove the avatar from the scene
3287 m_log.Debug("[Scene] Begin RemoveScenePresence");
3182 m_sceneGraph.RemoveScenePresence(agentID); 3288 m_sceneGraph.RemoveScenePresence(agentID);
3289 m_log.Debug("[Scene] Finished RemoveScenePresence. Removing the client manager");
3183 m_clientManager.Remove(agentID); 3290 m_clientManager.Remove(agentID);
3291 m_log.Debug("[Scene] Removed the client manager. Firing avatar.close");
3184 3292
3185 try 3293 try
3186 { 3294 {
@@ -3194,8 +3302,10 @@ namespace OpenSim.Region.Framework.Scenes
3194 { 3302 {
3195 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString()); 3303 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
3196 } 3304 }
3197 3305 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3198 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3306 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3307 CleanDroppedAttachments();
3308 m_log.Debug("[Scene] The avatar has left the building");
3199 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3309 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3200 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3310 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3201 } 3311 }
@@ -3335,6 +3445,7 @@ namespace OpenSim.Region.Framework.Scenes
3335 { 3445 {
3336 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3446 if (land != null && !TestLandRestrictions(agent, land, out reason))
3337 { 3447 {
3448 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3338 return false; 3449 return false;
3339 } 3450 }
3340 } 3451 }
@@ -3392,6 +3503,8 @@ namespace OpenSim.Region.Framework.Scenes
3392 3503
3393 if (vialogin) 3504 if (vialogin)
3394 { 3505 {
3506 CleanDroppedAttachments();
3507
3395 if (TestBorderCross(agent.startpos, Cardinals.E)) 3508 if (TestBorderCross(agent.startpos, Cardinals.E))
3396 { 3509 {
3397 Border crossedBorder = GetCrossedBorder(agent.startpos, Cardinals.E); 3510 Border crossedBorder = GetCrossedBorder(agent.startpos, Cardinals.E);
@@ -3448,6 +3561,8 @@ namespace OpenSim.Region.Framework.Scenes
3448 } 3561 }
3449 } 3562 }
3450 // Honor parcel landing type and position. 3563 // Honor parcel landing type and position.
3564 /*
3565 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3451 if (land != null) 3566 if (land != null)
3452 { 3567 {
3453 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3568 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3455,6 +3570,7 @@ namespace OpenSim.Region.Framework.Scenes
3455 agent.startpos = land.LandData.UserLocation; 3570 agent.startpos = land.LandData.UserLocation;
3456 } 3571 }
3457 } 3572 }
3573 */// This is now handled properly in ScenePresence.MakeRootAgent
3458 } 3574 }
3459 3575
3460 return true; 3576 return true;
@@ -3805,12 +3921,22 @@ namespace OpenSim.Region.Framework.Scenes
3805 return false; 3921 return false;
3806 } 3922 }
3807 3923
3924 public bool IncomingCloseAgent(UUID agentID)
3925 {
3926 return IncomingCloseAgent(agentID, false);
3927 }
3928
3929 public bool IncomingCloseChildAgent(UUID agentID)
3930 {
3931 return IncomingCloseAgent(agentID, true);
3932 }
3933
3808 /// <summary> 3934 /// <summary>
3809 /// Tell a single agent to disconnect from the region. 3935 /// Tell a single agent to disconnect from the region.
3810 /// </summary> 3936 /// </summary>
3811 /// <param name="regionHandle"></param>
3812 /// <param name="agentID"></param> 3937 /// <param name="agentID"></param>
3813 public bool IncomingCloseAgent(UUID agentID) 3938 /// <param name="childOnly"></param>
3939 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3814 { 3940 {
3815 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 3941 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3816 3942
@@ -3822,7 +3948,7 @@ namespace OpenSim.Region.Framework.Scenes
3822 { 3948 {
3823 m_sceneGraph.removeUserCount(false); 3949 m_sceneGraph.removeUserCount(false);
3824 } 3950 }
3825 else 3951 else if (!childOnly)
3826 { 3952 {
3827 m_sceneGraph.removeUserCount(true); 3953 m_sceneGraph.removeUserCount(true);
3828 } 3954 }
@@ -3838,9 +3964,12 @@ namespace OpenSim.Region.Framework.Scenes
3838 } 3964 }
3839 else 3965 else
3840 presence.ControllingClient.SendShutdownConnectionNotice(); 3966 presence.ControllingClient.SendShutdownConnectionNotice();
3967 presence.ControllingClient.Close(false);
3968 }
3969 else if (!childOnly)
3970 {
3971 presence.ControllingClient.Close(true);
3841 } 3972 }
3842
3843 presence.ControllingClient.Close();
3844 return true; 3973 return true;
3845 } 3974 }
3846 3975
@@ -4462,7 +4591,7 @@ namespace OpenSim.Region.Framework.Scenes
4462 // 4591 //
4463 int health=1; // Start at 1, means we're up 4592 int health=1; // Start at 1, means we're up
4464 4593
4465 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) 4594 if (m_firstHeartbeat || ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000))
4466 health+=1; 4595 health+=1;
4467 else 4596 else
4468 return health; 4597 return health;
@@ -4968,5 +5097,45 @@ namespace OpenSim.Region.Framework.Scenes
4968 throw new Exception(error); 5097 throw new Exception(error);
4969 } 5098 }
4970 } 5099 }
5100
5101 public void CleanDroppedAttachments()
5102 {
5103 List<SceneObjectGroup> objectsToDelete =
5104 new List<SceneObjectGroup>();
5105
5106 lock (m_cleaningAttachments)
5107 {
5108 ForEachSOG(delegate (SceneObjectGroup grp)
5109 {
5110 if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5111 {
5112 UUID agentID = grp.OwnerID;
5113 if (agentID == UUID.Zero)
5114 {
5115 objectsToDelete.Add(grp);
5116 return;
5117 }
5118
5119 ScenePresence sp = GetScenePresence(agentID);
5120 if (sp == null)
5121 {
5122 objectsToDelete.Add(grp);
5123 return;
5124 }
5125 }
5126 });
5127 }
5128
5129 if (objectsToDelete.Count > 0)
5130 {
5131 m_log.DebugFormat("[SCENE]: Starting delete of {0} dropped attachments", objectsToDelete.Count);
5132 foreach (SceneObjectGroup grp in objectsToDelete)
5133 {
5134 m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5135 DeleteSceneObject(grp, true);
5136 }
5137 m_log.Debug("[SCENE]: Finished dropped attachment deletion");
5138 }
5139 }
4971 } 5140 }
4972} 5141}
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 88e084e..1293d5d 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -168,7 +168,7 @@ namespace OpenSim.Region.Framework.Scenes
168 168
169 if (neighbour != null) 169 if (neighbour != null)
170 { 170 {
171 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 171 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
172 m_scene.EventManager.TriggerOnRegionUp(neighbour); 172 m_scene.EventManager.TriggerOnRegionUp(neighbour);
173 } 173 }
174 else 174 else
@@ -183,7 +183,7 @@ namespace OpenSim.Region.Framework.Scenes
183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
184 184
185 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 185 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
186 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 186 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
187 foreach (GridRegion n in neighbours) 187 foreach (GridRegion n in neighbours)
188 { 188 {
189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -267,14 +267,14 @@ namespace OpenSim.Region.Framework.Scenes
267 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle) 267 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
268 { 268 {
269 269
270 m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle); 270 //m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle);
271 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 271 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
272 272
273 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID); 273 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
274 uint x = 0, y = 0; 274 uint x = 0, y = 0;
275 Utils.LongToUInts(regionHandle, out x, out y); 275 Utils.LongToUInts(regionHandle, out x, out y);
276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); 276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
277 m_scene.SimulationService.CloseAgent(destination, agentID); 277 m_scene.SimulationService.CloseChildAgent(destination, agentID);
278 } 278 }
279 279
280 private void SendCloseChildAgentCompleted(IAsyncResult iar) 280 private void SendCloseChildAgentCompleted(IAsyncResult iar)
@@ -293,7 +293,7 @@ namespace OpenSim.Region.Framework.Scenes
293 d); 293 d);
294 } 294 }
295 } 295 }
296 296
297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
298 { 298 {
299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 28b80bb..5ef14bf 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
@@ -124,13 +133,18 @@ namespace OpenSim.Region.Framework.Scenes
124 133
125 protected internal void Close() 134 protected internal void Close()
126 { 135 {
127 lock (m_presenceLock) 136 m_scenePresencesLock.EnterWriteLock();
137 try
128 { 138 {
129 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 139 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
130 List<ScenePresence> newlist = new List<ScenePresence>(); 140 List<ScenePresence> newlist = new List<ScenePresence>();
131 m_scenePresenceMap = newmap; 141 m_scenePresenceMap = newmap;
132 m_scenePresenceArray = newlist; 142 m_scenePresenceArray = newlist;
133 } 143 }
144 finally
145 {
146 m_scenePresencesLock.ExitWriteLock();
147 }
134 148
135 lock (SceneObjectGroupsByFullID) 149 lock (SceneObjectGroupsByFullID)
136 SceneObjectGroupsByFullID.Clear(); 150 SceneObjectGroupsByFullID.Clear();
@@ -209,27 +223,8 @@ namespace OpenSim.Region.Framework.Scenes
209 if (sp.IsChildAgent) 223 if (sp.IsChildAgent)
210 return; 224 return;
211 225
212 if (sp.ParentID != 0) 226 coarseLocations.Add(sp.AbsolutePosition);
213 { 227 avatarUUIDs.Add(sp.UUID);
214 // sitting avatar
215 SceneObjectPart sop = m_parentScene.GetSceneObjectPart(sp.ParentID);
216 if (sop != null)
217 {
218 coarseLocations.Add(sop.AbsolutePosition + sp.AbsolutePosition);
219 avatarUUIDs.Add(sp.UUID);
220 }
221 else
222 {
223 // we can't find the parent.. ! arg!
224 coarseLocations.Add(sp.AbsolutePosition);
225 avatarUUIDs.Add(sp.UUID);
226 }
227 }
228 else
229 {
230 coarseLocations.Add(sp.AbsolutePosition);
231 avatarUUIDs.Add(sp.UUID);
232 }
233 } 228 }
234 } 229 }
235 230
@@ -259,6 +254,33 @@ namespace OpenSim.Region.Framework.Scenes
259 protected internal bool AddRestoredSceneObject( 254 protected internal bool AddRestoredSceneObject(
260 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 255 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
261 { 256 {
257 if (!m_parentScene.CombineRegions)
258 {
259 // KF: Check for out-of-region, move inside and make static.
260 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
261 sceneObject.RootPart.GroupPosition.Y,
262 sceneObject.RootPart.GroupPosition.Z);
263 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 ||
264 npos.X > Constants.RegionSize ||
265 npos.Y > Constants.RegionSize))
266 {
267 if (npos.X < 0.0) npos.X = 1.0f;
268 if (npos.Y < 0.0) npos.Y = 1.0f;
269 if (npos.Z < 0.0) npos.Z = 0.0f;
270 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
271 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
272
273 foreach (SceneObjectPart part in sceneObject.Parts)
274 {
275 part.GroupPosition = npos;
276 }
277 sceneObject.RootPart.Velocity = Vector3.Zero;
278 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
279 sceneObject.RootPart.Acceleration = Vector3.Zero;
280 sceneObject.RootPart.Velocity = Vector3.Zero;
281 }
282 }
283
262 if (!alreadyPersisted) 284 if (!alreadyPersisted)
263 { 285 {
264 sceneObject.ForceInventoryPersistence(); 286 sceneObject.ForceInventoryPersistence();
@@ -453,6 +475,30 @@ namespace OpenSim.Region.Framework.Scenes
453 m_updateList[obj.UUID] = obj; 475 m_updateList[obj.UUID] = obj;
454 } 476 }
455 477
478 public void FireAttachToBackup(SceneObjectGroup obj)
479 {
480 if (OnAttachToBackup != null)
481 {
482 OnAttachToBackup(obj);
483 }
484 }
485
486 public void FireDetachFromBackup(SceneObjectGroup obj)
487 {
488 if (OnDetachFromBackup != null)
489 {
490 OnDetachFromBackup(obj);
491 }
492 }
493
494 public void FireChangeBackup(SceneObjectGroup obj)
495 {
496 if (OnChangeBackup != null)
497 {
498 OnChangeBackup(obj);
499 }
500 }
501
456 /// <summary> 502 /// <summary>
457 /// Process all pending updates 503 /// Process all pending updates
458 /// </summary> 504 /// </summary>
@@ -584,7 +630,8 @@ namespace OpenSim.Region.Framework.Scenes
584 630
585 Entities[presence.UUID] = presence; 631 Entities[presence.UUID] = presence;
586 632
587 lock (m_presenceLock) 633 m_scenePresencesLock.EnterWriteLock();
634 try
588 { 635 {
589 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 636 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
590 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 637 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -608,6 +655,10 @@ namespace OpenSim.Region.Framework.Scenes
608 m_scenePresenceMap = newmap; 655 m_scenePresenceMap = newmap;
609 m_scenePresenceArray = newlist; 656 m_scenePresenceArray = newlist;
610 } 657 }
658 finally
659 {
660 m_scenePresencesLock.ExitWriteLock();
661 }
611 } 662 }
612 663
613 /// <summary> 664 /// <summary>
@@ -622,7 +673,8 @@ namespace OpenSim.Region.Framework.Scenes
622 agentID); 673 agentID);
623 } 674 }
624 675
625 lock (m_presenceLock) 676 m_scenePresencesLock.EnterWriteLock();
677 try
626 { 678 {
627 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 679 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
628 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 680 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -644,6 +696,10 @@ namespace OpenSim.Region.Framework.Scenes
644 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 696 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
645 } 697 }
646 } 698 }
699 finally
700 {
701 m_scenePresencesLock.ExitWriteLock();
702 }
647 } 703 }
648 704
649 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 705 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1060,9 +1116,11 @@ namespace OpenSim.Region.Framework.Scenes
1060 /// <param name="action"></param> 1116 /// <param name="action"></param>
1061 protected internal void ForEachSOG(Action<SceneObjectGroup> action) 1117 protected internal void ForEachSOG(Action<SceneObjectGroup> action)
1062 { 1118 {
1063 List<SceneObjectGroup> objlist = new List<SceneObjectGroup>(SceneObjectGroupsByFullID.Values); 1119 EntityBase[] objlist = Entities.GetAllByType<SceneObjectGroup>();
1064 foreach (SceneObjectGroup obj in objlist) 1120 foreach (EntityBase ent in objlist)
1065 { 1121 {
1122 SceneObjectGroup obj = (SceneObjectGroup)ent;
1123
1066 try 1124 try
1067 { 1125 {
1068 action(obj); 1126 action(obj);
@@ -1519,10 +1577,13 @@ namespace OpenSim.Region.Framework.Scenes
1519 /// <param name="childPrims"></param> 1577 /// <param name="childPrims"></param>
1520 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1578 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1521 { 1579 {
1580 SceneObjectGroup parentGroup = root.ParentGroup;
1581 if (parentGroup == null) return;
1522 Monitor.Enter(m_updateLock); 1582 Monitor.Enter(m_updateLock);
1583
1523 try 1584 try
1524 { 1585 {
1525 SceneObjectGroup parentGroup = root.ParentGroup; 1586 parentGroup.areUpdatesSuspended = true;
1526 1587
1527 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1588 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1528 if (parentGroup != null) 1589 if (parentGroup != null)
@@ -1534,11 +1595,6 @@ namespace OpenSim.Region.Framework.Scenes
1534 1595
1535 if (child != null) 1596 if (child != null)
1536 { 1597 {
1537 // Make sure no child prim is set for sale
1538 // So that, on delink, no prims are unwittingly
1539 // left for sale and sold off
1540 child.RootPart.ObjectSaleType = 0;
1541 child.RootPart.SalePrice = 10;
1542 childGroups.Add(child); 1598 childGroups.Add(child);
1543 } 1599 }
1544 } 1600 }
@@ -1561,12 +1617,12 @@ namespace OpenSim.Region.Framework.Scenes
1561 // occur on link to invoke this elsewhere (such as object selection) 1617 // occur on link to invoke this elsewhere (such as object selection)
1562 parentGroup.RootPart.CreateSelected = true; 1618 parentGroup.RootPart.CreateSelected = true;
1563 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1619 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1564 parentGroup.HasGroupChanged = true;
1565 parentGroup.ScheduleGroupForFullUpdate();
1566
1567 } 1620 }
1568 finally 1621 finally
1569 { 1622 {
1623 parentGroup.areUpdatesSuspended = false;
1624 parentGroup.HasGroupChanged = true;
1625 parentGroup.ScheduleGroupForFullUpdate();
1570 Monitor.Exit(m_updateLock); 1626 Monitor.Exit(m_updateLock);
1571 } 1627 }
1572 } 1628 }
@@ -1598,21 +1654,24 @@ namespace OpenSim.Region.Framework.Scenes
1598 1654
1599 SceneObjectGroup group = part.ParentGroup; 1655 SceneObjectGroup group = part.ParentGroup;
1600 if (!affectedGroups.Contains(group)) 1656 if (!affectedGroups.Contains(group))
1657 {
1658 group.areUpdatesSuspended = true;
1601 affectedGroups.Add(group); 1659 affectedGroups.Add(group);
1660 }
1602 } 1661 }
1603 } 1662 }
1604 } 1663 }
1605 1664
1606 foreach (SceneObjectPart child in childParts) 1665 if (childParts.Count > 0)
1607 { 1666 {
1608 // Unlink all child parts from their groups 1667 foreach (SceneObjectPart child in childParts)
1609 // 1668 {
1610 child.ParentGroup.DelinkFromGroup(child, true); 1669 // Unlink all child parts from their groups
1611 1670 //
1612 // These are not in affected groups and will not be 1671 child.ParentGroup.DelinkFromGroup(child, true);
1613 // handled further. Do the honors here. 1672 child.ParentGroup.HasGroupChanged = true;
1614 child.ParentGroup.HasGroupChanged = true; 1673 child.ParentGroup.ScheduleGroupForFullUpdate();
1615 child.ParentGroup.ScheduleGroupForFullUpdate(); 1674 }
1616 } 1675 }
1617 1676
1618 foreach (SceneObjectPart root in rootParts) 1677 foreach (SceneObjectPart root in rootParts)
@@ -1622,56 +1681,68 @@ namespace OpenSim.Region.Framework.Scenes
1622 // However, editing linked parts and unlinking may be different 1681 // However, editing linked parts and unlinking may be different
1623 // 1682 //
1624 SceneObjectGroup group = root.ParentGroup; 1683 SceneObjectGroup group = root.ParentGroup;
1684 group.areUpdatesSuspended = true;
1625 1685
1626 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1686 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1627 int numChildren = newSet.Count; 1687 int numChildren = newSet.Count;
1628 1688
1689 if (numChildren == 1)
1690 break;
1691
1629 // If there are prims left in a link set, but the root is 1692 // If there are prims left in a link set, but the root is
1630 // slated for unlink, we need to do this 1693 // slated for unlink, we need to do this
1694 // Unlink the remaining set
1631 // 1695 //
1632 if (numChildren != 1) 1696 bool sendEventsToRemainder = true;
1633 { 1697 if (numChildren > 1)
1634 // Unlink the remaining set 1698 sendEventsToRemainder = false;
1635 //
1636 bool sendEventsToRemainder = true;
1637 if (numChildren > 1)
1638 sendEventsToRemainder = false;
1639 1699
1640 foreach (SceneObjectPart p in newSet) 1700 foreach (SceneObjectPart p in newSet)
1701 {
1702 if (p != group.RootPart)
1641 { 1703 {
1642 if (p != group.RootPart) 1704 group.DelinkFromGroup(p, sendEventsToRemainder);
1643 group.DelinkFromGroup(p, sendEventsToRemainder); 1705 if (numChildren > 2)
1706 {
1707 p.ParentGroup.areUpdatesSuspended = true;
1708 }
1709 else
1710 {
1711 p.ParentGroup.HasGroupChanged = true;
1712 p.ParentGroup.ScheduleGroupForFullUpdate();
1713 }
1644 } 1714 }
1715 }
1716
1717 // If there is more than one prim remaining, we
1718 // need to re-link
1719 //
1720 if (numChildren > 2)
1721 {
1722 // Remove old root
1723 //
1724 if (newSet.Contains(root))
1725 newSet.Remove(root);
1645 1726
1646 // If there is more than one prim remaining, we 1727 // Preserve link ordering
1647 // need to re-link
1648 // 1728 //
1649 if (numChildren > 2) 1729 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1650 { 1730 {
1651 // Remove old root 1731 return a.LinkNum.CompareTo(b.LinkNum);
1652 // 1732 });
1653 if (newSet.Contains(root))
1654 newSet.Remove(root);
1655
1656 // Preserve link ordering
1657 //
1658 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1659 {
1660 return a.LinkNum.CompareTo(b.LinkNum);
1661 });
1662 1733
1663 // Determine new root 1734 // Determine new root
1664 // 1735 //
1665 SceneObjectPart newRoot = newSet[0]; 1736 SceneObjectPart newRoot = newSet[0];
1666 newSet.RemoveAt(0); 1737 newSet.RemoveAt(0);
1667 1738
1668 foreach (SceneObjectPart newChild in newSet) 1739 foreach (SceneObjectPart newChild in newSet)
1669 newChild.UpdateFlag = 0; 1740 newChild.UpdateFlag = 0;
1670 1741
1671 LinkObjects(newRoot, newSet); 1742 newRoot.ParentGroup.areUpdatesSuspended = true;
1672 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1743 LinkObjects(newRoot, newSet);
1673 affectedGroups.Add(newRoot.ParentGroup); 1744 if (!affectedGroups.Contains(newRoot.ParentGroup))
1674 } 1745 affectedGroups.Add(newRoot.ParentGroup);
1675 } 1746 }
1676 } 1747 }
1677 1748
@@ -1681,6 +1752,7 @@ namespace OpenSim.Region.Framework.Scenes
1681 { 1752 {
1682 g.TriggerScriptChangedEvent(Changed.LINK); 1753 g.TriggerScriptChangedEvent(Changed.LINK);
1683 g.HasGroupChanged = true; // Persist 1754 g.HasGroupChanged = true; // Persist
1755 g.areUpdatesSuspended = false;
1684 g.ScheduleGroupForFullUpdate(); 1756 g.ScheduleGroupForFullUpdate();
1685 } 1757 }
1686 } 1758 }
@@ -1795,9 +1867,6 @@ namespace OpenSim.Region.Framework.Scenes
1795 child.ApplyNextOwnerPermissions(); 1867 child.ApplyNextOwnerPermissions();
1796 } 1868 }
1797 } 1869 }
1798
1799 copy.RootPart.ObjectSaleType = 0;
1800 copy.RootPart.SalePrice = 10;
1801 } 1870 }
1802 1871
1803 Entities.Add(copy); 1872 Entities.Add(copy);
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index a86223c..6cc7231 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -69,10 +69,6 @@ namespace OpenSim.Region.Framework.Scenes
69 /// <summary> 69 /// <summary>
70 /// Stop the scripts contained in all the prims in this group 70 /// Stop the scripts contained in all the prims in this group
71 /// </summary> 71 /// </summary>
72 /// <param name="sceneObjectBeingDeleted">
73 /// Should be true if these scripts are being removed because the scene
74 /// object is being deleted. This will prevent spurious updates to the client.
75 /// </param>
76 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 72 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
77 { 73 {
78 SceneObjectPart[] parts = m_parts.GetArray(); 74 SceneObjectPart[] parts = m_parts.GetArray();
@@ -419,6 +415,9 @@ namespace OpenSim.Region.Framework.Scenes
419 415
420 public void ResumeScripts() 416 public void ResumeScripts()
421 { 417 {
418 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
419 return;
420
422 SceneObjectPart[] parts = m_parts.GetArray(); 421 SceneObjectPart[] parts = m_parts.GetArray();
423 for (int i = 0; i < parts.Length; i++) 422 for (int i = 0; i < parts.Length; i++)
424 parts[i].Inventory.ResumeScripts(); 423 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 994b9e3..f9bfffd 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -29,6 +29,7 @@ using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Linq; 33using System.Linq;
33using System.Threading; 34using System.Threading;
34using System.Xml; 35using System.Xml;
@@ -105,8 +106,29 @@ namespace OpenSim.Region.Framework.Scenes
105 /// since the group's last persistent backup 106 /// since the group's last persistent backup
106 /// </summary> 107 /// </summary>
107 private bool m_hasGroupChanged = false; 108 private bool m_hasGroupChanged = false;
108 private long timeFirstChanged; 109 private long timeFirstChanged = 0;
109 private long timeLastChanged; 110 private long timeLastChanged = 0;
111 private long m_maxPersistTime = 0;
112 private long m_minPersistTime = 0;
113 private Random m_rand;
114 private bool m_suspendUpdates;
115 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
116
117 public bool areUpdatesSuspended
118 {
119 get
120 {
121 return m_suspendUpdates;
122 }
123 set
124 {
125 m_suspendUpdates = value;
126 if (!value)
127 {
128 QueueForUpdateCheck();
129 }
130 }
131 }
110 132
111 public bool HasGroupChanged 133 public bool HasGroupChanged
112 { 134 {
@@ -114,9 +136,39 @@ namespace OpenSim.Region.Framework.Scenes
114 { 136 {
115 if (value) 137 if (value)
116 { 138 {
139 if (m_isBackedUp)
140 {
141 m_scene.SceneGraph.FireChangeBackup(this);
142 }
117 timeLastChanged = DateTime.Now.Ticks; 143 timeLastChanged = DateTime.Now.Ticks;
118 if (!m_hasGroupChanged) 144 if (!m_hasGroupChanged)
119 timeFirstChanged = DateTime.Now.Ticks; 145 timeFirstChanged = DateTime.Now.Ticks;
146 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
147 {
148 if (m_rand == null)
149 {
150 byte[] val = new byte[16];
151 m_rootPart.UUID.ToBytes(val, 0);
152 m_rand = new Random(BitConverter.ToInt32(val, 0));
153 }
154
155 if (m_scene.GetRootAgentCount() == 0)
156 {
157 //If the region is empty, this change has been made by an automated process
158 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
159
160 float factor = 1.5f + (float)(m_rand.NextDouble());
161 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
162 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
163 }
164 else
165 {
166 //If the region is not empty, we want to obey the minimum and maximum persist times
167 //but add a random factor so we stagger the object persistance a little
168 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
169 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
170 }
171 }
120 } 172 }
121 m_hasGroupChanged = value; 173 m_hasGroupChanged = value;
122 } 174 }
@@ -132,8 +184,19 @@ namespace OpenSim.Region.Framework.Scenes
132 return false; 184 return false;
133 if (m_scene.ShuttingDown) 185 if (m_scene.ShuttingDown)
134 return true; 186 return true;
187
188 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
189 {
190 m_maxPersistTime = m_scene.m_persistAfter;
191 m_minPersistTime = m_scene.m_dontPersistBefore;
192 }
193
135 long currentTime = DateTime.Now.Ticks; 194 long currentTime = DateTime.Now.Ticks;
136 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 195
196 if (timeLastChanged == 0) timeLastChanged = currentTime;
197 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
198
199 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
137 return true; 200 return true;
138 return false; 201 return false;
139 } 202 }
@@ -176,10 +239,10 @@ namespace OpenSim.Region.Framework.Scenes
176 239
177 private bool m_scriptListens_atTarget; 240 private bool m_scriptListens_atTarget;
178 private bool m_scriptListens_notAtTarget; 241 private bool m_scriptListens_notAtTarget;
179
180 private bool m_scriptListens_atRotTarget; 242 private bool m_scriptListens_atRotTarget;
181 private bool m_scriptListens_notAtRotTarget; 243 private bool m_scriptListens_notAtRotTarget;
182 244
245 public bool m_dupeInProgress = false;
183 internal Dictionary<UUID, string> m_savedScriptState; 246 internal Dictionary<UUID, string> m_savedScriptState;
184 247
185 #region Properties 248 #region Properties
@@ -219,7 +282,13 @@ namespace OpenSim.Region.Framework.Scenes
219 public virtual Quaternion Rotation 282 public virtual Quaternion Rotation
220 { 283 {
221 get { return m_rotation; } 284 get { return m_rotation; }
222 set { m_rotation = value; } 285 set {
286 foreach(SceneObjectPart p in m_parts.GetArray())
287 {
288 p.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
289 }
290 m_rotation = value;
291 }
223 } 292 }
224 293
225 public Quaternion GroupRotation 294 public Quaternion GroupRotation
@@ -293,7 +362,11 @@ namespace OpenSim.Region.Framework.Scenes
293 { 362 {
294 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 363 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
295 } 364 }
296 365
366 foreach (SceneObjectPart part in m_parts.GetArray())
367 {
368 part.IgnoreUndoUpdate = true;
369 }
297 if (RootPart.GetStatusSandbox()) 370 if (RootPart.GetStatusSandbox())
298 { 371 {
299 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 372 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -304,10 +377,31 @@ namespace OpenSim.Region.Framework.Scenes
304 return; 377 return;
305 } 378 }
306 } 379 }
307
308 SceneObjectPart[] parts = m_parts.GetArray(); 380 SceneObjectPart[] parts = m_parts.GetArray();
309 for (int i = 0; i < parts.Length; i++) 381 foreach (SceneObjectPart part in parts)
310 parts[i].GroupPosition = val; 382 {
383 part.IgnoreUndoUpdate = false;
384 part.StoreUndoState(UndoType.STATE_GROUP_POSITION);
385 part.GroupPosition = val;
386 if (!m_dupeInProgress)
387 {
388 part.TriggerScriptChangedEvent(Changed.POSITION);
389 }
390 }
391 if (!m_dupeInProgress)
392 {
393 foreach (ScenePresence av in m_linkedAvatars)
394 {
395 SceneObjectPart p;
396 if (m_parts.TryGetValue(av.LinkedPrim, out p))
397 {
398 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
399 av.AbsolutePosition += offset;
400 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
401 av.SendFullUpdateToAllClients();
402 }
403 }
404 }
311 405
312 //if (m_rootPart.PhysActor != null) 406 //if (m_rootPart.PhysActor != null)
313 //{ 407 //{
@@ -454,6 +548,7 @@ namespace OpenSim.Region.Framework.Scenes
454 /// </summary> 548 /// </summary>
455 public SceneObjectGroup() 549 public SceneObjectGroup()
456 { 550 {
551
457 } 552 }
458 553
459 /// <summary> 554 /// <summary>
@@ -470,7 +565,7 @@ namespace OpenSim.Region.Framework.Scenes
470 /// Constructor. This object is added to the scene later via AttachToScene() 565 /// Constructor. This object is added to the scene later via AttachToScene()
471 /// </summary> 566 /// </summary>
472 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 567 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
473 { 568 {
474 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 569 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
475 } 570 }
476 571
@@ -516,6 +611,9 @@ namespace OpenSim.Region.Framework.Scenes
516 /// </summary> 611 /// </summary>
517 public virtual void AttachToBackup() 612 public virtual void AttachToBackup()
518 { 613 {
614 if (IsAttachment) return;
615 m_scene.SceneGraph.FireAttachToBackup(this);
616
519 if (InSceneBackup) 617 if (InSceneBackup)
520 { 618 {
521 //m_log.DebugFormat( 619 //m_log.DebugFormat(
@@ -631,9 +729,9 @@ namespace OpenSim.Region.Framework.Scenes
631 result.normal = inter.normal; 729 result.normal = inter.normal;
632 result.distance = inter.distance; 730 result.distance = inter.distance;
633 } 731 }
732
634 } 733 }
635 } 734 }
636
637 return result; 735 return result;
638 } 736 }
639 737
@@ -653,17 +751,19 @@ namespace OpenSim.Region.Framework.Scenes
653 minZ = 8192f; 751 minZ = 8192f;
654 752
655 SceneObjectPart[] parts = m_parts.GetArray(); 753 SceneObjectPart[] parts = m_parts.GetArray();
656 for (int i = 0; i < parts.Length; i++) 754 foreach (SceneObjectPart part in parts)
657 { 755 {
658 SceneObjectPart part = parts[i];
659
660 Vector3 worldPos = part.GetWorldPosition(); 756 Vector3 worldPos = part.GetWorldPosition();
661 Vector3 offset = worldPos - AbsolutePosition; 757 Vector3 offset = worldPos - AbsolutePosition;
662 Quaternion worldRot; 758 Quaternion worldRot;
663 if (part.ParentID == 0) 759 if (part.ParentID == 0)
760 {
664 worldRot = part.RotationOffset; 761 worldRot = part.RotationOffset;
762 }
665 else 763 else
764 {
666 worldRot = part.GetWorldRotation(); 765 worldRot = part.GetWorldRotation();
766 }
667 767
668 Vector3 frontTopLeft; 768 Vector3 frontTopLeft;
669 Vector3 frontTopRight; 769 Vector3 frontTopRight;
@@ -675,6 +775,8 @@ namespace OpenSim.Region.Framework.Scenes
675 Vector3 backBottomLeft; 775 Vector3 backBottomLeft;
676 Vector3 backBottomRight; 776 Vector3 backBottomRight;
677 777
778 // Vector3[] corners = new Vector3[8];
779
678 Vector3 orig = Vector3.Zero; 780 Vector3 orig = Vector3.Zero;
679 781
680 frontTopLeft.X = orig.X - (part.Scale.X / 2); 782 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -709,6 +811,38 @@ namespace OpenSim.Region.Framework.Scenes
709 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 811 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
710 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 812 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
711 813
814
815
816 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
817 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
818 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
819 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
820 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
821 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
822 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
823 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
824
825 //for (int i = 0; i < 8; i++)
826 //{
827 // corners[i] = corners[i] * worldRot;
828 // corners[i] += offset;
829
830 // if (corners[i].X > maxX)
831 // maxX = corners[i].X;
832 // if (corners[i].X < minX)
833 // minX = corners[i].X;
834
835 // if (corners[i].Y > maxY)
836 // maxY = corners[i].Y;
837 // if (corners[i].Y < minY)
838 // minY = corners[i].Y;
839
840 // if (corners[i].Z > maxZ)
841 // maxZ = corners[i].Y;
842 // if (corners[i].Z < minZ)
843 // minZ = corners[i].Z;
844 //}
845
712 frontTopLeft = frontTopLeft * worldRot; 846 frontTopLeft = frontTopLeft * worldRot;
713 frontTopRight = frontTopRight * worldRot; 847 frontTopRight = frontTopRight * worldRot;
714 frontBottomLeft = frontBottomLeft * worldRot; 848 frontBottomLeft = frontBottomLeft * worldRot;
@@ -730,6 +864,15 @@ namespace OpenSim.Region.Framework.Scenes
730 backTopLeft += offset; 864 backTopLeft += offset;
731 backTopRight += offset; 865 backTopRight += offset;
732 866
867 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
868 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
869 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
870 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
871 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
872 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
873 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
874 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
875
733 if (frontTopRight.X > maxX) 876 if (frontTopRight.X > maxX)
734 maxX = frontTopRight.X; 877 maxX = frontTopRight.X;
735 if (frontTopLeft.X > maxX) 878 if (frontTopLeft.X > maxX)
@@ -875,6 +1018,11 @@ namespace OpenSim.Region.Framework.Scenes
875 1018
876 public void SaveScriptedState(XmlTextWriter writer) 1019 public void SaveScriptedState(XmlTextWriter writer)
877 { 1020 {
1021 SaveScriptedState(writer, false);
1022 }
1023
1024 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1025 {
878 XmlDocument doc = new XmlDocument(); 1026 XmlDocument doc = new XmlDocument();
879 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1027 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
880 1028
@@ -902,6 +1050,118 @@ namespace OpenSim.Region.Framework.Scenes
902 } 1050 }
903 } 1051 }
904 1052
1053 /// <summary>
1054 /// Add the avatar to this linkset (avatar is sat).
1055 /// </summary>
1056 /// <param name="agentID"></param>
1057 public void AddAvatar(UUID agentID)
1058 {
1059 ScenePresence presence;
1060 if (m_scene.TryGetScenePresence(agentID, out presence))
1061 {
1062 if (!m_linkedAvatars.Contains(presence))
1063 {
1064 m_linkedAvatars.Add(presence);
1065 }
1066 }
1067 }
1068
1069 /// <summary>
1070 /// Delete the avatar from this linkset (avatar is unsat).
1071 /// </summary>
1072 /// <param name="agentID"></param>
1073 public void DeleteAvatar(UUID agentID)
1074 {
1075 ScenePresence presence;
1076 if (m_scene.TryGetScenePresence(agentID, out presence))
1077 {
1078 if (m_linkedAvatars.Contains(presence))
1079 {
1080 m_linkedAvatars.Remove(presence);
1081 }
1082 }
1083 }
1084
1085 /// <summary>
1086 /// Returns the list of linked presences (avatars sat on this group)
1087 /// </summary>
1088 /// <param name="agentID"></param>
1089 public List<ScenePresence> GetLinkedAvatars()
1090 {
1091 return m_linkedAvatars;
1092 }
1093
1094 /// <summary>
1095 /// Attach this scene object to the given avatar.
1096 /// </summary>
1097 /// <param name="agentID"></param>
1098 /// <param name="attachmentpoint"></param>
1099 /// <param name="AttachOffset"></param>
1100 public void AttachToAgent(UUID agentID, uint attachmentpoint, Vector3 AttachOffset, bool silent)
1101 {
1102 ScenePresence avatar = m_scene.GetScenePresence(agentID);
1103 if (avatar != null)
1104 {
1105 // don't attach attachments to child agents
1106 if (avatar.IsChildAgent) return;
1107
1108// m_log.DebugFormat("[SOG]: Adding attachment {0} to avatar {1}", Name, avatar.Name);
1109
1110 DetachFromBackup();
1111
1112 // Remove from database and parcel prim count
1113 m_scene.DeleteFromStorage(UUID);
1114 m_scene.EventManager.TriggerParcelPrimCountTainted();
1115
1116 m_rootPart.AttachedAvatar = agentID;
1117
1118 //Anakin Lohner bug #3839
1119 lock (m_parts)
1120 {
1121 foreach (SceneObjectPart p in m_parts.GetArray())
1122 {
1123 p.AttachedAvatar = agentID;
1124 }
1125 }
1126
1127 if (m_rootPart.PhysActor != null)
1128 {
1129 m_scene.PhysicsScene.RemovePrim(m_rootPart.PhysActor);
1130 m_rootPart.PhysActor = null;
1131 }
1132
1133 AbsolutePosition = AttachOffset;
1134 m_rootPart.AttachedPos = AttachOffset;
1135 m_rootPart.IsAttachment = true;
1136
1137 m_rootPart.SetParentLocalId(avatar.LocalId);
1138 SetAttachmentPoint(Convert.ToByte(attachmentpoint));
1139
1140 avatar.AddAttachment(this);
1141
1142 if (!silent)
1143 {
1144 // Killing it here will cause the client to deselect it
1145 // It then reappears on the avatar, deselected
1146 // through the full update below
1147 //
1148 if (IsSelected)
1149 {
1150 m_scene.SendKillObject(m_rootPart.LocalId);
1151 }
1152
1153 IsSelected = false; // fudge....
1154 ScheduleGroupForFullUpdate();
1155 }
1156 }
1157 else
1158 {
1159 m_log.WarnFormat(
1160 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1161 UUID, agentID, Scene.RegionInfo.RegionName);
1162 }
1163 }
1164
905 public byte GetAttachmentPoint() 1165 public byte GetAttachmentPoint()
906 { 1166 {
907 return m_rootPart.Shape.State; 1167 return m_rootPart.Shape.State;
@@ -1028,7 +1288,10 @@ namespace OpenSim.Region.Framework.Scenes
1028 public void AddPart(SceneObjectPart part) 1288 public void AddPart(SceneObjectPart part)
1029 { 1289 {
1030 part.SetParent(this); 1290 part.SetParent(this);
1031 part.LinkNum = m_parts.Add(part.UUID, part); 1291 m_parts.Add(part.UUID, part);
1292
1293 part.LinkNum = m_parts.Count;
1294
1032 if (part.LinkNum == 2 && RootPart != null) 1295 if (part.LinkNum == 2 && RootPart != null)
1033 RootPart.LinkNum = 1; 1296 RootPart.LinkNum = 1;
1034 } 1297 }
@@ -1112,7 +1375,7 @@ namespace OpenSim.Region.Framework.Scenes
1112 1375
1113 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) 1376 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient)
1114 { 1377 {
1115 part.StoreUndoState(); 1378 part.StoreUndoState(UndoType.STATE_PRIM_ALL);
1116 part.OnGrab(offsetPos, remoteClient); 1379 part.OnGrab(offsetPos, remoteClient);
1117 } 1380 }
1118 1381
@@ -1132,6 +1395,11 @@ namespace OpenSim.Region.Framework.Scenes
1132 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1395 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1133 public void DeleteGroupFromScene(bool silent) 1396 public void DeleteGroupFromScene(bool silent)
1134 { 1397 {
1398 // We need to keep track of this state in case this group is still queued for backup.
1399 m_isDeleted = true;
1400
1401 DetachFromBackup();
1402
1135 SceneObjectPart[] parts = m_parts.GetArray(); 1403 SceneObjectPart[] parts = m_parts.GetArray();
1136 for (int i = 0; i < parts.Length; i++) 1404 for (int i = 0; i < parts.Length; i++)
1137 { 1405 {
@@ -1150,6 +1418,8 @@ namespace OpenSim.Region.Framework.Scenes
1150 } 1418 }
1151 }); 1419 });
1152 } 1420 }
1421
1422
1153 } 1423 }
1154 1424
1155 public void AddScriptLPS(int count) 1425 public void AddScriptLPS(int count)
@@ -1246,7 +1516,12 @@ namespace OpenSim.Region.Framework.Scenes
1246 1516
1247 public void SetOwnerId(UUID userId) 1517 public void SetOwnerId(UUID userId)
1248 { 1518 {
1249 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1519 ForEachPart(delegate(SceneObjectPart part)
1520 {
1521
1522 part.OwnerID = userId;
1523
1524 });
1250 } 1525 }
1251 1526
1252 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1527 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1282,7 +1557,10 @@ namespace OpenSim.Region.Framework.Scenes
1282 // any exception propogate upwards. 1557 // any exception propogate upwards.
1283 try 1558 try
1284 { 1559 {
1285 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1560 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1561 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1562 m_scene.LoadingPrims) // Land may not be valid yet
1563
1286 { 1564 {
1287 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1565 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1288 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1566 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1314,6 +1592,20 @@ namespace OpenSim.Region.Framework.Scenes
1314 // don't backup while it's selected or you're asking for changes mid stream. 1592 // don't backup while it's selected or you're asking for changes mid stream.
1315 if (isTimeToPersist() || forcedBackup) 1593 if (isTimeToPersist() || forcedBackup)
1316 { 1594 {
1595 if (m_rootPart.PhysActor != null &&
1596 (!m_rootPart.PhysActor.IsPhysical))
1597 {
1598 // Possible ghost prim
1599 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1600 {
1601 foreach (SceneObjectPart part in m_parts.GetArray())
1602 {
1603 // Re-set physics actor positions and
1604 // orientations
1605 part.GroupPosition = m_rootPart.GroupPosition;
1606 }
1607 }
1608 }
1317// m_log.DebugFormat( 1609// m_log.DebugFormat(
1318// "[SCENE]: Storing {0}, {1} in {2}", 1610// "[SCENE]: Storing {0}, {1} in {2}",
1319// Name, UUID, m_scene.RegionInfo.RegionName); 1611// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1376,81 +1668,106 @@ namespace OpenSim.Region.Framework.Scenes
1376 /// <returns></returns> 1668 /// <returns></returns>
1377 public SceneObjectGroup Copy(bool userExposed) 1669 public SceneObjectGroup Copy(bool userExposed)
1378 { 1670 {
1379 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 1671 SceneObjectGroup dupe;
1380 dupe.m_isBackedUp = false; 1672 try
1381 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 1673 {
1674 m_dupeInProgress = true;
1675 dupe = (SceneObjectGroup)MemberwiseClone();
1676 dupe.m_isBackedUp = false;
1677 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1382 1678
1383 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 1679 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1384 // attachments do not bordercross while they're being duplicated. This is hacktastic! 1680 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1385 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 1681 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
1386 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state 1682 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
1387 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, 1683 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
1388 // then restore it's attachment state 1684 // then restore it's attachment state
1389 1685
1390 // This is only necessary when userExposed is false! 1686 // This is only necessary when userExposed is false!
1391 1687
1392 bool previousAttachmentStatus = dupe.RootPart.IsAttachment; 1688 bool previousAttachmentStatus = dupe.RootPart.IsAttachment;
1393
1394 if (!userExposed)
1395 dupe.RootPart.IsAttachment = true;
1396 1689
1397 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); 1690 if (!userExposed)
1691 dupe.RootPart.IsAttachment = true;
1398 1692
1399 if (!userExposed) 1693 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
1400 {
1401 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1402 }
1403 1694
1404 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 1695 if (!userExposed)
1405 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 1696 {
1697 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1698 }
1406 1699
1407 if (userExposed) 1700 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1408 dupe.m_rootPart.TrimPermissions(); 1701 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
1409 1702
1410 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 1703 if (userExposed)
1411 1704 dupe.m_rootPart.TrimPermissions();
1412 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1705
1706 /// may need to create a new Physics actor.
1707 if (dupe.RootPart.PhysActor != null && userExposed)
1413 { 1708 {
1414 return p1.LinkNum.CompareTo(p2.LinkNum); 1709 PrimitiveBaseShape pbs = dupe.RootPart.Shape;
1710
1711 dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
1712 dupe.RootPart.Name,
1713 pbs,
1714 dupe.RootPart.AbsolutePosition,
1715 dupe.RootPart.Scale,
1716 dupe.RootPart.RotationOffset,
1717 dupe.RootPart.PhysActor.IsPhysical);
1718
1719 dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId;
1720 dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
1415 } 1721 }
1416 );
1417 1722
1418 foreach (SceneObjectPart part in partList) 1723 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1419 { 1724
1420 if (part.UUID != m_rootPart.UUID) 1725 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1726 {
1727 return p1.LinkNum.CompareTo(p2.LinkNum);
1728 }
1729 );
1730
1731 foreach (SceneObjectPart part in partList)
1421 { 1732 {
1422 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 1733 if (part.UUID != m_rootPart.UUID)
1423 newPart.LinkNum = part.LinkNum; 1734 {
1424 } 1735 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1736
1737 newPart.LinkNum = part.LinkNum;
1738 }
1425 1739
1426 // Need to duplicate the physics actor as well 1740 // Need to duplicate the physics actor as well
1427 if (part.PhysActor != null && userExposed) 1741 if (part.PhysActor != null && userExposed)
1742 {
1743 PrimitiveBaseShape pbs = part.Shape;
1744
1745 part.PhysActor
1746 = m_scene.PhysicsScene.AddPrimShape(
1747 part.Name,
1748 pbs,
1749 part.AbsolutePosition,
1750 part.Scale,
1751 part.RotationOffset,
1752 part.PhysActor.IsPhysical);
1753
1754 part.PhysActor.LocalID = part.LocalId;
1755 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1756 }
1757 }
1758 if (userExposed)
1428 { 1759 {
1429 PrimitiveBaseShape pbs = part.Shape; 1760 dupe.UpdateParentIDs();
1430 1761 dupe.HasGroupChanged = true;
1431 part.PhysActor 1762 dupe.AttachToBackup();
1432 = m_scene.PhysicsScene.AddPrimShape( 1763
1433 part.Name, 1764 ScheduleGroupForFullUpdate();
1434 pbs,
1435 part.AbsolutePosition,
1436 part.Scale,
1437 part.RotationOffset,
1438 part.PhysActor.IsPhysical);
1439
1440 part.PhysActor.LocalID = part.LocalId;
1441 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1442 } 1765 }
1443 } 1766 }
1444 1767 finally
1445 if (userExposed)
1446 { 1768 {
1447 dupe.UpdateParentIDs(); 1769 m_dupeInProgress = false;
1448 dupe.HasGroupChanged = true;
1449 dupe.AttachToBackup();
1450
1451 ScheduleGroupForFullUpdate();
1452 } 1770 }
1453
1454 return dupe; 1771 return dupe;
1455 } 1772 }
1456 1773
@@ -1641,13 +1958,40 @@ namespace OpenSim.Region.Framework.Scenes
1641 } 1958 }
1642 } 1959 }
1643 1960
1961 public void rotLookAt(Quaternion target, float strength, float damping)
1962 {
1963 SceneObjectPart rootpart = m_rootPart;
1964 if (rootpart != null)
1965 {
1966 if (IsAttachment)
1967 {
1968 /*
1969 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
1970 if (avatar != null)
1971 {
1972 Rotate the Av?
1973 } */
1974 }
1975 else
1976 {
1977 if (rootpart.PhysActor != null)
1978 { // APID must be implemented in your physics system for this to function.
1979 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
1980 rootpart.PhysActor.APIDStrength = strength;
1981 rootpart.PhysActor.APIDDamping = damping;
1982 rootpart.PhysActor.APIDActive = true;
1983 }
1984 }
1985 }
1986 }
1987
1644 public void stopLookAt() 1988 public void stopLookAt()
1645 { 1989 {
1646 SceneObjectPart rootpart = m_rootPart; 1990 SceneObjectPart rootpart = m_rootPart;
1647 if (rootpart != null) 1991 if (rootpart != null)
1648 { 1992 {
1649 if (rootpart.PhysActor != null) 1993 if (rootpart.PhysActor != null)
1650 { 1994 { // APID must be implemented in your physics system for this to function.
1651 rootpart.PhysActor.APIDActive = false; 1995 rootpart.PhysActor.APIDActive = false;
1652 } 1996 }
1653 } 1997 }
@@ -1713,6 +2057,8 @@ namespace OpenSim.Region.Framework.Scenes
1713 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2057 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1714 { 2058 {
1715 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2059 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2060 newPart.SetParent(this);
2061
1716 AddPart(newPart); 2062 AddPart(newPart);
1717 2063
1718 SetPartAsNonRoot(newPart); 2064 SetPartAsNonRoot(newPart);
@@ -1859,11 +2205,11 @@ namespace OpenSim.Region.Framework.Scenes
1859 /// Immediately send a full update for this scene object. 2205 /// Immediately send a full update for this scene object.
1860 /// </summary> 2206 /// </summary>
1861 public void SendGroupFullUpdate() 2207 public void SendGroupFullUpdate()
1862 { 2208 {
1863 if (IsDeleted) 2209 if (IsDeleted)
1864 return; 2210 return;
1865 2211
1866// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2212// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1867 2213
1868 RootPart.SendFullUpdateToAllClients(); 2214 RootPart.SendFullUpdateToAllClients();
1869 2215
@@ -2052,12 +2398,15 @@ namespace OpenSim.Region.Framework.Scenes
2052 part.LinkNum += objectGroup.PrimCount; 2398 part.LinkNum += objectGroup.PrimCount;
2053 } 2399 }
2054 } 2400 }
2401 }
2055 2402
2056 linkPart.LinkNum = 2; 2403 linkPart.LinkNum = 2;
2057 2404
2058 linkPart.SetParent(this); 2405 linkPart.SetParent(this);
2059 linkPart.CreateSelected = true; 2406 linkPart.CreateSelected = true;
2060 2407
2408 lock (m_parts.SyncRoot)
2409 {
2061 //if (linkPart.PhysActor != null) 2410 //if (linkPart.PhysActor != null)
2062 //{ 2411 //{
2063 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2412 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
@@ -2214,6 +2563,8 @@ namespace OpenSim.Region.Framework.Scenes
2214 /// <param name="objectGroup"></param> 2563 /// <param name="objectGroup"></param>
2215 public virtual void DetachFromBackup() 2564 public virtual void DetachFromBackup()
2216 { 2565 {
2566 m_scene.SceneGraph.FireDetachFromBackup(this);
2567
2217 if (m_isBackedUp) 2568 if (m_isBackedUp)
2218 m_scene.EventManager.OnBackup -= ProcessBackup; 2569 m_scene.EventManager.OnBackup -= ProcessBackup;
2219 2570
@@ -2518,6 +2869,17 @@ namespace OpenSim.Region.Framework.Scenes
2518 } 2869 }
2519 } 2870 }
2520 2871
2872
2873
2874 /// <summary>
2875 /// Gets the number of parts
2876 /// </summary>
2877 /// <returns></returns>
2878 public int GetPartCount()
2879 {
2880 return Parts.Count();
2881 }
2882
2521 /// <summary> 2883 /// <summary>
2522 /// Update the texture entry for this part 2884 /// Update the texture entry for this part
2523 /// </summary> 2885 /// </summary>
@@ -2579,11 +2941,9 @@ namespace OpenSim.Region.Framework.Scenes
2579 scale.Y = m_scene.m_maxNonphys; 2941 scale.Y = m_scene.m_maxNonphys;
2580 if (scale.Z > m_scene.m_maxNonphys) 2942 if (scale.Z > m_scene.m_maxNonphys)
2581 scale.Z = m_scene.m_maxNonphys; 2943 scale.Z = m_scene.m_maxNonphys;
2582
2583 SceneObjectPart part = GetChildPart(localID); 2944 SceneObjectPart part = GetChildPart(localID);
2584 if (part != null) 2945 if (part != null)
2585 { 2946 {
2586 part.Resize(scale);
2587 if (part.PhysActor != null) 2947 if (part.PhysActor != null)
2588 { 2948 {
2589 if (part.PhysActor.IsPhysical) 2949 if (part.PhysActor.IsPhysical)
@@ -2598,7 +2958,7 @@ namespace OpenSim.Region.Framework.Scenes
2598 part.PhysActor.Size = scale; 2958 part.PhysActor.Size = scale;
2599 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 2959 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2600 } 2960 }
2601 //if (part.UUID != m_rootPart.UUID) 2961 part.Resize(scale);
2602 2962
2603 HasGroupChanged = true; 2963 HasGroupChanged = true;
2604 ScheduleGroupForFullUpdate(); 2964 ScheduleGroupForFullUpdate();
@@ -2620,7 +2980,6 @@ namespace OpenSim.Region.Framework.Scenes
2620 SceneObjectPart part = GetChildPart(localID); 2980 SceneObjectPart part = GetChildPart(localID);
2621 if (part != null) 2981 if (part != null)
2622 { 2982 {
2623 part.IgnoreUndoUpdate = true;
2624 if (scale.X > m_scene.m_maxNonphys) 2983 if (scale.X > m_scene.m_maxNonphys)
2625 scale.X = m_scene.m_maxNonphys; 2984 scale.X = m_scene.m_maxNonphys;
2626 if (scale.Y > m_scene.m_maxNonphys) 2985 if (scale.Y > m_scene.m_maxNonphys)
@@ -2657,7 +3016,7 @@ namespace OpenSim.Region.Framework.Scenes
2657 3016
2658 if (part.PhysActor != null && part.PhysActor.IsPhysical) 3017 if (part.PhysActor != null && part.PhysActor.IsPhysical)
2659 { 3018 {
2660 if (oldSize.X * x > m_scene.m_maxPhys) 3019 if (oldSize.X*x > m_scene.m_maxPhys)
2661 { 3020 {
2662 f = m_scene.m_maxPhys / oldSize.X; 3021 f = m_scene.m_maxPhys / oldSize.X;
2663 a = f / x; 3022 a = f / x;
@@ -2665,7 +3024,7 @@ namespace OpenSim.Region.Framework.Scenes
2665 y *= a; 3024 y *= a;
2666 z *= a; 3025 z *= a;
2667 } 3026 }
2668 if (oldSize.Y * y > m_scene.m_maxPhys) 3027 if (oldSize.Y*y > m_scene.m_maxPhys)
2669 { 3028 {
2670 f = m_scene.m_maxPhys / oldSize.Y; 3029 f = m_scene.m_maxPhys / oldSize.Y;
2671 a = f / y; 3030 a = f / y;
@@ -2673,7 +3032,7 @@ namespace OpenSim.Region.Framework.Scenes
2673 y *= a; 3032 y *= a;
2674 z *= a; 3033 z *= a;
2675 } 3034 }
2676 if (oldSize.Z * z > m_scene.m_maxPhys) 3035 if (oldSize.Z*z > m_scene.m_maxPhys)
2677 { 3036 {
2678 f = m_scene.m_maxPhys / oldSize.Z; 3037 f = m_scene.m_maxPhys / oldSize.Z;
2679 a = f / z; 3038 a = f / z;
@@ -2684,7 +3043,7 @@ namespace OpenSim.Region.Framework.Scenes
2684 } 3043 }
2685 else 3044 else
2686 { 3045 {
2687 if (oldSize.X * x > m_scene.m_maxNonphys) 3046 if (oldSize.X*x > m_scene.m_maxNonphys)
2688 { 3047 {
2689 f = m_scene.m_maxNonphys / oldSize.X; 3048 f = m_scene.m_maxNonphys / oldSize.X;
2690 a = f / x; 3049 a = f / x;
@@ -2692,7 +3051,7 @@ namespace OpenSim.Region.Framework.Scenes
2692 y *= a; 3051 y *= a;
2693 z *= a; 3052 z *= a;
2694 } 3053 }
2695 if (oldSize.Y * y > m_scene.m_maxNonphys) 3054 if (oldSize.Y*y > m_scene.m_maxNonphys)
2696 { 3055 {
2697 f = m_scene.m_maxNonphys / oldSize.Y; 3056 f = m_scene.m_maxNonphys / oldSize.Y;
2698 a = f / y; 3057 a = f / y;
@@ -2700,7 +3059,7 @@ namespace OpenSim.Region.Framework.Scenes
2700 y *= a; 3059 y *= a;
2701 z *= a; 3060 z *= a;
2702 } 3061 }
2703 if (oldSize.Z * z > m_scene.m_maxNonphys) 3062 if (oldSize.Z*z > m_scene.m_maxNonphys)
2704 { 3063 {
2705 f = m_scene.m_maxNonphys / oldSize.Z; 3064 f = m_scene.m_maxNonphys / oldSize.Z;
2706 a = f / z; 3065 a = f / z;
@@ -2710,7 +3069,6 @@ namespace OpenSim.Region.Framework.Scenes
2710 } 3069 }
2711 } 3070 }
2712 obPart.IgnoreUndoUpdate = false; 3071 obPart.IgnoreUndoUpdate = false;
2713 obPart.StoreUndoState();
2714 } 3072 }
2715 } 3073 }
2716 } 3074 }
@@ -2718,8 +3076,13 @@ namespace OpenSim.Region.Framework.Scenes
2718 Vector3 prevScale = part.Scale; 3076 Vector3 prevScale = part.Scale;
2719 prevScale.X *= x; 3077 prevScale.X *= x;
2720 prevScale.Y *= y; 3078 prevScale.Y *= y;
2721 prevScale.Z *= z; 3079 prevScale.Z *= z;;
3080
3081 part.IgnoreUndoUpdate = false;
3082 part.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3083 part.IgnoreUndoUpdate = true;
2722 part.Resize(prevScale); 3084 part.Resize(prevScale);
3085 part.IgnoreUndoUpdate = false;
2723 3086
2724 parts = m_parts.GetArray(); 3087 parts = m_parts.GetArray();
2725 for (int i = 0; i < parts.Length; i++) 3088 for (int i = 0; i < parts.Length; i++)
@@ -2728,19 +3091,26 @@ namespace OpenSim.Region.Framework.Scenes
2728 obPart.IgnoreUndoUpdate = true; 3091 obPart.IgnoreUndoUpdate = true;
2729 if (obPart.UUID != m_rootPart.UUID) 3092 if (obPart.UUID != m_rootPart.UUID)
2730 { 3093 {
2731 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3094 if (obPart.UUID != m_rootPart.UUID)
2732 currentpos.X *= x; 3095 {
2733 currentpos.Y *= y; 3096 obPart.IgnoreUndoUpdate = false;
2734 currentpos.Z *= z; 3097 obPart.StoreUndoState(UndoType.STATE_GROUP_SCALE);
2735 Vector3 newSize = new Vector3(obPart.Scale); 3098 obPart.IgnoreUndoUpdate = true;
2736 newSize.X *= x; 3099
2737 newSize.Y *= y; 3100 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2738 newSize.Z *= z; 3101 currentpos.X *= x;
2739 obPart.Resize(newSize); 3102 currentpos.Y *= y;
2740 obPart.UpdateOffSet(currentpos); 3103 currentpos.Z *= z;
3104 Vector3 newSize = new Vector3(obPart.Scale);
3105 newSize.X *= x;
3106 newSize.Y *= y;
3107 newSize.Z *= z;
3108 obPart.Resize(newSize);
3109 obPart.UpdateOffSet(currentpos);
3110 }
3111 obPart.IgnoreUndoUpdate = false;
2741 } 3112 }
2742 obPart.IgnoreUndoUpdate = false; 3113 obPart.IgnoreUndoUpdate = false;
2743 obPart.StoreUndoState();
2744 } 3114 }
2745 3115
2746 if (part.PhysActor != null) 3116 if (part.PhysActor != null)
@@ -2750,7 +3120,6 @@ namespace OpenSim.Region.Framework.Scenes
2750 } 3120 }
2751 3121
2752 part.IgnoreUndoUpdate = false; 3122 part.IgnoreUndoUpdate = false;
2753 part.StoreUndoState();
2754 HasGroupChanged = true; 3123 HasGroupChanged = true;
2755 ScheduleGroupForTerseUpdate(); 3124 ScheduleGroupForTerseUpdate();
2756 } 3125 }
@@ -2766,14 +3135,11 @@ namespace OpenSim.Region.Framework.Scenes
2766 /// <param name="pos"></param> 3135 /// <param name="pos"></param>
2767 public void UpdateGroupPosition(Vector3 pos) 3136 public void UpdateGroupPosition(Vector3 pos)
2768 { 3137 {
2769 SceneObjectPart[] parts = m_parts.GetArray();
2770 for (int i = 0; i < parts.Length; i++)
2771 parts[i].StoreUndoState();
2772
2773 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3138 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2774 { 3139 {
2775 if (IsAttachment) 3140 if (IsAttachment)
2776 { 3141 {
3142 m_rootPart.StoreUndoState(UndoType.STATE_GROUP_POSITION);
2777 m_rootPart.AttachedPos = pos; 3143 m_rootPart.AttachedPos = pos;
2778 } 3144 }
2779 if (RootPart.GetStatusSandbox()) 3145 if (RootPart.GetStatusSandbox())
@@ -2807,7 +3173,7 @@ namespace OpenSim.Region.Framework.Scenes
2807 3173
2808 SceneObjectPart[] parts = m_parts.GetArray(); 3174 SceneObjectPart[] parts = m_parts.GetArray();
2809 for (int i = 0; i < parts.Length; i++) 3175 for (int i = 0; i < parts.Length; i++)
2810 parts[i].StoreUndoState(); 3176 parts[i].StoreUndoState(UndoType.STATE_PRIM_POSITION);
2811 3177
2812 if (part != null) 3178 if (part != null)
2813 { 3179 {
@@ -2832,7 +3198,7 @@ namespace OpenSim.Region.Framework.Scenes
2832 { 3198 {
2833 SceneObjectPart[] parts = m_parts.GetArray(); 3199 SceneObjectPart[] parts = m_parts.GetArray();
2834 for (int i = 0; i < parts.Length; i++) 3200 for (int i = 0; i < parts.Length; i++)
2835 parts[i].StoreUndoState(); 3201 parts[i].StoreUndoState(UndoType.STATE_PRIM_POSITION);
2836 3202
2837 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3203 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
2838 Vector3 oldPos = 3204 Vector3 oldPos =
@@ -2853,10 +3219,27 @@ namespace OpenSim.Region.Framework.Scenes
2853 obPart.OffsetPosition = obPart.OffsetPosition + diff; 3219 obPart.OffsetPosition = obPart.OffsetPosition + diff;
2854 } 3220 }
2855 3221
2856 AbsolutePosition = newPos; 3222 //We have to set undoing here because otherwise an undo state will be saved
3223 if (!m_rootPart.Undoing)
3224 {
3225 m_rootPart.Undoing = true;
3226 AbsolutePosition = newPos;
3227 m_rootPart.Undoing = false;
3228 }
3229 else
3230 {
3231 AbsolutePosition = newPos;
3232 }
2857 3233
2858 HasGroupChanged = true; 3234 HasGroupChanged = true;
2859 ScheduleGroupForTerseUpdate(); 3235 if (m_rootPart.Undoing)
3236 {
3237 ScheduleGroupForFullUpdate();
3238 }
3239 else
3240 {
3241 ScheduleGroupForTerseUpdate();
3242 }
2860 } 3243 }
2861 3244
2862 public void OffsetForNewRegion(Vector3 offset) 3245 public void OffsetForNewRegion(Vector3 offset)
@@ -2876,7 +3259,7 @@ namespace OpenSim.Region.Framework.Scenes
2876 { 3259 {
2877 SceneObjectPart[] parts = m_parts.GetArray(); 3260 SceneObjectPart[] parts = m_parts.GetArray();
2878 for (int i = 0; i < parts.Length; i++) 3261 for (int i = 0; i < parts.Length; i++)
2879 parts[i].StoreUndoState(); 3262 parts[i].StoreUndoState(UndoType.STATE_GROUP_ROTATION);
2880 3263
2881 m_rootPart.UpdateRotation(rot); 3264 m_rootPart.UpdateRotation(rot);
2882 3265
@@ -2900,7 +3283,7 @@ namespace OpenSim.Region.Framework.Scenes
2900 { 3283 {
2901 SceneObjectPart[] parts = m_parts.GetArray(); 3284 SceneObjectPart[] parts = m_parts.GetArray();
2902 for (int i = 0; i < parts.Length; i++) 3285 for (int i = 0; i < parts.Length; i++)
2903 parts[i].StoreUndoState(); 3286 parts[i].StoreUndoState(UndoType.STATE_GROUP_ROTATION);
2904 3287
2905 m_rootPart.UpdateRotation(rot); 3288 m_rootPart.UpdateRotation(rot);
2906 3289
@@ -2925,10 +3308,9 @@ namespace OpenSim.Region.Framework.Scenes
2925 public void UpdateSingleRotation(Quaternion rot, uint localID) 3308 public void UpdateSingleRotation(Quaternion rot, uint localID)
2926 { 3309 {
2927 SceneObjectPart part = GetChildPart(localID); 3310 SceneObjectPart part = GetChildPart(localID);
2928
2929 SceneObjectPart[] parts = m_parts.GetArray(); 3311 SceneObjectPart[] parts = m_parts.GetArray();
2930 for (int i = 0; i < parts.Length; i++) 3312 for (int i = 0; i < parts.Length; i++)
2931 parts[i].StoreUndoState(); 3313 parts[i].StoreUndoState(UndoType.STATE_PRIM_ROTATION);
2932 3314
2933 if (part != null) 3315 if (part != null)
2934 { 3316 {
@@ -2956,15 +3338,24 @@ namespace OpenSim.Region.Framework.Scenes
2956 if (part.UUID == m_rootPart.UUID) 3338 if (part.UUID == m_rootPart.UUID)
2957 { 3339 {
2958 UpdateRootRotation(rot); 3340 UpdateRootRotation(rot);
2959 AbsolutePosition = pos; 3341 if (!m_rootPart.Undoing)
3342 {
3343 m_rootPart.Undoing = true;
3344 AbsolutePosition = pos;
3345 m_rootPart.Undoing = false;
3346 }
3347 else
3348 {
3349 AbsolutePosition = pos;
3350 }
2960 } 3351 }
2961 else 3352 else
2962 { 3353 {
3354 part.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
2963 part.IgnoreUndoUpdate = true; 3355 part.IgnoreUndoUpdate = true;
2964 part.UpdateRotation(rot); 3356 part.UpdateRotation(rot);
2965 part.OffsetPosition = pos; 3357 part.OffsetPosition = pos;
2966 part.IgnoreUndoUpdate = false; 3358 part.IgnoreUndoUpdate = false;
2967 part.StoreUndoState();
2968 } 3359 }
2969 } 3360 }
2970 } 3361 }
@@ -2978,7 +3369,13 @@ namespace OpenSim.Region.Framework.Scenes
2978 Quaternion axRot = rot; 3369 Quaternion axRot = rot;
2979 Quaternion oldParentRot = m_rootPart.RotationOffset; 3370 Quaternion oldParentRot = m_rootPart.RotationOffset;
2980 3371
2981 m_rootPart.StoreUndoState(); 3372 m_rootPart.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3373 bool cancelUndo = false;
3374 if (!m_rootPart.Undoing)
3375 {
3376 m_rootPart.Undoing = true;
3377 cancelUndo = true;
3378 }
2982 m_rootPart.UpdateRotation(rot); 3379 m_rootPart.UpdateRotation(rot);
2983 if (m_rootPart.PhysActor != null) 3380 if (m_rootPart.PhysActor != null)
2984 { 3381 {
@@ -3002,17 +3399,12 @@ namespace OpenSim.Region.Framework.Scenes
3002 newRot *= Quaternion.Inverse(axRot); 3399 newRot *= Quaternion.Inverse(axRot);
3003 prim.RotationOffset = newRot; 3400 prim.RotationOffset = newRot;
3004 prim.ScheduleTerseUpdate(); 3401 prim.ScheduleTerseUpdate();
3402 prim.IgnoreUndoUpdate = false;
3005 } 3403 }
3006 } 3404 }
3007 3405 if (cancelUndo == true)
3008 for (int i = 0; i < parts.Length; i++)
3009 { 3406 {
3010 SceneObjectPart childpart = parts[i]; 3407 m_rootPart.Undoing = false;
3011 if (childpart != m_rootPart)
3012 {
3013 childpart.IgnoreUndoUpdate = false;
3014 childpart.StoreUndoState();
3015 }
3016 } 3408 }
3017 3409
3018 m_rootPart.ScheduleTerseUpdate(); 3410 m_rootPart.ScheduleTerseUpdate();
@@ -3238,7 +3630,6 @@ namespace OpenSim.Region.Framework.Scenes
3238 public float GetMass() 3630 public float GetMass()
3239 { 3631 {
3240 float retmass = 0f; 3632 float retmass = 0f;
3241
3242 SceneObjectPart[] parts = m_parts.GetArray(); 3633 SceneObjectPart[] parts = m_parts.GetArray();
3243 for (int i = 0; i < parts.Length; i++) 3634 for (int i = 0; i < parts.Length; i++)
3244 retmass += parts[i].GetMass(); 3635 retmass += parts[i].GetMass();
@@ -3354,6 +3745,14 @@ namespace OpenSim.Region.Framework.Scenes
3354 SetFromItemID(uuid); 3745 SetFromItemID(uuid);
3355 } 3746 }
3356 3747
3748 public void ResetOwnerChangeFlag()
3749 {
3750 ForEachPart(delegate(SceneObjectPart part)
3751 {
3752 part.ResetOwnerChangeFlag();
3753 });
3754 }
3755
3357 #endregion 3756 #endregion
3358 } 3757 }
3359} 3758}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 95cd26f..40112c9 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -60,7 +60,8 @@ namespace OpenSim.Region.Framework.Scenes
60 TELEPORT = 512, 60 TELEPORT = 512,
61 REGION_RESTART = 1024, 61 REGION_RESTART = 1024,
62 MEDIA = 2048, 62 MEDIA = 2048,
63 ANIMATION = 16384 63 ANIMATION = 16384,
64 POSITION = 32768
64 } 65 }
65 66
66 // I don't really know where to put this except here. 67 // I don't really know where to put this except here.
@@ -149,8 +150,8 @@ namespace OpenSim.Region.Framework.Scenes
149 150
150 // TODO: This needs to be persisted in next XML version update! 151 // TODO: This needs to be persisted in next XML version update!
151 [XmlIgnore] 152 [XmlIgnore]
152 public readonly int[] PayPrice = {-2,-2,-2,-2,-2}; 153 public int[] PayPrice = {-2,-2,-2,-2,-2};
153 154
154 [XmlIgnore] 155 [XmlIgnore]
155 public PhysicsActor PhysActor 156 public PhysicsActor PhysActor
156 { 157 {
@@ -193,6 +194,14 @@ namespace OpenSim.Region.Framework.Scenes
193 [XmlIgnore] 194 [XmlIgnore]
194 public UUID FromFolderID; 195 public UUID FromFolderID;
195 196
197 // The following two are to hold the attachment data
198 // while an object is inworld
199 [XmlIgnore]
200 public byte AttachPoint = 0;
201
202 [XmlIgnore]
203 public Vector3 AttachOffset = Vector3.Zero;
204
196 [XmlIgnore] 205 [XmlIgnore]
197 public int STATUS_ROTATE_X; 206 public int STATUS_ROTATE_X;
198 207
@@ -288,6 +297,7 @@ namespace OpenSim.Region.Framework.Scenes
288 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 297 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
289 private Vector3 m_sitTargetPosition; 298 private Vector3 m_sitTargetPosition;
290 private string m_sitAnimation = "SIT"; 299 private string m_sitAnimation = "SIT";
300 private bool m_occupied; // KF if any av is sitting on this prim
291 private string m_text = String.Empty; 301 private string m_text = String.Empty;
292 private string m_touchName = String.Empty; 302 private string m_touchName = String.Empty;
293 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 303 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -377,7 +387,7 @@ namespace OpenSim.Region.Framework.Scenes
377 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 387 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
378 Quaternion rotationOffset, Vector3 offsetPosition) 388 Quaternion rotationOffset, Vector3 offsetPosition)
379 { 389 {
380 m_name = "Primitive"; 390 m_name = "Object";
381 391
382 Rezzed = DateTime.UtcNow; 392 Rezzed = DateTime.UtcNow;
383 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 393 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
@@ -473,12 +483,16 @@ namespace OpenSim.Region.Framework.Scenes
473 } 483 }
474 484
475 /// <value> 485 /// <value>
476 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 486 /// Get the inventory list
477 /// </value> 487 /// </value>
478 public TaskInventoryDictionary TaskInventory 488 public TaskInventoryDictionary TaskInventory
479 { 489 {
480 get { return m_inventory.Items; } 490 get {
481 set { m_inventory.Items = value; } 491 return m_inventory.Items;
492 }
493 set {
494 m_inventory.Items = value;
495 }
482 } 496 }
483 497
484 /// <summary> 498 /// <summary>
@@ -618,14 +632,12 @@ namespace OpenSim.Region.Framework.Scenes
618 set { m_LoopSoundSlavePrims = value; } 632 set { m_LoopSoundSlavePrims = value; }
619 } 633 }
620 634
621 [XmlIgnore]
622 public Byte[] TextureAnimation 635 public Byte[] TextureAnimation
623 { 636 {
624 get { return m_TextureAnimation; } 637 get { return m_TextureAnimation; }
625 set { m_TextureAnimation = value; } 638 set { m_TextureAnimation = value; }
626 } 639 }
627 640
628 [XmlIgnore]
629 public Byte[] ParticleSystem 641 public Byte[] ParticleSystem
630 { 642 {
631 get { return m_particleSystem; } 643 get { return m_particleSystem; }
@@ -679,7 +691,6 @@ namespace OpenSim.Region.Framework.Scenes
679 set 691 set
680 { 692 {
681 m_groupPosition = value; 693 m_groupPosition = value;
682
683 PhysicsActor actor = PhysActor; 694 PhysicsActor actor = PhysActor;
684 if (actor != null) 695 if (actor != null)
685 { 696 {
@@ -699,25 +710,13 @@ namespace OpenSim.Region.Framework.Scenes
699 710
700 // Tell the physics engines that this prim changed. 711 // Tell the physics engines that this prim changed.
701 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 712 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
713
702 } 714 }
703 catch (Exception e) 715 catch (Exception e)
704 { 716 {
705 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 717 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
706 } 718 }
707 } 719 }
708
709 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
710 if (m_sitTargetAvatar != UUID.Zero)
711 {
712 if (m_parentGroup != null) // TODO can there be a SOP without a SOG?
713 {
714 ScenePresence avatar;
715 if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar))
716 {
717 avatar.ParentPosition = GetWorldPosition();
718 }
719 }
720 }
721 } 720 }
722 } 721 }
723 722
@@ -726,7 +725,8 @@ namespace OpenSim.Region.Framework.Scenes
726 get { return m_offsetPosition; } 725 get { return m_offsetPosition; }
727 set 726 set
728 { 727 {
729 StoreUndoState(); 728 Vector3 oldpos = m_offsetPosition;
729 StoreUndoState(UndoType.STATE_PRIM_POSITION);
730 m_offsetPosition = value; 730 m_offsetPosition = value;
731 731
732 if (ParentGroup != null && !ParentGroup.IsDeleted) 732 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -740,7 +740,22 @@ namespace OpenSim.Region.Framework.Scenes
740 // Tell the physics engines that this prim changed. 740 // Tell the physics engines that this prim changed.
741 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 741 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
742 } 742 }
743
744 if (!m_parentGroup.m_dupeInProgress)
745 {
746 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
747 foreach (ScenePresence av in avs)
748 {
749 if (av.LinkedPrim == m_uuid)
750 {
751 Vector3 offset = (m_offsetPosition - oldpos);
752 av.OffsetPosition += offset;
753 av.SendFullUpdateToAllClients();
754 }
755 }
756 }
743 } 757 }
758 TriggerScriptChangedEvent(Changed.POSITION);
744 } 759 }
745 } 760 }
746 761
@@ -782,7 +797,7 @@ namespace OpenSim.Region.Framework.Scenes
782 797
783 set 798 set
784 { 799 {
785 StoreUndoState(); 800 StoreUndoState(UndoType.STATE_PRIM_ROTATION);
786 m_rotationOffset = value; 801 m_rotationOffset = value;
787 802
788 PhysicsActor actor = PhysActor; 803 PhysicsActor actor = PhysActor;
@@ -866,7 +881,16 @@ namespace OpenSim.Region.Framework.Scenes
866 /// <summary></summary> 881 /// <summary></summary>
867 public Vector3 Acceleration 882 public Vector3 Acceleration
868 { 883 {
869 get { return m_acceleration; } 884 get
885 {
886 PhysicsActor actor = PhysActor;
887 if (actor != null)
888 {
889 m_acceleration = actor.Acceleration;
890 }
891 return m_acceleration;
892 }
893
870 set { m_acceleration = value; } 894 set { m_acceleration = value; }
871 } 895 }
872 896
@@ -971,7 +995,7 @@ namespace OpenSim.Region.Framework.Scenes
971 get { return m_shape.Scale; } 995 get { return m_shape.Scale; }
972 set 996 set
973 { 997 {
974 StoreUndoState(); 998 StoreUndoState(UndoType.STATE_PRIM_SCALE);
975 if (m_shape != null) 999 if (m_shape != null)
976 { 1000 {
977 m_shape.Scale = value; 1001 m_shape.Scale = value;
@@ -1041,7 +1065,8 @@ namespace OpenSim.Region.Framework.Scenes
1041 if (IsAttachment) 1065 if (IsAttachment)
1042 return GroupPosition; 1066 return GroupPosition;
1043 1067
1044 return m_offsetPosition + m_groupPosition; } 1068// return m_offsetPosition + m_groupPosition; }
1069 return m_groupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset) ; } //KF: Rotation was ignored!
1045 } 1070 }
1046 1071
1047 public SceneObjectGroup ParentGroup 1072 public SceneObjectGroup ParentGroup
@@ -1200,6 +1225,13 @@ namespace OpenSim.Region.Framework.Scenes
1200 _flags = value; 1225 _flags = value;
1201 } 1226 }
1202 } 1227 }
1228
1229 [XmlIgnore]
1230 public bool IsOccupied // KF If an av is sittingon this prim
1231 {
1232 get { return m_occupied; }
1233 set { m_occupied = value; }
1234 }
1203 1235
1204 [XmlIgnore] 1236 [XmlIgnore]
1205 public UUID SitTargetAvatar 1237 public UUID SitTargetAvatar
@@ -1275,14 +1307,6 @@ namespace OpenSim.Region.Framework.Scenes
1275 } 1307 }
1276 } 1308 }
1277 1309
1278 /// <summary>
1279 /// Clear all pending updates of parts to clients
1280 /// </summary>
1281 private void ClearUpdateSchedule()
1282 {
1283 m_updateFlag = 0;
1284 }
1285
1286 private void SendObjectPropertiesToClient(UUID AgentID) 1310 private void SendObjectPropertiesToClient(UUID AgentID)
1287 { 1311 {
1288 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1312 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
@@ -1533,14 +1557,21 @@ namespace OpenSim.Region.Framework.Scenes
1533 // or flexible 1557 // or flexible
1534 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) 1558 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
1535 { 1559 {
1536 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( 1560 try
1537 Name, 1561 {
1538 Shape, 1562 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
1539 AbsolutePosition, 1563 Name,
1540 Scale, 1564 Shape,
1541 RotationOffset, 1565 AbsolutePosition,
1542 RigidBody); 1566 Scale,
1543 1567 RotationOffset,
1568 RigidBody);
1569 }
1570 catch
1571 {
1572 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
1573 PhysActor = null;
1574 }
1544 // Basic Physics returns null.. joy joy joy. 1575 // Basic Physics returns null.. joy joy joy.
1545 if (PhysActor != null) 1576 if (PhysActor != null)
1546 { 1577 {
@@ -1568,7 +1599,7 @@ namespace OpenSim.Region.Framework.Scenes
1568 { 1599 {
1569 m_redo.Clear(); 1600 m_redo.Clear();
1570 } 1601 }
1571 StoreUndoState(); 1602 StoreUndoState(UndoType.STATE_ALL);
1572 } 1603 }
1573 1604
1574 public byte ConvertScriptUintToByte(uint indata) 1605 public byte ConvertScriptUintToByte(uint indata)
@@ -1680,7 +1711,7 @@ namespace OpenSim.Region.Framework.Scenes
1680 PrimitiveBaseShape shape = PrimitiveBaseShape.Create(); 1711 PrimitiveBaseShape shape = PrimitiveBaseShape.Create();
1681 part.Shape = shape; 1712 part.Shape = shape;
1682 1713
1683 part.Name = "Primitive"; 1714 part.Name = "Object";
1684 part._ownerID = UUID.Random(); 1715 part._ownerID = UUID.Random();
1685 1716
1686 return part; 1717 return part;
@@ -2040,12 +2071,17 @@ namespace OpenSim.Region.Framework.Scenes
2040 public Vector3 GetWorldPosition() 2071 public Vector3 GetWorldPosition()
2041 { 2072 {
2042 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2073 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
2043
2044 Vector3 axPos = OffsetPosition; 2074 Vector3 axPos = OffsetPosition;
2045
2046 axPos *= parentRot; 2075 axPos *= parentRot;
2047 Vector3 translationOffsetPosition = axPos; 2076 Vector3 translationOffsetPosition = axPos;
2048 return GroupPosition + translationOffsetPosition; 2077 if(_parentID == 0)
2078 {
2079 return GroupPosition;
2080 }
2081 else
2082 {
2083 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
2084 }
2049 } 2085 }
2050 2086
2051 /// <summary> 2087 /// <summary>
@@ -2056,7 +2092,7 @@ namespace OpenSim.Region.Framework.Scenes
2056 { 2092 {
2057 Quaternion newRot; 2093 Quaternion newRot;
2058 2094
2059 if (this.LinkNum == 0) 2095 if (this.LinkNum < 2) //KF Single or root prim
2060 { 2096 {
2061 newRot = RotationOffset; 2097 newRot = RotationOffset;
2062 } 2098 }
@@ -2702,17 +2738,18 @@ namespace OpenSim.Region.Framework.Scenes
2702 //Trys to fetch sound id from prim's inventory. 2738 //Trys to fetch sound id from prim's inventory.
2703 //Prim's inventory doesn't support non script items yet 2739 //Prim's inventory doesn't support non script items yet
2704 2740
2705 lock (TaskInventory) 2741 TaskInventory.LockItemsForRead(true);
2742
2743 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2706 { 2744 {
2707 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2745 if (item.Value.Name == sound)
2708 { 2746 {
2709 if (item.Value.Name == sound) 2747 soundID = item.Value.ItemID;
2710 { 2748 break;
2711 soundID = item.Value.ItemID;
2712 break;
2713 }
2714 } 2749 }
2715 } 2750 }
2751
2752 TaskInventory.LockItemsForRead(false);
2716 } 2753 }
2717 2754
2718 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2755 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2772,7 +2809,7 @@ namespace OpenSim.Region.Framework.Scenes
2772 /// <param name="scale"></param> 2809 /// <param name="scale"></param>
2773 public void Resize(Vector3 scale) 2810 public void Resize(Vector3 scale)
2774 { 2811 {
2775 StoreUndoState(); 2812 StoreUndoState(UndoType.STATE_PRIM_SCALE);
2776 m_shape.Scale = scale; 2813 m_shape.Scale = scale;
2777 2814
2778 ParentGroup.HasGroupChanged = true; 2815 ParentGroup.HasGroupChanged = true;
@@ -2781,38 +2818,7 @@ namespace OpenSim.Region.Framework.Scenes
2781 2818
2782 public void RotLookAt(Quaternion target, float strength, float damping) 2819 public void RotLookAt(Quaternion target, float strength, float damping)
2783 { 2820 {
2784 rotLookAt(target, strength, damping); 2821 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2785 }
2786
2787 public void rotLookAt(Quaternion target, float strength, float damping)
2788 {
2789 if (IsAttachment)
2790 {
2791 /*
2792 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2793 if (avatar != null)
2794 {
2795 Rotate the Av?
2796 } */
2797 }
2798 else
2799 {
2800 APIDDamp = damping;
2801 APIDStrength = strength;
2802 APIDTarget = target;
2803 }
2804 }
2805
2806 public void startLookAt(Quaternion rot, float damp, float strength)
2807 {
2808 APIDDamp = damp;
2809 APIDStrength = strength;
2810 APIDTarget = rot;
2811 }
2812
2813 public void stopLookAt()
2814 {
2815 APIDTarget = Quaternion.Identity;
2816 } 2822 }
2817 2823
2818 /// <summary> 2824 /// <summary>
@@ -2824,7 +2830,10 @@ namespace OpenSim.Region.Framework.Scenes
2824 2830
2825 if (m_parentGroup != null) 2831 if (m_parentGroup != null)
2826 { 2832 {
2827 m_parentGroup.QueueForUpdateCheck(); 2833 if (!m_parentGroup.areUpdatesSuspended)
2834 {
2835 m_parentGroup.QueueForUpdateCheck();
2836 }
2828 } 2837 }
2829 2838
2830 int timeNow = Util.UnixTimeSinceEpoch(); 2839 int timeNow = Util.UnixTimeSinceEpoch();
@@ -3041,8 +3050,8 @@ namespace OpenSim.Region.Framework.Scenes
3041 { 3050 {
3042 const float ROTATION_TOLERANCE = 0.01f; 3051 const float ROTATION_TOLERANCE = 0.01f;
3043 const float VELOCITY_TOLERANCE = 0.001f; 3052 const float VELOCITY_TOLERANCE = 0.001f;
3044 const float POSITION_TOLERANCE = 0.05f; 3053 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
3045 const int TIME_MS_TOLERANCE = 3000; 3054 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
3046 3055
3047 if (m_updateFlag == 1) 3056 if (m_updateFlag == 1)
3048 { 3057 {
@@ -3056,7 +3065,7 @@ namespace OpenSim.Region.Framework.Scenes
3056 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3065 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
3057 { 3066 {
3058 AddTerseUpdateToAllAvatars(); 3067 AddTerseUpdateToAllAvatars();
3059 ClearUpdateSchedule(); 3068
3060 3069
3061 // This causes the Scene to 'poll' physical objects every couple of frames 3070 // This causes the Scene to 'poll' physical objects every couple of frames
3062 // bad, so it's been replaced by an event driven method. 3071 // bad, so it's been replaced by an event driven method.
@@ -3074,16 +3083,18 @@ namespace OpenSim.Region.Framework.Scenes
3074 m_lastAngularVelocity = AngularVelocity; 3083 m_lastAngularVelocity = AngularVelocity;
3075 m_lastTerseSent = Environment.TickCount; 3084 m_lastTerseSent = Environment.TickCount;
3076 } 3085 }
3086 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
3087 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3077 } 3088 }
3078 else 3089 else
3079 { 3090 {
3080 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 3091 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3081 { 3092 {
3082 AddFullUpdateToAllAvatars(); 3093 AddFullUpdateToAllAvatars();
3083 ClearUpdateSchedule(); 3094 m_updateFlag = 0; //Same here
3084 } 3095 }
3085 } 3096 }
3086 ClearUpdateSchedule(); 3097 m_updateFlag = 0;
3087 } 3098 }
3088 3099
3089 /// <summary> 3100 /// <summary>
@@ -3103,6 +3114,15 @@ namespace OpenSim.Region.Framework.Scenes
3103 UUID ownerID = _ownerID; 3114 UUID ownerID = _ownerID;
3104 UUID objectID = UUID; 3115 UUID objectID = UUID;
3105 UUID parentID = GetRootPartUUID(); 3116 UUID parentID = GetRootPartUUID();
3117
3118 if (ParentGroup.IsAttachment && ParentGroup.RootPart.Shape.State > 30)
3119 {
3120 // Use the avatar as the parent for HUDs, since the prims
3121 // are not sent to other avatars
3122 objectID = _ownerID;
3123 parentID = _ownerID;
3124 }
3125
3106 UUID soundID = UUID.Zero; 3126 UUID soundID = UUID.Zero;
3107 Vector3 position = AbsolutePosition; // region local 3127 Vector3 position = AbsolutePosition; // region local
3108 ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle; 3128 ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle;
@@ -3110,17 +3130,16 @@ namespace OpenSim.Region.Framework.Scenes
3110 if (!UUID.TryParse(sound, out soundID)) 3130 if (!UUID.TryParse(sound, out soundID))
3111 { 3131 {
3112 // search sound file from inventory 3132 // search sound file from inventory
3113 lock (TaskInventory) 3133 TaskInventory.LockItemsForRead(true);
3134 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3114 { 3135 {
3115 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3136 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3116 { 3137 {
3117 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3138 soundID = item.Value.ItemID;
3118 { 3139 break;
3119 soundID = item.Value.ItemID;
3120 break;
3121 }
3122 } 3140 }
3123 } 3141 }
3142 TaskInventory.LockItemsForRead(false);
3124 } 3143 }
3125 3144
3126 if (soundID == UUID.Zero) 3145 if (soundID == UUID.Zero)
@@ -3557,7 +3576,7 @@ namespace OpenSim.Region.Framework.Scenes
3557 3576
3558 public void StopLookAt() 3577 public void StopLookAt()
3559 { 3578 {
3560 m_parentGroup.stopLookAt(); 3579 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3561 3580
3562 m_parentGroup.ScheduleGroupForTerseUpdate(); 3581 m_parentGroup.ScheduleGroupForTerseUpdate();
3563 } 3582 }
@@ -3584,10 +3603,9 @@ namespace OpenSim.Region.Framework.Scenes
3584 m_parentGroup.ScheduleGroupForTerseUpdate(); 3603 m_parentGroup.ScheduleGroupForTerseUpdate();
3585 //m_parentGroup.ScheduleGroupForFullUpdate(); 3604 //m_parentGroup.ScheduleGroupForFullUpdate();
3586 } 3605 }
3587 3606 public void StoreUndoState(UndoType type)
3588 public void StoreUndoState()
3589 { 3607 {
3590 if (!Undoing) 3608 if (!Undoing && (m_parentGroup == null || m_parentGroup.RootPart == null || !m_parentGroup.RootPart.Undoing))
3591 { 3609 {
3592 if (!IgnoreUndoUpdate) 3610 if (!IgnoreUndoUpdate)
3593 { 3611 {
@@ -3598,17 +3616,25 @@ namespace OpenSim.Region.Framework.Scenes
3598 if (m_undo.Count > 0) 3616 if (m_undo.Count > 0)
3599 { 3617 {
3600 UndoState last = m_undo.Peek(); 3618 UndoState last = m_undo.Peek();
3601 if (last != null) 3619
3602 {
3603 if (last.Compare(this))
3604 return;
3605 }
3606 } 3620 }
3607 3621
3608 if (m_parentGroup.GetSceneMaxUndo() > 0) 3622 if (m_parentGroup.GetSceneMaxUndo() > 0)
3609 { 3623 {
3610 UndoState nUndo = new UndoState(this); 3624 UndoState lastUndo = m_undo.Peek();
3625
3626 UndoState nUndo = new UndoState(this, type);
3611 3627
3628 if (lastUndo != null)
3629 {
3630 TimeSpan ts = DateTime.Now.Subtract(lastUndo.LastUpdated);
3631 if (ts.TotalMilliseconds < 500)
3632 {
3633 //Delete the last entry since it was less than 500 milliseconds ago
3634 nUndo.Merge(lastUndo);
3635 m_undo.Pop();
3636 }
3637 }
3612 m_undo.Push(nUndo); 3638 m_undo.Push(nUndo);
3613 } 3639 }
3614 3640
@@ -4085,11 +4111,13 @@ namespace OpenSim.Region.Framework.Scenes
4085 if (m_undo.Count > 0) 4111 if (m_undo.Count > 0)
4086 { 4112 {
4087 UndoState nUndo = null; 4113 UndoState nUndo = null;
4114 UndoState goback = m_undo.Pop();
4088 if (m_parentGroup.GetSceneMaxUndo() > 0) 4115 if (m_parentGroup.GetSceneMaxUndo() > 0)
4089 { 4116 {
4090 nUndo = new UndoState(this); 4117 nUndo = new UndoState(this, goback.Type);
4091 } 4118 }
4092 UndoState goback = m_undo.Pop(); 4119
4120
4093 if (goback != null) 4121 if (goback != null)
4094 { 4122 {
4095 goback.PlaybackState(this); 4123 goback.PlaybackState(this);
@@ -4104,13 +4132,13 @@ namespace OpenSim.Region.Framework.Scenes
4104 { 4132 {
4105 lock (m_redo) 4133 lock (m_redo)
4106 { 4134 {
4135 UndoState gofwd = m_redo.Pop();
4107 if (m_parentGroup.GetSceneMaxUndo() > 0) 4136 if (m_parentGroup.GetSceneMaxUndo() > 0)
4108 { 4137 {
4109 UndoState nUndo = new UndoState(this); 4138 UndoState nUndo = new UndoState(this, gofwd.Type);
4110 4139
4111 m_undo.Push(nUndo); 4140 m_undo.Push(nUndo);
4112 } 4141 }
4113 UndoState gofwd = m_redo.Pop();
4114 if (gofwd != null) 4142 if (gofwd != null)
4115 gofwd.PlayfwdState(this); 4143 gofwd.PlayfwdState(this);
4116 } 4144 }
@@ -4558,8 +4586,9 @@ namespace OpenSim.Region.Framework.Scenes
4558 { 4586 {
4559 m_shape.TextureEntry = textureEntry; 4587 m_shape.TextureEntry = textureEntry;
4560 TriggerScriptChangedEvent(Changed.TEXTURE); 4588 TriggerScriptChangedEvent(Changed.TEXTURE);
4561 4589 m_updateFlag = 1;
4562 ParentGroup.HasGroupChanged = true; 4590 ParentGroup.HasGroupChanged = true;
4591
4563 //This is madness.. 4592 //This is madness..
4564 //ParentGroup.ScheduleGroupForFullUpdate(); 4593 //ParentGroup.ScheduleGroupForFullUpdate();
4565 //This is sparta 4594 //This is sparta
@@ -4792,5 +4821,17 @@ namespace OpenSim.Region.Framework.Scenes
4792 Color color = Color; 4821 Color color = Color;
4793 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4822 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4794 } 4823 }
4824
4825 public void ResetOwnerChangeFlag()
4826 {
4827 List<UUID> inv = Inventory.GetInventoryList();
4828
4829 foreach (UUID itemID in inv)
4830 {
4831 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4832 item.OwnerChanged = false;
4833 Inventory.UpdateInventoryItem(item);
4834 }
4835 }
4795 } 4836 }
4796} 4837}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 210f5cd..8aa17a1 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -47,6 +47,8 @@ namespace OpenSim.Region.Framework.Scenes
47 47
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private int m_inventoryFileNameSerial = 0; 49 private int m_inventoryFileNameSerial = 0;
50
51 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
50 52
51 /// <value> 53 /// <value>
52 /// The part to which the inventory belongs. 54 /// The part to which the inventory belongs.
@@ -83,7 +85,9 @@ namespace OpenSim.Region.Framework.Scenes
83 /// </value> 85 /// </value>
84 protected internal TaskInventoryDictionary Items 86 protected internal TaskInventoryDictionary Items
85 { 87 {
86 get { return m_items; } 88 get {
89 return m_items;
90 }
87 set 91 set
88 { 92 {
89 m_items = value; 93 m_items = value;
@@ -119,52 +123,57 @@ namespace OpenSim.Region.Framework.Scenes
119 /// <param name="linkNum">Link number for the part</param> 123 /// <param name="linkNum">Link number for the part</param>
120 public void ResetInventoryIDs() 124 public void ResetInventoryIDs()
121 { 125 {
122 if (null == m_part || null == m_part.ParentGroup) 126 m_items.LockItemsForWrite(true);
123 return; 127
124 128 if (Items.Count == 0)
125 lock (m_items)
126 { 129 {
127 if (0 == m_items.Count) 130 m_items.LockItemsForWrite(false);
128 return; 131 return;
132 }
129 133
130 HasInventoryChanged = true; 134 HasInventoryChanged = true;
135 if (m_part.ParentGroup != null)
136 {
131 m_part.ParentGroup.HasGroupChanged = true; 137 m_part.ParentGroup.HasGroupChanged = true;
132 IList<TaskInventoryItem> items = GetInventoryItems(); 138 }
133 m_items.Clear(); 139
140 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
141 Items.Clear();
134 142
135 foreach (TaskInventoryItem item in items) 143 foreach (TaskInventoryItem item in items)
136 { 144 {
137 item.ResetIDs(m_part.UUID); 145 item.ResetIDs(m_part.UUID);
138 m_items.Add(item.ItemID, item); 146 Items.Add(item.ItemID, item);
139 }
140 } 147 }
148 m_items.LockItemsForWrite(false);
141 } 149 }
142 150
143 public void ResetObjectID() 151 public void ResetObjectID()
144 { 152 {
145 lock (Items) 153 m_items.LockItemsForWrite(true);
154
155 if (Items.Count == 0)
146 { 156 {
147 if (Items.Count == 0) 157 m_items.LockItemsForWrite(false);
148 { 158 return;
149 return;
150 }
151
152 HasInventoryChanged = true;
153 if (m_part.ParentGroup != null)
154 {
155 m_part.ParentGroup.HasGroupChanged = true;
156 }
157
158 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
159 Items.Clear();
160
161 foreach (TaskInventoryItem item in items)
162 {
163 item.ParentPartID = m_part.UUID;
164 item.ParentID = m_part.UUID;
165 Items.Add(item.ItemID, item);
166 }
167 } 159 }
160
161 HasInventoryChanged = true;
162 if (m_part.ParentGroup != null)
163 {
164 m_part.ParentGroup.HasGroupChanged = true;
165 }
166
167 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
168 Items.Clear();
169
170 foreach (TaskInventoryItem item in items)
171 {
172 item.ParentPartID = m_part.UUID;
173 item.ParentID = m_part.UUID;
174 Items.Add(item.ItemID, item);
175 }
176 m_items.LockItemsForWrite(false);
168 } 177 }
169 178
170 /// <summary> 179 /// <summary>
@@ -173,12 +182,11 @@ namespace OpenSim.Region.Framework.Scenes
173 /// <param name="ownerId"></param> 182 /// <param name="ownerId"></param>
174 public void ChangeInventoryOwner(UUID ownerId) 183 public void ChangeInventoryOwner(UUID ownerId)
175 { 184 {
176 lock (Items) 185 m_items.LockItemsForWrite(true);
186 if (0 == Items.Count)
177 { 187 {
178 if (0 == Items.Count) 188 m_items.LockItemsForWrite(false);
179 { 189 return;
180 return;
181 }
182 } 190 }
183 191
184 HasInventoryChanged = true; 192 HasInventoryChanged = true;
@@ -192,6 +200,7 @@ namespace OpenSim.Region.Framework.Scenes
192 item.OwnerID = ownerId; 200 item.OwnerID = ownerId;
193 } 201 }
194 } 202 }
203 m_items.LockItemsForWrite(false);
195 } 204 }
196 205
197 /// <summary> 206 /// <summary>
@@ -200,22 +209,24 @@ namespace OpenSim.Region.Framework.Scenes
200 /// <param name="groupID"></param> 209 /// <param name="groupID"></param>
201 public void ChangeInventoryGroup(UUID groupID) 210 public void ChangeInventoryGroup(UUID groupID)
202 { 211 {
203 lock (Items) 212 m_items.LockItemsForWrite(true);
213 if (0 == Items.Count)
204 { 214 {
205 if (0 == Items.Count) 215 m_items.LockItemsForWrite(false);
206 { 216 return;
207 return;
208 }
209 } 217 }
210 218
211 HasInventoryChanged = true; 219 HasInventoryChanged = true;
212 m_part.ParentGroup.HasGroupChanged = true; 220 m_part.ParentGroup.HasGroupChanged = true;
213 List<TaskInventoryItem> items = GetInventoryItems(); 221 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
214 foreach (TaskInventoryItem item in items) 222 foreach (TaskInventoryItem item in items)
215 { 223 {
216 if (groupID != item.GroupID) 224 if (groupID != item.GroupID)
225 {
217 item.GroupID = groupID; 226 item.GroupID = groupID;
227 }
218 } 228 }
229 m_items.LockItemsForWrite(false);
219 } 230 }
220 231
221 /// <summary> 232 /// <summary>
@@ -223,9 +234,14 @@ namespace OpenSim.Region.Framework.Scenes
223 /// </summary> 234 /// </summary>
224 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 235 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
225 { 236 {
226 List<TaskInventoryItem> scripts = GetInventoryScripts(); 237 Items.LockItemsForRead(true);
227 foreach (TaskInventoryItem item in scripts) 238 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
228 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 239 Items.LockItemsForRead(false);
240 foreach (TaskInventoryItem item in items)
241 {
242 if ((int)InventoryType.LSL == item.InvType)
243 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
244 }
229 } 245 }
230 246
231 public ArrayList GetScriptErrors(UUID itemID) 247 public ArrayList GetScriptErrors(UUID itemID)
@@ -258,9 +274,18 @@ namespace OpenSim.Region.Framework.Scenes
258 /// </param> 274 /// </param>
259 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 275 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
260 { 276 {
261 List<TaskInventoryItem> scripts = GetInventoryScripts(); 277 Items.LockItemsForRead(true);
262 foreach (TaskInventoryItem item in scripts) 278 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
263 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 279 Items.LockItemsForRead(false);
280
281 foreach (TaskInventoryItem item in items)
282 {
283 if ((int)InventoryType.LSL == item.InvType)
284 {
285 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
286 m_part.RemoveScriptEvents(item.ItemID);
287 }
288 }
264 } 289 }
265 290
266 /// <summary> 291 /// <summary>
@@ -276,7 +301,10 @@ namespace OpenSim.Region.Framework.Scenes
276 // item.Name, item.ItemID, Name, UUID); 301 // item.Name, item.ItemID, Name, UUID);
277 302
278 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 303 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
304 {
305 StoreScriptError(item.ItemID, "no permission");
279 return; 306 return;
307 }
280 308
281 m_part.AddFlag(PrimFlags.Scripted); 309 m_part.AddFlag(PrimFlags.Scripted);
282 310
@@ -285,14 +313,13 @@ namespace OpenSim.Region.Framework.Scenes
285 if (stateSource == 2 && // Prim crossing 313 if (stateSource == 2 && // Prim crossing
286 m_part.ParentGroup.Scene.m_trustBinaries) 314 m_part.ParentGroup.Scene.m_trustBinaries)
287 { 315 {
288 lock (m_items) 316 m_items.LockItemsForWrite(true);
289 { 317 m_items[item.ItemID].PermsMask = 0;
290 m_items[item.ItemID].PermsMask = 0; 318 m_items[item.ItemID].PermsGranter = UUID.Zero;
291 m_items[item.ItemID].PermsGranter = UUID.Zero; 319 m_items.LockItemsForWrite(false);
292 }
293
294 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 320 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
295 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 321 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
322 StoreScriptErrors(item.ItemID, null);
296 m_part.ParentGroup.AddActiveScriptCount(1); 323 m_part.ParentGroup.AddActiveScriptCount(1);
297 m_part.ScheduleFullUpdate(); 324 m_part.ScheduleFullUpdate();
298 return; 325 return;
@@ -301,6 +328,8 @@ namespace OpenSim.Region.Framework.Scenes
301 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 328 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
302 if (null == asset) 329 if (null == asset)
303 { 330 {
331 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
332 StoreScriptError(item.ItemID, msg);
304 m_log.ErrorFormat( 333 m_log.ErrorFormat(
305 "[PRIM INVENTORY]: " + 334 "[PRIM INVENTORY]: " +
306 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 335 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -312,15 +341,17 @@ namespace OpenSim.Region.Framework.Scenes
312 if (m_part.ParentGroup.m_savedScriptState != null) 341 if (m_part.ParentGroup.m_savedScriptState != null)
313 RestoreSavedScriptState(item.OldItemID, item.ItemID); 342 RestoreSavedScriptState(item.OldItemID, item.ItemID);
314 343
315 lock (m_items) 344 m_items.LockItemsForWrite(true);
316 { 345
317 m_items[item.ItemID].PermsMask = 0; 346 m_items[item.ItemID].PermsMask = 0;
318 m_items[item.ItemID].PermsGranter = UUID.Zero; 347 m_items[item.ItemID].PermsGranter = UUID.Zero;
319 } 348
349 m_items.LockItemsForWrite(false);
320 350
321 string script = Utils.BytesToString(asset.Data); 351 string script = Utils.BytesToString(asset.Data);
322 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 352 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
323 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 353 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
354 StoreScriptErrors(item.ItemID, null);
324 m_part.ParentGroup.AddActiveScriptCount(1); 355 m_part.ParentGroup.AddActiveScriptCount(1);
325 m_part.ScheduleFullUpdate(); 356 m_part.ScheduleFullUpdate();
326 } 357 }
@@ -384,21 +415,145 @@ namespace OpenSim.Region.Framework.Scenes
384 415
385 /// <summary> 416 /// <summary>
386 /// Start a script which is in this prim's inventory. 417 /// Start a script which is in this prim's inventory.
418 /// Some processing may occur in the background, but this routine returns asap.
387 /// </summary> 419 /// </summary>
388 /// <param name="itemId"> 420 /// <param name="itemId">
389 /// A <see cref="UUID"/> 421 /// A <see cref="UUID"/>
390 /// </param> 422 /// </param>
391 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 423 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
392 { 424 {
393 TaskInventoryItem item = GetInventoryItem(itemId); 425 lock (m_scriptErrors)
394 if (item != null) 426 {
395 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 427 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
428 m_scriptErrors.Remove(itemId);
429 }
430 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
431 }
432
433 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
434 {
435 m_items.LockItemsForRead(true);
436 if (m_items.ContainsKey(itemId))
437 {
438 if (m_items.ContainsKey(itemId))
439 {
440 m_items.LockItemsForRead(false);
441 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
442 }
443 else
444 {
445 m_items.LockItemsForRead(false);
446 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
447 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
448 StoreScriptError(itemId, msg);
449 m_log.ErrorFormat(
450 "[PRIM INVENTORY]: " +
451 "Couldn't start script with ID {0} since it {1}", itemId, msg);
452 }
453 }
396 else 454 else
455 {
456 m_items.LockItemsForRead(false);
457 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
458 StoreScriptError(itemId, msg);
397 m_log.ErrorFormat( 459 m_log.ErrorFormat(
398 "[PRIM INVENTORY]: " + 460 "[PRIM INVENTORY]: " +
399 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 461 "Couldn't start script with ID {0} since it {1}", itemId, msg);
400 itemId, m_part.Name, m_part.UUID, 462 }
401 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 463
464 }
465
466 /// <summary>
467 /// Start a script which is in this prim's inventory and return any compilation error messages.
468 /// </summary>
469 /// <param name="itemId">
470 /// A <see cref="UUID"/>
471 /// </param>
472 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
473 {
474 ArrayList errors;
475
476 // Indicate to CreateScriptInstanceInternal() we want it to
477 // post any compilation/loading error messages
478 lock (m_scriptErrors)
479 {
480 m_scriptErrors[itemId] = null;
481 }
482
483 // Perform compilation/loading
484 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
485
486 // Wait for and retrieve any errors
487 lock (m_scriptErrors)
488 {
489 while ((errors = m_scriptErrors[itemId]) == null)
490 {
491 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
492 {
493 m_log.ErrorFormat(
494 "[PRIM INVENTORY]: " +
495 "timedout waiting for script {0} errors", itemId);
496 errors = m_scriptErrors[itemId];
497 if (errors == null)
498 {
499 errors = new ArrayList(1);
500 errors.Add("timedout waiting for errors");
501 }
502 break;
503 }
504 }
505 m_scriptErrors.Remove(itemId);
506 }
507 return errors;
508 }
509
510 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
511 private void StoreScriptErrors(UUID itemId, ArrayList errors)
512 {
513 lock (m_scriptErrors)
514 {
515 // If compilation/loading initiated via CreateScriptInstance(),
516 // it does not want the errors, so just get out
517 if (!m_scriptErrors.ContainsKey(itemId))
518 {
519 return;
520 }
521
522 // Initiated via CreateScriptInstanceEr(), if we know what the
523 // errors are, save them and wake CreateScriptInstanceEr().
524 if (errors != null)
525 {
526 m_scriptErrors[itemId] = errors;
527 System.Threading.Monitor.PulseAll(m_scriptErrors);
528 return;
529 }
530 }
531
532 // Initiated via CreateScriptInstanceEr() but we don't know what
533 // the errors are yet, so retrieve them from the script engine.
534 // This may involve some waiting internal to GetScriptErrors().
535 errors = GetScriptErrors(itemId);
536
537 // Get a default non-null value to indicate success.
538 if (errors == null)
539 {
540 errors = new ArrayList();
541 }
542
543 // Post to CreateScriptInstanceEr() and wake it up
544 lock (m_scriptErrors)
545 {
546 m_scriptErrors[itemId] = errors;
547 System.Threading.Monitor.PulseAll(m_scriptErrors);
548 }
549 }
550
551 // Like StoreScriptErrors(), but just posts a single string message
552 private void StoreScriptError(UUID itemId, string message)
553 {
554 ArrayList errors = new ArrayList(1);
555 errors.Add(message);
556 StoreScriptErrors(itemId, errors);
402 } 557 }
403 558
404 /// <summary> 559 /// <summary>
@@ -411,15 +566,7 @@ namespace OpenSim.Region.Framework.Scenes
411 /// </param> 566 /// </param>
412 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 567 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
413 { 568 {
414 bool scriptPresent = false; 569 if (m_items.ContainsKey(itemId))
415
416 lock (m_items)
417 {
418 if (m_items.ContainsKey(itemId))
419 scriptPresent = true;
420 }
421
422 if (scriptPresent)
423 { 570 {
424 if (!sceneObjectBeingDeleted) 571 if (!sceneObjectBeingDeleted)
425 m_part.RemoveScriptEvents(itemId); 572 m_part.RemoveScriptEvents(itemId);
@@ -444,14 +591,16 @@ namespace OpenSim.Region.Framework.Scenes
444 /// <returns></returns> 591 /// <returns></returns>
445 private bool InventoryContainsName(string name) 592 private bool InventoryContainsName(string name)
446 { 593 {
447 lock (m_items) 594 m_items.LockItemsForRead(true);
595 foreach (TaskInventoryItem item in m_items.Values)
448 { 596 {
449 foreach (TaskInventoryItem item in m_items.Values) 597 if (item.Name == name)
450 { 598 {
451 if (item.Name == name) 599 m_items.LockItemsForRead(false);
452 return true; 600 return true;
453 } 601 }
454 } 602 }
603 m_items.LockItemsForRead(false);
455 return false; 604 return false;
456 } 605 }
457 606
@@ -493,8 +642,9 @@ namespace OpenSim.Region.Framework.Scenes
493 /// <param name="item"></param> 642 /// <param name="item"></param>
494 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 643 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
495 { 644 {
496 List<TaskInventoryItem> il = GetInventoryItems(); 645 m_items.LockItemsForRead(true);
497 646 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
647 m_items.LockItemsForRead(false);
498 foreach (TaskInventoryItem i in il) 648 foreach (TaskInventoryItem i in il)
499 { 649 {
500 if (i.Name == item.Name) 650 if (i.Name == item.Name)
@@ -532,14 +682,14 @@ namespace OpenSim.Region.Framework.Scenes
532 item.Name = name; 682 item.Name = name;
533 item.GroupID = m_part.GroupID; 683 item.GroupID = m_part.GroupID;
534 684
535 lock (m_items) 685 m_items.LockItemsForWrite(true);
536 m_items.Add(item.ItemID, item); 686 m_items.Add(item.ItemID, item);
537 687 m_items.LockItemsForWrite(false);
538 if (allowedDrop) 688 if (allowedDrop)
539 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 689 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
540 else 690 else
541 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 691 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
542 692
543 m_inventorySerial++; 693 m_inventorySerial++;
544 //m_inventorySerial += 2; 694 //m_inventorySerial += 2;
545 HasInventoryChanged = true; 695 HasInventoryChanged = true;
@@ -555,15 +705,15 @@ namespace OpenSim.Region.Framework.Scenes
555 /// <param name="items"></param> 705 /// <param name="items"></param>
556 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 706 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
557 { 707 {
558 lock (m_items) 708 m_items.LockItemsForWrite(true);
709 foreach (TaskInventoryItem item in items)
559 { 710 {
560 foreach (TaskInventoryItem item in items) 711 m_items.Add(item.ItemID, item);
561 { 712// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
562 m_items.Add(item.ItemID, item);
563// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
564 }
565 m_inventorySerial++;
566 } 713 }
714 m_items.LockItemsForWrite(false);
715
716 m_inventorySerial++;
567 } 717 }
568 718
569 /// <summary> 719 /// <summary>
@@ -574,10 +724,9 @@ namespace OpenSim.Region.Framework.Scenes
574 public TaskInventoryItem GetInventoryItem(UUID itemId) 724 public TaskInventoryItem GetInventoryItem(UUID itemId)
575 { 725 {
576 TaskInventoryItem item; 726 TaskInventoryItem item;
577 727 m_items.LockItemsForRead(true);
578 lock (m_items) 728 m_items.TryGetValue(itemId, out item);
579 m_items.TryGetValue(itemId, out item); 729 m_items.LockItemsForRead(false);
580
581 return item; 730 return item;
582 } 731 }
583 732
@@ -593,15 +742,16 @@ namespace OpenSim.Region.Framework.Scenes
593 { 742 {
594 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 743 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
595 744
596 lock (m_items) 745 m_items.LockItemsForRead(true);
746
747 foreach (TaskInventoryItem item in m_items.Values)
597 { 748 {
598 foreach (TaskInventoryItem item in m_items.Values) 749 if (item.Name == name)
599 { 750 items.Add(item);
600 if (item.Name == name)
601 items.Add(item);
602 }
603 } 751 }
604 752
753 m_items.LockItemsForRead(false);
754
605 return items; 755 return items;
606 } 756 }
607 757
@@ -679,8 +829,9 @@ namespace OpenSim.Region.Framework.Scenes
679 829
680 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents) 830 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents)
681 { 831 {
682 TaskInventoryItem it = GetInventoryItem(item.ItemID); 832 m_items.LockItemsForWrite(true);
683 if (it != null) 833
834 if (m_items.ContainsKey(item.ItemID))
684 { 835 {
685 item.ParentID = m_part.UUID; 836 item.ParentID = m_part.UUID;
686 item.ParentPartID = m_part.UUID; 837 item.ParentPartID = m_part.UUID;
@@ -692,19 +843,15 @@ namespace OpenSim.Region.Framework.Scenes
692 item.GroupID = m_part.GroupID; 843 item.GroupID = m_part.GroupID;
693 844
694 if (item.AssetID == UUID.Zero) 845 if (item.AssetID == UUID.Zero)
695 item.AssetID = it.AssetID; 846 item.AssetID = m_items[item.ItemID].AssetID;
696
697 lock (m_items)
698 {
699 m_items[item.ItemID] = item;
700 m_inventorySerial++;
701 }
702 847
848 m_items[item.ItemID] = item;
849 m_inventorySerial++;
703 if (fireScriptEvents) 850 if (fireScriptEvents)
704 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 851 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
705
706 HasInventoryChanged = true; 852 HasInventoryChanged = true;
707 m_part.ParentGroup.HasGroupChanged = true; 853 m_part.ParentGroup.HasGroupChanged = true;
854 m_items.LockItemsForWrite(false);
708 return true; 855 return true;
709 } 856 }
710 else 857 else
@@ -715,8 +862,9 @@ namespace OpenSim.Region.Framework.Scenes
715 item.ItemID, m_part.Name, m_part.UUID, 862 item.ItemID, m_part.Name, m_part.UUID,
716 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 863 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
717 } 864 }
718 return false; 865 m_items.LockItemsForWrite(false);
719 866
867 return false;
720 } 868 }
721 869
722 /// <summary> 870 /// <summary>
@@ -727,37 +875,53 @@ namespace OpenSim.Region.Framework.Scenes
727 /// in this prim's inventory.</returns> 875 /// in this prim's inventory.</returns>
728 public int RemoveInventoryItem(UUID itemID) 876 public int RemoveInventoryItem(UUID itemID)
729 { 877 {
730 TaskInventoryItem item = GetInventoryItem(itemID); 878 m_items.LockItemsForRead(true);
731 if (item != null) 879
880 if (m_items.ContainsKey(itemID))
732 { 881 {
733 int type = m_items[itemID].InvType; 882 int type = m_items[itemID].InvType;
883 m_items.LockItemsForRead(false);
734 if (type == 10) // Script 884 if (type == 10) // Script
735 { 885 {
736 m_part.RemoveScriptEvents(itemID);
737 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 886 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
738 } 887 }
888 m_items.LockItemsForWrite(true);
739 m_items.Remove(itemID); 889 m_items.Remove(itemID);
890 m_items.LockItemsForWrite(false);
740 m_inventorySerial++; 891 m_inventorySerial++;
741 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 892 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
742 893
743 HasInventoryChanged = true; 894 HasInventoryChanged = true;
744 m_part.ParentGroup.HasGroupChanged = true; 895 m_part.ParentGroup.HasGroupChanged = true;
745 896
746 if (!ContainsScripts()) 897 int scriptcount = 0;
898 m_items.LockItemsForRead(true);
899 foreach (TaskInventoryItem item in m_items.Values)
900 {
901 if (item.Type == 10)
902 {
903 scriptcount++;
904 }
905 }
906 m_items.LockItemsForRead(false);
907
908
909 if (scriptcount <= 0)
910 {
747 m_part.RemFlag(PrimFlags.Scripted); 911 m_part.RemFlag(PrimFlags.Scripted);
912 }
748 913
749 m_part.ScheduleFullUpdate(); 914 m_part.ScheduleFullUpdate();
750 915
751 return type; 916 return type;
752
753 } 917 }
754 else 918 else
755 { 919 {
920 m_items.LockItemsForRead(false);
756 m_log.ErrorFormat( 921 m_log.ErrorFormat(
757 "[PRIM INVENTORY]: " + 922 "[PRIM INVENTORY]: " +
758 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 923 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
759 itemID, m_part.Name, m_part.UUID, 924 itemID, m_part.Name, m_part.UUID);
760 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
761 } 925 }
762 926
763 return -1; 927 return -1;
@@ -811,8 +975,9 @@ namespace OpenSim.Region.Framework.Scenes
811 // isn't available (such as drag from prim inventory to agent inventory) 975 // isn't available (such as drag from prim inventory to agent inventory)
812 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 976 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
813 977
814 List<TaskInventoryItem> items = GetInventoryItems(); 978 m_items.LockItemsForRead(true);
815 foreach (TaskInventoryItem item in items) 979
980 foreach (TaskInventoryItem item in m_items.Values)
816 { 981 {
817 UUID ownerID = item.OwnerID; 982 UUID ownerID = item.OwnerID;
818 uint everyoneMask = 0; 983 uint everyoneMask = 0;
@@ -856,6 +1021,8 @@ namespace OpenSim.Region.Framework.Scenes
856 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 1021 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
857 invString.AddSectionEnd(); 1022 invString.AddSectionEnd();
858 } 1023 }
1024 int count = m_items.Count;
1025 m_items.LockItemsForRead(false);
859 1026
860 fileData = Utils.StringToBytes(invString.BuildString); 1027 fileData = Utils.StringToBytes(invString.BuildString);
861 1028
@@ -876,10 +1043,11 @@ namespace OpenSim.Region.Framework.Scenes
876 { 1043 {
877 if (HasInventoryChanged) 1044 if (HasInventoryChanged)
878 { 1045 {
879 HasInventoryChanged = false; 1046 Items.LockItemsForRead(true);
880 List<TaskInventoryItem> items = GetInventoryItems(); 1047 datastore.StorePrimInventory(m_part.UUID, Items.Values);
881 datastore.StorePrimInventory(m_part.UUID, items); 1048 Items.LockItemsForRead(false);
882 1049
1050 HasInventoryChanged = false;
883 } 1051 }
884 } 1052 }
885 1053
@@ -946,89 +1114,75 @@ namespace OpenSim.Region.Framework.Scenes
946 { 1114 {
947 uint mask=0x7fffffff; 1115 uint mask=0x7fffffff;
948 1116
949 lock (m_items) 1117 foreach (TaskInventoryItem item in m_items.Values)
950 { 1118 {
951 foreach (TaskInventoryItem item in m_items.Values) 1119 if (item.InvType != (int)InventoryType.Object)
952 { 1120 {
953 if (item.InvType != (int)InventoryType.Object) 1121 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
954 { 1122 mask &= ~((uint)PermissionMask.Copy >> 13);
955 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1123 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
956 mask &= ~((uint)PermissionMask.Copy >> 13); 1124 mask &= ~((uint)PermissionMask.Transfer >> 13);
957 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1125 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
958 mask &= ~((uint)PermissionMask.Transfer >> 13); 1126 mask &= ~((uint)PermissionMask.Modify >> 13);
959 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1127 }
960 mask &= ~((uint)PermissionMask.Modify >> 13); 1128 else
961 } 1129 {
962 else 1130 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
963 { 1131 mask &= ~((uint)PermissionMask.Copy >> 13);
964 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1132 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
965 mask &= ~((uint)PermissionMask.Copy >> 13); 1133 mask &= ~((uint)PermissionMask.Transfer >> 13);
966 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1134 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
967 mask &= ~((uint)PermissionMask.Transfer >> 13); 1135 mask &= ~((uint)PermissionMask.Modify >> 13);
968 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
969 mask &= ~((uint)PermissionMask.Modify >> 13);
970 }
971
972 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
973 mask &= ~(uint)PermissionMask.Copy;
974 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
975 mask &= ~(uint)PermissionMask.Transfer;
976 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
977 mask &= ~(uint)PermissionMask.Modify;
978 } 1136 }
1137
1138 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1139 mask &= ~(uint)PermissionMask.Copy;
1140 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1141 mask &= ~(uint)PermissionMask.Transfer;
1142 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1143 mask &= ~(uint)PermissionMask.Modify;
979 } 1144 }
980
981 return mask; 1145 return mask;
982 } 1146 }
983 1147
984 public void ApplyNextOwnerPermissions() 1148 public void ApplyNextOwnerPermissions()
985 { 1149 {
986 lock (m_items) 1150 foreach (TaskInventoryItem item in m_items.Values)
987 { 1151 {
988 foreach (TaskInventoryItem item in m_items.Values) 1152 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
989 { 1153 {
990 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1154 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
991 { 1155 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
992 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1156 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
993 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1157 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
994 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1158 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
995 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1159 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
996 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
997 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
998 }
999 item.CurrentPermissions &= item.NextPermissions;
1000 item.BasePermissions &= item.NextPermissions;
1001 item.EveryonePermissions &= item.NextPermissions;
1002 item.OwnerChanged = true;
1003 } 1160 }
1161 item.OwnerChanged = true;
1162 item.CurrentPermissions &= item.NextPermissions;
1163 item.BasePermissions &= item.NextPermissions;
1164 item.EveryonePermissions &= item.NextPermissions;
1004 } 1165 }
1005 } 1166 }
1006 1167
1007 public void ApplyGodPermissions(uint perms) 1168 public void ApplyGodPermissions(uint perms)
1008 { 1169 {
1009 lock (m_items) 1170 foreach (TaskInventoryItem item in m_items.Values)
1010 { 1171 {
1011 foreach (TaskInventoryItem item in m_items.Values) 1172 item.CurrentPermissions = perms;
1012 { 1173 item.BasePermissions = perms;
1013 item.CurrentPermissions = perms;
1014 item.BasePermissions = perms;
1015 }
1016 } 1174 }
1017 } 1175 }
1018 1176
1019 public bool ContainsScripts() 1177 public bool ContainsScripts()
1020 { 1178 {
1021 lock (m_items) 1179 foreach (TaskInventoryItem item in m_items.Values)
1022 { 1180 {
1023 foreach (TaskInventoryItem item in m_items.Values) 1181 if (item.InvType == (int)InventoryType.LSL)
1024 { 1182 {
1025 if (item.InvType == (int)InventoryType.LSL) 1183 return true;
1026 {
1027 return true;
1028 }
1029 } 1184 }
1030 } 1185 }
1031
1032 return false; 1186 return false;
1033 } 1187 }
1034 1188
@@ -1036,11 +1190,8 @@ namespace OpenSim.Region.Framework.Scenes
1036 { 1190 {
1037 List<UUID> ret = new List<UUID>(); 1191 List<UUID> ret = new List<UUID>();
1038 1192
1039 lock (m_items) 1193 foreach (TaskInventoryItem item in m_items.Values)
1040 { 1194 ret.Add(item.ItemID);
1041 foreach (TaskInventoryItem item in m_items.Values)
1042 ret.Add(item.ItemID);
1043 }
1044 1195
1045 return ret; 1196 return ret;
1046 } 1197 }
@@ -1071,31 +1222,44 @@ namespace OpenSim.Region.Framework.Scenes
1071 1222
1072 public Dictionary<UUID, string> GetScriptStates() 1223 public Dictionary<UUID, string> GetScriptStates()
1073 { 1224 {
1225 return GetScriptStates(false);
1226 }
1227
1228 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1229 {
1074 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>(); 1230 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
1075 1231
1076 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1232 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1077 if (engines == null) // No engine at all 1233 if (engines == null) // No engine at all
1078 return ret; 1234 return ret;
1079 1235
1080 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1236 foreach (TaskInventoryItem item in m_items.Values)
1081
1082 foreach (TaskInventoryItem item in scripts)
1083 { 1237 {
1084 foreach (IScriptModule e in engines) 1238 if (item.InvType == (int)InventoryType.LSL)
1085 { 1239 {
1086 if (e != null) 1240 foreach (IScriptModule e in engines)
1087 { 1241 {
1088 string n = e.GetXMLState(item.ItemID); 1242 if (e != null)
1089 if (n != String.Empty)
1090 { 1243 {
1091 if (!ret.ContainsKey(item.ItemID)) 1244 string n = e.GetXMLState(item.ItemID);
1092 ret[item.ItemID] = n; 1245 if (n != String.Empty)
1093 break; 1246 {
1247 if (oldIDs)
1248 {
1249 if (!ret.ContainsKey(item.OldItemID))
1250 ret[item.OldItemID] = n;
1251 }
1252 else
1253 {
1254 if (!ret.ContainsKey(item.ItemID))
1255 ret[item.ItemID] = n;
1256 }
1257 break;
1258 }
1094 } 1259 }
1095 } 1260 }
1096 } 1261 }
1097 } 1262 }
1098
1099 return ret; 1263 return ret;
1100 } 1264 }
1101 1265
@@ -1105,21 +1269,27 @@ namespace OpenSim.Region.Framework.Scenes
1105 if (engines == null) 1269 if (engines == null)
1106 return; 1270 return;
1107 1271
1108 List<TaskInventoryItem> scripts = GetInventoryScripts();
1109 1272
1110 foreach (TaskInventoryItem item in scripts) 1273 Items.LockItemsForRead(true);
1274
1275 foreach (TaskInventoryItem item in m_items.Values)
1111 { 1276 {
1112 foreach (IScriptModule engine in engines) 1277 if (item.InvType == (int)InventoryType.LSL)
1113 { 1278 {
1114 if (engine != null) 1279 foreach (IScriptModule engine in engines)
1115 { 1280 {
1116 if (item.OwnerChanged) 1281 if (engine != null)
1117 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1282 {
1118 item.OwnerChanged = false; 1283 if (item.OwnerChanged)
1119 engine.ResumeScript(item.ItemID); 1284 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1285 item.OwnerChanged = false;
1286 engine.ResumeScript(item.ItemID);
1287 }
1120 } 1288 }
1121 } 1289 }
1122 } 1290 }
1291
1292 Items.LockItemsForRead(false);
1123 } 1293 }
1124 } 1294 }
1125} 1295}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index a4533fa..b3df1ea 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using System.Reflection; 31using System.Reflection;
31using System.Timers; 32using System.Timers;
@@ -72,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes
72// { 73// {
73// m_log.Debug("[ScenePresence] Destructor called"); 74// m_log.Debug("[ScenePresence] Destructor called");
74// } 75// }
75 76
76 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
77 78
78 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; 79 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
@@ -88,7 +89,9 @@ namespace OpenSim.Region.Framework.Scenes
88 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
89 /// issue #1716 90 /// issue #1716
90 /// </summary> 91 /// </summary>
91 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 92// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
93 // Value revised by KF 091121 by comparison with SL.
94 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
92 95
93 public UUID currentParcelUUID = UUID.Zero; 96 public UUID currentParcelUUID = UUID.Zero;
94 97
@@ -122,8 +125,11 @@ namespace OpenSim.Region.Framework.Scenes
122 public Vector3 lastKnownAllowedPosition; 125 public Vector3 lastKnownAllowedPosition;
123 public bool sentMessageAboutRestrictedParcelFlyingDown; 126 public bool sentMessageAboutRestrictedParcelFlyingDown;
124 public Vector4 CollisionPlane = Vector4.UnitW; 127 public Vector4 CollisionPlane = Vector4.UnitW;
125 128
129 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
130 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
126 private Vector3 m_lastPosition; 131 private Vector3 m_lastPosition;
132 private Vector3 m_lastWorldPosition;
127 private Quaternion m_lastRotation; 133 private Quaternion m_lastRotation;
128 private Vector3 m_lastVelocity; 134 private Vector3 m_lastVelocity;
129 //private int m_lastTerseSent; 135 //private int m_lastTerseSent;
@@ -156,7 +162,6 @@ namespace OpenSim.Region.Framework.Scenes
156 private int m_perfMonMS; 162 private int m_perfMonMS;
157 163
158 private bool m_setAlwaysRun; 164 private bool m_setAlwaysRun;
159
160 private bool m_forceFly; 165 private bool m_forceFly;
161 private bool m_flyDisabled; 166 private bool m_flyDisabled;
162 167
@@ -180,7 +185,8 @@ namespace OpenSim.Region.Framework.Scenes
180 protected RegionInfo m_regionInfo; 185 protected RegionInfo m_regionInfo;
181 protected ulong crossingFromRegion; 186 protected ulong crossingFromRegion;
182 187
183 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 188 private readonly Vector3[] Dir_Vectors = new Vector3[11];
189 private bool m_isNudging = false;
184 190
185 // Position of agent's camera in world (region cordinates) 191 // Position of agent's camera in world (region cordinates)
186 protected Vector3 m_CameraCenter; 192 protected Vector3 m_CameraCenter;
@@ -205,17 +211,23 @@ namespace OpenSim.Region.Framework.Scenes
205 private bool m_autopilotMoving; 211 private bool m_autopilotMoving;
206 private Vector3 m_autoPilotTarget; 212 private Vector3 m_autoPilotTarget;
207 private bool m_sitAtAutoTarget; 213 private bool m_sitAtAutoTarget;
214 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
208 215
209 private string m_nextSitAnimation = String.Empty; 216 private string m_nextSitAnimation = String.Empty;
210 217
211 //PauPaw:Proper PID Controler for autopilot************ 218 //PauPaw:Proper PID Controler for autopilot************
212 private bool m_moveToPositionInProgress; 219 private bool m_moveToPositionInProgress;
213 private Vector3 m_moveToPositionTarget; 220 private Vector3 m_moveToPositionTarget;
221 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
214 222
215 private bool m_followCamAuto; 223 private bool m_followCamAuto;
216 224
217 private int m_movementUpdateCount; 225 private int m_movementUpdateCount;
226 private int m_lastColCount = -1; //KF: Look for Collision chnages
227 private int m_updateCount = 0; //KF: Update Anims for a while
228 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
218 private const int NumMovementsBetweenRayCast = 5; 229 private const int NumMovementsBetweenRayCast = 5;
230 private List<uint> m_lastColliders = new List<uint>();
219 231
220 private bool CameraConstraintActive; 232 private bool CameraConstraintActive;
221 //private int m_moveToPositionStateStatus; 233 //private int m_moveToPositionStateStatus;
@@ -242,7 +254,9 @@ namespace OpenSim.Region.Framework.Scenes
242 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 254 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
243 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 255 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
244 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 256 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
245 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 257 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
258 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
259 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
246 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 260 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
247 } 261 }
248 262
@@ -449,9 +463,18 @@ namespace OpenSim.Region.Framework.Scenes
449 get 463 get
450 { 464 {
451 PhysicsActor actor = m_physicsActor; 465 PhysicsActor actor = m_physicsActor;
452 if (actor != null) 466// if (actor != null)
467 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
453 m_pos = actor.Position; 468 m_pos = actor.Position;
454 469
470 // If we're sitting, we need to update our position
471 if (m_parentID != 0)
472 {
473 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
474 if (part != null)
475 m_parentPosition = part.AbsolutePosition;
476 }
477
455 return m_parentPosition + m_pos; 478 return m_parentPosition + m_pos;
456 } 479 }
457 set 480 set
@@ -470,7 +493,8 @@ namespace OpenSim.Region.Framework.Scenes
470 } 493 }
471 } 494 }
472 495
473 m_pos = value; 496 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
497 m_pos = value;
474 m_parentPosition = Vector3.Zero; 498 m_parentPosition = Vector3.Zero;
475 } 499 }
476 } 500 }
@@ -514,10 +538,39 @@ namespace OpenSim.Region.Framework.Scenes
514 } 538 }
515 } 539 }
516 540
541 public Quaternion OffsetRotation
542 {
543 get { return m_offsetRotation; }
544 set { m_offsetRotation = value; }
545 }
546
517 public Quaternion Rotation 547 public Quaternion Rotation
518 { 548 {
519 get { return m_bodyRot; } 549 get {
520 set { m_bodyRot = value; } 550 if (m_parentID != 0)
551 {
552 if (m_offsetRotation != null)
553 {
554 return m_offsetRotation;
555 }
556 else
557 {
558 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
559 }
560
561 }
562 else
563 {
564 return m_bodyRot;
565 }
566 }
567 set {
568 m_bodyRot = value;
569 if (m_parentID != 0)
570 {
571 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
572 }
573 }
521 } 574 }
522 575
523 public Quaternion PreviousRotation 576 public Quaternion PreviousRotation
@@ -542,11 +595,21 @@ namespace OpenSim.Region.Framework.Scenes
542 595
543 private uint m_parentID; 596 private uint m_parentID;
544 597
598
599 private UUID m_linkedPrim;
600
545 public uint ParentID 601 public uint ParentID
546 { 602 {
547 get { return m_parentID; } 603 get { return m_parentID; }
548 set { m_parentID = value; } 604 set { m_parentID = value; }
549 } 605 }
606
607 public UUID LinkedPrim
608 {
609 get { return m_linkedPrim; }
610 set { m_linkedPrim = value; }
611 }
612
550 public float Health 613 public float Health
551 { 614 {
552 get { return m_health; } 615 get { return m_health; }
@@ -668,7 +731,7 @@ namespace OpenSim.Region.Framework.Scenes
668 CreateSceneViewer(); 731 CreateSceneViewer();
669 m_animator = new ScenePresenceAnimator(this); 732 m_animator = new ScenePresenceAnimator(this);
670 } 733 }
671 734
672 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 735 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
673 { 736 {
674 m_rootRegionHandle = reginfo.RegionHandle; 737 m_rootRegionHandle = reginfo.RegionHandle;
@@ -700,16 +763,16 @@ namespace OpenSim.Region.Framework.Scenes
700 m_reprioritization_timer.AutoReset = false; 763 m_reprioritization_timer.AutoReset = false;
701 764
702 AdjustKnownSeeds(); 765 AdjustKnownSeeds();
703
704 // TODO: I think, this won't send anything, as we are still a child here...
705 Animator.TrySetMovementAnimation("STAND"); 766 Animator.TrySetMovementAnimation("STAND");
706
707 // we created a new ScenePresence (a new child agent) in a fresh region. 767 // we created a new ScenePresence (a new child agent) in a fresh region.
708 // Request info about all the (root) agents in this region 768 // Request info about all the (root) agents in this region
709 // Note: This won't send data *to* other clients in that region (children don't send) 769 // Note: This won't send data *to* other clients in that region (children don't send)
710 SendInitialFullUpdateToAllClients(); 770 SendInitialFullUpdateToAllClients();
711
712 RegisterToEvents(); 771 RegisterToEvents();
772 if (m_controllingClient != null)
773 {
774 m_controllingClient.ProcessPendingPackets();
775 }
713 SetDirectionVectors(); 776 SetDirectionVectors();
714 } 777 }
715 778
@@ -759,25 +822,47 @@ namespace OpenSim.Region.Framework.Scenes
759 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 822 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
760 Dir_Vectors[4] = Vector3.UnitZ; //UP 823 Dir_Vectors[4] = Vector3.UnitZ; //UP
761 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 824 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
762 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 825 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
763 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 826 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
764 Dir_Vectors[7] = -Vector3.UnitX; //BACK 827 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
828 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
829 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
765 } 830 }
766 831
767 private Vector3[] GetWalkDirectionVectors() 832 private Vector3[] GetWalkDirectionVectors()
768 { 833 {
769 Vector3[] vector = new Vector3[9]; 834 Vector3[] vector = new Vector3[11];
770 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 835 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
771 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 836 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
772 vector[2] = Vector3.UnitY; //LEFT 837 vector[2] = Vector3.UnitY; //LEFT
773 vector[3] = -Vector3.UnitY; //RIGHT 838 vector[3] = -Vector3.UnitY; //RIGHT
774 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 839 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
775 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 840 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
776 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 841 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
777 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 842 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
778 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 843 vector[8] = Vector3.UnitY; //LEFT_NUDGE
844 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
845 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
779 return vector; 846 return vector;
780 } 847 }
848
849 private bool[] GetDirectionIsNudge()
850 {
851 bool[] isNudge = new bool[11];
852 isNudge[0] = false; //FORWARD
853 isNudge[1] = false; //BACK
854 isNudge[2] = false; //LEFT
855 isNudge[3] = false; //RIGHT
856 isNudge[4] = false; //UP
857 isNudge[5] = false; //DOWN
858 isNudge[6] = true; //FORWARD_NUDGE
859 isNudge[7] = true; //BACK_NUDGE
860 isNudge[8] = true; //LEFT_NUDGE
861 isNudge[9] = true; //RIGHT_NUDGE
862 isNudge[10] = true; //DOWN_Nudge
863 return isNudge;
864 }
865
781 866
782 #endregion 867 #endregion
783 868
@@ -839,6 +924,52 @@ namespace OpenSim.Region.Framework.Scenes
839 pos.Y = crossedBorder.BorderLine.Z - 1; 924 pos.Y = crossedBorder.BorderLine.Z - 1;
840 } 925 }
841 926
927 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
928 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
929 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
930 if (KnownChildRegionHandles.Count == 0)
931 {
932 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
933 if (land != null)
934 {
935 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
936 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && UserLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
937 {
938 pos = land.LandData.UserLocation;
939 }
940 }
941 }
942
943 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
944 {
945 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
946
947 if (pos.X < 0)
948 {
949 emergencyPos.X = (int)Constants.RegionSize + pos.X;
950 if (!(pos.Y < 0))
951 emergencyPos.Y = pos.Y;
952 if (!(pos.Z < 0))
953 emergencyPos.Z = pos.Z;
954 }
955 if (pos.Y < 0)
956 {
957 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
958 if (!(pos.X < 0))
959 emergencyPos.X = pos.X;
960 if (!(pos.Z < 0))
961 emergencyPos.Z = pos.Z;
962 }
963 if (pos.Z < 0)
964 {
965 emergencyPos.Z = 128;
966 if (!(pos.Y < 0))
967 emergencyPos.Y = pos.Y;
968 if (!(pos.X < 0))
969 emergencyPos.X = pos.X;
970 }
971 }
972
842 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 973 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
843 { 974 {
844 m_log.WarnFormat( 975 m_log.WarnFormat(
@@ -960,12 +1091,17 @@ namespace OpenSim.Region.Framework.Scenes
960 { 1091 {
961 if (PhysicsActor != null) 1092 if (PhysicsActor != null)
962 { 1093 {
963 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1094 try
964 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; 1095 {
965 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); 1096 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
966 m_physicsActor.UnSubscribeEvents(); 1097 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall;
967 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1098 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
968 PhysicsActor = null; 1099 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1100 m_physicsActor.UnSubscribeEvents();
1101 PhysicsActor = null;
1102 }
1103 catch
1104 { }
969 } 1105 }
970 } 1106 }
971 1107
@@ -976,9 +1112,10 @@ namespace OpenSim.Region.Framework.Scenes
976 public void Teleport(Vector3 pos) 1112 public void Teleport(Vector3 pos)
977 { 1113 {
978 bool isFlying = false; 1114 bool isFlying = false;
1115
979 if (m_physicsActor != null) 1116 if (m_physicsActor != null)
980 isFlying = m_physicsActor.Flying; 1117 isFlying = m_physicsActor.Flying;
981 1118
982 RemoveFromPhysicalScene(); 1119 RemoveFromPhysicalScene();
983 Velocity = Vector3.Zero; 1120 Velocity = Vector3.Zero;
984 AbsolutePosition = pos; 1121 AbsolutePosition = pos;
@@ -990,6 +1127,7 @@ namespace OpenSim.Region.Framework.Scenes
990 } 1127 }
991 1128
992 SendTerseUpdateToAllClients(); 1129 SendTerseUpdateToAllClients();
1130
993 } 1131 }
994 1132
995 public void TeleportWithMomentum(Vector3 pos) 1133 public void TeleportWithMomentum(Vector3 pos)
@@ -1103,7 +1241,6 @@ namespace OpenSim.Region.Framework.Scenes
1103 pos.Z = ground + 1.5f; 1241 pos.Z = ground + 1.5f;
1104 AbsolutePosition = pos; 1242 AbsolutePosition = pos;
1105 } 1243 }
1106
1107 m_isChildAgent = false; 1244 m_isChildAgent = false;
1108 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1245 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1109 MakeRootAgent(AbsolutePosition, m_flying); 1246 MakeRootAgent(AbsolutePosition, m_flying);
@@ -1202,6 +1339,7 @@ namespace OpenSim.Region.Framework.Scenes
1202 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1339 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1203 1340
1204 m_pos = m_LastFinitePos; 1341 m_pos = m_LastFinitePos;
1342
1205 if (!m_pos.IsFinite()) 1343 if (!m_pos.IsFinite())
1206 { 1344 {
1207 m_pos.X = 127f; 1345 m_pos.X = 127f;
@@ -1268,7 +1406,6 @@ namespace OpenSim.Region.Framework.Scenes
1268 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1406 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1269 } 1407 }
1270 } 1408 }
1271
1272 lock (scriptedcontrols) 1409 lock (scriptedcontrols)
1273 { 1410 {
1274 if (scriptedcontrols.Count > 0) 1411 if (scriptedcontrols.Count > 0)
@@ -1283,6 +1420,9 @@ namespace OpenSim.Region.Framework.Scenes
1283 1420
1284 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1421 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1285 { 1422 {
1423 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1424 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1425
1286 // TODO: This doesn't prevent the user from walking yet. 1426 // TODO: This doesn't prevent the user from walking yet.
1287 // Setting parent ID would fix this, if we knew what value 1427 // Setting parent ID would fix this, if we knew what value
1288 // to use. Or we could add a m_isSitting variable. 1428 // to use. Or we could add a m_isSitting variable.
@@ -1331,12 +1471,20 @@ namespace OpenSim.Region.Framework.Scenes
1331 if (actor.Flying != oldflying) 1471 if (actor.Flying != oldflying)
1332 update_movementflag = true; 1472 update_movementflag = true;
1333 1473
1474 if (m_animator.m_jumping) // add for jumping
1475 update_movementflag = true;
1476
1334 if (q != m_bodyRot) 1477 if (q != m_bodyRot)
1335 { 1478 {
1336 m_bodyRot = q; 1479 m_bodyRot = q;
1337 update_rotation = true; 1480 update_rotation = true;
1338 } 1481 }
1339 1482
1483 //guilty until proven innocent..
1484 bool Nudging = true;
1485 //Basically, if there is at least one non-nudge control then we don't need
1486 //to worry about stopping the avatar
1487
1340 if (m_parentID == 0) 1488 if (m_parentID == 0)
1341 { 1489 {
1342 bool bAllowUpdateMoveToPosition = false; 1490 bool bAllowUpdateMoveToPosition = false;
@@ -1351,9 +1499,12 @@ namespace OpenSim.Region.Framework.Scenes
1351 else 1499 else
1352 dirVectors = Dir_Vectors; 1500 dirVectors = Dir_Vectors;
1353 1501
1354 // The fact that m_movementflag is a byte needs to be fixed 1502 bool[] isNudge = GetDirectionIsNudge();
1355 // it really should be a uint 1503
1356 uint nudgehack = 250; 1504
1505
1506
1507
1357 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1508 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1358 { 1509 {
1359 if (((uint)flags & (uint)DCF) != 0) 1510 if (((uint)flags & (uint)DCF) != 0)
@@ -1363,40 +1514,28 @@ namespace OpenSim.Region.Framework.Scenes
1363 try 1514 try
1364 { 1515 {
1365 agent_control_v3 += dirVectors[i]; 1516 agent_control_v3 += dirVectors[i];
1366 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1517 if (isNudge[i] == false)
1518 {
1519 Nudging = false;
1520 }
1367 } 1521 }
1368 catch (IndexOutOfRangeException) 1522 catch (IndexOutOfRangeException)
1369 { 1523 {
1370 // Why did I get this? 1524 // Why did I get this?
1371 } 1525 }
1372 1526
1373 if ((m_movementflag & (byte)(uint)DCF) == 0) 1527 if ((m_movementflag & (uint)DCF) == 0)
1374 { 1528 {
1375 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1376 {
1377 m_movementflag |= (byte)nudgehack;
1378 }
1379 m_movementflag += (byte)(uint)DCF; 1529 m_movementflag += (byte)(uint)DCF;
1380 update_movementflag = true; 1530 update_movementflag = true;
1381 } 1531 }
1382 } 1532 }
1383 else 1533 else
1384 { 1534 {
1385 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1535 if ((m_movementflag & (uint)DCF) != 0)
1386 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1387 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1388 ) // This or is for Nudge forward
1389 { 1536 {
1390 m_movementflag -= ((byte)(uint)DCF); 1537 m_movementflag -= (byte)(uint)DCF;
1391
1392 update_movementflag = true; 1538 update_movementflag = true;
1393 /*
1394 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1395 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1396 {
1397 m_log.Debug("Removed Hack flag");
1398 }
1399 */
1400 } 1539 }
1401 else 1540 else
1402 { 1541 {
@@ -1405,7 +1544,6 @@ namespace OpenSim.Region.Framework.Scenes
1405 } 1544 }
1406 i++; 1545 i++;
1407 } 1546 }
1408
1409 //Paupaw:Do Proper PID for Autopilot here 1547 //Paupaw:Do Proper PID for Autopilot here
1410 if (bResetMoveToPosition) 1548 if (bResetMoveToPosition)
1411 { 1549 {
@@ -1440,6 +1578,9 @@ namespace OpenSim.Region.Framework.Scenes
1440 // Ignore z component of vector 1578 // Ignore z component of vector
1441 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1579 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1442 LocalVectorToTarget2D.Normalize(); 1580 LocalVectorToTarget2D.Normalize();
1581
1582 //We're not nudging
1583 Nudging = false;
1443 agent_control_v3 += LocalVectorToTarget2D; 1584 agent_control_v3 += LocalVectorToTarget2D;
1444 1585
1445 // update avatar movement flags. the avatar coordinate system is as follows: 1586 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1530,13 +1671,13 @@ namespace OpenSim.Region.Framework.Scenes
1530 // m_log.DebugFormat( 1671 // m_log.DebugFormat(
1531 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1672 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1532 1673
1533 AddNewMovement(agent_control_v3, q); 1674 AddNewMovement(agent_control_v3, q, Nudging);
1534 1675
1535 1676
1536 } 1677 }
1537 } 1678 }
1538 1679
1539 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1680 if (update_movementflag && !SitGround)
1540 Animator.UpdateMovementAnimations(); 1681 Animator.UpdateMovementAnimations();
1541 1682
1542 m_scene.EventManager.TriggerOnClientMovement(this); 1683 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1551,7 +1692,6 @@ namespace OpenSim.Region.Framework.Scenes
1551 m_sitAtAutoTarget = false; 1692 m_sitAtAutoTarget = false;
1552 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1693 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1553 //proxy.PCode = (byte)PCode.ParticleSystem; 1694 //proxy.PCode = (byte)PCode.ParticleSystem;
1554
1555 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1695 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1556 proxyObjectGroup.AttachToScene(m_scene); 1696 proxyObjectGroup.AttachToScene(m_scene);
1557 1697
@@ -1593,7 +1733,7 @@ namespace OpenSim.Region.Framework.Scenes
1593 } 1733 }
1594 m_moveToPositionInProgress = true; 1734 m_moveToPositionInProgress = true;
1595 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1735 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1596 } 1736 }
1597 catch (Exception ex) 1737 catch (Exception ex)
1598 { 1738 {
1599 //Why did I get this error? 1739 //Why did I get this error?
@@ -1615,7 +1755,7 @@ namespace OpenSim.Region.Framework.Scenes
1615 Velocity = Vector3.Zero; 1755 Velocity = Vector3.Zero;
1616 SendFullUpdateToAllClients(); 1756 SendFullUpdateToAllClients();
1617 1757
1618 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1758 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1619 } 1759 }
1620 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1760 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1621 m_requestedSitTargetUUID = UUID.Zero; 1761 m_requestedSitTargetUUID = UUID.Zero;
@@ -1652,50 +1792,85 @@ namespace OpenSim.Region.Framework.Scenes
1652 1792
1653 if (m_parentID != 0) 1793 if (m_parentID != 0)
1654 { 1794 {
1655 m_log.Debug("StandupCode Executed"); 1795 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1656 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1657 if (part != null) 1796 if (part != null)
1658 { 1797 {
1798 part.TaskInventory.LockItemsForRead(true);
1659 TaskInventoryDictionary taskIDict = part.TaskInventory; 1799 TaskInventoryDictionary taskIDict = part.TaskInventory;
1660 if (taskIDict != null) 1800 if (taskIDict != null)
1661 { 1801 {
1662 lock (taskIDict) 1802 foreach (UUID taskID in taskIDict.Keys)
1663 { 1803 {
1664 foreach (UUID taskID in taskIDict.Keys) 1804 UnRegisterControlEventsToScript(LocalId, taskID);
1665 { 1805 taskIDict[taskID].PermsMask &= ~(
1666 UnRegisterControlEventsToScript(LocalId, taskID); 1806 2048 | //PERMISSION_CONTROL_CAMERA
1667 taskIDict[taskID].PermsMask &= ~( 1807 4); // PERMISSION_TAKE_CONTROLS
1668 2048 | //PERMISSION_CONTROL_CAMERA
1669 4); // PERMISSION_TAKE_CONTROLS
1670 }
1671 } 1808 }
1672
1673 } 1809 }
1810 part.TaskInventory.LockItemsForRead(false);
1674 // Reset sit target. 1811 // Reset sit target.
1675 if (part.GetAvatarOnSitTarget() == UUID) 1812 if (part.GetAvatarOnSitTarget() == UUID)
1676 part.SetAvatarOnSitTarget(UUID.Zero); 1813 part.SetAvatarOnSitTarget(UUID.Zero);
1677
1678 m_parentPosition = part.GetWorldPosition(); 1814 m_parentPosition = part.GetWorldPosition();
1679 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1815 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1680 } 1816 }
1817 // part.GetWorldRotation() is the rotation of the object being sat on
1818 // Rotation is the sittiing Av's rotation
1819
1820 Quaternion partRot;
1821// if (part.LinkNum == 1)
1822// { // Root prim of linkset
1823// partRot = part.ParentGroup.RootPart.RotationOffset;
1824// }
1825// else
1826// { // single or child prim
1827
1828// }
1829 if (part == null) //CW: Part may be gone. llDie() for example.
1830 {
1831 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1832 }
1833 else
1834 {
1835 partRot = part.GetWorldRotation();
1836 }
1837
1838 Quaternion partIRot = Quaternion.Inverse(partRot);
1681 1839
1840 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1841 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1842
1843
1682 if (m_physicsActor == null) 1844 if (m_physicsActor == null)
1683 { 1845 {
1684 AddToPhysicalScene(false); 1846 AddToPhysicalScene(false);
1685 } 1847 }
1686 1848 //CW: If the part isn't null then we can set the current position
1687 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1849 if (part != null)
1688 m_parentPosition = Vector3.Zero; 1850 {
1689 1851 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1690 m_parentID = 0; 1852 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1853 part.IsOccupied = false;
1854 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1855 }
1856 else
1857 {
1858 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1859 AbsolutePosition = m_lastWorldPosition;
1860 }
1861
1862 m_parentPosition = Vector3.Zero;
1863 m_parentID = 0;
1864 m_linkedPrim = UUID.Zero;
1865 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1691 SendFullUpdateToAllClients(); 1866 SendFullUpdateToAllClients();
1692 m_requestedSitTargetID = 0; 1867 m_requestedSitTargetID = 0;
1868
1693 if ((m_physicsActor != null) && (m_avHeight > 0)) 1869 if ((m_physicsActor != null) && (m_avHeight > 0))
1694 { 1870 {
1695 SetHeight(m_avHeight); 1871 SetHeight(m_avHeight);
1696 } 1872 }
1697 } 1873 }
1698
1699 Animator.TrySetMovementAnimation("STAND"); 1874 Animator.TrySetMovementAnimation("STAND");
1700 } 1875 }
1701 1876
@@ -1726,13 +1901,9 @@ namespace OpenSim.Region.Framework.Scenes
1726 Vector3 avSitOffSet = part.SitTargetPosition; 1901 Vector3 avSitOffSet = part.SitTargetPosition;
1727 Quaternion avSitOrientation = part.SitTargetOrientation; 1902 Quaternion avSitOrientation = part.SitTargetOrientation;
1728 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1903 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1729 1904 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1730 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1905 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1731 bool SitTargetisSet = 1906 if (SitTargetisSet && !SitTargetOccupied)
1732 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1733 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1734
1735 if (SitTargetisSet && SitTargetUnOccupied)
1736 { 1907 {
1737 //switch the target to this prim 1908 //switch the target to this prim
1738 return part; 1909 return part;
@@ -1746,84 +1917,164 @@ namespace OpenSim.Region.Framework.Scenes
1746 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1917 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1747 { 1918 {
1748 bool autopilot = true; 1919 bool autopilot = true;
1920 Vector3 autopilotTarget = new Vector3();
1921 Quaternion sitOrientation = Quaternion.Identity;
1749 Vector3 pos = new Vector3(); 1922 Vector3 pos = new Vector3();
1750 Quaternion sitOrientation = pSitOrientation;
1751 Vector3 cameraEyeOffset = Vector3.Zero; 1923 Vector3 cameraEyeOffset = Vector3.Zero;
1752 Vector3 cameraAtOffset = Vector3.Zero; 1924 Vector3 cameraAtOffset = Vector3.Zero;
1753 bool forceMouselook = false; 1925 bool forceMouselook = false;
1754 1926
1755 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1927 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1756 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1928 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1757 if (part != null) 1929 if (part == null) return;
1758 { 1930
1759 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1931 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1760 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1932 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1761 1933
1762 // Is a sit target available? 1934 // part is the prim to sit on
1763 Vector3 avSitOffSet = part.SitTargetPosition; 1935 // offset is the world-ref vector distance from that prim center to the click-spot
1764 Quaternion avSitOrientation = part.SitTargetOrientation; 1936 // UUID is the UUID of the Avatar doing the clicking
1765 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1937
1766 1938 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1767 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1939
1768 bool SitTargetisSet = 1940 // Is a sit target available?
1769 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1941 Vector3 avSitOffSet = part.SitTargetPosition;
1770 ( 1942 Quaternion avSitOrientation = part.SitTargetOrientation;
1771 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1943
1772 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1944 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1773 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1945 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1774 ) 1946 Quaternion partRot;
1775 )); 1947// if (part.LinkNum == 1)
1776 1948// { // Root prim of linkset
1777 if (SitTargetisSet && SitTargetUnOccupied) 1949// partRot = part.ParentGroup.RootPart.RotationOffset;
1778 { 1950// }
1779 part.SetAvatarOnSitTarget(UUID); 1951// else
1780 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1952// { // single or child prim
1781 sitOrientation = avSitOrientation; 1953 partRot = part.GetWorldRotation();
1782 autopilot = false; 1954// }
1783 } 1955 Quaternion partIRot = Quaternion.Inverse(partRot);
1784 1956//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1785 pos = part.AbsolutePosition + offset; 1957 // Sit analysis rewritten by KF 091125
1786 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1958 if (SitTargetisSet) // scipted sit
1787 //{ 1959 {
1788 // offset = pos; 1960 if (!part.IsOccupied)
1789 //autopilot = false; 1961 {
1790 //} 1962//Console.WriteLine("Scripted, unoccupied");
1791 if (m_physicsActor != null) 1963 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1792 { 1964 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1793 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1965
1794 // We can remove the physicsActor until they stand up. 1966 Quaternion nrot = avSitOrientation;
1795 m_sitAvatarHeight = m_physicsActor.Size.Z; 1967 if (!part.IsRoot)
1796
1797 if (autopilot)
1798 { 1968 {
1799 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1969 nrot = part.RotationOffset * avSitOrientation;
1800 {
1801 autopilot = false;
1802
1803 RemoveFromPhysicalScene();
1804 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
1805 }
1806 } 1970 }
1807 else 1971 sitOrientation = nrot; // Change rotatione to the scripted one
1972 OffsetRotation = nrot;
1973 autopilot = false; // Jump direct to scripted llSitPos()
1974 }
1975 else
1976 {
1977//Console.WriteLine("Scripted, occupied");
1978 return;
1979 }
1980 }
1981 else // Not Scripted
1982 {
1983 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1984 {
1985 // large prim & offset, ignore if other Avs sitting
1986// offset.Z -= 0.05f;
1987 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1988 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1989
1990//Console.WriteLine(" offset ={0}", offset);
1991//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1992//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1993
1994 }
1995 else // small offset
1996 {
1997//Console.WriteLine("Small offset");
1998 if (!part.IsOccupied)
1999 {
2000 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
2001 autopilotTarget = part.AbsolutePosition;
2002//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
2003 }
2004 else return; // occupied small
2005 } // end large/small
2006 } // end Scripted/not
2007 cameraAtOffset = part.GetCameraAtOffset();
2008 cameraEyeOffset = part.GetCameraEyeOffset();
2009 forceMouselook = part.GetForceMouselook();
2010 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
2011 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
2012
2013 if (m_physicsActor != null)
2014 {
2015 // If we're not using the client autopilot, we're immediately warping the avatar to the location
2016 // We can remove the physicsActor until they stand up.
2017 m_sitAvatarHeight = m_physicsActor.Size.Z;
2018 if (autopilot)
2019 { // its not a scripted sit
2020// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
2021 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) )
1808 { 2022 {
2023 autopilot = false; // close enough
2024 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2025 Not using the part's position because returning the AV to the last known standing
2026 position is likely to be more friendly, isn't it? */
1809 RemoveFromPhysicalScene(); 2027 RemoveFromPhysicalScene();
1810 } 2028 Velocity = Vector3.Zero;
2029 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2030 } // else the autopilot will get us close
2031 }
2032 else
2033 { // its a scripted sit
2034 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2035 I *am* using the part's position this time because we have no real idea how far away
2036 the avatar is from the sit target. */
2037 RemoveFromPhysicalScene();
2038 Velocity = Vector3.Zero;
1811 } 2039 }
1812
1813 cameraAtOffset = part.GetCameraAtOffset();
1814 cameraEyeOffset = part.GetCameraEyeOffset();
1815 forceMouselook = part.GetForceMouselook();
1816 } 2040 }
1817 2041 else return; // physactor is null!
1818 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2042
1819 m_requestedSitTargetUUID = targetID; 2043 Vector3 offsetr; // = offset * partIRot;
2044 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2045 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2046 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2047 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2048 //offsetr = offset * partIRot;
2049//
2050 // else
2051 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2052 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2053 // (offset * partRot);
2054 // }
2055
2056//Console.WriteLine(" ");
2057//Console.WriteLine("link number ={0}", part.LinkNum);
2058//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2059//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2060//Console.WriteLine("Click offst ={0}", offset);
2061//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2062//Console.WriteLine("offsetr ={0}", offsetr);
2063//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2064//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2065
2066 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2067 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2068
2069 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1820 // This calls HandleAgentSit twice, once from here, and the client calls 2070 // This calls HandleAgentSit twice, once from here, and the client calls
1821 // HandleAgentSit itself after it gets to the location 2071 // HandleAgentSit itself after it gets to the location
1822 // It doesn't get to the location until we've moved them there though 2072 // It doesn't get to the location until we've moved them there though
1823 // which happens in HandleAgentSit :P 2073 // which happens in HandleAgentSit :P
1824 m_autopilotMoving = autopilot; 2074 m_autopilotMoving = autopilot;
1825 m_autoPilotTarget = pos; 2075 m_autoPilotTarget = autopilotTarget;
1826 m_sitAtAutoTarget = autopilot; 2076 m_sitAtAutoTarget = autopilot;
2077 m_initialSitTarget = autopilotTarget;
1827 if (!autopilot) 2078 if (!autopilot)
1828 HandleAgentSit(remoteClient, UUID); 2079 HandleAgentSit(remoteClient, UUID);
1829 } 2080 }
@@ -2118,47 +2369,130 @@ namespace OpenSim.Region.Framework.Scenes
2118 { 2369 {
2119 if (part != null) 2370 if (part != null)
2120 { 2371 {
2372//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2121 if (part.GetAvatarOnSitTarget() == UUID) 2373 if (part.GetAvatarOnSitTarget() == UUID)
2122 { 2374 {
2375//Console.WriteLine("Scripted Sit");
2376 // Scripted sit
2123 Vector3 sitTargetPos = part.SitTargetPosition; 2377 Vector3 sitTargetPos = part.SitTargetPosition;
2124 Quaternion sitTargetOrient = part.SitTargetOrientation; 2378 Quaternion sitTargetOrient = part.SitTargetOrientation;
2125
2126 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2127 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2128
2129 //Quaternion result = (sitTargetOrient * vq) * nq;
2130
2131 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2379 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2132 m_pos += SIT_TARGET_ADJUSTMENT; 2380 m_pos += SIT_TARGET_ADJUSTMENT;
2381 if (!part.IsRoot)
2382 {
2383 m_pos *= part.RotationOffset;
2384 }
2133 m_bodyRot = sitTargetOrient; 2385 m_bodyRot = sitTargetOrient;
2134 //Rotation = sitTargetOrient;
2135 m_parentPosition = part.AbsolutePosition; 2386 m_parentPosition = part.AbsolutePosition;
2136 2387 part.IsOccupied = true;
2137 //SendTerseUpdateToAllClients(); 2388 part.ParentGroup.AddAvatar(agentID);
2138 } 2389 }
2139 else 2390 else
2140 { 2391 {
2141 m_pos -= part.AbsolutePosition; 2392 // if m_avUnscriptedSitPos is zero then Av sits above center
2393 // Else Av sits at m_avUnscriptedSitPos
2394
2395 // Non-scripted sit by Kitto Flora 21Nov09
2396 // Calculate angle of line from prim to Av
2397 Quaternion partIRot;
2398// if (part.LinkNum == 1)
2399// { // Root prim of linkset
2400// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2401// }
2402// else
2403// { // single or child prim
2404 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2405// }
2406 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2407 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2408 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2409 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2410 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2411 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2412 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2413 // Av sits at world euler <0,0, z>, translated by part rotation
2414 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2415
2142 m_parentPosition = part.AbsolutePosition; 2416 m_parentPosition = part.AbsolutePosition;
2143 } 2417 part.IsOccupied = true;
2418 part.ParentGroup.AddAvatar(agentID);
2419 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2420 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2421 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2422 m_avUnscriptedSitPos; // adds click offset, if any
2423 //Set up raytrace to find top surface of prim
2424 Vector3 size = part.Scale;
2425 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2426 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2427 Vector3 down = new Vector3(0f, 0f, -1f);
2428//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2429 m_scene.PhysicsScene.RaycastWorld(
2430 start, // Vector3 position,
2431 down, // Vector3 direction,
2432 mag, // float length,
2433 SitAltitudeCallback); // retMethod
2434 } // end scripted/not
2144 } 2435 }
2145 else 2436 else // no Av
2146 { 2437 {
2147 return; 2438 return;
2148 } 2439 }
2149 } 2440 }
2150 m_parentID = m_requestedSitTargetID;
2151 2441
2442 //We want our offsets to reference the root prim, not the child we may have sat on
2443 if (!part.IsRoot)
2444 {
2445 m_parentID = part.ParentGroup.RootPart.LocalId;
2446 m_pos += part.OffsetPosition;
2447 }
2448 else
2449 {
2450 m_parentID = m_requestedSitTargetID;
2451 }
2452
2453 m_linkedPrim = part.UUID;
2454 if (part.GetAvatarOnSitTarget() != UUID)
2455 {
2456 m_offsetRotation = m_offsetRotation / part.RotationOffset;
2457 }
2152 Velocity = Vector3.Zero; 2458 Velocity = Vector3.Zero;
2153 RemoveFromPhysicalScene(); 2459 RemoveFromPhysicalScene();
2154
2155 Animator.TrySetMovementAnimation(sitAnimation); 2460 Animator.TrySetMovementAnimation(sitAnimation);
2156 SendFullUpdateToAllClients(); 2461 SendFullUpdateToAllClients();
2157 // This may seem stupid, but Our Full updates don't send avatar rotation :P 2462 SendTerseUpdateToAllClients();
2158 // So we're also sending a terse update (which has avatar rotation)
2159 // [Update] We do now.
2160 //SendTerseUpdateToAllClients();
2161 } 2463 }
2464
2465 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2466 {
2467 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2468 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2469 if(hitYN)
2470 {
2471 // m_pos = Av offset from prim center to make look like on center
2472 // m_parentPosition = Actual center pos of prim
2473 // collisionPoint = spot on prim where we want to sit
2474 // collisionPoint.Z = global sit surface height
2475 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2476 Quaternion partIRot;
2477// if (part.LinkNum == 1)
2478/// { // Root prim of linkset
2479// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2480// }
2481// else
2482// { // single or child prim
2483 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2484// }
2485 if (m_initialSitTarget != null)
2486 {
2487 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2488 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2489 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2490 m_pos += offset;
2491 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2492 }
2493
2494 }
2495 } // End SitAltitudeCallback KF.
2162 2496
2163 /// <summary> 2497 /// <summary>
2164 /// Event handler for the 'Always run' setting on the client 2498 /// Event handler for the 'Always run' setting on the client
@@ -2188,7 +2522,7 @@ namespace OpenSim.Region.Framework.Scenes
2188 /// </summary> 2522 /// </summary>
2189 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2523 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2190 /// <param name="rotation">The direction in which this avatar should now face. 2524 /// <param name="rotation">The direction in which this avatar should now face.
2191 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2525 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2192 { 2526 {
2193 if (m_isChildAgent) 2527 if (m_isChildAgent)
2194 { 2528 {
@@ -2229,15 +2563,18 @@ namespace OpenSim.Region.Framework.Scenes
2229 Rotation = rotation; 2563 Rotation = rotation;
2230 Vector3 direc = vec * rotation; 2564 Vector3 direc = vec * rotation;
2231 direc.Normalize(); 2565 direc.Normalize();
2566 PhysicsActor actor = m_physicsActor;
2567 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2232 2568
2233 direc *= 0.03f * 128f * m_speedModifier; 2569 direc *= 0.03f * 128f * m_speedModifier;
2234 2570
2235 PhysicsActor actor = m_physicsActor;
2236 if (actor != null) 2571 if (actor != null)
2237 { 2572 {
2238 if (actor.Flying) 2573// rm falling if (actor.Flying)
2574 if ((actor.Flying) || Animator.m_falling) // add for falling lateral speed
2239 { 2575 {
2240 direc *= 4.0f; 2576// rm speed mod direc *= 4.0f;
2577 direc *= 5.2f; // for speed mod
2241 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 2578 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
2242 //bool colliding = (m_physicsActor.IsColliding==true); 2579 //bool colliding = (m_physicsActor.IsColliding==true);
2243 //if (controlland) 2580 //if (controlland)
@@ -2250,22 +2587,30 @@ namespace OpenSim.Region.Framework.Scenes
2250 // m_log.Info("[AGENT]: Stop FLying"); 2587 // m_log.Info("[AGENT]: Stop FLying");
2251 //} 2588 //}
2252 } 2589 }
2590 /* This jumping section removed to SPA
2253 else if (!actor.Flying && actor.IsColliding) 2591 else if (!actor.Flying && actor.IsColliding)
2254 { 2592 {
2255 if (direc.Z > 2.0f) 2593 if (direc.Z > 2.0f)
2256 { 2594 {
2257 direc.Z *= 3.0f; 2595 if(m_animator.m_animTickJump == -1)
2258 2596 {
2259 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2597 direc.Z *= 3.0f; // jump
2260 Animator.TrySetMovementAnimation("PREJUMP"); 2598 }
2261 Animator.TrySetMovementAnimation("JUMP"); 2599 else
2600 {
2601 direc.Z *= 0.1f; // prejump
2602 }
2603 / * Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2604 Animator.TrySetMovementAnimation("PREJUMP");
2605 Animator.TrySetMovementAnimation("JUMP");
2606 * /
2262 } 2607 }
2263 } 2608 } */
2264 } 2609 }
2265 2610
2266 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2611 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2267 m_forceToApply = direc; 2612 m_forceToApply = direc;
2268 2613 m_isNudging = Nudging;
2269 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2614 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2270 } 2615 }
2271 2616
@@ -2280,7 +2625,7 @@ namespace OpenSim.Region.Framework.Scenes
2280 const float POSITION_TOLERANCE = 0.05f; 2625 const float POSITION_TOLERANCE = 0.05f;
2281 //const int TIME_MS_TOLERANCE = 3000; 2626 //const int TIME_MS_TOLERANCE = 3000;
2282 2627
2283 SendPrimUpdates(); 2628
2284 2629
2285 if (m_isChildAgent == false) 2630 if (m_isChildAgent == false)
2286 { 2631 {
@@ -2310,6 +2655,9 @@ namespace OpenSim.Region.Framework.Scenes
2310 CheckForBorderCrossing(); 2655 CheckForBorderCrossing();
2311 CheckForSignificantMovement(); // sends update to the modules. 2656 CheckForSignificantMovement(); // sends update to the modules.
2312 } 2657 }
2658
2659 //Sending prim updates AFTER the avatar terse updates are sent
2660 SendPrimUpdates();
2313 } 2661 }
2314 2662
2315 #endregion 2663 #endregion
@@ -3093,6 +3441,7 @@ namespace OpenSim.Region.Framework.Scenes
3093 m_callbackURI = cAgent.CallbackURI; 3441 m_callbackURI = cAgent.CallbackURI;
3094 3442
3095 m_pos = cAgent.Position; 3443 m_pos = cAgent.Position;
3444
3096 m_velocity = cAgent.Velocity; 3445 m_velocity = cAgent.Velocity;
3097 m_CameraCenter = cAgent.Center; 3446 m_CameraCenter = cAgent.Center;
3098 //m_avHeight = cAgent.Size.Z; 3447 //m_avHeight = cAgent.Size.Z;
@@ -3201,17 +3550,46 @@ namespace OpenSim.Region.Framework.Scenes
3201 /// </summary> 3550 /// </summary>
3202 public override void UpdateMovement() 3551 public override void UpdateMovement()
3203 { 3552 {
3204 if (m_forceToApply.HasValue) 3553 if (Animator!=null) // add for jumping
3205 { 3554 { // add for jumping
3206 Vector3 force = m_forceToApply.Value; 3555 // if (!m_animator.m_jumping) // add for jumping
3556 // { // add for jumping
3207 3557
3208 m_updateflag = true; 3558 if (m_forceToApply.HasValue) // this section realigned
3209// movementvector = force; 3559 {
3210 Velocity = force;
3211 3560
3212 m_forceToApply = null; 3561 Vector3 force = m_forceToApply.Value;
3213 } 3562 m_updateflag = true;
3214 } 3563if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3564 Velocity = force;
3565//Console.WriteLine("UM1 {0}", Velocity);
3566 m_forceToApply = null;
3567 }
3568 else
3569 {
3570 if (m_isNudging)
3571 {
3572 Vector3 force = Vector3.Zero;
3573
3574 m_updateflag = true;
3575if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3576 Velocity = force;
3577//Console.WriteLine("UM2 {0}", Velocity);
3578 m_isNudging = false;
3579 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3580 }
3581 else // add for jumping
3582 { // add for jumping
3583 Vector3 force = Vector3.Zero; // add for jumping
3584if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3585//Console.WriteLine("UM3 {0}", Velocity);
3586 Velocity = force; // add for jumping
3587 }
3588
3589 }
3590 // } // end realign
3591 } // add for jumping
3592 } // add for jumping
3215 3593
3216 /// <summary> 3594 /// <summary>
3217 /// Adds a physical representation of the avatar to the Physics plugin 3595 /// Adds a physical representation of the avatar to the Physics plugin
@@ -3256,18 +3634,29 @@ namespace OpenSim.Region.Framework.Scenes
3256 { 3634 {
3257 if (e == null) 3635 if (e == null)
3258 return; 3636 return;
3259 3637
3260 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3638 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3261 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3262 // as of this comment the interval is set in AddToPhysicalScene 3639 // as of this comment the interval is set in AddToPhysicalScene
3263 if (Animator!=null) 3640 if (Animator!=null)
3264 Animator.UpdateMovementAnimations(); 3641 {
3642 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3643 { // else its will lock out other animation changes, like ground sit.
3644 Animator.UpdateMovementAnimations();
3645 m_updateCount--;
3646 }
3647 }
3265 3648
3266 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3649 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3267 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3650 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3268 3651
3269 CollisionPlane = Vector4.UnitW; 3652 CollisionPlane = Vector4.UnitW;
3270 3653
3654 if (m_lastColCount != coldata.Count)
3655 {
3656 m_updateCount = UPDATE_COUNT;
3657 m_lastColCount = coldata.Count;
3658 }
3659
3271 if (coldata.Count != 0 && Animator != null) 3660 if (coldata.Count != 0 && Animator != null)
3272 { 3661 {
3273 switch (Animator.CurrentMovementAnimation) 3662 switch (Animator.CurrentMovementAnimation)
@@ -3297,6 +3686,148 @@ namespace OpenSim.Region.Framework.Scenes
3297 } 3686 }
3298 } 3687 }
3299 3688
3689 List<uint> thisHitColliders = new List<uint>();
3690 List<uint> endedColliders = new List<uint>();
3691 List<uint> startedColliders = new List<uint>();
3692
3693 foreach (uint localid in coldata.Keys)
3694 {
3695 thisHitColliders.Add(localid);
3696 if (!m_lastColliders.Contains(localid))
3697 {
3698 startedColliders.Add(localid);
3699 }
3700 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3701 }
3702
3703 // calculate things that ended colliding
3704 foreach (uint localID in m_lastColliders)
3705 {
3706 if (!thisHitColliders.Contains(localID))
3707 {
3708 endedColliders.Add(localID);
3709 }
3710 }
3711 //add the items that started colliding this time to the last colliders list.
3712 foreach (uint localID in startedColliders)
3713 {
3714 m_lastColliders.Add(localID);
3715 }
3716 // remove things that ended colliding from the last colliders list
3717 foreach (uint localID in endedColliders)
3718 {
3719 m_lastColliders.Remove(localID);
3720 }
3721
3722 // do event notification
3723 if (startedColliders.Count > 0)
3724 {
3725 ColliderArgs StartCollidingMessage = new ColliderArgs();
3726 List<DetectedObject> colliding = new List<DetectedObject>();
3727 foreach (uint localId in startedColliders)
3728 {
3729 if (localId == 0)
3730 continue;
3731
3732 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3733 string data = "";
3734 if (obj != null)
3735 {
3736 DetectedObject detobj = new DetectedObject();
3737 detobj.keyUUID = obj.UUID;
3738 detobj.nameStr = obj.Name;
3739 detobj.ownerUUID = obj.OwnerID;
3740 detobj.posVector = obj.AbsolutePosition;
3741 detobj.rotQuat = obj.GetWorldRotation();
3742 detobj.velVector = obj.Velocity;
3743 detobj.colliderType = 0;
3744 detobj.groupUUID = obj.GroupID;
3745 colliding.Add(detobj);
3746 }
3747 }
3748
3749 if (colliding.Count > 0)
3750 {
3751 StartCollidingMessage.Colliders = colliding;
3752
3753 foreach (SceneObjectGroup att in Attachments)
3754 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3755 }
3756 }
3757
3758 if (endedColliders.Count > 0)
3759 {
3760 ColliderArgs EndCollidingMessage = new ColliderArgs();
3761 List<DetectedObject> colliding = new List<DetectedObject>();
3762 foreach (uint localId in endedColliders)
3763 {
3764 if (localId == 0)
3765 continue;
3766
3767 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3768 string data = "";
3769 if (obj != null)
3770 {
3771 DetectedObject detobj = new DetectedObject();
3772 detobj.keyUUID = obj.UUID;
3773 detobj.nameStr = obj.Name;
3774 detobj.ownerUUID = obj.OwnerID;
3775 detobj.posVector = obj.AbsolutePosition;
3776 detobj.rotQuat = obj.GetWorldRotation();
3777 detobj.velVector = obj.Velocity;
3778 detobj.colliderType = 0;
3779 detobj.groupUUID = obj.GroupID;
3780 colliding.Add(detobj);
3781 }
3782 }
3783
3784 if (colliding.Count > 0)
3785 {
3786 EndCollidingMessage.Colliders = colliding;
3787
3788 foreach (SceneObjectGroup att in Attachments)
3789 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3790 }
3791 }
3792
3793 if (thisHitColliders.Count > 0)
3794 {
3795 ColliderArgs CollidingMessage = new ColliderArgs();
3796 List<DetectedObject> colliding = new List<DetectedObject>();
3797 foreach (uint localId in thisHitColliders)
3798 {
3799 if (localId == 0)
3800 continue;
3801
3802 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3803 string data = "";
3804 if (obj != null)
3805 {
3806 DetectedObject detobj = new DetectedObject();
3807 detobj.keyUUID = obj.UUID;
3808 detobj.nameStr = obj.Name;
3809 detobj.ownerUUID = obj.OwnerID;
3810 detobj.posVector = obj.AbsolutePosition;
3811 detobj.rotQuat = obj.GetWorldRotation();
3812 detobj.velVector = obj.Velocity;
3813 detobj.colliderType = 0;
3814 detobj.groupUUID = obj.GroupID;
3815 colliding.Add(detobj);
3816 }
3817 }
3818
3819 if (colliding.Count > 0)
3820 {
3821 CollidingMessage.Colliders = colliding;
3822
3823 lock (m_attachments)
3824 {
3825 foreach (SceneObjectGroup att in m_attachments)
3826 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3827 }
3828 }
3829 }
3830
3300 if (m_invulnerable) 3831 if (m_invulnerable)
3301 return; 3832 return;
3302 3833
@@ -3492,7 +4023,10 @@ namespace OpenSim.Region.Framework.Scenes
3492 m_scene = scene; 4023 m_scene = scene;
3493 4024
3494 RegisterToEvents(); 4025 RegisterToEvents();
3495 4026 if (m_controllingClient != null)
4027 {
4028 m_controllingClient.ProcessPendingPackets();
4029 }
3496 /* 4030 /*
3497 AbsolutePosition = client.StartPos; 4031 AbsolutePosition = client.StartPos;
3498 4032
@@ -3722,6 +4256,39 @@ namespace OpenSim.Region.Framework.Scenes
3722 return; 4256 return;
3723 } 4257 }
3724 4258
4259 XmlDocument doc = new XmlDocument();
4260 string stateData = String.Empty;
4261
4262 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4263 if (attServ != null)
4264 {
4265 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4266 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4267 if (stateData != String.Empty)
4268 {
4269 try
4270 {
4271 doc.LoadXml(stateData);
4272 }
4273 catch { }
4274 }
4275 }
4276
4277 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4278
4279 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4280 if (nodes.Count > 0)
4281 {
4282 foreach (XmlNode n in nodes)
4283 {
4284 XmlElement elem = (XmlElement)n;
4285 string itemID = elem.GetAttribute("ItemID");
4286 string xml = elem.InnerXml;
4287
4288 itemData[new UUID(itemID)] = xml;
4289 }
4290 }
4291
3725 List<int> attPoints = m_appearance.GetAttachedPoints(); 4292 List<int> attPoints = m_appearance.GetAttachedPoints();
3726 foreach (int p in attPoints) 4293 foreach (int p in attPoints)
3727 { 4294 {
@@ -3741,7 +4308,30 @@ namespace OpenSim.Region.Framework.Scenes
3741 4308
3742 try 4309 try
3743 { 4310 {
3744 m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 4311 string xmlData;
4312 XmlDocument d = new XmlDocument();
4313 UUID asset;
4314 if (itemData.TryGetValue(itemID, out xmlData))
4315 {
4316 d.LoadXml(xmlData);
4317 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4318
4319 // Rez from inventory
4320 asset
4321 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4322
4323 }
4324 else
4325 {
4326 // Rez from inventory (with a null doc to let
4327 // CHANGED_OWNER happen)
4328 asset
4329 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4330 }
4331
4332 m_log.InfoFormat(
4333 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2}",
4334 p, itemID, asset);
3745 } 4335 }
3746 catch (Exception e) 4336 catch (Exception e)
3747 { 4337 {
@@ -3774,5 +4364,16 @@ namespace OpenSim.Region.Framework.Scenes
3774 m_reprioritization_called = false; 4364 m_reprioritization_called = false;
3775 } 4365 }
3776 } 4366 }
4367
4368 private Vector3 Quat2Euler(Quaternion rot){
4369 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4370 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4371 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4372 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4373 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4374 return(new Vector3(x,y,z));
4375 }
4376
4377
3777 } 4378 }
3778} 4379}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index f5f6b90..dc8957c 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -105,7 +105,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
105 sceneObject.AddPart(part); 105 sceneObject.AddPart(part);
106 part.LinkNum = linkNum; 106 part.LinkNum = linkNum;
107 part.TrimPermissions(); 107 part.TrimPermissions();
108 part.StoreUndoState(); 108 part.StoreUndoState(UndoType.STATE_ALL);
109 reader.Close(); 109 reader.Close();
110 sr.Close(); 110 sr.Close();
111 } 111 }
@@ -230,7 +230,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
230 if (originalLinkNum != 0) 230 if (originalLinkNum != 0)
231 part.LinkNum = originalLinkNum; 231 part.LinkNum = originalLinkNum;
232 232
233 part.StoreUndoState(); 233 part.StoreUndoState(UndoType.STATE_ALL);
234 reader.Close(); 234 reader.Close();
235 sr.Close(); 235 sr.Close();
236 } 236 }
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 55e407e..f71b507 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,48 +27,125 @@
27 27
28using OpenMetaverse; 28using OpenMetaverse;
29using OpenSim.Region.Framework.Interfaces; 29using OpenSim.Region.Framework.Interfaces;
30using System;
30 31
31namespace OpenSim.Region.Framework.Scenes 32namespace OpenSim.Region.Framework.Scenes
32{ 33{
34 [Flags]
35 public enum UndoType
36 {
37 STATE_PRIM_POSITION = 1,
38 STATE_PRIM_ROTATION = 2,
39 STATE_PRIM_SCALE = 4,
40 STATE_PRIM_ALL = 7,
41 STATE_GROUP_POSITION = 8,
42 STATE_GROUP_ROTATION = 16,
43 STATE_GROUP_SCALE = 32,
44 STATE_GROUP_ALL = 56,
45 STATE_ALL = 63
46 }
47
33 public class UndoState 48 public class UndoState
34 { 49 {
35 public Vector3 Position = Vector3.Zero; 50 public Vector3 Position = Vector3.Zero;
36 public Vector3 Scale = Vector3.Zero; 51 public Vector3 Scale = Vector3.Zero;
37 public Quaternion Rotation = Quaternion.Identity; 52 public Quaternion Rotation = Quaternion.Identity;
53 public Vector3 GroupPosition = Vector3.Zero;
54 public Quaternion GroupRotation = Quaternion.Identity;
55 public Vector3 GroupScale = Vector3.Zero;
56 public DateTime LastUpdated = DateTime.Now;
57 public UndoType Type;
38 58
39 public UndoState(SceneObjectPart part) 59 public UndoState(SceneObjectPart part, UndoType type)
40 { 60 {
61 Type = type;
41 if (part != null) 62 if (part != null)
42 { 63 {
43 if (part.ParentID == 0) 64 if (part.ParentID == 0)
44 { 65 {
45 Position = part.ParentGroup.AbsolutePosition; 66 GroupScale = part.ParentGroup.RootPart.Shape.Scale;
67
68 //FUBAR WARNING: Do NOT get the group's absoluteposition here
69 //or you'll experience a loop and/or a stack issue
70 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
71 GroupRotation = part.ParentGroup.GroupRotation;
72 Position = part.ParentGroup.RootPart.AbsolutePosition;
46 Rotation = part.RotationOffset; 73 Rotation = part.RotationOffset;
47 Scale = part.Shape.Scale; 74 Scale = part.Shape.Scale;
75 LastUpdated = DateTime.Now;
48 } 76 }
49 else 77 else
50 { 78 {
79 GroupScale = part.Shape.Scale;
80
81 //FUBAR WARNING: Do NOT get the group's absoluteposition here
82 //or you'll experience a loop and/or a stack issue
83 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
84 GroupRotation = part.ParentGroup.Rotation;
51 Position = part.OffsetPosition; 85 Position = part.OffsetPosition;
52 Rotation = part.RotationOffset; 86 Rotation = part.RotationOffset;
53 Scale = part.Shape.Scale; 87 Scale = part.Shape.Scale;
88 LastUpdated = DateTime.Now;
54 } 89 }
55 } 90 }
56 } 91 }
57 92 public void Merge(UndoState last)
93 {
94 if ((Type & UndoType.STATE_GROUP_POSITION) == 0 || ((last.Type & UndoType.STATE_GROUP_POSITION) >= (Type & UndoType.STATE_GROUP_POSITION)))
95 {
96 GroupPosition = last.GroupPosition;
97 Position = last.Position;
98 }
99 if ((Type & UndoType.STATE_GROUP_SCALE) == 0 || ((last.Type & UndoType.STATE_GROUP_SCALE) >= (Type & UndoType.STATE_GROUP_SCALE)))
100 {
101 GroupScale = last.GroupScale;
102 Scale = last.Scale;
103 }
104 if ((Type & UndoType.STATE_GROUP_ROTATION) == 0 || ((last.Type & UndoType.STATE_GROUP_ROTATION) >= (Type & UndoType.STATE_GROUP_ROTATION)))
105 {
106 GroupRotation = last.GroupRotation;
107 Rotation = last.Rotation;
108 }
109 if ((Type & UndoType.STATE_PRIM_POSITION) == 0 || ((last.Type & UndoType.STATE_PRIM_POSITION) >= (Type & UndoType.STATE_PRIM_POSITION)))
110 {
111 Position = last.Position;
112 }
113 if ((Type & UndoType.STATE_PRIM_SCALE) == 0 || ((last.Type & UndoType.STATE_PRIM_SCALE) >= (Type & UndoType.STATE_PRIM_SCALE)))
114 {
115 Scale = last.Scale;
116 }
117 if ((Type & UndoType.STATE_PRIM_ROTATION) == 0 || ((last.Type & UndoType.STATE_PRIM_ROTATION) >= (Type & UndoType.STATE_PRIM_ROTATION)))
118 {
119 Rotation = last.Rotation;
120 }
121 Type = Type | last.Type;
122 }
123 public bool Compare(UndoState undo)
124 {
125 if (undo == null || Position == null) return false;
126 if (undo.Position == Position && undo.Rotation == Rotation && undo.Scale == Scale && undo.GroupPosition == GroupPosition && undo.GroupScale == GroupScale && undo.GroupRotation == GroupRotation)
127 {
128 return true;
129 }
130 else
131 {
132 return false;
133 }
134 }
58 public bool Compare(SceneObjectPart part) 135 public bool Compare(SceneObjectPart part)
59 { 136 {
60 if (part != null) 137 if (part != null)
61 { 138 {
62 if (part.ParentID == 0) 139 if (part.ParentID == 0)
63 { 140 {
64 if (Position == part.ParentGroup.AbsolutePosition && Rotation == part.ParentGroup.Rotation) 141 if (Position == part.ParentGroup.RootPart.AbsolutePosition && Rotation == part.ParentGroup.Rotation && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
65 return true; 142 return true;
66 else 143 else
67 return false; 144 return false;
68 } 145 }
69 else 146 else
70 { 147 {
71 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale) 148 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
72 return true; 149 return true;
73 else 150 else
74 return false; 151 return false;
@@ -78,62 +155,70 @@ namespace OpenSim.Region.Framework.Scenes
78 return false; 155 return false;
79 } 156 }
80 157
81 public void PlaybackState(SceneObjectPart part) 158 private void RestoreState(SceneObjectPart part)
82 { 159 {
160 bool GroupChange = false;
161 if ((Type & UndoType.STATE_GROUP_POSITION) != 0
162 || (Type & UndoType.STATE_GROUP_ROTATION) != 0
163 || (Type & UndoType.STATE_GROUP_SCALE) != 0)
164 {
165 GroupChange = true;
166 }
167
83 if (part != null) 168 if (part != null)
84 { 169 {
85 part.Undoing = true; 170 part.Undoing = true;
86 171
87 if (part.ParentID == 0) 172 if (part.ParentID == 0 && GroupChange == false)
88 { 173 {
89 if (Position != Vector3.Zero) 174 if (Position != Vector3.Zero)
90 part.ParentGroup.AbsolutePosition = Position; 175
91 part.RotationOffset = Rotation; 176 part.ParentGroup.UpdateSinglePosition(Position, part.LocalId);
177 part.ParentGroup.UpdateSingleRotation(Rotation, part.LocalId);
92 if (Scale != Vector3.Zero) 178 if (Scale != Vector3.Zero)
93 part.Resize(Scale); 179 part.Resize(Scale);
94 part.ParentGroup.ScheduleGroupForTerseUpdate(); 180 part.ParentGroup.ScheduleGroupForTerseUpdate();
95 } 181 }
96 else 182 else
97 { 183 {
98 if (Position != Vector3.Zero) 184 if (GroupChange)
99 part.OffsetPosition = Position; 185 {
100 part.UpdateRotation(Rotation); 186 part.ParentGroup.RootPart.Undoing = true;
101 if (Scale != Vector3.Zero) 187 if (GroupPosition != Vector3.Zero)
102 part.Resize(Scale); part.ScheduleTerseUpdate(); 188 {
189 //Calculate the scale...
190 Vector3 gs = part.Shape.Scale;
191 float scale = GroupScale.Z / gs.Z;
192
193 //Scale first since it can affect our position
194 part.ParentGroup.GroupResize(gs * scale, part.LocalId);
195 part.ParentGroup.AbsolutePosition = GroupPosition;
196 part.ParentGroup.UpdateGroupRotationR(GroupRotation);
197
198 }
199 part.ParentGroup.RootPart.Undoing = false;
200 }
201 else
202 {
203 if (Position != Vector3.Zero) //We can use this for all the updates since all are set
204 {
205 part.OffsetPosition = Position;
206 part.UpdateRotation(Rotation);
207 part.Resize(Scale); part.ScheduleTerseUpdate();
208 }
209 }
103 } 210 }
104 part.Undoing = false; 211 part.Undoing = false;
105 212
106 } 213 }
107 } 214 }
215 public void PlaybackState(SceneObjectPart part)
216 {
217 RestoreState(part);
218 }
108 public void PlayfwdState(SceneObjectPart part) 219 public void PlayfwdState(SceneObjectPart part)
109 { 220 {
110 if (part != null) 221 RestoreState(part);
111 {
112 part.Undoing = true;
113
114 if (part.ParentID == 0)
115 {
116 if (Position != Vector3.Zero)
117 part.ParentGroup.AbsolutePosition = Position;
118 if (Rotation != Quaternion.Identity)
119 part.UpdateRotation(Rotation);
120 if (Scale != Vector3.Zero)
121 part.Resize(Scale);
122 part.ParentGroup.ScheduleGroupForTerseUpdate();
123 }
124 else
125 {
126 if (Position != Vector3.Zero)
127 part.OffsetPosition = Position;
128 if (Rotation != Quaternion.Identity)
129 part.UpdateRotation(Rotation);
130 if (Scale != Vector3.Zero)
131 part.Resize(Scale);
132 part.ScheduleTerseUpdate();
133 }
134 part.Undoing = false;
135
136 }
137 } 222 }
138 } 223 }
139 public class LandUndoState 224 public class LandUndoState
@@ -161,3 +246,4 @@ namespace OpenSim.Region.Framework.Scenes
161 } 246 }
162 } 247 }
163} 248}
249
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
index 159af79..4ab67aa 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -813,6 +813,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
813 public event ObjectOwner OnObjectOwner; 813 public event ObjectOwner OnObjectOwner;
814 public event DirPlacesQuery OnDirPlacesQuery; 814 public event DirPlacesQuery OnDirPlacesQuery;
815 public event DirFindQuery OnDirFindQuery; 815 public event DirFindQuery OnDirFindQuery;
816 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
816 public event DirLandQuery OnDirLandQuery; 817 public event DirLandQuery OnDirLandQuery;
817 public event DirPopularQuery OnDirPopularQuery; 818 public event DirPopularQuery OnDirPopularQuery;
818 public event DirClassifiedQuery OnDirClassifiedQuery; 819 public event DirClassifiedQuery OnDirClassifiedQuery;
@@ -876,6 +877,10 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
876 877
877 } 878 }
878 879
880 public void ProcessPendingPackets()
881 {
882 }
883
879 public void ProcessInPacket(Packet NewPack) 884 public void ProcessInPacket(Packet NewPack)
880 { 885 {
881 886
@@ -883,6 +888,11 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
883 888
884 public void Close() 889 public void Close()
885 { 890 {
891 Close(true);
892 }
893
894 public void Close(bool sendStop)
895 {
886 Disconnect(); 896 Disconnect();
887 } 897 }
888 898
diff --git a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
index 32659c8..11c87f8 100644
--- a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
@@ -42,17 +42,22 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule
42 public class XmlRpcRouter : IRegionModule, IXmlRpcRouter 42 public class XmlRpcRouter : IRegionModule, IXmlRpcRouter
43 { 43 {
44 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 44 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
45 45 private bool m_enabled = false;
46 public void Initialise(Scene scene, IConfigSource config) 46 public void Initialise(Scene scene, IConfigSource config)
47 { 47 {
48 IConfig startupConfig = config.Configs["Startup"]; 48 IConfig startupConfig = config.Configs["XMLRPC"];
49 if (startupConfig == null) 49 if (startupConfig == null)
50 return; 50 return;
51 51
52 if (startupConfig.GetString("XmlRpcRouterModule", 52 if (startupConfig.GetString("XmlRpcRouterModule",
53 "XmlRpcRouterModule") == "XmlRpcRouterModule") 53 "") == "XmlRpcRouterModule")
54 { 54 {
55 scene.RegisterModuleInterface<IXmlRpcRouter>(this); 55 scene.RegisterModuleInterface<IXmlRpcRouter>(this);
56 m_enabled = true;
57 }
58 else
59 {
60 m_enabled = false;
56 } 61 }
57 } 62 }
58 63
@@ -76,7 +81,10 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule
76 81
77 public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri) 82 public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri)
78 { 83 {
79 scriptEngine.PostScriptEvent(itemID, "xmlrpc_uri", new Object[] {uri}); 84 if (m_enabled)
85 {
86 scriptEngine.PostScriptEvent(itemID, "xmlrpc_uri", new Object[] { uri });
87 }
80 } 88 }
81 89
82 public void ScriptRemoved(UUID itemID) 90 public void ScriptRemoved(UUID itemID)
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index fae12b6..1653ecb 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -156,7 +156,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
156#pragma warning disable 67 156#pragma warning disable 67
157 public event Action<IClientAPI> OnLogout; 157 public event Action<IClientAPI> OnLogout;
158 public event ObjectPermissions OnObjectPermissions; 158 public event ObjectPermissions OnObjectPermissions;
159 159 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
160 public event MoneyTransferRequest OnMoneyTransferRequest; 160 public event MoneyTransferRequest OnMoneyTransferRequest;
161 public event ParcelBuy OnParcelBuy; 161 public event ParcelBuy OnParcelBuy;
162 public event Action<IClientAPI> OnConnectionClosed; 162 public event Action<IClientAPI> OnConnectionClosed;
@@ -836,12 +836,21 @@ namespace OpenSim.Region.OptionalModules.World.NPC
836 { 836 {
837 } 837 }
838 838
839 public void ProcessPendingPackets()
840 {
841 }
842
839 public void ProcessInPacket(Packet NewPack) 843 public void ProcessInPacket(Packet NewPack)
840 { 844 {
841 } 845 }
842 846
843 public void Close() 847 public void Close()
844 { 848 {
849 Close(true);
850 }
851
852 public void Close(bool sendStop)
853 {
845 } 854 }
846 855
847 public void Start() 856 public void Start()
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
index ac4e2b9..f13c323 100644
--- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
+++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
@@ -624,8 +624,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
624 { 624 {
625 set { return; } 625 set { return; }
626 } 626 }
627 627
628
629 public override Quaternion APIDTarget 628 public override Quaternion APIDTarget
630 { 629 {
631 set { return; } 630 set { return; }
diff --git a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
index e2a6a2e..f4245b6 100644
--- a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
+++ b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
@@ -996,7 +996,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
996 { 996 {
997 997
998 } 998 }
999 999
1000 public override void VehicleFlags(int param, bool remove) 1000 public override void VehicleFlags(int param, bool remove)
1001 { 1001 {
1002 1002
diff --git a/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
new file mode 100644
index 0000000..d65929a
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
@@ -0,0 +1,58 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Reflection;
29using System.Runtime.InteropServices;
30
31// Information about this assembly is defined by the following
32// attributes.
33//
34// change them to the information which is associated with the assembly
35// you compile.
36
37[assembly : AssemblyTitle("OdePlugin")]
38[assembly : AssemblyDescription("")]
39[assembly : AssemblyConfiguration("")]
40[assembly : AssemblyCompany("http://opensimulator.org")]
41[assembly : AssemblyProduct("OdePlugin")]
42[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
43[assembly : AssemblyTrademark("")]
44[assembly : AssemblyCulture("")]
45
46// This sets the default COM visibility of types in the assembly to invisible.
47// If you need to expose a type to COM, use [ComVisible(true)] on that type.
48
49[assembly : ComVisible(false)]
50
51// The assembly version has following format :
52//
53// Major.Minor.Build.Revision
54//
55// You can specify all values by your own or you can build default build and revision
56// numbers with the '*' character (the default):
57
58[assembly : AssemblyVersion("0.6.5.*")]
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
new file mode 100644
index 0000000..ae63cfa
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -0,0 +1,1433 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using OpenMetaverse;
32using Ode.NET;
33using OpenSim.Framework;
34using OpenSim.Region.Physics.Manager;
35using log4net;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 /// <summary>
40 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
41 /// </summary>
42
43 public enum dParam : int
44 {
45 LowStop = 0,
46 HiStop = 1,
47 Vel = 2,
48 FMax = 3,
49 FudgeFactor = 4,
50 Bounce = 5,
51 CFM = 6,
52 StopERP = 7,
53 StopCFM = 8,
54 LoStop2 = 256,
55 HiStop2 = 257,
56 Vel2 = 258,
57 FMax2 = 259,
58 StopERP2 = 7 + 256,
59 StopCFM2 = 8 + 256,
60 LoStop3 = 512,
61 HiStop3 = 513,
62 Vel3 = 514,
63 FMax3 = 515,
64 StopERP3 = 7 + 512,
65 StopCFM3 = 8 + 512
66 }
67 public class OdeCharacter : PhysicsActor
68 {
69 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
70
71 private Vector3 _position;
72 private d.Vector3 _zeroPosition;
73 // private d.Matrix3 m_StandUpRotation;
74 private bool _zeroFlag = false;
75 private bool m_lastUpdateSent = false;
76 private Vector3 _velocity;
77 private Vector3 _target_velocity;
78 private Vector3 _acceleration;
79 private Vector3 m_rotationalVelocity;
80 private float m_mass = 80f;
81 public float m_density = 60f;
82 private bool m_pidControllerActive = true;
83 public float PID_D = 800.0f;
84 public float PID_P = 900.0f;
85 //private static float POSTURE_SERVO = 10000.0f;
86 public float CAPSULE_RADIUS = 0.37f;
87 public float CAPSULE_LENGTH = 2.140599f;
88 public float m_tensor = 3800000f;
89 public float heightFudgeFactor = 0.52f;
90 public float walkDivisor = 1.3f;
91 public float runDivisor = 0.8f;
92 private bool flying = false;
93 private bool jumping = false; // add for jumping
94 private bool m_iscolliding = false;
95 private bool m_iscollidingGround = false;
96 private bool m_wascolliding = false;
97 private bool m_wascollidingGround = false;
98 private bool m_iscollidingObj = false;
99 private bool m_alwaysRun = false;
100 private bool m_hackSentFall = false;
101 private bool m_hackSentFly = false;
102 private int m_requestedUpdateFrequency = 0;
103 private Vector3 m_taintPosition = Vector3.Zero;
104 public uint m_localID = 0;
105 public bool m_returnCollisions = false;
106 // taints and their non-tainted counterparts
107 public bool m_isPhysical = false; // the current physical status
108 public bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing)
109 public float MinimumGroundFlightOffset = 3f;
110
111 private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
112 private float m_tiltMagnitudeWhenProjectedOnXYPlane = 0.1131371f; // used to introduce a fixed tilt because a straight-up capsule falls through terrain, probably a bug in terrain collider
113
114
115 private float m_buoyancy = 0f;
116
117 // private CollisionLocker ode;
118
119 private string m_name = String.Empty;
120
121 private bool[] m_colliderarr = new bool[11];
122 private bool[] m_colliderGroundarr = new bool[11];
123
124 // Default we're a Character
125 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
126
127 // Default, Collide with Other Geometries, spaces, bodies and characters.
128 private CollisionCategories m_collisionFlags = (CollisionCategories.Geom
129 | CollisionCategories.Space
130 | CollisionCategories.Body
131 | CollisionCategories.Character
132 | CollisionCategories.Land);
133 public IntPtr Body = IntPtr.Zero;
134 private OdeScene _parent_scene;
135 public IntPtr Shell = IntPtr.Zero;
136 public IntPtr Amotor = IntPtr.Zero;
137 public d.Mass ShellMass;
138 public bool collidelock = false;
139
140 public int m_eventsubscription = 0;
141 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
142
143 // unique UUID of this character object
144 public UUID m_uuid;
145 public bool bad = false;
146
147 public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, CollisionLocker dode, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
148 {
149 m_uuid = UUID.Random();
150
151 if (pos.IsFinite())
152 {
153 if (pos.Z > 9999999f)
154 {
155 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
156 }
157 if (pos.Z < -90000f)
158 {
159 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
160 }
161 _position = pos;
162 m_taintPosition.X = pos.X;
163 m_taintPosition.Y = pos.Y;
164 m_taintPosition.Z = pos.Z;
165 }
166 else
167 {
168 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
169 m_taintPosition.X = _position.X;
170 m_taintPosition.Y = _position.Y;
171 m_taintPosition.Z = _position.Z;
172 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
173 }
174
175 _parent_scene = parent_scene;
176
177 PID_D = pid_d;
178 PID_P = pid_p;
179 CAPSULE_RADIUS = capsule_radius;
180 m_tensor = tensor;
181 m_density = density;
182 heightFudgeFactor = height_fudge_factor;
183 walkDivisor = walk_divisor;
184 runDivisor = rundivisor;
185
186 // m_StandUpRotation =
187 // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
188 // 0.5f);
189
190 for (int i = 0; i < 11; i++)
191 {
192 m_colliderarr[i] = false;
193 }
194 CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
195 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
196 m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH;
197
198 m_isPhysical = false; // current status: no ODE information exists
199 m_tainted_isPhysical = true; // new tainted status: need to create ODE information
200
201 _parent_scene.AddPhysicsActorTaint(this);
202
203 m_name = avName;
204 }
205
206 public override int PhysicsActorType
207 {
208 get { return (int) ActorTypes.Agent; }
209 set { return; }
210 }
211
212 /// <summary>
213 /// If this is set, the avatar will move faster
214 /// </summary>
215 public override bool SetAlwaysRun
216 {
217 get { return m_alwaysRun; }
218 set { m_alwaysRun = value; }
219 }
220
221 public override uint LocalID
222 {
223 set { m_localID = value; }
224 }
225
226 public override bool Grabbed
227 {
228 set { return; }
229 }
230
231 public override bool Selected
232 {
233// set { return; }
234 set { jumping = value; } // add for jumping flag
235 }
236
237 public override float Buoyancy
238 {
239 get { return m_buoyancy; }
240 set { m_buoyancy = value; }
241 }
242
243 public override bool FloatOnWater
244 {
245 set { return; }
246 }
247
248 public override bool IsPhysical
249 {
250 get { return false; }
251 set { return; }
252 }
253
254 public override bool ThrottleUpdates
255 {
256 get { return false; }
257 set { return; }
258 }
259
260 public override bool Flying
261 {
262 get { return flying; }
263 set { flying = value; }
264 }
265
266 /// <summary>
267 /// Returns if the avatar is colliding in general.
268 /// This includes the ground and objects and avatar.
269 /// </summary>
270 public override bool IsColliding
271 {
272//#@ get { return m_iscolliding; }
273 get { //##
274//Console.WriteLine(">>>>>>>>>>>> IC get = {0}", m_iscolliding); //##
275 return m_iscolliding; } //##
276 set
277 {
278 int i;
279 int truecount = 0;
280 int falsecount = 0;
281
282 if (m_colliderarr.Length >= 10)
283 {
284 for (i = 0; i < 10; i++)
285 {
286 m_colliderarr[i] = m_colliderarr[i + 1];
287 }
288 }
289 m_colliderarr[10] = value;
290
291 for (i = 0; i < 11; i++)
292 {
293 if (m_colliderarr[i])
294 {
295 truecount++;
296 }
297 else
298 {
299 falsecount++;
300 }
301 }
302
303 // Equal truecounts and false counts means we're colliding with something.
304
305 if (falsecount > 1.2*truecount)
306 {
307 m_iscolliding = false;
308 }
309 else
310 {
311 m_iscolliding = true;
312 }
313// ## Console.WriteLine("IC SET = {0} t{1} f{2} i {3}", value, truecount, falsecount, m_iscolliding);
314 if (m_wascolliding != m_iscolliding)
315 {
316 //base.SendCollisionUpdate(new CollisionEventUpdate());
317 }
318 m_wascolliding = m_iscolliding;
319 }
320 }
321
322 /// <summary>
323 /// Returns if an avatar is colliding with the ground
324 /// </summary>
325 public override bool CollidingGround
326 {
327 get { return m_iscollidingGround; }
328 set
329 {
330 // Collisions against the ground are not really reliable
331 // So, to get a consistant value we have to average the current result over time
332 // Currently we use 1 second = 10 calls to this.
333 int i;
334 int truecount = 0;
335 int falsecount = 0;
336
337 if (m_colliderGroundarr.Length >= 10)
338 {
339 for (i = 0; i < 10; i++)
340 {
341 m_colliderGroundarr[i] = m_colliderGroundarr[i + 1];
342 }
343 }
344 m_colliderGroundarr[10] = value;
345
346 for (i = 0; i < 11; i++)
347 {
348 if (m_colliderGroundarr[i])
349 {
350 truecount++;
351 }
352 else
353 {
354 falsecount++;
355 }
356 }
357
358 // Equal truecounts and false counts means we're colliding with something.
359
360 if (falsecount > 1.2*truecount)
361 {
362 m_iscollidingGround = false;
363 }
364 else
365 {
366 m_iscollidingGround = true;
367 }
368 if (m_wascollidingGround != m_iscollidingGround)
369 {
370 //base.SendCollisionUpdate(new CollisionEventUpdate());
371 }
372 m_wascollidingGround = m_iscollidingGround;
373 }
374 }
375
376 /// <summary>
377 /// Returns if the avatar is colliding with an object
378 /// </summary>
379 public override bool CollidingObj
380 {
381 get { return m_iscollidingObj; }
382 set
383 {
384 m_iscollidingObj = value;
385 if (value)
386 m_pidControllerActive = false;
387 else
388 m_pidControllerActive = true;
389 }
390 }
391
392 /// <summary>
393 /// turn the PID controller on or off.
394 /// The PID Controller will turn on all by itself in many situations
395 /// </summary>
396 /// <param name="status"></param>
397 public void SetPidStatus(bool status)
398 {
399 m_pidControllerActive = status;
400 }
401
402 public override bool Stopped
403 {
404 get { return _zeroFlag; }
405 }
406
407 /// <summary>
408 /// This 'puts' an avatar somewhere in the physics space.
409 /// Not really a good choice unless you 'know' it's a good
410 /// spot otherwise you're likely to orbit the avatar.
411 /// </summary>
412 public override Vector3 Position
413 {
414 get { return _position; }
415 set
416 {
417 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
418 {
419 if (value.IsFinite())
420 {
421 if (value.Z > 9999999f)
422 {
423 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
424 }
425 if (value.Z < -90000f)
426 {
427 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
428 }
429
430 _position.X = value.X;
431 _position.Y = value.Y;
432 _position.Z = value.Z;
433
434 m_taintPosition.X = value.X;
435 m_taintPosition.Y = value.Y;
436 m_taintPosition.Z = value.Z;
437 _parent_scene.AddPhysicsActorTaint(this);
438 }
439 else
440 {
441 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
442 }
443 }
444 }
445 }
446
447 public override Vector3 RotationalVelocity
448 {
449 get { return m_rotationalVelocity; }
450 set { m_rotationalVelocity = value; }
451 }
452
453 /// <summary>
454 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
455 /// and use it to offset landings properly
456 /// </summary>
457 public override Vector3 Size
458 {
459 get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
460 set
461 {
462 if (value.IsFinite())
463 {
464 m_pidControllerActive = true;
465
466 Vector3 SetSize = value;
467 m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f;
468 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
469
470 Velocity = Vector3.Zero;
471
472 _parent_scene.AddPhysicsActorTaint(this);
473 }
474 else
475 {
476 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
477 }
478 }
479 }
480
481 private void AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3 movementVector)
482 {
483 movementVector.Z = 0f;
484 float magnitude = (float)Math.Sqrt((double)(movementVector.X * movementVector.X + movementVector.Y * movementVector.Y));
485 if (magnitude < 0.1f) return;
486
487 // normalize the velocity vector
488 float invMagnitude = 1.0f / magnitude;
489 movementVector.X *= invMagnitude;
490 movementVector.Y *= invMagnitude;
491
492 // if we change the capsule heading too often, the capsule can fall down
493 // therefore we snap movement vector to just 1 of 4 predefined directions (ne, nw, se, sw),
494 // meaning only 4 possible capsule tilt orientations
495 if (movementVector.X > 0)
496 {
497 // east
498 if (movementVector.Y > 0)
499 {
500 // northeast
501 movementVector.X = (float)Math.Sqrt(2.0);
502 movementVector.Y = (float)Math.Sqrt(2.0);
503 }
504 else
505 {
506 // southeast
507 movementVector.X = (float)Math.Sqrt(2.0);
508 movementVector.Y = -(float)Math.Sqrt(2.0);
509 }
510 }
511 else
512 {
513 // west
514 if (movementVector.Y > 0)
515 {
516 // northwest
517 movementVector.X = -(float)Math.Sqrt(2.0);
518 movementVector.Y = (float)Math.Sqrt(2.0);
519 }
520 else
521 {
522 // southwest
523 movementVector.X = -(float)Math.Sqrt(2.0);
524 movementVector.Y = -(float)Math.Sqrt(2.0);
525 }
526 }
527
528
529 // movementVector.Z is zero
530
531 // calculate tilt components based on desired amount of tilt and current (snapped) heading.
532 // the "-" sign is to force the tilt to be OPPOSITE the direction of movement.
533 float xTiltComponent = -movementVector.X * m_tiltMagnitudeWhenProjectedOnXYPlane;
534 float yTiltComponent = -movementVector.Y * m_tiltMagnitudeWhenProjectedOnXYPlane;
535
536 //m_log.Debug("[PHYSICS] changing avatar tilt");
537 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, xTiltComponent);
538 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, xTiltComponent); // must be same as lowstop, else a different, spurious tilt is introduced
539 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, yTiltComponent);
540 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, yTiltComponent); // same as lowstop
541 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
542 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
543 }
544
545 /// <summary>
546 /// This creates the Avatar's physical Surrogate at the position supplied
547 /// </summary>
548 /// <param name="npositionX"></param>
549 /// <param name="npositionY"></param>
550 /// <param name="npositionZ"></param>
551
552 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
553 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
554 // place that is safe to call this routine AvatarGeomAndBodyCreation.
555 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
556 {
557 //CAPSULE_LENGTH = -5;
558 //CAPSULE_RADIUS = -5;
559 int dAMotorEuler = 1;
560 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
561 if (CAPSULE_LENGTH <= 0)
562 {
563 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
564 CAPSULE_LENGTH = 0.01f;
565
566 }
567
568 if (CAPSULE_RADIUS <= 0)
569 {
570 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
571 CAPSULE_RADIUS = 0.01f;
572
573 }
574
575 if(Shell != IntPtr.Zero)
576 {
577 try
578 {
579 d.GeomDestroy(Shell);
580 }
581 catch (System.AccessViolationException)
582 {
583 m_log.Error("[PHYSICS]: PrimGeom dead");
584 }
585 // Remove any old entries
586//string tShell;
587//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
588//Console.WriteLine("**** Remove {0}", tShell);
589 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
590 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
591 }
592
593 Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
594 _parent_scene.geom_name_map[Shell] = m_name;
595 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
596Console.WriteLine("**** Create {2} Dicts: actor={0} name={1} height={3} rad={4}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, m_name, CAPSULE_LENGTH, CAPSULE_RADIUS);
597
598 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
599 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
600
601 d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
602 Body = d.BodyCreate(_parent_scene.world);
603 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
604
605 _position.X = npositionX;
606 _position.Y = npositionY;
607 _position.Z = npositionZ;
608
609
610 m_taintPosition.X = npositionX;
611 m_taintPosition.Y = npositionY;
612 m_taintPosition.Z = npositionZ;
613
614 d.BodySetMass(Body, ref ShellMass);
615 d.Matrix3 m_caprot;
616 // 90 Stand up on the cap of the capped cyllinder
617 if (_parent_scene.IsAvCapsuleTilted)
618 {
619 d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2));
620 }
621 else
622 {
623 d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2));
624 }
625
626
627 d.GeomSetRotation(Shell, ref m_caprot);
628 d.BodySetRotation(Body, ref m_caprot);
629
630 d.GeomSetBody(Shell, Body);
631
632
633 // The purpose of the AMotor here is to keep the avatar's physical
634 // surrogate from rotating while moving
635 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
636 d.JointAttach(Amotor, Body, IntPtr.Zero);
637 d.JointSetAMotorMode(Amotor, dAMotorEuler);
638 d.JointSetAMotorNumAxes(Amotor, 3);
639 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
640 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
641 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
642 d.JointSetAMotorAngle(Amotor, 0, 0);
643 d.JointSetAMotorAngle(Amotor, 1, 0);
644 d.JointSetAMotorAngle(Amotor, 2, 0);
645
646 // These lowstops and high stops are effectively (no wiggle room)
647 if (_parent_scene.IsAvCapsuleTilted)
648 {
649 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
650 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
651 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
652 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
653 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
654 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
655 }
656 else
657 {
658 #region Documentation of capsule motor LowStop and HighStop parameters
659 // Intentionally introduce some tilt into the capsule by setting
660 // the motor stops to small epsilon values. This small tilt prevents
661 // the capsule from falling into the terrain; a straight-up capsule
662 // (with -0..0 motor stops) falls into the terrain for reasons yet
663 // to be comprehended in their entirety.
664 #endregion
665 AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero);
666 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f);
667 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
668 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f);
669 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced
670 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
671 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop
672 }
673
674 // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the
675 // capped cyllinder will fall over
676 d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
677 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor);
678
679 //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
680 //d.QfromR(
681 //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068,
682 //
683 //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
684 //standupStraight();
685 }
686
687 //
688 /// <summary>
689 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
690 /// This may be used in calculations in the scene/scenepresence
691 /// </summary>
692 public override float Mass
693 {
694 get
695 {
696 float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
697 return m_density*AVvolume;
698 }
699 }
700 public override void link(PhysicsActor obj)
701 {
702
703 }
704
705 public override void delink()
706 {
707
708 }
709
710 public override void LockAngularMotion(Vector3 axis)
711 {
712
713 }
714
715// This code is very useful. Written by DanX0r. We're just not using it right now.
716// Commented out to prevent a warning.
717//
718// private void standupStraight()
719// {
720// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
721// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
722// // change appearance and when you enter the simulator
723// // After this routine is done, the amotor stabilizes much quicker
724// d.Vector3 feet;
725// d.Vector3 head;
726// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
727// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
728// float posture = head.Z - feet.Z;
729
730// // restoring force proportional to lack of posture:
731// float servo = (2.5f - posture) * POSTURE_SERVO;
732// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
733// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
734// //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
735// //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
736// }
737
738 public override Vector3 Force
739 {
740 get { return _target_velocity; }
741 set { return; }
742 }
743
744 public override int VehicleType
745 {
746 get { return 0; }
747 set { return; }
748 }
749
750 public override void VehicleFloatParam(int param, float value)
751 {
752
753 }
754
755 public override void VehicleVectorParam(int param, Vector3 value)
756 {
757
758 }
759
760 public override void VehicleRotationParam(int param, Quaternion rotation)
761 {
762
763 }
764
765 public override void VehicleFlags(int flags, bool remove)
766 {
767 }
768
769 public override void SetVolumeDetect(int param)
770 {
771
772 }
773
774 public override Vector3 CenterOfMass
775 {
776 get { return Vector3.Zero; }
777 }
778
779 public override Vector3 GeometricCenter
780 {
781 get { return Vector3.Zero; }
782 }
783
784 public override PrimitiveBaseShape Shape
785 {
786 set { return; }
787 }
788
789 public override Vector3 Velocity
790 {
791 get {
792 // There's a problem with Vector3.Zero! Don't Use it Here!
793 if (_zeroFlag)
794 return Vector3.Zero;
795 m_lastUpdateSent = false;
796 return _velocity;
797 }
798 set
799 {
800 if (value.IsFinite())
801 {
802 m_pidControllerActive = true;
803 _target_velocity = value;
804 }
805 else
806 {
807 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
808 }
809 }
810 }
811
812 public override Vector3 Torque
813 {
814 get { return Vector3.Zero; }
815 set { return; }
816 }
817
818 public override float CollisionScore
819 {
820 get { return 0f; }
821 set { }
822 }
823
824 public override bool Kinematic
825 {
826 get { return false; }
827 set { }
828 }
829
830 public override Quaternion Orientation
831 {
832 get { return Quaternion.Identity; }
833 set {
834 //Matrix3 or = Orientation.ToRotationMatrix();
835 //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22);
836 //d.BodySetRotation(Body, ref ord);
837 }
838 }
839
840 public override Vector3 Acceleration
841 {
842 get { return _acceleration; }
843 }
844
845 public void SetAcceleration(Vector3 accel)
846 {
847 m_pidControllerActive = true;
848 _acceleration = accel;
849 }
850
851 /// <summary>
852 /// Adds the force supplied to the Target Velocity
853 /// The PID controller takes this target velocity and tries to make it a reality
854 /// </summary>
855 /// <param name="force"></param>
856 public override void AddForce(Vector3 force, bool pushforce)
857 {
858 if (force.IsFinite())
859 {
860 if (pushforce)
861 {
862 m_pidControllerActive = false;
863 force *= 100f;
864//Console.WriteLine("DF 1"); // ##
865 if (!force.ApproxEquals(Vector3.Zero, 0.01f))
866 doForce(force);
867 // If uncommented, things get pushed off world
868 //
869 // m_log.Debug("Push!");
870 // _target_velocity.X += force.X;
871 // _target_velocity.Y += force.Y;
872 // _target_velocity.Z += force.Z;
873 }
874 else
875 {
876 m_pidControllerActive = true;
877 _target_velocity.X += force.X;
878 _target_velocity.Y += force.Y;
879 _target_velocity.Z += force.Z;
880 }
881 }
882 else
883 {
884 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
885 }
886 //m_lastUpdateSent = false;
887 }
888
889 public override void AddAngularForce(Vector3 force, bool pushforce)
890 {
891
892 }
893
894 /// <summary>
895 /// After all of the forces add up with 'add force' we apply them with doForce
896 /// </summary>
897 /// <param name="force"></param>
898 public void doForce(Vector3 force)
899 {
900 if (!collidelock)
901 {
902 d.BodyAddForce(Body, force.X, force.Y, force.Z);
903 //d.BodySetRotation(Body, ref m_StandUpRotation);
904 //standupStraight();
905 d.Vector3 vel = d.BodyGetLinearVel(Body); //##
906//Console.WriteLine("AvVel <{0},{1},{2}>", vel.X, vel.Y, vel.Z); //##
907 }
908 }
909
910 public override void SetMomentum(Vector3 momentum)
911 {
912 }
913
914
915 /// <summary>
916 /// Called from Simulate
917 /// This is the avatar's movement control + PID Controller
918 /// </summary>
919 /// <param name="timeStep"></param>
920 public void Move(float timeStep, List<OdeCharacter> defects)
921 {
922 // no lock; for now it's only called from within Simulate()
923
924 // If the PID Controller isn't active then we set our force
925 // calculating base velocity to the current position
926
927 if (Body == IntPtr.Zero)
928 return;
929
930 if (m_pidControllerActive == false)
931 {
932 _zeroPosition = d.BodyGetPosition(Body);
933 }
934 //PidStatus = true;
935
936 d.Vector3 localpos = d.BodyGetPosition(Body);
937 Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
938
939 if (!localPos.IsFinite())
940 {
941
942 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
943 defects.Add(this);
944 // _parent_scene.RemoveCharacter(this);
945
946 // destroy avatar capsule and related ODE data
947 if (Amotor != IntPtr.Zero)
948 {
949 // Kill the Amotor
950 d.JointDestroy(Amotor);
951 Amotor = IntPtr.Zero;
952 }
953
954 //kill the Geometry
955 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
956
957 if (Body != IntPtr.Zero)
958 {
959 //kill the body
960 d.BodyDestroy(Body);
961
962 Body = IntPtr.Zero;
963 }
964
965 if(Shell != IntPtr.Zero)
966 {
967 try
968 {
969 d.GeomDestroy(Shell);
970 }
971 catch (System.AccessViolationException)
972 {
973 m_log.Error("[PHYSICS]: PrimGeom dead");
974 }
975 // Remove any old entries
976//string tShell;
977//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
978//Console.WriteLine("**** Remove {0}", tShell);
979
980 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
981 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
982 Shell = IntPtr.Zero;
983 }
984
985 return;
986 }
987
988 Vector3 vec = Vector3.Zero;
989 d.Vector3 vel = d.BodyGetLinearVel(Body);
990
991 float movementdivisor = 1f;
992
993 if (!m_alwaysRun)
994 {
995 movementdivisor = walkDivisor;
996 }
997 else
998 {
999 movementdivisor = runDivisor;
1000 }
1001
1002 // if velocity is zero, use position control; otherwise, velocity control
1003 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
1004 {
1005 // keep track of where we stopped. No more slippin' & slidin'
1006 if (!_zeroFlag)
1007 {
1008 _zeroFlag = true;
1009 _zeroPosition = d.BodyGetPosition(Body);
1010 }
1011 if (m_pidControllerActive)
1012 {
1013 // We only want to deactivate the PID Controller if we think we want to have our surrogate
1014 // react to the physics scene by moving it's position.
1015 // Avatar to Avatar collisions
1016 // Prim to avatar collisions
1017
1018 d.Vector3 pos = d.BodyGetPosition(Body);
1019 float errX = _zeroPosition.X - pos.X;
1020 float errY = _zeroPosition.Y - pos.Y;
1021 if( (Math.Abs(errX) > 0.1f) || (Math.Abs(errY) > 0.1f) )
1022 {
1023 vec.X = (_target_velocity.X - vel.X) * (PID_D) + (errX) * (PID_P * 2);
1024 vec.Y = (_target_velocity.Y - vel.Y) * (PID_D) + (errY) * (PID_P * 2);
1025 }
1026 else
1027 { // close, jump to lateral destination
1028 d.BodySetPosition(Body, _zeroPosition.X, _zeroPosition.Y, pos.Z);
1029 }
1030// if (flying)
1031 if (flying || jumping) // add for jumping
1032 {
1033 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
1034 }
1035 }
1036 //PidStatus = true;
1037 }
1038 else
1039 {
1040 m_pidControllerActive = true;
1041 _zeroFlag = false;
1042 if (m_iscolliding && !flying)
1043 {
1044 // We're standing on something
1045 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
1046 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
1047 }
1048 else if (m_iscolliding && flying)
1049 {
1050 // We're flying and colliding with something
1051 vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
1052 vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
1053 }
1054 else if (!m_iscolliding && flying)
1055 {
1056 // we're in mid air suspended
1057 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
1058 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
1059 }
1060
1061 if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
1062 {
1063 // We're colliding with something and we're not flying but we're moving
1064 // This means we're walking or running.
1065 d.Vector3 pos = d.BodyGetPosition(Body);
1066 vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
1067 if (_target_velocity.X > 0)
1068 {
1069 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1070 }
1071 if (_target_velocity.Y > 0)
1072 {
1073 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1074 }
1075 }
1076 else if (!m_iscolliding && !flying)
1077 {
1078 // we're not colliding and we're not flying so that means we're falling!
1079 // m_iscolliding includes collisions with the ground.
1080
1081 // d.Vector3 pos = d.BodyGetPosition(Body);
1082 if (Math.Abs(_target_velocity.X) > 0)
1083 {
1084 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1085 }
1086 if (Math.Abs(_target_velocity.Y) > 0)
1087 {
1088 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1089 }
1090 }
1091
1092 if (flying)
1093 {
1094 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
1095 }
1096 }
1097 if (flying)
1098 {
1099 vec.Z += ((-1 * _parent_scene.gravityz)*m_mass);
1100
1101 //Added for auto fly height. Kitto Flora
1102 //d.Vector3 pos = d.BodyGetPosition(Body);
1103 float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
1104
1105 if (_position.Z < target_altitude)
1106 {
1107 vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
1108 }
1109 // end add Kitto Flora
1110 }
1111 if (vec.IsFinite())
1112 {
1113 if (!vec.ApproxEquals(Vector3.Zero, 0.02f)) // 0.01 allows 0.002 !!
1114 {
1115//Console.WriteLine("DF 2"); // ##
1116
1117 doForce(vec);
1118 if (!_zeroFlag)
1119 {
1120// AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
1121 }
1122 }
1123 }
1124 else
1125 {
1126 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1127 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1128 defects.Add(this);
1129 // _parent_scene.RemoveCharacter(this);
1130 // destroy avatar capsule and related ODE data
1131 if (Amotor != IntPtr.Zero)
1132 {
1133 // Kill the Amotor
1134 d.JointDestroy(Amotor);
1135 Amotor = IntPtr.Zero;
1136 }
1137 //kill the Geometry
1138 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1139
1140 if (Body != IntPtr.Zero)
1141 {
1142 //kill the body
1143 d.BodyDestroy(Body);
1144
1145 Body = IntPtr.Zero;
1146 }
1147
1148 if(Shell != IntPtr.Zero)
1149 {
1150 try
1151 {
1152 d.GeomDestroy(Shell);
1153 }
1154 catch (System.AccessViolationException)
1155 {
1156 m_log.Error("[PHYSICS]: PrimGeom dead");
1157 }
1158 // Remove any old entries
1159//string tShell;
1160//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1161//Console.WriteLine("**** Remove {0}", tShell);
1162
1163 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1164 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1165 Shell = IntPtr.Zero;
1166 }
1167 }
1168 }
1169
1170 /// <summary>
1171 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1172 /// </summary>
1173 public void UpdatePositionAndVelocity()
1174 {
1175 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1176 d.Vector3 vec;
1177 try
1178 {
1179 vec = d.BodyGetPosition(Body);
1180 }
1181 catch (NullReferenceException)
1182 {
1183 bad = true;
1184 _parent_scene.BadCharacter(this);
1185 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1186 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1187 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1188 }
1189
1190
1191 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
1192 if (vec.X < 0.0f) vec.X = 0.0f;
1193 if (vec.Y < 0.0f) vec.Y = 0.0f;
1194 if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
1195 if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
1196
1197 _position.X = vec.X;
1198 _position.Y = vec.Y;
1199 _position.Z = vec.Z;
1200
1201 // Did we move last? = zeroflag
1202 // This helps keep us from sliding all over
1203
1204 if (_zeroFlag)
1205 {
1206 _velocity.X = 0.0f;
1207 _velocity.Y = 0.0f;
1208 _velocity.Z = 0.0f;
1209
1210 // Did we send out the 'stopped' message?
1211 if (!m_lastUpdateSent)
1212 {
1213 m_lastUpdateSent = true;
1214 //base.RequestPhysicsterseUpdate();
1215
1216 }
1217 }
1218 else
1219 {
1220 m_lastUpdateSent = false;
1221 try
1222 {
1223 vec = d.BodyGetLinearVel(Body);
1224 }
1225 catch (NullReferenceException)
1226 {
1227 vec.X = _velocity.X;
1228 vec.Y = _velocity.Y;
1229 vec.Z = _velocity.Z;
1230 }
1231 _velocity.X = (vec.X);
1232 _velocity.Y = (vec.Y);
1233
1234 _velocity.Z = (vec.Z);
1235
1236 if (_velocity.Z < -6 && !m_hackSentFall)
1237 {
1238 m_hackSentFall = true;
1239 m_pidControllerActive = false;
1240 }
1241 else if (flying && !m_hackSentFly)
1242 {
1243 //m_hackSentFly = true;
1244 //base.SendCollisionUpdate(new CollisionEventUpdate());
1245 }
1246 else
1247 {
1248 m_hackSentFly = false;
1249 m_hackSentFall = false;
1250 }
1251 }
1252 }
1253
1254 /// <summary>
1255 /// Cleanup the things we use in the scene.
1256 /// </summary>
1257 public void Destroy()
1258 {
1259 m_tainted_isPhysical = false;
1260 _parent_scene.AddPhysicsActorTaint(this);
1261 }
1262
1263 public override void CrossingFailure()
1264 {
1265 }
1266
1267 public override Vector3 PIDTarget { set { return; } }
1268 public override bool PIDActive { set { return; } }
1269 public override float PIDTau { set { return; } }
1270
1271 public override float PIDHoverHeight { set { return; } }
1272 public override bool PIDHoverActive { set { return; } }
1273 public override PIDHoverType PIDHoverType { set { return; } }
1274 public override float PIDHoverTau { set { return; } }
1275
1276 public override Quaternion APIDTarget{ set { return; } }
1277
1278 public override bool APIDActive{ set { return; } }
1279
1280 public override float APIDStrength{ set { return; } }
1281
1282 public override float APIDDamping{ set { return; } }
1283
1284
1285 public override void SubscribeEvents(int ms)
1286 {
1287 m_requestedUpdateFrequency = ms;
1288 m_eventsubscription = ms;
1289 _parent_scene.addCollisionEventReporting(this);
1290 }
1291 public override void UnSubscribeEvents()
1292 {
1293 _parent_scene.remCollisionEventReporting(this);
1294 m_requestedUpdateFrequency = 0;
1295 m_eventsubscription = 0;
1296 }
1297 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1298 {
1299 if (m_eventsubscription > 0)
1300 {
1301 CollisionEventsThisFrame.addCollider(CollidedWith, contact);
1302 }
1303 }
1304
1305 public void SendCollisions()
1306 {
1307 if (m_eventsubscription > m_requestedUpdateFrequency)
1308 {
1309 if (CollisionEventsThisFrame != null)
1310 {
1311 base.SendCollisionUpdate(CollisionEventsThisFrame);
1312 }
1313 CollisionEventsThisFrame = new CollisionEventUpdate();
1314 m_eventsubscription = 0;
1315 }
1316 }
1317 public override bool SubscribedEvents()
1318 {
1319 if (m_eventsubscription > 0)
1320 return true;
1321 return false;
1322 }
1323
1324 public void ProcessTaints(float timestep)
1325 {
1326
1327 if (m_tainted_isPhysical != m_isPhysical)
1328 {
1329 if (m_tainted_isPhysical)
1330 {
1331 // Create avatar capsule and related ODE data
1332 if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
1333 {
1334 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1335 + (Shell!=IntPtr.Zero ? "Shell ":"")
1336 + (Body!=IntPtr.Zero ? "Body ":"")
1337 + (Amotor!=IntPtr.Zero ? "Amotor ":""));
1338 }
1339 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
1340 _parent_scene.AddCharacter(this);
1341 }
1342 else
1343 {
1344 _parent_scene.RemoveCharacter(this);
1345 // destroy avatar capsule and related ODE data
1346 if (Amotor != IntPtr.Zero)
1347 {
1348 // Kill the Amotor
1349 d.JointDestroy(Amotor);
1350 Amotor = IntPtr.Zero;
1351 }
1352 //kill the Geometry
1353 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1354
1355 if (Body != IntPtr.Zero)
1356 {
1357 //kill the body
1358 d.BodyDestroy(Body);
1359 Body = IntPtr.Zero;
1360 }
1361
1362 if(Shell != IntPtr.Zero)
1363 {
1364 try
1365 {
1366 d.GeomDestroy(Shell);
1367 }
1368 catch (System.AccessViolationException)
1369 {
1370 m_log.Error("[PHYSICS]: PrimGeom dead");
1371 }
1372 // Remove any old entries
1373//string tShell;
1374//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1375//Console.WriteLine("**** Remove {0}", tShell);
1376
1377 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1378 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1379 Shell = IntPtr.Zero;
1380 }
1381 }
1382
1383 m_isPhysical = m_tainted_isPhysical;
1384 }
1385
1386 if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
1387 {
1388 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1389 {
1390
1391 m_pidControllerActive = true;
1392 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
1393 d.JointDestroy(Amotor);
1394 float prevCapsule = CAPSULE_LENGTH;
1395 CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
1396 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
1397 d.BodyDestroy(Body);
1398 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1399 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
1400 Velocity = Vector3.Zero;
1401 }
1402 else
1403 {
1404 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1405 + (Shell==IntPtr.Zero ? "Shell ":"")
1406 + (Body==IntPtr.Zero ? "Body ":"")
1407 + (Amotor==IntPtr.Zero ? "Amotor ":""));
1408 }
1409 }
1410
1411 if (!m_taintPosition.ApproxEquals(_position, 0.05f))
1412 {
1413 if (Body != IntPtr.Zero)
1414 {
1415 d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
1416
1417 _position.X = m_taintPosition.X;
1418 _position.Y = m_taintPosition.Y;
1419 _position.Z = m_taintPosition.Z;
1420 }
1421 }
1422
1423 }
1424
1425 internal void AddCollisionFrameTime(int p)
1426 {
1427 // protect it from overflow crashing
1428 if (m_eventsubscription + p >= int.MaxValue)
1429 m_eventsubscription = 0;
1430 m_eventsubscription += p;
1431 }
1432 }
1433}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..2105be1
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,3932 @@
1/* Copyright (c) Contributors, http://opensimulator.org/
2 * See CONTRIBUTORS.TXT for a full list of copyright holders.
3 * Redistribution and use in source and binary forms, with or without
4 * modification, are permitted provided that the following conditions are met:
5 * * Redistributions of source code must retain the above copyright
6 * notice, this list of conditions and the following disclaimer.
7 * * Redistributions in binary form must reproduce the above copyright
8 * notice, this list of conditions and the following disclaimer in the
9 * documentation and/or other materials provided with the distribution.
10 * * Neither the name of the OpenSimulator Project nor the
11 * names of its contributors may be used to endorse or promote products
12 * derived from this software without specific prior written permission.
13 *
14 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
15 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
16 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
17 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
18 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
19 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
20 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
21 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
23 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24 *
25 * Revised March 5th 2010 by Kitto Flora. ODEDynamics.cs
26 * rolled into ODEPrim.cs
27 */
28
29using System;
30using System.Collections.Generic;
31using System.Reflection;
32using System.Runtime.InteropServices;
33using System.Threading;
34using log4net;
35using OpenMetaverse;
36using Ode.NET;
37using OpenSim.Framework;
38using OpenSim.Region.Physics.Manager;
39
40
41namespace OpenSim.Region.Physics.OdePlugin
42{
43 /// <summary>
44 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
45 /// </summary>
46
47 public class OdePrim : PhysicsActor
48 {
49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
50
51 private Vector3 _position;
52 private Vector3 _velocity;
53 private Vector3 _torque;
54 private Vector3 m_lastVelocity;
55 private Vector3 m_lastposition;
56 private Quaternion m_lastorientation = new Quaternion();
57 private Vector3 m_rotationalVelocity;
58 private Vector3 _size;
59 private Vector3 _acceleration;
60 // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
61 private Quaternion _orientation;
62 private Vector3 m_taintposition;
63 private Vector3 m_taintsize;
64 private Vector3 m_taintVelocity;
65 private Vector3 m_taintTorque;
66 private Quaternion m_taintrot;
67 private Vector3 m_rotateEnable = Vector3.One; // Current setting
68 private Vector3 m_rotateEnableRequest = Vector3.One; // Request from LSL
69 private bool m_rotateEnableUpdate = false;
70 private Vector3 m_lockX;
71 private Vector3 m_lockY;
72 private Vector3 m_lockZ;
73 private IntPtr Amotor = IntPtr.Zero;
74 private IntPtr AmotorX = IntPtr.Zero;
75 private IntPtr AmotorY = IntPtr.Zero;
76 private IntPtr AmotorZ = IntPtr.Zero;
77
78 private Vector3 m_PIDTarget;
79 private float m_PIDTau;
80 private float PID_D = 35f;
81 private float PID_G = 25f;
82 private bool m_usePID = false;
83
84 private Quaternion m_APIDTarget = new Quaternion();
85 private float m_APIDStrength = 0.5f;
86 private float m_APIDDamping = 0.5f;
87 private bool m_useAPID = false;
88
89 // These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
90 // do not confuse with VEHICLE HOVER
91
92 private float m_PIDHoverHeight;
93 private float m_PIDHoverTau;
94 private bool m_useHoverPID;
95 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
96 private float m_targetHoverHeight;
97 private float m_groundHeight;
98 private float m_waterHeight;
99 private float m_buoyancy; //m_buoyancy set by llSetBuoyancy()
100
101 // private float m_tensor = 5f;
102 private int body_autodisable_frames = 20;
103
104
105 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
106 | CollisionCategories.Space
107 | CollisionCategories.Body
108 | CollisionCategories.Character
109 );
110 private bool m_taintshape;
111 private bool m_taintPhysics;
112 private bool m_collidesLand = true;
113 private bool m_collidesWater;
114 public bool m_returnCollisions;
115
116 // Default we're a Geometry
117 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
118
119 // Default, Collide with Other Geometries, spaces and Bodies
120 private CollisionCategories m_collisionFlags = m_default_collisionFlags;
121
122 public bool m_taintremove;
123 public bool m_taintdisable;
124 public bool m_disabled;
125 public bool m_taintadd;
126 public bool m_taintselected;
127 public bool m_taintCollidesWater;
128
129 public uint m_localID;
130
131 //public GCHandle gc;
132 private CollisionLocker ode;
133
134 private bool m_meshfailed = false;
135 private bool m_taintforce = false;
136 private bool m_taintaddangularforce = false;
137 private Vector3 m_force;
138 private List<Vector3> m_forcelist = new List<Vector3>();
139 private List<Vector3> m_angularforcelist = new List<Vector3>();
140
141 private IMesh _mesh;
142 private PrimitiveBaseShape _pbs;
143 private OdeScene _parent_scene;
144 public IntPtr m_targetSpace = IntPtr.Zero;
145 public IntPtr prim_geom;
146// public IntPtr prev_geom;
147 public IntPtr _triMeshData;
148
149 private IntPtr _linkJointGroup = IntPtr.Zero;
150 private PhysicsActor _parent;
151 private PhysicsActor m_taintparent;
152
153 private List<OdePrim> childrenPrim = new List<OdePrim>();
154
155 private bool iscolliding;
156 private bool m_isphysical;
157 private bool m_isSelected;
158
159 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
160
161 private bool m_throttleUpdates;
162 private int throttleCounter;
163 public int m_interpenetrationcount;
164 public float m_collisionscore;
165 public int m_roundsUnderMotionThreshold;
166 private int m_crossingfailures;
167
168 public bool outofBounds;
169 private float m_density = 10.000006836f; // Aluminum g/cm3;
170
171 public bool _zeroFlag; // if body has been stopped
172 private bool m_lastUpdateSent;
173
174 public IntPtr Body = IntPtr.Zero;
175 public String m_primName;
176 private Vector3 _target_velocity;
177 public d.Mass pMass;
178
179 public int m_eventsubscription;
180 private CollisionEventUpdate CollisionEventsThisFrame;
181
182 private IntPtr m_linkJoint = IntPtr.Zero;
183
184 public volatile bool childPrim;
185
186 internal int m_material = (int)Material.Wood;
187
188 private int frcount = 0; // Used to limit dynamics debug output to
189 private int revcount = 0; // Reverse motion while > 0
190
191 private IntPtr m_body = IntPtr.Zero;
192
193 // Vehicle properties ============================================================================================
194 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
195 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
196 private VehicleFlag m_flags = (VehicleFlag) 0; // Bit settings:
197 // HOVER_TERRAIN_ONLY
198 // HOVER_GLOBAL_HEIGHT
199 // NO_DEFLECTION_UP
200 // HOVER_WATER_ONLY
201 // HOVER_UP_ONLY
202 // LIMIT_MOTOR_UP
203 // LIMIT_ROLL_ONLY
204
205 // Linear properties
206 private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
207 //requested by LSL
208 private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
209 private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
210 private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
211
212 private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
213 private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
214 private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
215
216 //Angular properties
217 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
218
219 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
220 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
221 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
222
223 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
224// private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity
225 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
226
227 //Deflection properties
228 // private float m_angularDeflectionEfficiency = 0;
229 // private float m_angularDeflectionTimescale = 0;
230 // private float m_linearDeflectionEfficiency = 0;
231 // private float m_linearDeflectionTimescale = 0;
232
233 //Banking properties
234 // private float m_bankingEfficiency = 0;
235 // private float m_bankingMix = 0;
236 // private float m_bankingTimescale = 0;
237
238 //Hover and Buoyancy properties
239 private float m_VhoverHeight = 0f;
240// private float m_VhoverEfficiency = 0f;
241 private float m_VhoverTimescale = 0f;
242 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
243 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
244 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
245 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
246 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
247
248 //Attractor properties
249 private float m_verticalAttractionEfficiency = 1.0f; // damped
250 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
251
252
253
254
255
256
257 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
258 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
259 {
260 ode = dode;
261 if (!pos.IsFinite())
262 {
263 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
264 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
265 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
266 }
267
268 _position = pos;
269 m_taintposition = pos;
270 PID_D = parent_scene.bodyPIDD;
271 PID_G = parent_scene.bodyPIDG;
272 m_density = parent_scene.geomDefaultDensity;
273 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
274 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
275
276
277 prim_geom = IntPtr.Zero;
278// prev_geom = IntPtr.Zero;
279
280 if (!pos.IsFinite())
281 {
282 size = new Vector3(0.5f, 0.5f, 0.5f);
283 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
284 }
285
286 if (size.X <= 0) size.X = 0.01f;
287 if (size.Y <= 0) size.Y = 0.01f;
288 if (size.Z <= 0) size.Z = 0.01f;
289
290 _size = size;
291 m_taintsize = _size;
292
293 if (!QuaternionIsFinite(rotation))
294 {
295 rotation = Quaternion.Identity;
296 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
297 }
298
299 _orientation = rotation;
300 m_taintrot = _orientation;
301 _mesh = mesh;
302 _pbs = pbs;
303
304 _parent_scene = parent_scene;
305 m_targetSpace = (IntPtr)0;
306
307// if (pos.Z < 0)
308 if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
309 m_isphysical = false;
310 else
311 {
312 m_isphysical = pisPhysical;
313 // If we're physical, we need to be in the master space for now.
314 // linksets *should* be in a space together.. but are not currently
315 if (m_isphysical)
316 m_targetSpace = _parent_scene.space;
317 }
318 m_primName = primName;
319 m_taintadd = true;
320 _parent_scene.AddPhysicsActorTaint(this);
321 // don't do .add() here; old geoms get recycled with the same hash
322 }
323
324 public override int PhysicsActorType
325 {
326 get { return (int) ActorTypes.Prim; }
327 set { return; }
328 }
329
330 public override bool SetAlwaysRun
331 {
332 get { return false; }
333 set { return; }
334 }
335
336 public override uint LocalID
337 {
338 set {
339 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
340 m_localID = value; }
341 }
342
343 public override bool Grabbed
344 {
345 set { return; }
346 }
347
348 public override bool Selected
349 {
350 set {
351
352//Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
353 // This only makes the object not collidable if the object
354 // is physical or the object is modified somehow *IN THE FUTURE*
355 // without this, if an avatar selects prim, they can walk right
356 // through it while it's selected
357 m_collisionscore = 0;
358 if ((m_isphysical && !_zeroFlag) || !value)
359 {
360 m_taintselected = value;
361 _parent_scene.AddPhysicsActorTaint(this);
362 }
363 else
364 {
365 m_taintselected = value;
366 m_isSelected = value;
367 }
368 if(m_isSelected) disableBodySoft();
369 }
370 }
371
372 public override bool IsPhysical
373 {
374 get { return m_isphysical; }
375 set
376 {
377 m_isphysical = value;
378 if (!m_isphysical)
379 { // Zero the remembered last velocity
380 m_lastVelocity = Vector3.Zero;
381 if (m_type != Vehicle.TYPE_NONE) Halt();
382 }
383 }
384 }
385
386 public void setPrimForRemoval()
387 {
388 m_taintremove = true;
389 }
390
391 public override bool Flying
392 {
393 // no flying prims for you
394 get { return false; }
395 set { }
396 }
397
398 public override bool IsColliding
399 {
400 get { return iscolliding; }
401 set { iscolliding = value; }
402 }
403
404 public override bool CollidingGround
405 {
406 get { return false; }
407 set { return; }
408 }
409
410 public override bool CollidingObj
411 {
412 get { return false; }
413 set { return; }
414 }
415
416 public override bool ThrottleUpdates
417 {
418 get { return m_throttleUpdates; }
419 set { m_throttleUpdates = value; }
420 }
421
422 public override bool Stopped
423 {
424 get { return _zeroFlag; }
425 }
426
427 public override Vector3 Position
428 {
429 get { return _position; }
430
431 set { _position = value;
432 //m_log.Info("[PHYSICS]: " + _position.ToString());
433 }
434 }
435
436 public override Vector3 Size
437 {
438 get { return _size; }
439 set
440 {
441 if (value.IsFinite())
442 {
443 _size = value;
444 }
445 else
446 {
447 m_log.Warn("[PHYSICS]: Got NaN Size on object");
448 }
449 }
450 }
451
452 public override float Mass
453 {
454 get { return CalculateMass(); }
455 }
456
457 public override Vector3 Force
458 {
459 //get { return Vector3.Zero; }
460 get { return m_force; }
461 set
462 {
463 if (value.IsFinite())
464 {
465 m_force = value;
466 }
467 else
468 {
469 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
470 }
471 }
472 }
473
474 public override int VehicleType
475 {
476 get { return (int)m_type; }
477 set { ProcessTypeChange((Vehicle)value); }
478 }
479
480 public override void VehicleFloatParam(int param, float value)
481 {
482 ProcessFloatVehicleParam((Vehicle) param, value);
483 }
484
485 public override void VehicleVectorParam(int param, Vector3 value)
486 {
487 ProcessVectorVehicleParam((Vehicle) param, value);
488 }
489
490 public override void VehicleRotationParam(int param, Quaternion rotation)
491 {
492 ProcessRotationVehicleParam((Vehicle) param, rotation);
493 }
494
495 public override void VehicleFlags(int param, bool remove)
496 {
497 ProcessVehicleFlags(param, remove);
498 }
499
500 public override void SetVolumeDetect(int param)
501 {
502 lock (_parent_scene.OdeLock)
503 {
504 m_isVolumeDetect = (param!=0);
505 }
506 }
507
508 public override Vector3 CenterOfMass
509 {
510 get { return Vector3.Zero; }
511 }
512
513 public override Vector3 GeometricCenter
514 {
515 get { return Vector3.Zero; }
516 }
517
518 public override PrimitiveBaseShape Shape
519 {
520 set
521 {
522 _pbs = value;
523 m_taintshape = true;
524 }
525 }
526
527 public override Vector3 Velocity
528 {
529 get
530 {
531 // Averate previous velocity with the new one so
532 // client object interpolation works a 'little' better
533 if (_zeroFlag)
534 return Vector3.Zero;
535
536 Vector3 returnVelocity = Vector3.Zero;
537 returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2;
538 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2;
539 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2;
540 return returnVelocity;
541 }
542 set
543 {
544 if (value.IsFinite())
545 {
546 _velocity = value;
547
548 m_taintVelocity = value;
549 _parent_scene.AddPhysicsActorTaint(this);
550 }
551 else
552 {
553 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
554 }
555
556 }
557 }
558
559 public override Vector3 Torque
560 {
561 get
562 {
563 if (!m_isphysical || Body == IntPtr.Zero)
564 return Vector3.Zero;
565
566 return _torque;
567 }
568
569 set
570 {
571 if (value.IsFinite())
572 {
573 m_taintTorque = value;
574 _parent_scene.AddPhysicsActorTaint(this);
575 }
576 else
577 {
578 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
579 }
580 }
581 }
582
583 public override float CollisionScore
584 {
585 get { return m_collisionscore; }
586 set { m_collisionscore = value; }
587 }
588
589 public override bool Kinematic
590 {
591 get { return false; }
592 set { }
593 }
594
595 public override Quaternion Orientation
596 {
597 get { return _orientation; }
598 set
599 {
600 if (QuaternionIsFinite(value))
601 {
602 _orientation = value;
603 }
604 else
605 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
606
607 }
608 }
609
610
611 public override bool FloatOnWater
612 {
613 set {
614 m_taintCollidesWater = value;
615 _parent_scene.AddPhysicsActorTaint(this);
616 }
617 }
618
619 public override void SetMomentum(Vector3 momentum)
620 {
621 }
622
623 public override Vector3 PIDTarget
624 {
625 set
626 {
627 if (value.IsFinite())
628 {
629 m_PIDTarget = value;
630 }
631 else
632 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
633 }
634 }
635 public override bool PIDActive { set { m_usePID = value; } }
636 public override float PIDTau { set { m_PIDTau = value; } }
637
638 // For RotLookAt
639 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
640 public override bool APIDActive { set { m_useAPID = value; } }
641 public override float APIDStrength { set { m_APIDStrength = value; } }
642 public override float APIDDamping { set { m_APIDDamping = value; } }
643
644 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
645 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
646 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
647 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
648
649 internal static bool QuaternionIsFinite(Quaternion q)
650 {
651 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
652 return false;
653 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
654 return false;
655 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
656 return false;
657 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
658 return false;
659 return true;
660 }
661
662 public override Vector3 Acceleration // client updates read data via here
663 {
664 get { return _acceleration; }
665 }
666
667
668 public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything.
669 {
670 _acceleration = accel;
671 }
672
673 public override void AddForce(Vector3 force, bool pushforce)
674 {
675 if (force.IsFinite())
676 {
677 lock (m_forcelist)
678 m_forcelist.Add(force);
679
680 m_taintforce = true;
681 }
682 else
683 {
684 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
685 }
686 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
687 }
688
689 public override void AddAngularForce(Vector3 force, bool pushforce)
690 {
691 if (force.IsFinite())
692 {
693 m_angularforcelist.Add(force);
694 m_taintaddangularforce = true;
695 }
696 else
697 {
698 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
699 }
700 }
701
702 public override Vector3 RotationalVelocity
703 {
704 get
705 {
706 return m_rotationalVelocity;
707 }
708 set
709 {
710 if (value.IsFinite())
711 {
712 m_rotationalVelocity = value;
713 }
714 else
715 {
716 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
717 }
718 }
719 }
720
721 public override void CrossingFailure()
722 {
723 m_crossingfailures++;
724 if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
725 {
726 base.RaiseOutOfBounds(_position);
727 return;
728 }
729 else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
730 {
731 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
732 }
733 }
734
735 public override float Buoyancy
736 {
737 get { return m_buoyancy; }
738// set { m_buoyancy = value; }
739 set {
740 m_buoyancy = value;
741
742 Console.WriteLine("m_buoyancy={0}", m_buoyancy);
743 }
744 }
745
746 public override void link(PhysicsActor obj)
747 {
748 m_taintparent = obj;
749 }
750
751 public override void delink()
752 {
753 m_taintparent = null;
754 }
755
756 public override void LockAngularMotion(Vector3 axis)
757 {
758 // This is actually ROTATION ENABLE, not a lock.
759 // default is <1,1,1> which is all enabled.
760 // The lock value is updated inside Move(), no point in using the taint system.
761 // OS 'm_taintAngularLock' etc change to m_rotateEnable.
762 if (axis.IsFinite())
763 {
764 axis.X = (axis.X > 0) ? 1f : 0f;
765 axis.Y = (axis.Y > 0) ? 1f : 0f;
766 axis.Z = (axis.Z > 0) ? 1f : 0f;
767 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
768 m_rotateEnableRequest = axis;
769 m_rotateEnableUpdate = true;
770 }
771 else
772 {
773 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
774 }
775 }
776
777
778 public void SetGeom(IntPtr geom)
779 {
780 if(prim_geom != IntPtr.Zero)
781 {
782 // Remove any old entries
783//string tPA;
784//_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA);
785//Console.WriteLine("**** Remove {0}", tPA);
786 if(_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom);
787 if(_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom);
788 d.GeomDestroy(prim_geom);
789 }
790
791 prim_geom = geom;
792//Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
793 if (prim_geom != IntPtr.Zero)
794 {
795 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
796 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
797 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
798 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
799//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName);
800 }
801
802 if (childPrim)
803 {
804 if (_parent != null && _parent is OdePrim)
805 {
806 OdePrim parent = (OdePrim)_parent;
807//Console.WriteLine("SetGeom calls ChildSetGeom");
808 parent.ChildSetGeom(this);
809 }
810 }
811 //m_log.Warn("Setting Geom to: " + prim_geom);
812 }
813
814 public void enableBodySoft()
815 {
816 if (!childPrim)
817 {
818 if (m_isphysical && Body != IntPtr.Zero)
819 {
820 d.BodyEnable(Body);
821 if (m_type != Vehicle.TYPE_NONE)
822 Enable(Body, _parent_scene);
823 }
824
825 m_disabled = false;
826 }
827 }
828
829 public void disableBodySoft()
830 {
831 m_disabled = true;
832
833 if (m_isphysical && Body != IntPtr.Zero)
834 {
835 d.BodyDisable(Body);
836 Halt();
837 }
838 }
839
840 public void enableBody()
841 {
842 // Don't enable this body if we're a child prim
843 // this should be taken care of in the parent function not here
844 if (!childPrim)
845 {
846 // Sets the geom to a body
847 Body = d.BodyCreate(_parent_scene.world);
848
849 setMass();
850 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
851 d.Quaternion myrot = new d.Quaternion();
852 myrot.X = _orientation.X;
853 myrot.Y = _orientation.Y;
854 myrot.Z = _orientation.Z;
855 myrot.W = _orientation.W;
856 d.BodySetQuaternion(Body, ref myrot);
857 d.GeomSetBody(prim_geom, Body);
858 m_collisionCategories |= CollisionCategories.Body;
859 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
860
861 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
862 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
863
864 d.BodySetAutoDisableFlag(Body, true);
865 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
866
867 // disconnect from world gravity so we can apply buoyancy
868 d.BodySetGravityMode (Body, false);
869
870 m_interpenetrationcount = 0;
871 m_collisionscore = 0;
872 m_disabled = false;
873
874 if (m_type != Vehicle.TYPE_NONE)
875 {
876 Enable(Body, _parent_scene);
877 }
878
879 _parent_scene.addActivePrim(this);
880 }
881 }
882
883 #region Mass Calculation
884
885 private float CalculateMass()
886 {
887 float volume = 0;
888
889 // No material is passed to the physics engines yet.. soo..
890 // we're using the m_density constant in the class definition
891
892 float returnMass = 0;
893
894 switch (_pbs.ProfileShape)
895 {
896 case ProfileShape.Square:
897 // Profile Volume
898
899 volume = _size.X*_size.Y*_size.Z;
900
901 // If the user has 'hollowed out'
902 // ProfileHollow is one of those 0 to 50000 values :P
903 // we like percentages better.. so turning into a percentage
904
905 if (((float) _pbs.ProfileHollow/50000f) > 0.0)
906 {
907 float hollowAmount = (float) _pbs.ProfileHollow/50000f;
908
909 // calculate the hollow volume by it's shape compared to the prim shape
910 float hollowVolume = 0;
911 switch (_pbs.HollowShape)
912 {
913 case HollowShape.Square:
914 case HollowShape.Same:
915 // Cube Hollow volume calculation
916 float hollowsizex = _size.X*hollowAmount;
917 float hollowsizey = _size.Y*hollowAmount;
918 float hollowsizez = _size.Z*hollowAmount;
919 hollowVolume = hollowsizex*hollowsizey*hollowsizez;
920 break;
921
922 case HollowShape.Circle:
923 // Hollow shape is a perfect cyllinder in respect to the cube's scale
924 // Cyllinder hollow volume calculation
925 float hRadius = _size.X/2;
926 float hLength = _size.Z;
927
928 // pi * r2 * h
929 hollowVolume = ((float) (Math.PI*Math.Pow(hRadius, 2)*hLength)*hollowAmount);
930 break;
931
932 case HollowShape.Triangle:
933 // Equilateral Triangular Prism volume hollow calculation
934 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
935
936 float aLength = _size.Y;
937 // 1/2 abh
938 hollowVolume = (float) ((0.5*aLength*_size.X*_size.Z)*hollowAmount);
939 break;
940
941 default:
942 hollowVolume = 0;
943 break;
944 }
945 volume = volume - hollowVolume;
946 }
947
948 break;
949 case ProfileShape.Circle:
950 if (_pbs.PathCurve == (byte)Extrusion.Straight)
951 {
952 // Cylinder
953 float volume1 = (float)(Math.PI * Math.Pow(_size.X/2, 2) * _size.Z);
954 float volume2 = (float)(Math.PI * Math.Pow(_size.Y/2, 2) * _size.Z);
955
956 // Approximating the cylinder's irregularity.
957 if (volume1 > volume2)
958 {
959 volume = (float)volume1 - (volume1 - volume2);
960 }
961 else if (volume2 > volume1)
962 {
963 volume = (float)volume2 - (volume2 - volume1);
964 }
965 else
966 {
967 // Regular cylinder
968 volume = volume1;
969 }
970 }
971 else
972 {
973 // We don't know what the shape is yet, so use default
974 volume = _size.X * _size.Y * _size.Z;
975 }
976 // If the user has 'hollowed out'
977 // ProfileHollow is one of those 0 to 50000 values :P
978 // we like percentages better.. so turning into a percentage
979
980 if (((float)_pbs.ProfileHollow / 50000f) > 0.0)
981 {
982 float hollowAmount = (float)_pbs.ProfileHollow / 50000f;
983
984 // calculate the hollow volume by it's shape compared to the prim shape
985 float hollowVolume = 0;
986 switch (_pbs.HollowShape)
987 {
988 case HollowShape.Same:
989 case HollowShape.Circle:
990 // Hollow shape is a perfect cyllinder in respect to the cube's scale
991 // Cyllinder hollow volume calculation
992 float hRadius = _size.X / 2;
993 float hLength = _size.Z;
994
995 // pi * r2 * h
996 hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount);
997 break;
998
999 case HollowShape.Square:
1000 // Cube Hollow volume calculation
1001 float hollowsizex = _size.X * hollowAmount;
1002 float hollowsizey = _size.Y * hollowAmount;
1003 float hollowsizez = _size.Z * hollowAmount;
1004 hollowVolume = hollowsizex * hollowsizey * hollowsizez;
1005 break;
1006
1007 case HollowShape.Triangle:
1008 // Equilateral Triangular Prism volume hollow calculation
1009 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
1010
1011 float aLength = _size.Y;
1012 // 1/2 abh
1013 hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
1014 break;
1015
1016 default:
1017 hollowVolume = 0;
1018 break;
1019 }
1020 volume = volume - hollowVolume;
1021 }
1022 break;
1023
1024 case ProfileShape.HalfCircle:
1025 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1026 {
1027 if (_size.X == _size.Y && _size.Y == _size.Z)
1028 {
1029 // regular sphere
1030 // v = 4/3 * pi * r^3
1031 float sradius3 = (float)Math.Pow((_size.X / 2), 3);
1032 volume = (float)((4f / 3f) * Math.PI * sradius3);
1033 }
1034 else
1035 {
1036 // we treat this as a box currently
1037 volume = _size.X * _size.Y * _size.Z;
1038 }
1039 }
1040 else
1041 {
1042 // We don't know what the shape is yet, so use default
1043 volume = _size.X * _size.Y * _size.Z;
1044 }
1045 break;
1046
1047 case ProfileShape.EquilateralTriangle:
1048 /*
1049 v = (abs((xB*yA-xA*yB)+(xC*yB-xB*yC)+(xA*yC-xC*yA))/2) * h
1050
1051 // seed mesh
1052 Vertex MM = new Vertex(-0.25f, -0.45f, 0.0f);
1053 Vertex PM = new Vertex(+0.5f, 0f, 0.0f);
1054 Vertex PP = new Vertex(-0.25f, +0.45f, 0.0f);
1055 */
1056 float xA = -0.25f * _size.X;
1057 float yA = -0.45f * _size.Y;
1058
1059 float xB = 0.5f * _size.X;
1060 float yB = 0;
1061
1062 float xC = -0.25f * _size.X;
1063 float yC = 0.45f * _size.Y;
1064
1065 volume = (float)((Math.Abs((xB * yA - xA * yB) + (xC * yB - xB * yC) + (xA * yC - xC * yA)) / 2) * _size.Z);
1066
1067 // If the user has 'hollowed out'
1068 // ProfileHollow is one of those 0 to 50000 values :P
1069 // we like percentages better.. so turning into a percentage
1070 float fhollowFactor = ((float)_pbs.ProfileHollow / 1.9f);
1071 if (((float)fhollowFactor / 50000f) > 0.0)
1072 {
1073 float hollowAmount = (float)fhollowFactor / 50000f;
1074
1075 // calculate the hollow volume by it's shape compared to the prim shape
1076 float hollowVolume = 0;
1077 switch (_pbs.HollowShape)
1078 {
1079 case HollowShape.Same:
1080 case HollowShape.Triangle:
1081 // Equilateral Triangular Prism volume hollow calculation
1082 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
1083
1084 float aLength = _size.Y;
1085 // 1/2 abh
1086 hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
1087 break;
1088
1089 case HollowShape.Square:
1090 // Cube Hollow volume calculation
1091 float hollowsizex = _size.X * hollowAmount;
1092 float hollowsizey = _size.Y * hollowAmount;
1093 float hollowsizez = _size.Z * hollowAmount;
1094 hollowVolume = hollowsizex * hollowsizey * hollowsizez;
1095 break;
1096
1097 case HollowShape.Circle:
1098 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1099 // Cyllinder hollow volume calculation
1100 float hRadius = _size.X / 2;
1101 float hLength = _size.Z;
1102
1103 // pi * r2 * h
1104 hollowVolume = ((float)((Math.PI * Math.Pow(hRadius, 2) * hLength)/2) * hollowAmount);
1105 break;
1106
1107 default:
1108 hollowVolume = 0;
1109 break;
1110 }
1111 volume = volume - hollowVolume;
1112 }
1113 break;
1114
1115 default:
1116 // we don't have all of the volume formulas yet so
1117 // use the common volume formula for all
1118 volume = _size.X*_size.Y*_size.Z;
1119 break;
1120 }
1121
1122 // Calculate Path cut effect on volume
1123 // Not exact, in the triangle hollow example
1124 // They should never be zero or less then zero..
1125 // we'll ignore it if it's less then zero
1126
1127 // ProfileEnd and ProfileBegin are values
1128 // from 0 to 50000
1129
1130 // Turning them back into percentages so that I can cut that percentage off the volume
1131
1132 float PathCutEndAmount = _pbs.ProfileEnd;
1133 float PathCutStartAmount = _pbs.ProfileBegin;
1134 if (((PathCutStartAmount + PathCutEndAmount)/50000f) > 0.0f)
1135 {
1136 float pathCutAmount = ((PathCutStartAmount + PathCutEndAmount)/50000f);
1137
1138 // Check the return amount for sanity
1139 if (pathCutAmount >= 0.99f)
1140 pathCutAmount = 0.99f;
1141
1142 volume = volume - (volume*pathCutAmount);
1143 }
1144 UInt16 taperX = _pbs.PathScaleX;
1145 UInt16 taperY = _pbs.PathScaleY;
1146 float taperFactorX = 0;
1147 float taperFactorY = 0;
1148
1149 // Mass = density * volume
1150 if (taperX != 100)
1151 {
1152 if (taperX > 100)
1153 {
1154 taperFactorX = 1.0f - ((float)taperX / 200);
1155 //m_log.Warn("taperTopFactorX: " + extr.taperTopFactorX.ToString());
1156 }
1157 else
1158 {
1159 taperFactorX = 1.0f - ((100 - (float)taperX) / 100);
1160 //m_log.Warn("taperBotFactorX: " + extr.taperBotFactorX.ToString());
1161 }
1162 volume = (float)volume * ((taperFactorX / 3f) + 0.001f);
1163 }
1164
1165 if (taperY != 100)
1166 {
1167 if (taperY > 100)
1168 {
1169 taperFactorY = 1.0f - ((float)taperY / 200);
1170 //m_log.Warn("taperTopFactorY: " + extr.taperTopFactorY.ToString());
1171 }
1172 else
1173 {
1174 taperFactorY = 1.0f - ((100 - (float)taperY) / 100);
1175 //m_log.Warn("taperBotFactorY: " + extr.taperBotFactorY.ToString());
1176 }
1177 volume = (float)volume * ((taperFactorY / 3f) + 0.001f);
1178 }
1179 returnMass = m_density*volume;
1180 if (returnMass <= 0) returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1181
1182
1183
1184 // Recursively calculate mass
1185 bool HasChildPrim = false;
1186 lock (childrenPrim)
1187 {
1188 if (childrenPrim.Count > 0)
1189 {
1190 HasChildPrim = true;
1191 }
1192
1193 }
1194 if (HasChildPrim)
1195 {
1196 OdePrim[] childPrimArr = new OdePrim[0];
1197
1198 lock (childrenPrim)
1199 childPrimArr = childrenPrim.ToArray();
1200
1201 for (int i = 0; i < childPrimArr.Length; i++)
1202 {
1203 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
1204 returnMass += childPrimArr[i].CalculateMass();
1205 // failsafe, this shouldn't happen but with OpenSim, you never know :)
1206 if (i > 256)
1207 break;
1208 }
1209 }
1210 if (returnMass > _parent_scene.maximumMassObject)
1211 returnMass = _parent_scene.maximumMassObject;
1212 return returnMass;
1213 }// end CalculateMass
1214
1215 #endregion
1216
1217 public void setMass()
1218 {
1219 if (Body != (IntPtr) 0)
1220 {
1221 float newmass = CalculateMass();
1222
1223 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
1224
1225 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
1226 d.BodySetMass(Body, ref pMass);
1227 }
1228 }
1229
1230 public void disableBody()
1231 {
1232 //this kills the body so things like 'mesh' can re-create it.
1233 lock (this)
1234 {
1235 if (!childPrim)
1236 {
1237 if (Body != IntPtr.Zero)
1238 {
1239 _parent_scene.remActivePrim(this);
1240 m_collisionCategories &= ~CollisionCategories.Body;
1241 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1242
1243 if (prim_geom != IntPtr.Zero)
1244 {
1245 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1246 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1247 }
1248
1249
1250 d.BodyDestroy(Body);
1251 lock (childrenPrim)
1252 {
1253 if (childrenPrim.Count > 0)
1254 {
1255 foreach (OdePrim prm in childrenPrim)
1256 {
1257 _parent_scene.remActivePrim(prm);
1258 prm.Body = IntPtr.Zero;
1259 }
1260 }
1261 }
1262 Body = IntPtr.Zero;
1263 }
1264 }
1265 else
1266 {
1267 _parent_scene.remActivePrim(this);
1268
1269 m_collisionCategories &= ~CollisionCategories.Body;
1270 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1271
1272 if (prim_geom != IntPtr.Zero)
1273 {
1274 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1275 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1276 }
1277
1278
1279 Body = IntPtr.Zero;
1280 }
1281 }
1282 m_disabled = true;
1283 m_collisionscore = 0;
1284 }
1285
1286 private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
1287
1288 public void setMesh(OdeScene parent_scene, IMesh mesh)
1289 {
1290 // This sleeper is there to moderate how long it takes between
1291 // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
1292
1293 //Thread.Sleep(10);
1294
1295 //Kill Body so that mesh can re-make the geom
1296 if (IsPhysical && Body != IntPtr.Zero)
1297 {
1298 if (childPrim)
1299 {
1300 if (_parent != null)
1301 {
1302 OdePrim parent = (OdePrim)_parent;
1303 parent.ChildDelink(this);
1304 }
1305 }
1306 else
1307 {
1308 disableBody();
1309 }
1310 }
1311
1312 IntPtr vertices, indices;
1313 int vertexCount, indexCount;
1314 int vertexStride, triStride;
1315 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1316 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1317
1318 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
1319 if (m_MeshToTriMeshMap.ContainsKey(mesh))
1320 {
1321 _triMeshData = m_MeshToTriMeshMap[mesh];
1322 }
1323 else
1324 {
1325 _triMeshData = d.GeomTriMeshDataCreate();
1326
1327 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1328 d.GeomTriMeshDataPreprocess(_triMeshData);
1329 m_MeshToTriMeshMap[mesh] = _triMeshData;
1330 }
1331
1332 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1333 try
1334 {
1335 // if (prim_geom == IntPtr.Zero) // setGeom takes care of phys engine recreate and prim_geom pointer
1336 // {
1337 SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
1338 // }
1339 }
1340 catch (AccessViolationException)
1341 {
1342 m_log.Error("[PHYSICS]: MESH LOCKED");
1343 return;
1344 }
1345
1346
1347 // if (IsPhysical && Body == (IntPtr) 0)
1348 // {
1349 // Recreate the body
1350 // m_interpenetrationcount = 0;
1351 // m_collisionscore = 0;
1352
1353 // enableBody();
1354 // }
1355 }
1356
1357 public void ProcessTaints(float timestep) //=============================================================================
1358 {
1359 if (m_taintadd)
1360 {
1361 changeadd(timestep);
1362 }
1363
1364 if (prim_geom != IntPtr.Zero)
1365 {
1366 if (!_position.ApproxEquals(m_taintposition, 0f))
1367 changemove(timestep);
1368
1369 if (m_taintrot != _orientation)
1370 {
1371 if(childPrim && IsPhysical) // For physical child prim...
1372 {
1373 rotate(timestep);
1374 // KF: ODE will also rotate the parent prim!
1375 // so rotate the root back to where it was
1376 OdePrim parent = (OdePrim)_parent;
1377 parent.rotate(timestep);
1378 }
1379 else
1380 {
1381 //Just rotate the prim
1382 rotate(timestep);
1383 }
1384 }
1385 //
1386
1387 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
1388 changePhysicsStatus(timestep);
1389 //
1390
1391 if (!_size.ApproxEquals(m_taintsize,0f))
1392 changesize(timestep);
1393 //
1394
1395 if (m_taintshape)
1396 changeshape(timestep);
1397 //
1398
1399 if (m_taintforce)
1400 changeAddForce(timestep);
1401
1402 if (m_taintaddangularforce)
1403 changeAddAngularForce(timestep);
1404
1405 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
1406 changeSetTorque(timestep);
1407
1408 if (m_taintdisable)
1409 changedisable(timestep);
1410
1411 if (m_taintselected != m_isSelected)
1412 changeSelectedStatus(timestep);
1413
1414 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
1415 changevelocity(timestep);
1416
1417 if (m_taintparent != _parent)
1418 changelink(timestep);
1419
1420 if (m_taintCollidesWater != m_collidesWater)
1421 changefloatonwater(timestep);
1422/* obsolete
1423 if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f))
1424 changeAngularLock(timestep);
1425 */
1426 }
1427 else
1428 {
1429 m_log.Error("[PHYSICS]: The scene reused a disposed PhysActor! *waves finger*, Don't be evil. A couple of things can cause this. An improper prim breakdown(be sure to set prim_geom to zero after d.GeomDestroy! An improper buildup (creating the geom failed). Or, the Scene Reused a physics actor after disposing it.)");
1430 }
1431 }
1432
1433/* obsolete
1434 private void changeAngularLock(float timestep)
1435 {
1436 if (_parent == null)
1437 {
1438 m_angularLock = m_taintAngularLock;
1439 m_angularLockSet = true;
1440 }
1441 }
1442 */
1443 private void changelink(float timestep)
1444 {
1445 // If the newly set parent is not null
1446 // create link
1447 if (_parent == null && m_taintparent != null)
1448 {
1449 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1450 {
1451 OdePrim obj = (OdePrim)m_taintparent;
1452 //obj.disableBody();
1453 obj.ParentPrim(this);
1454
1455 /*
1456 if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body)
1457 {
1458 _linkJointGroup = d.JointGroupCreate(0);
1459 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1460 d.JointAttach(m_linkJoint, obj.Body, Body);
1461 d.JointSetFixed(m_linkJoint);
1462 }
1463 */
1464 }
1465 }
1466 // If the newly set parent is null
1467 // destroy link
1468 else if (_parent != null && m_taintparent == null)
1469 {
1470 if (_parent is OdePrim)
1471 {
1472 OdePrim obj = (OdePrim)_parent;
1473 obj.ChildDelink(this);
1474 childPrim = false;
1475 //_parent = null;
1476 }
1477
1478 /*
1479 if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0)
1480 d.JointGroupDestroy(_linkJointGroup);
1481
1482 _linkJointGroup = (IntPtr)0;
1483 m_linkJoint = (IntPtr)0;
1484 */
1485 }
1486
1487 _parent = m_taintparent;
1488 m_taintPhysics = m_isphysical;
1489 }
1490
1491 // I'm the parent
1492 // prim is the child
1493 public void ParentPrim(OdePrim prim)
1494 {
1495 if (this.m_localID != prim.m_localID)
1496 {
1497 if (Body == IntPtr.Zero)
1498 {
1499 Body = d.BodyCreate(_parent_scene.world);
1500 setMass();
1501 }
1502 if (Body != IntPtr.Zero)
1503 {
1504 lock (childrenPrim)
1505 {
1506 if (!childrenPrim.Contains(prim))
1507 {
1508 childrenPrim.Add(prim);
1509
1510 foreach (OdePrim prm in childrenPrim)
1511 {
1512 d.Mass m2;
1513 d.MassSetZero(out m2);
1514 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
1515
1516
1517 d.Quaternion quat = new d.Quaternion();
1518 quat.W = prm._orientation.W;
1519 quat.X = prm._orientation.X;
1520 quat.Y = prm._orientation.Y;
1521 quat.Z = prm._orientation.Z;
1522
1523 d.Matrix3 mat = new d.Matrix3();
1524 d.RfromQ(out mat, ref quat);
1525 d.MassRotate(ref m2, ref mat);
1526 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
1527 d.MassAdd(ref pMass, ref m2);
1528 }
1529 foreach (OdePrim prm in childrenPrim)
1530 {
1531
1532 prm.m_collisionCategories |= CollisionCategories.Body;
1533 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1534
1535 if (prm.prim_geom == IntPtr.Zero)
1536 {
1537 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
1538 continue;
1539 }
1540//Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + m_primName);
1541 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1542 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1543
1544
1545 d.Quaternion quat = new d.Quaternion();
1546 quat.W = prm._orientation.W;
1547 quat.X = prm._orientation.X;
1548 quat.Y = prm._orientation.Y;
1549 quat.Z = prm._orientation.Z;
1550
1551 d.Matrix3 mat = new d.Matrix3();
1552 d.RfromQ(out mat, ref quat);
1553 if (Body != IntPtr.Zero)
1554 {
1555 d.GeomSetBody(prm.prim_geom, Body);
1556 prm.childPrim = true;
1557 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z);
1558 //d.GeomSetOffsetPosition(prim.prim_geom,
1559 // (Position.X - prm.Position.X) - pMass.c.X,
1560 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1561 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1562 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
1563 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
1564 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1565 d.BodySetMass(Body, ref pMass);
1566 }
1567 else
1568 {
1569 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
1570 }
1571
1572
1573 prm.m_interpenetrationcount = 0;
1574 prm.m_collisionscore = 0;
1575 prm.m_disabled = false;
1576
1577 prm.Body = Body;
1578 _parent_scene.addActivePrim(prm);
1579 }
1580 m_collisionCategories |= CollisionCategories.Body;
1581 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1582
1583//Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + m_primName);
1584 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1585//Console.WriteLine(" Post GeomSetCategoryBits 2");
1586 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1587
1588
1589 d.Quaternion quat2 = new d.Quaternion();
1590 quat2.W = _orientation.W;
1591 quat2.X = _orientation.X;
1592 quat2.Y = _orientation.Y;
1593 quat2.Z = _orientation.Z;
1594
1595 d.Matrix3 mat2 = new d.Matrix3();
1596 d.RfromQ(out mat2, ref quat2);
1597 d.GeomSetBody(prim_geom, Body);
1598 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
1599 //d.GeomSetOffsetPosition(prim.prim_geom,
1600 // (Position.X - prm.Position.X) - pMass.c.X,
1601 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1602 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1603 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
1604 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1605 d.BodySetMass(Body, ref pMass);
1606
1607 d.BodySetAutoDisableFlag(Body, true);
1608 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1609
1610
1611 m_interpenetrationcount = 0;
1612 m_collisionscore = 0;
1613 m_disabled = false;
1614
1615 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
1616 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
1617 _parent_scene.addActivePrim(this);
1618 }
1619 }
1620 }
1621 }
1622
1623 }
1624
1625 private void ChildSetGeom(OdePrim odePrim)
1626 {
1627 //if (m_isphysical && Body != IntPtr.Zero)
1628 lock (childrenPrim)
1629 {
1630 foreach (OdePrim prm in childrenPrim)
1631 {
1632 //prm.childPrim = true;
1633 prm.disableBody();
1634 //prm.m_taintparent = null;
1635 //prm._parent = null;
1636 //prm.m_taintPhysics = false;
1637 //prm.m_disabled = true;
1638 //prm.childPrim = false;
1639 }
1640 }
1641 disableBody();
1642
1643
1644 if (Body != IntPtr.Zero)
1645 {
1646 _parent_scene.remActivePrim(this);
1647 }
1648
1649 lock (childrenPrim)
1650 {
1651 foreach (OdePrim prm in childrenPrim)
1652 {
1653 ParentPrim(prm);
1654 }
1655 }
1656
1657 }
1658
1659 private void ChildDelink(OdePrim odePrim)
1660 {
1661 // Okay, we have a delinked child.. need to rebuild the body.
1662 lock (childrenPrim)
1663 {
1664 foreach (OdePrim prm in childrenPrim)
1665 {
1666 prm.childPrim = true;
1667 prm.disableBody();
1668 //prm.m_taintparent = null;
1669 //prm._parent = null;
1670 //prm.m_taintPhysics = false;
1671 //prm.m_disabled = true;
1672 //prm.childPrim = false;
1673 }
1674 }
1675 disableBody();
1676
1677 lock (childrenPrim)
1678 {
1679 childrenPrim.Remove(odePrim);
1680 }
1681
1682 if (Body != IntPtr.Zero)
1683 {
1684 _parent_scene.remActivePrim(this);
1685 }
1686
1687 lock (childrenPrim)
1688 {
1689 foreach (OdePrim prm in childrenPrim)
1690 {
1691 ParentPrim(prm);
1692 }
1693 }
1694 }
1695
1696 private void changeSelectedStatus(float timestep)
1697 {
1698 if (m_taintselected)
1699 {
1700 m_collisionCategories = CollisionCategories.Selected;
1701 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1702
1703 // We do the body disable soft twice because 'in theory' a collision could have happened
1704 // in between the disabling and the collision properties setting
1705 // which would wake the physical body up from a soft disabling and potentially cause it to fall
1706 // through the ground.
1707
1708 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
1709 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
1710 // so that causes the selected part to wake up and continue moving.
1711
1712 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
1713 // assembly will stop simulating during the selection, because of the lack of atomicity
1714 // of select operations (their processing could be interrupted by a thread switch, causing
1715 // simulation to continue before all of the selected object notifications trickle down to
1716 // the physics engine).
1717
1718 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
1719 // selected and disabled. then, due to a thread switch, the selection processing is
1720 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
1721 // selection was not yet processed, continues to simulate. this wakes up ALL of the
1722 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
1723 // up, start simulating again, which in turn wakes up the last 50.
1724
1725 if (m_isphysical)
1726 {
1727 disableBodySoft();
1728 }
1729
1730 if (prim_geom != IntPtr.Zero)
1731 {
1732 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1733 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1734 }
1735
1736 if (m_isphysical)
1737 {
1738 disableBodySoft();
1739
1740 if (Body != IntPtr.Zero)
1741 {
1742 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1743 d.BodySetForce(Body, 0, 0, 0);
1744 enableBodySoft();
1745 }
1746 }
1747 }
1748 else
1749 {
1750 m_collisionCategories = CollisionCategories.Geom;
1751
1752 if (m_isphysical)
1753 m_collisionCategories |= CollisionCategories.Body;
1754
1755 m_collisionFlags = m_default_collisionFlags;
1756
1757 if (m_collidesLand)
1758 m_collisionFlags |= CollisionCategories.Land;
1759 if (m_collidesWater)
1760 m_collisionFlags |= CollisionCategories.Water;
1761
1762 if (prim_geom != IntPtr.Zero)
1763 {
1764 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1765 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1766 }
1767/* Uhhh - stop the motion if the object is _selected_!!
1768 if (m_isphysical)
1769 {
1770 if (Body != IntPtr.Zero)
1771 {
1772 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1773 d.BodySetForce(Body, 0, 0, 0);
1774 enableBodySoft();
1775 }
1776 }
1777*/
1778 }
1779
1780 resetCollisionAccounting();
1781 m_isSelected = m_taintselected;
1782 }//end changeSelectedStatus
1783
1784 public void ResetTaints()
1785 {
1786 m_taintposition = _position;
1787 m_taintrot = _orientation;
1788 m_taintPhysics = m_isphysical;
1789 m_taintselected = m_isSelected;
1790 m_taintsize = _size;
1791 m_taintshape = false;
1792 m_taintforce = false;
1793 m_taintdisable = false;
1794 m_taintVelocity = Vector3.Zero;
1795 }
1796
1797 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
1798 {
1799//Console.WriteLine("CreateGeom:");
1800 if (_mesh != null) // Special - make mesh
1801 {
1802 setMesh(_parent_scene, _mesh);
1803 }
1804 else // not a mesh
1805 {
1806 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) // special profile??
1807 {
1808 if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) // Equi-size
1809 {
1810 if (((_size.X / 2f) > 0f)) // Has size
1811 {
1812 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1813 try
1814 {
1815//Console.WriteLine(" CreateGeom 1");
1816 SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
1817 }
1818 catch (AccessViolationException)
1819 {
1820 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1821 ode.dunlock(_parent_scene.world);
1822 return;
1823 }
1824 }
1825 else
1826 {
1827 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1828 try
1829 {
1830//Console.WriteLine(" CreateGeom 2");
1831 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1832 }
1833 catch (AccessViolationException)
1834 {
1835 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1836 ode.dunlock(_parent_scene.world);
1837 return;
1838 }
1839 }
1840 }
1841 else // not equi-size
1842 {
1843 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1844 try
1845 {
1846//Console.WriteLine(" CreateGeom 3");
1847 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1848 }
1849 catch (AccessViolationException)
1850 {
1851 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1852 ode.dunlock(_parent_scene.world);
1853 return;
1854 }
1855 }
1856 }
1857
1858 else // not special profile
1859 {
1860 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1861 try
1862 {
1863//Console.WriteLine(" CreateGeom 4");
1864 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1865 }
1866 catch (AccessViolationException)
1867 {
1868 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1869 ode.dunlock(_parent_scene.world);
1870 return;
1871 }
1872 }
1873 }
1874 }
1875
1876 public void changeadd(float timestep)
1877 {
1878 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1879 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
1880
1881 if (targetspace == IntPtr.Zero)
1882 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
1883
1884 m_targetSpace = targetspace;
1885
1886 if (_mesh == null && m_meshfailed == false)
1887 {
1888 if (_parent_scene.needsMeshing(_pbs))
1889 {
1890 // Don't need to re-enable body.. it's done in SetMesh
1891 try
1892 {
1893 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
1894 }
1895 catch
1896 {
1897 //Don't continuously try to mesh prims when meshing has failed
1898 m_meshfailed = true;
1899 }
1900 // createmesh returns null when it's a shape that isn't a cube.
1901 // m_log.Debug(m_localID);
1902 }
1903 }
1904
1905
1906 lock (_parent_scene.OdeLock)
1907 {
1908//Console.WriteLine("changeadd 1");
1909 CreateGeom(m_targetSpace, _mesh);
1910
1911 if (prim_geom != IntPtr.Zero)
1912 {
1913 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1914 d.Quaternion myrot = new d.Quaternion();
1915 myrot.X = _orientation.X;
1916 myrot.Y = _orientation.Y;
1917 myrot.Z = _orientation.Z;
1918 myrot.W = _orientation.W;
1919 d.GeomSetQuaternion(prim_geom, ref myrot);
1920 }
1921
1922 if (m_isphysical && Body == IntPtr.Zero)
1923 {
1924 enableBody();
1925 }
1926 }
1927
1928 changeSelectedStatus(timestep);
1929
1930 m_taintadd = false;
1931 }
1932
1933 public void changemove(float timestep)
1934 {
1935//Console.WriteLine("changemove sing/root {0} to {1}", m_primName, _position );
1936 if (m_isphysical)
1937 {
1938//Console.WriteLine("phys {0} {1} {2}", m_disabled, m_taintremove, childPrim);
1939// if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
1940 if (!m_taintremove && !childPrim)
1941 {
1942 if (Body == IntPtr.Zero)
1943 enableBody();
1944 //Prim auto disable after 20 frames,
1945 //if you move it, re-enable the prim manually.
1946 if (_parent != null)
1947 {
1948 if (m_linkJoint != IntPtr.Zero)
1949 {
1950 d.JointDestroy(m_linkJoint);
1951 m_linkJoint = IntPtr.Zero;
1952 }
1953 }
1954 if (Body != IntPtr.Zero)
1955 {
1956 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1957
1958 if (_parent != null)
1959 {
1960 OdePrim odParent = (OdePrim)_parent;
1961 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
1962 {
1963// KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
1964Console.WriteLine(" JointCreateFixed");
1965 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1966 d.JointAttach(m_linkJoint, Body, odParent.Body);
1967 d.JointSetFixed(m_linkJoint);
1968 }
1969 }
1970 d.BodyEnable(Body);
1971 if (m_type != Vehicle.TYPE_NONE)
1972 {
1973 Enable(Body, _parent_scene);
1974 }
1975 }
1976 else
1977 {
1978 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
1979 }
1980 }
1981 //else
1982 // {
1983 //m_log.Debug("[BUG]: race!");
1984 //}
1985 }
1986 else
1987 {
1988 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
1989 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1990 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1991
1992 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
1993 m_targetSpace = tempspace;
1994
1995 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1996 if (prim_geom != IntPtr.Zero)
1997 {
1998 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1999
2000 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2001 d.SpaceAdd(m_targetSpace, prim_geom);
2002 }
2003 }
2004
2005 changeSelectedStatus(timestep);
2006
2007 resetCollisionAccounting();
2008 m_taintposition = _position;
2009 }
2010
2011
2012
2013 public void rotate(float timestep)
2014 {
2015 d.Quaternion myrot = new d.Quaternion();
2016 myrot.X = _orientation.X;
2017 myrot.Y = _orientation.Y;
2018 myrot.Z = _orientation.Z;
2019 myrot.W = _orientation.W;
2020 if (Body != IntPtr.Zero)
2021 {
2022 // KF: If this is a root prim do BodySet
2023 d.BodySetQuaternion(Body, ref myrot);
2024 }
2025 else
2026 {
2027 // daughter prim, do Geom set
2028 d.GeomSetQuaternion(prim_geom, ref myrot);
2029 }
2030
2031 resetCollisionAccounting();
2032 m_taintrot = _orientation;
2033 }
2034
2035 private void resetCollisionAccounting()
2036 {
2037 m_collisionscore = 0;
2038 m_interpenetrationcount = 0;
2039 m_disabled = false;
2040 }
2041
2042 public void changedisable(float timestep)
2043 {
2044 m_disabled = true;
2045 if (Body != IntPtr.Zero)
2046 {
2047 d.BodyDisable(Body);
2048 Body = IntPtr.Zero;
2049 }
2050
2051 m_taintdisable = false;
2052 }
2053
2054 public void changePhysicsStatus(float timestep)
2055 {
2056 if (m_isphysical == true)
2057 {
2058 if (Body == IntPtr.Zero)
2059 {
2060 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2061 {
2062 changeshape(2f);
2063 }
2064 else
2065 {
2066 enableBody();
2067 }
2068 }
2069 }
2070 else
2071 {
2072 if (Body != IntPtr.Zero)
2073 {
2074 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2075 {
2076 _mesh = null;
2077//Console.WriteLine("changePhysicsStatus for " + m_primName );
2078 changeadd(2f);
2079 }
2080 if (childPrim)
2081 {
2082 if (_parent != null)
2083 {
2084 OdePrim parent = (OdePrim)_parent;
2085 parent.ChildDelink(this);
2086 }
2087 }
2088 else
2089 {
2090 disableBody();
2091 }
2092 }
2093 }
2094
2095 changeSelectedStatus(timestep);
2096
2097 resetCollisionAccounting();
2098 m_taintPhysics = m_isphysical;
2099 }
2100
2101 public void changesize(float timestamp)
2102 {
2103
2104 string oldname = _parent_scene.geom_name_map[prim_geom];
2105
2106 if (_size.X <= 0) _size.X = 0.01f;
2107 if (_size.Y <= 0) _size.Y = 0.01f;
2108 if (_size.Z <= 0) _size.Z = 0.01f;
2109
2110 // Cleanup of old prim geometry
2111 if (_mesh != null)
2112 {
2113 // Cleanup meshing here
2114 }
2115 //kill body to rebuild
2116 if (IsPhysical && Body != IntPtr.Zero)
2117 {
2118 if (childPrim)
2119 {
2120 if (_parent != null)
2121 {
2122 OdePrim parent = (OdePrim)_parent;
2123 parent.ChildDelink(this);
2124 }
2125 }
2126 else
2127 {
2128 disableBody();
2129 }
2130 }
2131 if (d.SpaceQuery(m_targetSpace, prim_geom))
2132 {
2133 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2134 d.SpaceRemove(m_targetSpace, prim_geom);
2135 }
2136 // we don't need to do space calculation because the client sends a position update also.
2137
2138 // Construction of new prim
2139 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2140 {
2141 float meshlod = _parent_scene.meshSculptLOD;
2142
2143 if (IsPhysical)
2144 meshlod = _parent_scene.MeshSculptphysicalLOD;
2145 // Don't need to re-enable body.. it's done in SetMesh
2146
2147 IMesh mesh = null;
2148
2149 try
2150 {
2151 if (_parent_scene.needsMeshing(_pbs))
2152 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2153 }
2154 catch
2155 {
2156 m_meshfailed = true;
2157 }
2158
2159 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2160//Console.WriteLine("changesize 1");
2161 CreateGeom(m_targetSpace, mesh);
2162
2163
2164 }
2165 else
2166 {
2167 _mesh = null;
2168//Console.WriteLine("changesize 2");
2169 CreateGeom(m_targetSpace, _mesh);
2170 }
2171
2172 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2173 d.Quaternion myrot = new d.Quaternion();
2174 myrot.X = _orientation.X;
2175 myrot.Y = _orientation.Y;
2176 myrot.Z = _orientation.Z;
2177 myrot.W = _orientation.W;
2178 d.GeomSetQuaternion(prim_geom, ref myrot);
2179
2180 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2181 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2182 {
2183 // Re creates body on size.
2184 // EnableBody also does setMass()
2185 enableBody();
2186 d.BodyEnable(Body);
2187 }
2188
2189 _parent_scene.geom_name_map[prim_geom] = oldname;
2190
2191 changeSelectedStatus(timestamp);
2192 if (childPrim)
2193 {
2194 if (_parent is OdePrim)
2195 {
2196 OdePrim parent = (OdePrim)_parent;
2197 parent.ChildSetGeom(this);
2198 }
2199 }
2200 resetCollisionAccounting();
2201 m_taintsize = _size;
2202 }
2203
2204
2205
2206 public void changefloatonwater(float timestep)
2207 {
2208 m_collidesWater = m_taintCollidesWater;
2209
2210 if (prim_geom != IntPtr.Zero)
2211 {
2212 if (m_collidesWater)
2213 {
2214 m_collisionFlags |= CollisionCategories.Water;
2215 }
2216 else
2217 {
2218 m_collisionFlags &= ~CollisionCategories.Water;
2219 }
2220 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2221 }
2222 }
2223
2224 public void changeshape(float timestamp)
2225 {
2226 string oldname = _parent_scene.geom_name_map[prim_geom];
2227
2228 // Cleanup of old prim geometry and Bodies
2229 if (IsPhysical && Body != IntPtr.Zero)
2230 {
2231 if (childPrim)
2232 {
2233 if (_parent != null)
2234 {
2235 OdePrim parent = (OdePrim)_parent;
2236 parent.ChildDelink(this);
2237 }
2238 }
2239 else
2240 {
2241 disableBody();
2242 }
2243 }
2244
2245
2246 // we don't need to do space calculation because the client sends a position update also.
2247 if (_size.X <= 0) _size.X = 0.01f;
2248 if (_size.Y <= 0) _size.Y = 0.01f;
2249 if (_size.Z <= 0) _size.Z = 0.01f;
2250 // Construction of new prim
2251
2252 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2253 {
2254 // Don't need to re-enable body.. it's done in SetMesh
2255 float meshlod = _parent_scene.meshSculptLOD;
2256
2257 if (IsPhysical)
2258 meshlod = _parent_scene.MeshSculptphysicalLOD;
2259 try
2260 {
2261 IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2262 CreateGeom(m_targetSpace, mesh);
2263 }
2264 catch
2265 {
2266 m_meshfailed = true;
2267 }
2268 // createmesh returns null when it doesn't mesh.
2269 }
2270 else
2271 {
2272 _mesh = null;
2273//Console.WriteLine("changeshape");
2274 CreateGeom(m_targetSpace, null);
2275 }
2276
2277 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2278 d.Quaternion myrot = new d.Quaternion();
2279 //myrot.W = _orientation.w;
2280 myrot.W = _orientation.W;
2281 myrot.X = _orientation.X;
2282 myrot.Y = _orientation.Y;
2283 myrot.Z = _orientation.Z;
2284 d.GeomSetQuaternion(prim_geom, ref myrot);
2285
2286 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2287 if (IsPhysical && Body == IntPtr.Zero)
2288 {
2289 // Re creates body on size.
2290 // EnableBody also does setMass()
2291 enableBody();
2292 if (Body != IntPtr.Zero)
2293 {
2294 d.BodyEnable(Body);
2295 }
2296 }
2297 _parent_scene.geom_name_map[prim_geom] = oldname;
2298
2299 changeSelectedStatus(timestamp);
2300 if (childPrim)
2301 {
2302 if (_parent is OdePrim)
2303 {
2304 OdePrim parent = (OdePrim)_parent;
2305 parent.ChildSetGeom(this);
2306 }
2307 }
2308 resetCollisionAccounting();
2309 m_taintshape = false;
2310 }
2311
2312 public void changeAddForce(float timestamp)
2313 {
2314 if (!m_isSelected)
2315 {
2316 lock (m_forcelist)
2317 {
2318 //m_log.Info("[PHYSICS]: dequeing forcelist");
2319 if (IsPhysical)
2320 {
2321 Vector3 iforce = Vector3.Zero;
2322 int i = 0;
2323 try
2324 {
2325 for (i = 0; i < m_forcelist.Count; i++)
2326 {
2327
2328 iforce = iforce + (m_forcelist[i] * 100);
2329 }
2330 }
2331 catch (IndexOutOfRangeException)
2332 {
2333 m_forcelist = new List<Vector3>();
2334 m_collisionscore = 0;
2335 m_interpenetrationcount = 0;
2336 m_taintforce = false;
2337 return;
2338 }
2339 catch (ArgumentOutOfRangeException)
2340 {
2341 m_forcelist = new List<Vector3>();
2342 m_collisionscore = 0;
2343 m_interpenetrationcount = 0;
2344 m_taintforce = false;
2345 return;
2346 }
2347 d.BodyEnable(Body);
2348 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2349 }
2350 m_forcelist.Clear();
2351 }
2352
2353 m_collisionscore = 0;
2354 m_interpenetrationcount = 0;
2355 }
2356
2357 m_taintforce = false;
2358
2359 }
2360
2361
2362
2363 public void changeSetTorque(float timestamp)
2364 {
2365 if (!m_isSelected)
2366 {
2367 if (IsPhysical && Body != IntPtr.Zero)
2368 {
2369 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2370 }
2371 }
2372
2373 m_taintTorque = Vector3.Zero;
2374 }
2375
2376 public void changeAddAngularForce(float timestamp)
2377 {
2378 if (!m_isSelected)
2379 {
2380 lock (m_angularforcelist)
2381 {
2382 //m_log.Info("[PHYSICS]: dequeing forcelist");
2383 if (IsPhysical)
2384 {
2385 Vector3 iforce = Vector3.Zero;
2386 for (int i = 0; i < m_angularforcelist.Count; i++)
2387 {
2388 iforce = iforce + (m_angularforcelist[i] * 100);
2389 }
2390 d.BodyEnable(Body);
2391 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2392
2393 }
2394 m_angularforcelist.Clear();
2395 }
2396
2397 m_collisionscore = 0;
2398 m_interpenetrationcount = 0;
2399 }
2400
2401 m_taintaddangularforce = false;
2402 }
2403
2404 private void changevelocity(float timestep)
2405 {
2406 if (!m_isSelected)
2407 {
2408 Thread.Sleep(20);
2409 if (IsPhysical)
2410 {
2411 if (Body != IntPtr.Zero)
2412 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2413 }
2414
2415 //resetCollisionAccounting();
2416 }
2417 m_taintVelocity = Vector3.Zero;
2418 }
2419
2420 public void UpdatePositionAndVelocity()
2421 {
2422 return; // moved to the Move () method
2423 }
2424
2425 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
2426 {
2427 obj.I.M00 = pMat[0, 0];
2428 obj.I.M01 = pMat[0, 1];
2429 obj.I.M02 = pMat[0, 2];
2430 obj.I.M10 = pMat[1, 0];
2431 obj.I.M11 = pMat[1, 1];
2432 obj.I.M12 = pMat[1, 2];
2433 obj.I.M20 = pMat[2, 0];
2434 obj.I.M21 = pMat[2, 1];
2435 obj.I.M22 = pMat[2, 2];
2436 return obj;
2437 }
2438
2439 public override void SubscribeEvents(int ms)
2440 {
2441 m_eventsubscription = ms;
2442 _parent_scene.addCollisionEventReporting(this);
2443 }
2444
2445 public override void UnSubscribeEvents()
2446 {
2447 _parent_scene.remCollisionEventReporting(this);
2448 m_eventsubscription = 0;
2449 }
2450
2451 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
2452 {
2453 if (CollisionEventsThisFrame == null)
2454 CollisionEventsThisFrame = new CollisionEventUpdate();
2455 CollisionEventsThisFrame.addCollider(CollidedWith, contact);
2456 }
2457
2458 public void SendCollisions()
2459 {
2460 if (CollisionEventsThisFrame == null)
2461 return;
2462
2463 base.SendCollisionUpdate(CollisionEventsThisFrame);
2464
2465 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
2466 CollisionEventsThisFrame = null;
2467 else
2468 CollisionEventsThisFrame = new CollisionEventUpdate();
2469 }
2470
2471 public override bool SubscribedEvents()
2472 {
2473 if (m_eventsubscription > 0)
2474 return true;
2475 return false;
2476 }
2477
2478 public static Matrix4 Inverse(Matrix4 pMat)
2479 {
2480 if (determinant3x3(pMat) == 0)
2481 {
2482 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
2483 }
2484
2485
2486
2487 return (Adjoint(pMat) / determinant3x3(pMat));
2488 }
2489
2490 public static Matrix4 Adjoint(Matrix4 pMat)
2491 {
2492 Matrix4 adjointMatrix = new Matrix4();
2493 for (int i=0; i<4; i++)
2494 {
2495 for (int j=0; j<4; j++)
2496 {
2497 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
2498 }
2499 }
2500
2501 adjointMatrix = Transpose(adjointMatrix);
2502 return adjointMatrix;
2503 }
2504
2505 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
2506 {
2507 Matrix4 minor = new Matrix4();
2508 int m = 0, n = 0;
2509 for (int i = 0; i < 4; i++)
2510 {
2511 if (i == iRow)
2512 continue;
2513 n = 0;
2514 for (int j = 0; j < 4; j++)
2515 {
2516 if (j == iCol)
2517 continue;
2518 Matrix4SetValue(ref minor, m,n, matrix[i, j]);
2519 n++;
2520 }
2521 m++;
2522 }
2523 return minor;
2524 }
2525
2526 public static Matrix4 Transpose(Matrix4 pMat)
2527 {
2528 Matrix4 transposeMatrix = new Matrix4();
2529 for (int i = 0; i < 4; i++)
2530 for (int j = 0; j < 4; j++)
2531 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
2532 return transposeMatrix;
2533 }
2534
2535 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
2536 {
2537 switch (r)
2538 {
2539 case 0:
2540 switch (c)
2541 {
2542 case 0:
2543 pMat.M11 = val;
2544 break;
2545 case 1:
2546 pMat.M12 = val;
2547 break;
2548 case 2:
2549 pMat.M13 = val;
2550 break;
2551 case 3:
2552 pMat.M14 = val;
2553 break;
2554 }
2555
2556 break;
2557 case 1:
2558 switch (c)
2559 {
2560 case 0:
2561 pMat.M21 = val;
2562 break;
2563 case 1:
2564 pMat.M22 = val;
2565 break;
2566 case 2:
2567 pMat.M23 = val;
2568 break;
2569 case 3:
2570 pMat.M24 = val;
2571 break;
2572 }
2573
2574 break;
2575 case 2:
2576 switch (c)
2577 {
2578 case 0:
2579 pMat.M31 = val;
2580 break;
2581 case 1:
2582 pMat.M32 = val;
2583 break;
2584 case 2:
2585 pMat.M33 = val;
2586 break;
2587 case 3:
2588 pMat.M34 = val;
2589 break;
2590 }
2591
2592 break;
2593 case 3:
2594 switch (c)
2595 {
2596 case 0:
2597 pMat.M41 = val;
2598 break;
2599 case 1:
2600 pMat.M42 = val;
2601 break;
2602 case 2:
2603 pMat.M43 = val;
2604 break;
2605 case 3:
2606 pMat.M44 = val;
2607 break;
2608 }
2609
2610 break;
2611 }
2612 }
2613 private static float determinant3x3(Matrix4 pMat)
2614 {
2615 float det = 0;
2616 float diag1 = pMat[0, 0]*pMat[1, 1]*pMat[2, 2];
2617 float diag2 = pMat[0, 1]*pMat[2, 1]*pMat[2, 0];
2618 float diag3 = pMat[0, 2]*pMat[1, 0]*pMat[2, 1];
2619 float diag4 = pMat[2, 0]*pMat[1, 1]*pMat[0, 2];
2620 float diag5 = pMat[2, 1]*pMat[1, 2]*pMat[0, 0];
2621 float diag6 = pMat[2, 2]*pMat[1, 0]*pMat[0, 1];
2622
2623 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
2624 return det;
2625
2626 }
2627
2628 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
2629 {
2630 dst.c.W = src.c.W;
2631 dst.c.X = src.c.X;
2632 dst.c.Y = src.c.Y;
2633 dst.c.Z = src.c.Z;
2634 dst.mass = src.mass;
2635 dst.I.M00 = src.I.M00;
2636 dst.I.M01 = src.I.M01;
2637 dst.I.M02 = src.I.M02;
2638 dst.I.M10 = src.I.M10;
2639 dst.I.M11 = src.I.M11;
2640 dst.I.M12 = src.I.M12;
2641 dst.I.M20 = src.I.M20;
2642 dst.I.M21 = src.I.M21;
2643 dst.I.M22 = src.I.M22;
2644 }
2645
2646 public override void SetMaterial(int pMaterial)
2647 {
2648 m_material = pMaterial;
2649 }
2650
2651 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
2652 {
2653 switch (pParam)
2654 {
2655 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
2656 if (pValue < 0.01f) pValue = 0.01f;
2657 // m_angularDeflectionEfficiency = pValue;
2658 break;
2659 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
2660 if (pValue < 0.1f) pValue = 0.1f;
2661 // m_angularDeflectionTimescale = pValue;
2662 break;
2663 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
2664 if (pValue < 0.3f) pValue = 0.3f;
2665 m_angularMotorDecayTimescale = pValue;
2666 break;
2667 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
2668 if (pValue < 0.3f) pValue = 0.3f;
2669 m_angularMotorTimescale = pValue;
2670 break;
2671 case Vehicle.BANKING_EFFICIENCY:
2672 if (pValue < 0.01f) pValue = 0.01f;
2673 // m_bankingEfficiency = pValue;
2674 break;
2675 case Vehicle.BANKING_MIX:
2676 if (pValue < 0.01f) pValue = 0.01f;
2677 // m_bankingMix = pValue;
2678 break;
2679 case Vehicle.BANKING_TIMESCALE:
2680 if (pValue < 0.01f) pValue = 0.01f;
2681 // m_bankingTimescale = pValue;
2682 break;
2683 case Vehicle.BUOYANCY:
2684 if (pValue < -1f) pValue = -1f;
2685 if (pValue > 1f) pValue = 1f;
2686 m_VehicleBuoyancy = pValue;
2687 break;
2688// case Vehicle.HOVER_EFFICIENCY:
2689// if (pValue < 0f) pValue = 0f;
2690// if (pValue > 1f) pValue = 1f;
2691// m_VhoverEfficiency = pValue;
2692// break;
2693 case Vehicle.HOVER_HEIGHT:
2694 m_VhoverHeight = pValue;
2695 break;
2696 case Vehicle.HOVER_TIMESCALE:
2697 if (pValue < 0.1f) pValue = 0.1f;
2698 m_VhoverTimescale = pValue;
2699 break;
2700 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
2701 if (pValue < 0.01f) pValue = 0.01f;
2702 // m_linearDeflectionEfficiency = pValue;
2703 break;
2704 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
2705 if (pValue < 0.01f) pValue = 0.01f;
2706 // m_linearDeflectionTimescale = pValue;
2707 break;
2708 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
2709 if (pValue < 0.3f) pValue = 0.3f;
2710 m_linearMotorDecayTimescale = pValue;
2711 break;
2712 case Vehicle.LINEAR_MOTOR_TIMESCALE:
2713 if (pValue < 0.1f) pValue = 0.1f;
2714 m_linearMotorTimescale = pValue;
2715 break;
2716 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
2717 if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
2718 if (pValue > 1.0f) pValue = 1.0f;
2719 m_verticalAttractionEfficiency = pValue;
2720 break;
2721 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
2722 if (pValue < 0.1f) pValue = 0.1f;
2723 m_verticalAttractionTimescale = pValue;
2724 break;
2725
2726 // These are vector properties but the engine lets you use a single float value to
2727 // set all of the components to the same value
2728 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2729 if (pValue > 30f) pValue = 30f;
2730 if (pValue < 0.1f) pValue = 0.1f;
2731 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
2732 break;
2733 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2734 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
2735 UpdateAngDecay();
2736 break;
2737 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2738 if (pValue < 0.1f) pValue = 0.1f;
2739 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
2740 break;
2741 case Vehicle.LINEAR_MOTOR_DIRECTION:
2742 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
2743 UpdateLinDecay();
2744 break;
2745 case Vehicle.LINEAR_MOTOR_OFFSET:
2746 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
2747 break;
2748
2749 }
2750
2751 }//end ProcessFloatVehicleParam
2752
2753 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
2754 {
2755 switch (pParam)
2756 {
2757 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2758 if (pValue.X > 30f) pValue.X = 30f;
2759 if (pValue.X < 0.1f) pValue.X = 0.1f;
2760 if (pValue.Y > 30f) pValue.Y = 30f;
2761 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2762 if (pValue.Z > 30f) pValue.Z = 30f;
2763 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2764 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2765 break;
2766 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2767 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
2768 // Limit requested angular speed to 2 rps= 4 pi rads/sec
2769 if(m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
2770 if(m_angularMotorDirection.X < - 12.56f) m_angularMotorDirection.X = - 12.56f;
2771 if(m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
2772 if(m_angularMotorDirection.Y < - 12.56f) m_angularMotorDirection.Y = - 12.56f;
2773 if(m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
2774 if(m_angularMotorDirection.Z < - 12.56f) m_angularMotorDirection.Z = - 12.56f;
2775 UpdateAngDecay();
2776 break;
2777 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2778 if (pValue.X < 0.1f) pValue.X = 0.1f;
2779 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2780 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2781 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2782 break;
2783 case Vehicle.LINEAR_MOTOR_DIRECTION:
2784 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
2785 UpdateLinDecay();
2786 break;
2787 case Vehicle.LINEAR_MOTOR_OFFSET:
2788 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
2789 break;
2790 }
2791
2792 }//end ProcessVectorVehicleParam
2793
2794 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
2795 {
2796 switch (pParam)
2797 {
2798 case Vehicle.REFERENCE_FRAME:
2799 // m_referenceFrame = pValue;
2800 break;
2801 }
2802
2803 }//end ProcessRotationVehicleParam
2804
2805 internal void ProcessVehicleFlags(int pParam, bool remove)
2806 {
2807 if (remove)
2808 {
2809 m_flags &= ~((VehicleFlag)pParam);
2810 }
2811 else
2812 {
2813 m_flags |= (VehicleFlag)pParam;
2814 }
2815 }
2816
2817 internal void ProcessTypeChange(Vehicle pType)
2818 {
2819 // Set Defaults For Type
2820 m_type = pType;
2821 switch (pType)
2822 {
2823 case Vehicle.TYPE_SLED:
2824 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
2825 m_angularFrictionTimescale = new Vector3(30, 30, 30);
2826// m_lLinMotorVel = Vector3.Zero;
2827 m_linearMotorTimescale = 1000;
2828 m_linearMotorDecayTimescale = 120;
2829 m_angularMotorDirection = Vector3.Zero;
2830 m_angularMotorDVel = Vector3.Zero;
2831 m_angularMotorTimescale = 1000;
2832 m_angularMotorDecayTimescale = 120;
2833 m_VhoverHeight = 0;
2834// m_VhoverEfficiency = 1;
2835 m_VhoverTimescale = 10;
2836 m_VehicleBuoyancy = 0;
2837 // m_linearDeflectionEfficiency = 1;
2838 // m_linearDeflectionTimescale = 1;
2839 // m_angularDeflectionEfficiency = 1;
2840 // m_angularDeflectionTimescale = 1000;
2841 // m_bankingEfficiency = 0;
2842 // m_bankingMix = 1;
2843 // m_bankingTimescale = 10;
2844 // m_referenceFrame = Quaternion.Identity;
2845 m_flags &=
2846 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2847 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
2848 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2849 break;
2850 case Vehicle.TYPE_CAR:
2851 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
2852 m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30.
2853// m_lLinMotorVel = Vector3.Zero;
2854 m_linearMotorTimescale = 1;
2855 m_linearMotorDecayTimescale = 60;
2856 m_angularMotorDirection = Vector3.Zero;
2857 m_angularMotorDVel = Vector3.Zero;
2858 m_angularMotorTimescale = 1;
2859 m_angularMotorDecayTimescale = 0.8f;
2860 m_VhoverHeight = 0;
2861// m_VhoverEfficiency = 0;
2862 m_VhoverTimescale = 1000;
2863 m_VehicleBuoyancy = 0;
2864 // // m_linearDeflectionEfficiency = 1;
2865 // // m_linearDeflectionTimescale = 2;
2866 // // m_angularDeflectionEfficiency = 0;
2867 // m_angularDeflectionTimescale = 10;
2868 m_verticalAttractionEfficiency = 1f;
2869 m_verticalAttractionTimescale = 10f;
2870 // m_bankingEfficiency = -0.2f;
2871 // m_bankingMix = 1;
2872 // m_bankingTimescale = 1;
2873 // m_referenceFrame = Quaternion.Identity;
2874 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
2875 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
2876 VehicleFlag.LIMIT_MOTOR_UP);
2877 break;
2878 case Vehicle.TYPE_BOAT:
2879 m_linearFrictionTimescale = new Vector3(10, 3, 2);
2880 m_angularFrictionTimescale = new Vector3(10,10,10);
2881// m_lLinMotorVel = Vector3.Zero;
2882 m_linearMotorTimescale = 5;
2883 m_linearMotorDecayTimescale = 60;
2884 m_angularMotorDirection = Vector3.Zero;
2885 m_angularMotorDVel = Vector3.Zero;
2886 m_angularMotorTimescale = 4;
2887 m_angularMotorDecayTimescale = 4;
2888 m_VhoverHeight = 0;
2889// m_VhoverEfficiency = 0.5f;
2890 m_VhoverTimescale = 2;
2891 m_VehicleBuoyancy = 1;
2892 // m_linearDeflectionEfficiency = 0.5f;
2893 // m_linearDeflectionTimescale = 3;
2894 // m_angularDeflectionEfficiency = 0.5f;
2895 // m_angularDeflectionTimescale = 5;
2896 m_verticalAttractionEfficiency = 0.5f;
2897 m_verticalAttractionTimescale = 5f;
2898 // m_bankingEfficiency = -0.3f;
2899 // m_bankingMix = 0.8f;
2900 // m_bankingTimescale = 1;
2901 // m_referenceFrame = Quaternion.Identity;
2902 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
2903 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
2904 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
2905 VehicleFlag.LIMIT_MOTOR_UP);
2906 break;
2907 case Vehicle.TYPE_AIRPLANE:
2908 m_linearFrictionTimescale = new Vector3(200, 10, 5);
2909 m_angularFrictionTimescale = new Vector3(20, 20, 20);
2910// m_lLinMotorVel = Vector3.Zero;
2911 m_linearMotorTimescale = 2;
2912 m_linearMotorDecayTimescale = 60;
2913 m_angularMotorDirection = Vector3.Zero;
2914 m_angularMotorDVel = Vector3.Zero;
2915 m_angularMotorTimescale = 4;
2916 m_angularMotorDecayTimescale = 4;
2917 m_VhoverHeight = 0;
2918// m_VhoverEfficiency = 0.5f;
2919 m_VhoverTimescale = 1000;
2920 m_VehicleBuoyancy = 0;
2921 // m_linearDeflectionEfficiency = 0.5f;
2922 // m_linearDeflectionTimescale = 3;
2923 // m_angularDeflectionEfficiency = 1;
2924 // m_angularDeflectionTimescale = 2;
2925 m_verticalAttractionEfficiency = 0.9f;
2926 m_verticalAttractionTimescale = 2f;
2927 // m_bankingEfficiency = 1;
2928 // m_bankingMix = 0.7f;
2929 // m_bankingTimescale = 2;
2930 // m_referenceFrame = Quaternion.Identity;
2931 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2932 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2933 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
2934 break;
2935 case Vehicle.TYPE_BALLOON:
2936 m_linearFrictionTimescale = new Vector3(5, 5, 5);
2937 m_angularFrictionTimescale = new Vector3(10, 10, 10);
2938 m_linearMotorTimescale = 5;
2939 m_linearMotorDecayTimescale = 60;
2940 m_angularMotorDirection = Vector3.Zero;
2941 m_angularMotorDVel = Vector3.Zero;
2942 m_angularMotorTimescale = 6;
2943 m_angularMotorDecayTimescale = 10;
2944 m_VhoverHeight = 5;
2945// m_VhoverEfficiency = 0.8f;
2946 m_VhoverTimescale = 10;
2947 m_VehicleBuoyancy = 1;
2948 // m_linearDeflectionEfficiency = 0;
2949 // m_linearDeflectionTimescale = 5;
2950 // m_angularDeflectionEfficiency = 0;
2951 // m_angularDeflectionTimescale = 5;
2952 m_verticalAttractionEfficiency = 1f;
2953 m_verticalAttractionTimescale = 100f;
2954 // m_bankingEfficiency = 0;
2955 // m_bankingMix = 0.7f;
2956 // m_bankingTimescale = 5;
2957 // m_referenceFrame = Quaternion.Identity;
2958 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2959 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2960 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
2961 break;
2962
2963 }
2964 }//end SetDefaultsForType
2965
2966 internal void Enable(IntPtr pBody, OdeScene pParentScene)
2967 {
2968 if (m_type == Vehicle.TYPE_NONE)
2969 return;
2970
2971 m_body = pBody;
2972 }
2973
2974
2975 internal void Halt()
2976 { // Kill all motions, when non-physical
2977 // m_linearMotorDirection = Vector3.Zero;
2978 m_lLinMotorDVel = Vector3.Zero;
2979 m_lLinObjectVel = Vector3.Zero;
2980 m_wLinObjectVel = Vector3.Zero;
2981 m_angularMotorDirection = Vector3.Zero;
2982 m_lastAngularVelocity = Vector3.Zero;
2983 m_angularMotorDVel = Vector3.Zero;
2984 _acceleration = Vector3.Zero;
2985 }
2986
2987 private void UpdateLinDecay()
2988 {
2989// if (Math.Abs(m_linearMotorDirection.X) > Math.Abs(m_lLinMotorDVel.X)) m_lLinMotorDVel.X = m_linearMotorDirection.X;
2990// if (Math.Abs(m_linearMotorDirection.Y) > Math.Abs(m_lLinMotorDVel.Y)) m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
2991// if (Math.Abs(m_linearMotorDirection.Z) > Math.Abs(m_lLinMotorDVel.Z)) m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
2992 m_lLinMotorDVel.X = m_linearMotorDirection.X;
2993 m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
2994 m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
2995 } // else let the motor decay on its own
2996
2997 private void UpdateAngDecay()
2998 {
2999// if (Math.Abs(m_angularMotorDirection.X) > Math.Abs(m_angularMotorDVel.X)) m_angularMotorDVel.X = m_angularMotorDirection.X;
3000// if (Math.Abs(m_angularMotorDirection.Y) > Math.Abs(m_angularMotorDVel.Y)) m_angularMotorDVel.Y = m_angularMotorDirection.Y;
3001// if (Math.Abs(m_angularMotorDirection.Z) > Math.Abs(m_angularMotorDVel.Z)) m_angularMotorDVel.Z = m_angularMotorDirection.Z;
3002 m_angularMotorDVel.X = m_angularMotorDirection.X;
3003 m_angularMotorDVel.Y = m_angularMotorDirection.Y;
3004 m_angularMotorDVel.Z = m_angularMotorDirection.Z;
3005 } // else let the motor decay on its own
3006
3007 public void Move(float timestep)
3008 {
3009 float fx = 0;
3010 float fy = 0;
3011 float fz = 0;
3012 Vector3 linvel; // velocity applied, including any reversal
3013 int outside = 0;
3014
3015 // If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders.
3016 // This is a temp patch until proper region crossing is developed.
3017
3018 int failureLimit = _parent_scene.geomCrossingFailuresBeforeOutofbounds;
3019 int fence = _parent_scene.geomRegionFence;
3020
3021 float border_limit = 0.05f; // original limit
3022 if (fence == 1) border_limit = 0.5f; // bounce point
3023
3024 frcount++; // used to limit debug comment output
3025 if (frcount > 50)
3026 frcount = 0;
3027
3028 if(revcount > 0) revcount--;
3029
3030 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // Only move root prims.
3031 {
3032 // Old public void UpdatePositionAndVelocity(), more accuratley calculated here
3033 bool lastZeroFlag = _zeroFlag; // was it stopped
3034
3035 d.Vector3 vec = d.BodyGetPosition(Body);
3036 Vector3 l_position = Vector3.Zero;
3037 l_position.X = vec.X;
3038 l_position.Y = vec.Y;
3039 l_position.Z = vec.Z;
3040 m_lastposition = _position;
3041 _position = l_position;
3042
3043 d.Quaternion ori = d.BodyGetQuaternion(Body);
3044 // Quaternion l_orientation = Quaternion.Identity;
3045 _orientation.X = ori.X;
3046 _orientation.Y = ori.Y;
3047 _orientation.Z = ori.Z;
3048 _orientation.W = ori.W;
3049 m_lastorientation = _orientation;
3050
3051 d.Vector3 vel = d.BodyGetLinearVel(Body);
3052 m_lastVelocity = _velocity;
3053 _velocity.X = vel.X;
3054 _velocity.Y = vel.Y;
3055 _velocity.Z = vel.Z;
3056 _acceleration = ((_velocity - m_lastVelocity) / timestep);
3057
3058 d.Vector3 torque = d.BodyGetTorque(Body);
3059 _torque = new Vector3(torque.X, torque.Y, torque.Z);
3060
3061 base.RequestPhysicsterseUpdate();
3062
3063//Console.WriteLine("Move {0} at {1}", m_primName, l_position);
3064
3065 // Check if outside region
3066 // In Scene.cs/CrossPrimGroupIntoNewRegion the object is checked for 0.1M from border!
3067 if (l_position.X > ((float)_parent_scene.WorldExtents.X - border_limit))
3068 {
3069 l_position.X = ((float)_parent_scene.WorldExtents.X - border_limit);
3070 outside = 1;
3071 }
3072
3073 if (l_position.X < border_limit)
3074 {
3075 l_position.X = border_limit;
3076 outside = 2;
3077 }
3078 if (l_position.Y > ((float)_parent_scene.WorldExtents.Y - border_limit))
3079 {
3080 l_position.Y = ((float)_parent_scene.WorldExtents.Y - border_limit);
3081 outside = 3;
3082 }
3083
3084 if (l_position.Y < border_limit)
3085 {
3086 l_position.Y = border_limit;
3087 outside = 4;
3088 }
3089
3090 if (outside > 0)
3091 {
3092//Console.WriteLine(" fence = {0}",fence);
3093
3094//Console.WriteLine("Border {0}", l_position);
3095 if (fence == 1) // bounce object off boundary
3096 {
3097 if (revcount == 0)
3098 {
3099 if (outside < 3)
3100 {
3101 _velocity.X = -_velocity.X;
3102 }
3103 else
3104 {
3105 _velocity.Y = -_velocity.Y;
3106 }
3107 if (m_type != Vehicle.TYPE_NONE) Halt();
3108 _position = l_position;
3109 m_taintposition = _position;
3110 m_lastVelocity = _velocity;
3111 _acceleration = Vector3.Zero;
3112 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
3113 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
3114 base.RequestPhysicsterseUpdate();
3115
3116 revcount = 25; // wait for object to move away from border
3117 }
3118 } // else old crossing mode
3119 else if (m_crossingfailures < failureLimit)
3120 { // keep trying to cross?
3121 _position = l_position;
3122 //_parent_scene.remActivePrim(this);
3123 if (_parent == null) base.RequestPhysicsterseUpdate();
3124 return; // Dont process any other motion?
3125 }
3126 else
3127 { // Too many tries
3128 if (_parent == null) base.RaiseOutOfBounds(l_position);
3129//Console.WriteLine("ROOB 2");
3130
3131 return; // Dont process any other motion?
3132 } // end various methods
3133 } // end outside region horizontally
3134
3135
3136 if (l_position.Z < 0)
3137 {
3138 // This is so prim that get lost underground don't fall forever and suck up
3139 //
3140 // Sim resources and memory.
3141 // Disables the prim's movement physics....
3142 // It's a hack and will generate a console message if it fails.
3143
3144 //IsPhysical = false;
3145 if (_parent == null) base.RaiseOutOfBounds(_position);
3146//Console.WriteLine("ROOB 3");
3147
3148
3149 _acceleration.X = 0; // This stuff may stop client display but it has no
3150 _acceleration.Y = 0; // effect on the object in phys engine!
3151 _acceleration.Z = 0;
3152
3153 _velocity.X = 0;
3154 _velocity.Y = 0;
3155 _velocity.Z = 0;
3156 m_rotationalVelocity.X = 0;
3157 m_rotationalVelocity.Y = 0;
3158 m_rotationalVelocity.Z = 0;
3159
3160 if (_parent == null) base.RequestPhysicsterseUpdate();
3161
3162 m_throttleUpdates = false;
3163 throttleCounter = 0;
3164 _zeroFlag = true;
3165 //outofBounds = true;
3166 } // end neg Z check
3167
3168 // Is it moving?
3169 if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
3170 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
3171 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02)
3172 && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001)) // KF 0.01 is far to large
3173 {
3174 _zeroFlag = true;
3175 m_throttleUpdates = false;
3176 }
3177 else
3178 {
3179 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3180 _zeroFlag = false;
3181 m_lastUpdateSent = false;
3182 //m_throttleUpdates = false;
3183 }
3184
3185 if (_zeroFlag)
3186 { // Its stopped
3187 _velocity.X = 0.0f;
3188 _velocity.Y = 0.0f;
3189 _velocity.Z = 0.0f;
3190
3191 _acceleration.X = 0;
3192 _acceleration.Y = 0;
3193 _acceleration.Z = 0;
3194
3195 m_rotationalVelocity.X = 0;
3196 m_rotationalVelocity.Y = 0;
3197 m_rotationalVelocity.Z = 0;
3198 if (!m_lastUpdateSent)
3199 {
3200 m_throttleUpdates = false;
3201 throttleCounter = 0;
3202 if (_parent == null)
3203 {
3204 base.RequestPhysicsterseUpdate();
3205 }
3206
3207 m_lastUpdateSent = true;
3208 }
3209 }
3210 else
3211 { // Its moving
3212 if (lastZeroFlag != _zeroFlag)
3213 {
3214 if (_parent == null)
3215 {
3216 base.RequestPhysicsterseUpdate();
3217 }
3218 }
3219 m_lastUpdateSent = false;
3220 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3221 {
3222 if (_parent == null)
3223 {
3224 base.RequestPhysicsterseUpdate();
3225 }
3226 }
3227 else
3228 {
3229 throttleCounter++;
3230 }
3231 }
3232 m_lastposition = l_position;
3233
3234 /// End UpdatePositionAndVelocity insert
3235
3236
3237 // Rotation lock =====================================
3238 if(m_rotateEnableUpdate)
3239 {
3240 // Snapshot current angles, set up Amotor(s)
3241 m_rotateEnableUpdate = false;
3242 m_rotateEnable = m_rotateEnableRequest;
3243Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable);
3244
3245 if (Amotor != IntPtr.Zero)
3246 {
3247 d.JointDestroy(Amotor);
3248 Amotor = IntPtr.Zero;
3249Console.WriteLine("Old Amotor Destroyed");
3250 }
3251
3252 if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f))
3253 { // not all are enabled
3254 d.Quaternion r = d.BodyGetQuaternion(Body);
3255 Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W);
3256 // extract the axes vectors
3257 Vector3 vX = new Vector3(1f,0f,0f);
3258 Vector3 vY = new Vector3(0f,1f,0f);
3259 Vector3 vZ = new Vector3(0f,0f,1f);
3260 vX = vX * locrot;
3261 vY = vY * locrot;
3262 vZ = vZ * locrot;
3263 // snapshot the current angle vectors
3264 m_lockX = vX;
3265 m_lockY = vY;
3266 m_lockZ = vZ;
3267 // m_lockRot = locrot;
3268 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
3269 d.JointAttach(Amotor, Body, IntPtr.Zero);
3270 d.JointSetAMotorMode(Amotor, 0); // User mode??
3271Console.WriteLine("New Amotor Created for {0}", m_primName);
3272
3273 float axisnum = 3; // how many to lock
3274 axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z));
3275 d.JointSetAMotorNumAxes(Amotor,(int)axisnum);
3276Console.WriteLine("AxisNum={0}",(int)axisnum);
3277
3278 int i = 0;
3279
3280 if (m_rotateEnable.X == 0)
3281 {
3282 d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z);
3283Console.WriteLine("AxisX {0} set to {1}", i, m_lockX);
3284 i++;
3285 }
3286
3287 if (m_rotateEnable.Y == 0)
3288 {
3289 d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z);
3290Console.WriteLine("AxisY {0} set to {1}", i, m_lockY);
3291 i++;
3292 }
3293
3294 if (m_rotateEnable.Z == 0)
3295 {
3296 d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z);
3297Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ);
3298 i++;
3299 }
3300
3301 // These lowstops and high stops are effectively (no wiggle room)
3302 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0f);
3303 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
3304 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0f);
3305 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3306 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3307 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3308 d.JointSetAMotorParam(Amotor, (int) dParam.Vel, 0f);
3309 d.JointSetAMotorParam(Amotor, (int) dParam.Vel3, 0f);
3310 d.JointSetAMotorParam(Amotor, (int) dParam.Vel2, 0f);
3311 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f);
3312 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
3313 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
3314 } // else none are locked
3315 } // end Rotation Update
3316
3317
3318 // VEHICLE processing ==========================================
3319 if (m_type != Vehicle.TYPE_NONE)
3320 {
3321 // get body attitude
3322 d.Quaternion rot = d.BodyGetQuaternion(Body);
3323 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
3324 Quaternion irotq = Quaternion.Inverse(rotq);
3325
3326 // VEHICLE Linear Motion
3327 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
3328 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
3329 m_lLinObjectVel = vel_now * irotq;
3330
3331 if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
3332 {
3333 if ( Vector3.Mag(m_lLinMotorDVel) < 1.0f)
3334 {
3335 float decayfactor = m_linearMotorDecayTimescale/timestep;
3336 Vector3 decayAmount = (m_lLinMotorDVel/decayfactor);
3337 m_lLinMotorDVel -= decayAmount;
3338 }
3339 else
3340 {
3341 float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
3342 Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep;
3343 m_lLinMotorDVel -= decel;
3344 }
3345 if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3346 {
3347 m_lLinMotorDVel = Vector3.Zero;
3348 }
3349
3350 /* else
3351 {
3352 if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
3353 if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
3354 if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
3355 } */
3356 } // end linear motor decay
3357
3358 if ( (! m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
3359 {
3360 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
3361 if (m_linearMotorTimescale < 300.0f)
3362 {
3363 Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
3364 float linfactor = m_linearMotorTimescale/timestep;
3365 Vector3 attackAmount = (attack_error/linfactor) * 1.3f;
3366 m_lLinObjectVel += attackAmount;
3367 }
3368 if (m_linearFrictionTimescale.X < 300.0f)
3369 {
3370 float fricfactor = m_linearFrictionTimescale.X / timestep;
3371 float fricX = m_lLinObjectVel.X / fricfactor;
3372 m_lLinObjectVel.X -= fricX;
3373 }
3374 if (m_linearFrictionTimescale.Y < 300.0f)
3375 {
3376 float fricfactor = m_linearFrictionTimescale.Y / timestep;
3377 float fricY = m_lLinObjectVel.Y / fricfactor;
3378 m_lLinObjectVel.Y -= fricY;
3379 }
3380 if (m_linearFrictionTimescale.Z < 300.0f)
3381 {
3382 float fricfactor = m_linearFrictionTimescale.Z / timestep;
3383 float fricZ = m_lLinObjectVel.Z / fricfactor;
3384 m_lLinObjectVel.Z -= fricZ;
3385 }
3386 }
3387 m_wLinObjectVel = m_lLinObjectVel * rotq;
3388
3389 // Gravity and Buoyancy
3390 Vector3 grav = Vector3.Zero;
3391 if(m_VehicleBuoyancy < 1.0f)
3392 {
3393 // There is some gravity, make a gravity force vector
3394 // that is applied after object velocity.
3395 d.Mass objMass;
3396 d.BodyGetMass(Body, out objMass);
3397 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
3398 grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
3399 } // else its 1.0, no gravity.
3400
3401 // Hovering
3402 if( (m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
3403 {
3404 // We should hover, get the target height
3405 d.Vector3 pos = d.BodyGetPosition(Body);
3406 if((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
3407 {
3408 m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight;
3409 }
3410 else if((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
3411 {
3412 m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
3413 }
3414 else if((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
3415 {
3416 m_VhoverTargetHeight = m_VhoverHeight;
3417 }
3418
3419 if((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
3420 {
3421 // If body is aready heigher, use its height as target height
3422 if(pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
3423 }
3424
3425// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
3426// m_VhoverTimescale = 0f; // time to acheive height
3427// timestep is time since last frame,in secs
3428 float herr0 = pos.Z - m_VhoverTargetHeight;
3429 // Replace Vertical speed with correction figure if significant
3430 if(Math.Abs(herr0) > 0.01f )
3431 {
3432 //? d.Mass objMass;
3433 //? d.BodyGetMass(Body, out objMass);
3434 m_wLinObjectVel.Z = - ( (herr0 * timestep * 50.0f) / m_VhoverTimescale);
3435 //KF: m_VhoverEfficiency is not yet implemented
3436 }
3437 else
3438 {
3439 m_wLinObjectVel.Z = 0f;
3440 }
3441 }
3442 else
3443 { // not hovering
3444 if (m_wLinObjectVel.Z == 0f)
3445 { // Gravity rules
3446 m_wLinObjectVel.Z = vel_now.Z;
3447 } // else the motor has it
3448 }
3449 linvel = m_wLinObjectVel;
3450
3451 // Vehicle Linear Motion done =======================================
3452 // Apply velocity
3453 d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z);
3454 // apply gravity force
3455 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
3456//if(frcount == 0) Console.WriteLine("Grav {0}", grav);
3457 // end MoveLinear()
3458
3459
3460 // MoveAngular
3461 /*
3462 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
3463
3464 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
3465 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
3466 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
3467
3468 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
3469 private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body
3470 */
3471//if(frcount == 0) Console.WriteLine("MoveAngular ");
3472
3473 d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body);
3474 Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z);
3475 angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation
3476
3477//if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel);
3478
3479 // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack.
3480 float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep);
3481 m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor;
3482 // Decay Angular Motor 2.
3483 if (m_angularMotorDecayTimescale < 300.0f)
3484 {
3485 if ( Vector3.Mag(m_angularMotorDVel) < 1.0f)
3486 {
3487 float decayfactor = (m_angularMotorDecayTimescale)/timestep;
3488 Vector3 decayAmount = (m_angularMotorDVel/decayfactor);
3489 m_angularMotorDVel -= decayAmount;
3490 }
3491 else
3492 {
3493 Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale;
3494 m_angularMotorDVel -= decel;
3495 }
3496
3497 if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3498 {
3499 m_angularMotorDVel = Vector3.Zero;
3500 }
3501 else
3502 {
3503 if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X;
3504 if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y;
3505 if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z;
3506 }
3507 } // end decay angular motor
3508//if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3509
3510//if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
3511
3512 if ( (! m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
3513 { // if motor or object have motion
3514 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
3515
3516 if (m_angularMotorTimescale < 300.0f)
3517 {
3518 Vector3 attack_error = m_angularMotorDVel - angObjectVel;
3519 float angfactor = m_angularMotorTimescale/timestep;
3520 Vector3 attackAmount = (attack_error/angfactor);
3521 angObjectVel += attackAmount;
3522//if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
3523//if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
3524 }
3525
3526 angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
3527 angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
3528 angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
3529 } // else no signif. motion
3530
3531//if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3532 // Bank section tba
3533 // Deflection section tba
3534//if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
3535
3536
3537 /* // Rotation Axis Disables:
3538 if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
3539 {
3540 if (m_angularEnable.X == 0)
3541 angObjectVel.X = 0f;
3542 if (m_angularEnable.Y == 0)
3543 angObjectVel.Y = 0f;
3544 if (m_angularEnable.Z == 0)
3545 angObjectVel.Z = 0f;
3546 }
3547 */
3548 angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation
3549
3550 // Vertical attractor section
3551 Vector3 vertattr = Vector3.Zero;
3552
3553 if(m_verticalAttractionTimescale < 300)
3554 {
3555 float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep);
3556 // make a vector pointing up
3557 Vector3 verterr = Vector3.Zero;
3558 verterr.Z = 1.0f;
3559 // rotate it to Body Angle
3560 verterr = verterr * rotq;
3561 // verterr.X and .Y are the World error ammounts. They are 0 when there is no error (Vehicle Body is 'vertical'), and .Z will be 1.
3562 // As the body leans to its side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall and .Z will go
3563 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
3564
3565 if (verterr.Z < 0.0f)
3566 { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to
3567 // vertical, BUT for some reason a z-rotation is imparted to the object. TBI.
3568//Console.WriteLine("InvertFlip");
3569 verterr.X = 2.0f - verterr.X;
3570 verterr.Y = 2.0f - verterr.Y;
3571 }
3572 verterr *= 0.5f;
3573 // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
3574 Vector3 xyav = angObjectVel;
3575 xyav.Z = 0.0f;
3576 if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
3577 {
3578 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
3579 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
3580 vertattr.X = verterr.Y;
3581 vertattr.Y = - verterr.X;
3582 vertattr.Z = 0f;
3583//if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
3584
3585 // scaling appears better usingsquare-law
3586 float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
3587 float bounce = 1.0f - damped;
3588 // 0 = crit damp, 1 = bouncy
3589 float oavz = angObjectVel.Z; // retain z velocity
3590 // time-scaled correction, which sums, therefore is bouncy:
3591 angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce;
3592 // damped, good @ < 90:
3593 angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped);
3594 angObjectVel.Z = oavz;
3595//if(frcount == 0) Console.WriteLine("VA+");
3596//Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel);
3597 }
3598 else
3599 {
3600 // else error is very small
3601 angObjectVel.X = 0f;
3602 angObjectVel.Y = 0f;
3603//if(frcount == 0) Console.WriteLine("VA0");
3604 }
3605 } // else vertical attractor is off
3606//if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
3607
3608
3609 m_lastAngularVelocity = angObjectVel;
3610 // apply Angular Velocity to body
3611 d.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
3612//if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
3613
3614 } // end VEHICLES
3615 else
3616 {
3617 // Dyamics (NON-'VEHICLES') are dealt with here ================================================================
3618
3619 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009
3620
3621 /// Dynamics Buoyancy
3622 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
3623 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
3624 // NB Prims in ODE are no subject to global gravity
3625 // This should only affect gravity operations
3626
3627 float m_mass = CalculateMass();
3628 // calculate z-force due togravity on object.
3629 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
3630
3631 if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget.
3632 {
3633 fz = 0; // llMoveToTarget ignores gravity.
3634 // it also ignores mass of object, and any physical resting on it.
3635 // Vector3 m_PIDTarget is where we are going
3636 // float m_PIDTau is time to get there
3637 fx = 0;
3638 fy = 0;
3639 d.Vector3 pos = d.BodyGetPosition(Body);
3640 Vector3 error = new Vector3(
3641 (m_PIDTarget.X - pos.X),
3642 (m_PIDTarget.Y - pos.Y),
3643 (m_PIDTarget.Z - pos.Z));
3644 if (error.ApproxEquals(Vector3.Zero,0.01f))
3645 { // Very close, Jump there and quit move
3646 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3647 _target_velocity = Vector3.Zero;
3648 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3649 }
3650 else
3651 {
3652 float scale = 50.0f * timestep / m_PIDTau;
3653 if ((error.ApproxEquals(Vector3.Zero,0.5f)) && (_target_velocity != Vector3.Zero))
3654 {
3655 // Nearby, quit update of velocity
3656 }
3657 else
3658 { // Far, calc damped velocity
3659 _target_velocity = error * scale;
3660 }
3661 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3662 }
3663 } // end PID MoveToTarget
3664
3665 /* Original OS implementation: Does not work correctly as another phys object resting on THIS object purturbs its position.
3666 This is incorrect behavior. llMoveToTarget must move the Body no matter what phys object is resting on it.
3667
3668 //if (!d.BodyIsEnabled(Body))
3669 //d.BodySetForce(Body, 0f, 0f, 0f);
3670
3671 // no lock; for now it's only called from within Simulate()
3672
3673 // If the PID Controller isn't active then we set our force
3674 // calculating base velocity to the current position
3675
3676 if ((m_PIDTau < 1) && (m_PIDTau != 0))
3677 {
3678 //PID_G = PID_G / m_PIDTau;
3679 m_PIDTau = 1;
3680 }
3681
3682 if ((PID_G - m_PIDTau) <= 0)
3683 {
3684 PID_G = m_PIDTau + 1;
3685 }
3686 //PidStatus = true;
3687
3688 // PhysicsVector vec = new PhysicsVector();
3689// d.Vector3 vel = d.BodyGetLinearVel(Body);
3690
3691 d.Vector3 pos = d.BodyGetPosition(Body);
3692 _target_velocity =
3693 new Vector3(
3694 (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep),
3695 (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep),
3696 (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep)
3697 );
3698
3699if(frcount == 0) Console.WriteLine("PID {0} b={1} fz={2} vel={3}", m_primName, m_buoyancy, fz, _target_velocity);
3700 // if velocity is zero, use position control; otherwise, velocity control
3701
3702 if (_target_velocity.ApproxEquals(Vector3.Zero,0.1f))
3703 {
3704 // keep track of where we stopped. No more slippin' & slidin'
3705
3706 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3707 // react to the physics scene by moving it's position.
3708 // Avatar to Avatar collisions
3709 // Prim to avatar collisions
3710
3711 //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
3712 //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2);
3713 //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
3714 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3715 d.BodySetLinearVel(Body, 0, 0, 0);
3716 d.BodyAddForce(Body, 0, 0, fz);
3717 // return;
3718 }
3719 else
3720 {
3721 _zeroFlag = false;
3722
3723 // We're flying and colliding with something
3724 fx = ((_target_velocity.X) - vel.X) * (PID_D);
3725 fy = ((_target_velocity.Y) - vel.Y) * (PID_D);
3726
3727 // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
3728
3729 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3730 }
3731 } // end if (m_usePID)
3732 End of old PID system */
3733
3734
3735 /// Dynamics Hover ===================================================================================
3736 // Hover PID Controller can only run if the PIDcontroller is not in use.
3737 if (m_useHoverPID && !m_usePID)
3738 {
3739//Console.WriteLine("Hover " + m_primName);
3740
3741 // If we're using the PID controller, then we have no gravity
3742 fz = (-1 * _parent_scene.gravityz) * m_mass;
3743
3744 // no lock; for now it's only called from within Simulate()
3745
3746 // If the PID Controller isn't active then we set our force
3747 // calculating base velocity to the current position
3748
3749 if ((m_PIDTau < 1))
3750 {
3751 PID_G = PID_G / m_PIDTau;
3752 }
3753
3754 if ((PID_G - m_PIDTau) <= 0)
3755 {
3756 PID_G = m_PIDTau + 1;
3757 }
3758
3759
3760 // Where are we, and where are we headed?
3761 d.Vector3 pos = d.BodyGetPosition(Body);
3762// d.Vector3 vel = d.BodyGetLinearVel(Body);
3763
3764
3765 // Non-Vehicles have a limited set of Hover options.
3766 // determine what our target height really is based on HoverType
3767 switch (m_PIDHoverType)
3768 {
3769 case PIDHoverType.Ground:
3770 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3771 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3772 break;
3773 case PIDHoverType.GroundAndWater:
3774 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3775 m_waterHeight = _parent_scene.GetWaterLevel();
3776 if (m_groundHeight > m_waterHeight)
3777 {
3778 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3779 }
3780 else
3781 {
3782 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3783 }
3784 break;
3785
3786 } // end switch (m_PIDHoverType)
3787
3788
3789 _target_velocity =
3790 new Vector3(0.0f, 0.0f,
3791 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
3792 );
3793
3794 // if velocity is zero, use position control; otherwise, velocity control
3795
3796 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3797 {
3798 // keep track of where we stopped. No more slippin' & slidin'
3799
3800 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3801 // react to the physics scene by moving it's position.
3802 // Avatar to Avatar collisions
3803 // Prim to avatar collisions
3804 d.Vector3 dlinvel = vel;
3805
3806 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
3807 d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
3808 d.BodyAddForce(Body, 0, 0, fz);
3809 //KF this prevents furthur motions return;
3810 }
3811 else
3812 {
3813 _zeroFlag = false;
3814
3815 // We're flying and colliding with something
3816 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3817 }
3818 } // end m_useHoverPID && !m_usePID
3819
3820 /// Dynamics RotLookAt =================================================================================
3821 if (m_useAPID)
3822 {
3823 // RotLookAt, apparently overrides all other rotation sources. Inputs:
3824 // Quaternion m_APIDTarget
3825 // float m_APIDStrength // From SL experiments, this is the time to get there
3826 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
3827 // Also in SL the mass of the object has no effect on time to get there.
3828 // Factors:
3829 // get present body rotation
3830 float limit = 1.0f;
3831 float scaler = 50f; // adjusts damping time
3832 float RLAservo = 0f;
3833
3834 d.Quaternion rot = d.BodyGetQuaternion(Body);
3835 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
3836 Quaternion rot_diff = Quaternion.Inverse(rotq) * m_APIDTarget;
3837 float diff_angle;
3838 Vector3 diff_axis;
3839 rot_diff.GetAxisAngle(out diff_axis, out diff_angle);
3840 diff_axis.Normalize();
3841 if(diff_angle > 0.01f) // diff_angle is always +ve
3842 {
3843// PhysicsVector rotforce = new PhysicsVector(diff_axis.X, diff_axis.Y, diff_axis.Z);
3844 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
3845 rotforce = rotforce * rotq;
3846 if(diff_angle > limit) diff_angle = limit; // cap the rotate rate
3847// RLAservo = timestep / m_APIDStrength * m_mass * scaler;
3848 // rotforce = rotforce * RLAservo * diff_angle ;
3849 // d.BodyAddRelTorque(Body, rotforce.X, rotforce.Y, rotforce.Z);
3850 RLAservo = timestep / m_APIDStrength * scaler;
3851 rotforce = rotforce * RLAservo * diff_angle ;
3852 /*
3853 if (m_angularEnable.X == 0)
3854 rotforce.X = 0;
3855 if (m_angularEnable.Y == 0)
3856 rotforce.Y = 0;
3857 if (m_angularEnable.Z == 0)
3858 rotforce.Z = 0;
3859 */
3860 d.BodySetAngularVel (Body, rotforce.X, rotforce.Y, rotforce.Z);
3861//Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
3862 }
3863//if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
3864 } // end m_useAPID
3865
3866 /// Dynamics Apply Forces ===================================================================================
3867 fx *= m_mass;
3868 fy *= m_mass;
3869 //fz *= m_mass;
3870
3871 fx += m_force.X;
3872 fy += m_force.Y;
3873 fz += m_force.Z;
3874
3875 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3876 if (fx != 0 || fy != 0 || fz != 0)
3877 {
3878 //m_taintdisable = true;
3879 //base.RaiseOutOfBounds(Position);
3880 //d.BodySetLinearVel(Body, fx, fy, 0f);
3881 if (!d.BodyIsEnabled(Body))
3882 {
3883 // A physical body at rest on a surface will auto-disable after a while,
3884 // this appears to re-enable it incase the surface it is upon vanishes,
3885 // and the body should fall again.
3886 d.BodySetLinearVel(Body, 0f, 0f, 0f);
3887 d.BodySetForce(Body, 0, 0, 0);
3888 enableBodySoft();
3889 }
3890
3891 // 35x10 = 350n times the mass per second applied maximum.
3892 float nmax = 35f * m_mass;
3893 float nmin = -35f * m_mass;
3894
3895
3896 if (fx > nmax)
3897 fx = nmax;
3898 if (fx < nmin)
3899 fx = nmin;
3900 if (fy > nmax)
3901 fy = nmax;
3902 if (fy < nmin)
3903 fy = nmin;
3904 d.BodyAddForce(Body, fx, fy, fz);
3905//Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
3906 } // end apply forces
3907 } // end Dynamics
3908
3909/* obsolete?
3910 else
3911 { // is not physical, or is not a body or is selected
3912 // from old UpdatePositionAndVelocity, ... Not a body.. so Make sure the client isn't interpolating
3913 _velocity.X = 0;
3914 _velocity.Y = 0;
3915 _velocity.Z = 0;
3916
3917 _acceleration.X = 0;
3918 _acceleration.Y = 0;
3919 _acceleration.Z = 0;
3920
3921 m_rotationalVelocity.X = 0;
3922 m_rotationalVelocity.Y = 0;
3923 m_rotationalVelocity.Z = 0;
3924 _zeroFlag = true;
3925 return;
3926 }
3927 */
3928 } // end root prims
3929
3930 } // end Move()
3931 } // end class
3932}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..7314107
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,375 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Text;
33using OpenMetaverse;
34using OpenSim.Region.Physics.Manager;
35using Ode.NET;
36using log4net;
37
38namespace OpenSim.Region.Physics.OdePlugin
39{
40 /// <summary>
41 /// Processes raycast requests as ODE is in a state to be able to do them.
42 /// This ensures that it's thread safe and there will be no conflicts.
43 /// Requests get returned by a different thread then they were requested by.
44 /// </summary>
45 public class ODERayCastRequestManager
46 {
47 /// <summary>
48 /// Pending Raycast Requests
49 /// </summary>
50 protected List<ODERayCastRequest> m_PendingRequests = new List<ODERayCastRequest>();
51
52 /// <summary>
53 /// Scene that created this object.
54 /// </summary>
55 private OdeScene m_scene;
56
57 /// <summary>
58 /// ODE contact array to be filled by the collision testing
59 /// </summary>
60 d.ContactGeom[] contacts = new d.ContactGeom[5];
61
62 /// <summary>
63 /// ODE near callback delegate
64 /// </summary>
65 private d.NearCallback nearCallback;
66 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
67 private List<ContactResult> m_contactResults = new List<ContactResult>();
68
69
70 public ODERayCastRequestManager(OdeScene pScene)
71 {
72 m_scene = pScene;
73 nearCallback = near;
74
75 }
76
77 /// <summary>
78 /// Queues a raycast
79 /// </summary>
80 /// <param name="position">Origin of Ray</param>
81 /// <param name="direction">Ray normal</param>
82 /// <param name="length">Ray length</param>
83 /// <param name="retMethod">Return method to send the results</param>
84 public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
85 {
86 lock (m_PendingRequests)
87 {
88 ODERayCastRequest req = new ODERayCastRequest();
89 req.callbackMethod = retMethod;
90 req.length = length;
91 req.Normal = direction;
92 req.Origin = position;
93
94 m_PendingRequests.Add(req);
95 }
96 }
97
98 /// <summary>
99 /// Process all queued raycast requests
100 /// </summary>
101 /// <returns>Time in MS the raycasts took to process.</returns>
102 public int ProcessQueuedRequests()
103 {
104 int time = System.Environment.TickCount;
105 lock (m_PendingRequests)
106 {
107 if (m_PendingRequests.Count > 0)
108 {
109 ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
110 for (int i = 0; i < reqs.Length; i++)
111 {
112 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
113 RayCast(reqs[i]); // if there isn't anyone to send results
114 }
115 /*
116 foreach (ODERayCastRequest req in m_PendingRequests)
117 {
118 if (req.callbackMethod != null) // quick optimization here, don't raycast
119 RayCast(req); // if there isn't anyone to send results to
120
121 }
122 */
123 m_PendingRequests.Clear();
124 }
125 }
126
127 lock (m_contactResults)
128 m_contactResults.Clear();
129
130 return System.Environment.TickCount - time;
131 }
132
133 /// <summary>
134 /// Method that actually initiates the raycast
135 /// </summary>
136 /// <param name="req"></param>
137 private void RayCast(ODERayCastRequest req)
138 {
139 // Create the ray
140 IntPtr ray = d.CreateRay(m_scene.space, req.length);
141 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
142
143 // Collide test
144 d.SpaceCollide2(m_scene.space, ray, IntPtr.Zero, nearCallback);
145
146 // Remove Ray
147 d.GeomDestroy(ray);
148
149
150 // Define default results
151 bool hitYN = false;
152 uint hitConsumerID = 0;
153 float distance = 999999999999f;
154 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
155 Vector3 snormal = Vector3.Zero;
156
157 // Find closest contact and object.
158 lock (m_contactResults)
159 {
160 foreach (ContactResult cResult in m_contactResults)
161 {
162 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
163 {
164 closestcontact = cResult.Pos;
165 hitConsumerID = cResult.ConsumerID;
166 distance = cResult.Depth;
167 hitYN = true;
168 snormal = cResult.Normal;
169 }
170 }
171
172 m_contactResults.Clear();
173 }
174
175 // Return results
176 if (req.callbackMethod != null)
177 req.callbackMethod(hitYN, closestcontact, hitConsumerID, distance, snormal);
178 }
179
180 // This is the standard Near. Uses space AABBs to speed up detection.
181 private void near(IntPtr space, IntPtr g1, IntPtr g2)
182 {
183
184 //Don't test against heightfield Geom, or you'll be sorry!
185
186 /*
187 terminate called after throwing an instance of 'std::bad_alloc'
188 what(): std::bad_alloc
189 Stacktrace:
190
191 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0x00004>
192 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0xffffffff>
193 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0x00280>
194 at (wrapper native-to-managed) OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0xfff
195 fffff>
196 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0x00004>
197 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0xffffffff>
198 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.RayCast (OpenSim.Region.Physics.OdePlugin.ODERayCastRequest) <
199 0x00114>
200 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.ProcessQueuedRequests () <0x000eb>
201 at OpenSim.Region.Physics.OdePlugin.OdeScene.Simulate (single) <0x017e6>
202 at OpenSim.Region.Framework.Scenes.SceneGraph.UpdatePhysics (double) <0x00042>
203 at OpenSim.Region.Framework.Scenes.Scene.Update () <0x0039e>
204 at OpenSim.Region.Framework.Scenes.Scene.Heartbeat (object) <0x00019>
205 at (wrapper runtime-invoke) object.runtime_invoke_void__this___object (object,intptr,intptr,intptr) <0xffffffff>
206
207 Native stacktrace:
208
209 mono [0x80d2a42]
210 [0xb7f5840c]
211 /lib/i686/cmov/libc.so.6(abort+0x188) [0xb7d1a018]
212 /usr/lib/libstdc++.so.6(_ZN9__gnu_cxx27__verbose_terminate_handlerEv+0x158) [0xb45fc988]
213 /usr/lib/libstdc++.so.6 [0xb45fa865]
214 /usr/lib/libstdc++.so.6 [0xb45fa8a2]
215 /usr/lib/libstdc++.so.6 [0xb45fa9da]
216 /usr/lib/libstdc++.so.6(_Znwj+0x83) [0xb45fb033]
217 /usr/lib/libstdc++.so.6(_Znaj+0x1d) [0xb45fb11d]
218 libode.so(_ZN13dxHeightfield23dCollideHeightfieldZoneEiiiiP6dxGeomiiP12dContactGeomi+0xd04) [0xb46678e4]
219 libode.so(_Z19dCollideHeightfieldP6dxGeomS0_iP12dContactGeomi+0x54b) [0xb466832b]
220 libode.so(dCollide+0x102) [0xb46571b2]
221 [0x95cfdec9]
222 [0x8ea07fe1]
223 [0xab260146]
224 libode.so [0xb465a5c4]
225 libode.so(_ZN11dxHashSpace8collide2EPvP6dxGeomPFvS0_S2_S2_E+0x75) [0xb465bcf5]
226 libode.so(dSpaceCollide2+0x177) [0xb465ac67]
227 [0x95cf978e]
228 [0x8ea07945]
229 [0x95cf2bbc]
230 [0xab2787e7]
231 [0xab419fb3]
232 [0xab416657]
233 [0xab415bda]
234 [0xb609b08e]
235 mono(mono_runtime_delegate_invoke+0x34) [0x8192534]
236 mono [0x81a2f0f]
237 mono [0x81d28b6]
238 mono [0x81ea2c6]
239 /lib/i686/cmov/libpthread.so.0 [0xb7e744c0]
240 /lib/i686/cmov/libc.so.6(clone+0x5e) [0xb7dcd6de]
241 */
242
243 // Exclude heightfield geom
244
245 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
246 return;
247 if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass || d.GeomGetClass(g2) == d.GeomClassID.HeightfieldClass)
248 return;
249
250 // Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms.
251 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
252 {
253 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
254 return;
255
256 // Separating static prim geometry spaces.
257 // We'll be calling near recursivly if one
258 // of them is a space to find all of the
259 // contact points in the space
260 try
261 {
262 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
263 }
264 catch (AccessViolationException)
265 {
266 m_log.Warn("[PHYSICS]: Unable to collide test a space");
267 return;
268 }
269 //Colliding a space or a geom with a space or a geom. so drill down
270
271 //Collide all geoms in each space..
272 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
273 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
274 return;
275 }
276
277 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
278 return;
279
280 int count = 0;
281 try
282 {
283
284 if (g1 == g2)
285 return; // Can't collide with yourself
286
287 lock (contacts)
288 {
289 count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf);
290 }
291 }
292 catch (SEHException)
293 {
294 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
295 }
296 catch (Exception e)
297 {
298 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
299 return;
300 }
301
302 PhysicsActor p1 = null;
303 PhysicsActor p2 = null;
304
305 if (g1 != IntPtr.Zero)
306 m_scene.actor_name_map.TryGetValue(g1, out p1);
307
308 if (g2 != IntPtr.Zero)
309 m_scene.actor_name_map.TryGetValue(g1, out p2);
310
311 // Loop over contacts, build results.
312 for (int i = 0; i < count; i++)
313 {
314 if (p1 != null) {
315 if (p1 is OdePrim)
316 {
317 ContactResult collisionresult = new ContactResult();
318
319 collisionresult.ConsumerID = ((OdePrim)p1).m_localID;
320 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
321 collisionresult.Depth = contacts[i].depth;
322 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
323 contacts[i].normal.Z);
324 lock (m_contactResults)
325 m_contactResults.Add(collisionresult);
326 }
327 }
328
329 if (p2 != null)
330 {
331 if (p2 is OdePrim)
332 {
333 ContactResult collisionresult = new ContactResult();
334
335 collisionresult.ConsumerID = ((OdePrim)p2).m_localID;
336 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
337 collisionresult.Depth = contacts[i].depth;
338 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
339 contacts[i].normal.Z);
340
341 lock (m_contactResults)
342 m_contactResults.Add(collisionresult);
343 }
344 }
345
346
347 }
348
349 }
350
351 /// <summary>
352 /// Dereference the creator scene so that it can be garbage collected if needed.
353 /// </summary>
354 internal void Dispose()
355 {
356 m_scene = null;
357 }
358 }
359
360 public struct ODERayCastRequest
361 {
362 public Vector3 Origin;
363 public Vector3 Normal;
364 public float length;
365 public RaycastCallback callbackMethod;
366 }
367
368 public struct ContactResult
369 {
370 public Vector3 Pos;
371 public float Depth;
372 public uint ConsumerID;
373 public Vector3 Normal;
374 }
375}
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
index ca7a4f8..b4a3c48 100644
--- a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
@@ -26,51 +26,23 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using OpenMetaverse;
30using Nini.Config; 30using Ode.NET;
31using OpenSim.Framework; 31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager; 32using OpenSim.Region.Physics.Manager;
33using PhysXWrapper; 33using OpenSim.Region.Physics.OdePlugin;
34using Quaternion=OpenMetaverse.Quaternion;
35using System.Reflection;
36using log4net;
37using OpenMetaverse;
38 34
39namespace OpenSim.Region.Physics.PhysXPlugin 35namespace OpenSim.Region.Physics.OdePlugin
40{ 36{
41 /// <summary> 37 class OdePhysicsJoint : PhysicsJoint
42 /// Will be the PhysX plugin but for now will be a very basic physics engine
43 /// </summary>
44 public class PhysXPlugin : IPhysicsPlugin
45 { 38 {
46 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 39 public override bool IsInPhysicsEngine
47 private PhysXScene _mScene;
48
49 public PhysXPlugin()
50 {
51 }
52
53 public bool Init()
54 { 40 {
55 return true; 41 get
56 }
57
58 public PhysicsScene GetScene(string sceneIdentifier)
59 {
60 if (_mScene == null)
61 { 42 {
62 _mScene = new PhysXScene(sceneIdentifier); 43 return (jointID != IntPtr.Zero);
63 } 44 }
64 return (_mScene);
65 }
66
67 public string GetName()
68 {
69 return ("RealPhysX");
70 }
71
72 public void Dispose()
73 {
74 } 45 }
46 public IntPtr jointID;
75 } 47 }
76} 48}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
new file mode 100644
index 0000000..86f9893
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -0,0 +1,3869 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28//#define USE_DRAWSTUFF
29
30using System;
31using System.Collections.Generic;
32using System.Reflection;
33using System.Runtime.InteropServices;
34using System.Threading;
35using System.IO;
36using System.Diagnostics;
37using log4net;
38using Nini.Config;
39using Ode.NET;
40#if USE_DRAWSTUFF
41using Drawstuff.NET;
42#endif
43using OpenSim.Framework;
44using OpenSim.Region.Physics.Manager;
45using OpenMetaverse;
46
47//using OpenSim.Region.Physics.OdePlugin.Meshing;
48
49namespace OpenSim.Region.Physics.OdePlugin
50{
51 /// <summary>
52 /// ODE plugin
53 /// </summary>
54 public class OdePlugin : IPhysicsPlugin
55 {
56 //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
57
58 private CollisionLocker ode;
59 private OdeScene _mScene;
60
61 public OdePlugin()
62 {
63 ode = new CollisionLocker();
64 }
65
66 public bool Init()
67 {
68 return true;
69 }
70
71 public PhysicsScene GetScene(String sceneIdentifier)
72 {
73 if (_mScene == null)
74 {
75 // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
76 // http://opensimulator.org/mantis/view.php?id=2750).
77 d.InitODE();
78
79 _mScene = new OdeScene(ode, sceneIdentifier);
80 }
81 return (_mScene);
82 }
83
84 public string GetName()
85 {
86 return ("ChODE");
87 }
88
89 public void Dispose()
90 {
91 }
92 }
93
94 public enum StatusIndicators : int
95 {
96 Generic = 0,
97 Start = 1,
98 End = 2
99 }
100
101 public struct sCollisionData
102 {
103 public uint ColliderLocalId;
104 public uint CollidedWithLocalId;
105 public int NumberOfCollisions;
106 public int CollisionType;
107 public int StatusIndicator;
108 public int lastframe;
109 }
110
111 [Flags]
112 public enum CollisionCategories : int
113 {
114 Disabled = 0,
115 Geom = 0x00000001,
116 Body = 0x00000002,
117 Space = 0x00000004,
118 Character = 0x00000008,
119 Land = 0x00000010,
120 Water = 0x00000020,
121 Wind = 0x00000040,
122 Sensor = 0x00000080,
123 Selected = 0x00000100
124 }
125
126 /// <summary>
127 /// Material type for a primitive
128 /// </summary>
129 public enum Material : int
130 {
131 /// <summary></summary>
132 Stone = 0,
133 /// <summary></summary>
134 Metal = 1,
135 /// <summary></summary>
136 Glass = 2,
137 /// <summary></summary>
138 Wood = 3,
139 /// <summary></summary>
140 Flesh = 4,
141 /// <summary></summary>
142 Plastic = 5,
143 /// <summary></summary>
144 Rubber = 6
145
146 }
147
148 public sealed class OdeScene : PhysicsScene
149 {
150 private readonly ILog m_log;
151 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
152
153 CollisionLocker ode;
154
155 private Random fluidRandomizer = new Random(Environment.TickCount);
156
157 private const uint m_regionWidth = Constants.RegionSize;
158 private const uint m_regionHeight = Constants.RegionSize;
159
160 private float ODE_STEPSIZE = 0.020f;
161 private float metersInSpace = 29.9f;
162 private float m_timeDilation = 1.0f;
163
164 public float gravityx = 0f;
165 public float gravityy = 0f;
166 public float gravityz = -9.8f;
167
168 private float contactsurfacelayer = 0.001f;
169
170 private int worldHashspaceLow = -4;
171 private int worldHashspaceHigh = 128;
172
173 private int smallHashspaceLow = -4;
174 private int smallHashspaceHigh = 66;
175
176 private float waterlevel = 0f;
177 private int framecount = 0;
178 //private int m_returncollisions = 10;
179
180 private readonly IntPtr contactgroup;
181
182 internal IntPtr LandGeom;
183 internal IntPtr WaterGeom;
184
185 private float nmTerrainContactFriction = 255.0f;
186 private float nmTerrainContactBounce = 0.1f;
187 private float nmTerrainContactERP = 0.1025f;
188
189 private float mTerrainContactFriction = 75f;
190 private float mTerrainContactBounce = 0.1f;
191 private float mTerrainContactERP = 0.05025f;
192
193 private float nmAvatarObjectContactFriction = 250f;
194 private float nmAvatarObjectContactBounce = 0.1f;
195
196 private float mAvatarObjectContactFriction = 75f;
197 private float mAvatarObjectContactBounce = 0.1f;
198
199 private float avPIDD = 3200f;
200 private float avPIDP = 1400f;
201 private float avCapRadius = 0.37f;
202 private float avStandupTensor = 2000000f;
203 private bool avCapsuleTilted = true; // true = old compatibility mode with leaning capsule; false = new corrected mode
204 public bool IsAvCapsuleTilted { get { return avCapsuleTilted; } set { avCapsuleTilted = value; } }
205 private float avDensity = 80f;
206 private float avHeightFudgeFactor = 0.52f;
207 private float avMovementDivisorWalk = 1.3f;
208 private float avMovementDivisorRun = 0.8f;
209 private float minimumGroundFlightOffset = 3f;
210 public float maximumMassObject = 10000.01f;
211
212 public bool meshSculptedPrim = true;
213 public bool forceSimplePrimMeshing = false;
214
215 public float meshSculptLOD = 32;
216 public float MeshSculptphysicalLOD = 16;
217
218 public float geomDefaultDensity = 10.000006836f;
219
220 public int geomContactPointsStartthrottle = 3;
221 public int geomUpdatesPerThrottledUpdate = 15;
222
223 public float bodyPIDD = 35f;
224 public float bodyPIDG = 25;
225
226 public int geomCrossingFailuresBeforeOutofbounds = 5;
227 public int geomRegionFence = 0;
228
229 public float bodyMotorJointMaxforceTensor = 2;
230
231 public int bodyFramesAutoDisable = 20;
232
233 private DateTime m_lastframe = DateTime.UtcNow;
234
235 private float[] _watermap;
236 private bool m_filterCollisions = true;
237
238 private d.NearCallback nearCallback;
239 public d.TriCallback triCallback;
240 public d.TriArrayCallback triArrayCallback;
241 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
242 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
243 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
244 private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>();
245 private readonly Object _taintedPrimLock = new Object();
246 private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>();
247 private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>();
248 private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
249 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
250 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
251 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
252 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
253 private bool m_NINJA_physics_joints_enabled = false;
254 //private Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>();
255 private readonly Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>();
256 private d.ContactGeom[] contacts;
257 private readonly List<PhysicsJoint> requestedJointsToBeCreated = new List<PhysicsJoint>(); // lock only briefly. accessed by external code (to request new joints) and by OdeScene.Simulate() to move those joints into pending/active
258 private readonly List<PhysicsJoint> pendingJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
259 private readonly List<PhysicsJoint> activeJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
260 private readonly List<string> requestedJointsToBeDeleted = new List<string>(); // lock only briefly. accessed by external code (to request deletion of joints) and by OdeScene.Simulate() to move those joints out of pending/active
261 private Object externalJointRequestsLock = new Object();
262 private readonly Dictionary<String, PhysicsJoint> SOPName_to_activeJoint = new Dictionary<String, PhysicsJoint>();
263 private readonly Dictionary<String, PhysicsJoint> SOPName_to_pendingJoint = new Dictionary<String, PhysicsJoint>();
264 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
265 private readonly Dictionary<IntPtr,float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
266
267 private d.Contact contact;
268 private d.Contact TerrainContact;
269 private d.Contact AvatarMovementprimContact;
270 private d.Contact AvatarMovementTerrainContact;
271 private d.Contact WaterContact;
272 private d.Contact[,] m_materialContacts;
273
274//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
275//Ckrinke private int m_randomizeWater = 200;
276 private int m_physicsiterations = 10;
277 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
278 private readonly PhysicsActor PANull = new NullPhysicsActor();
279 private float step_time = 0.0f;
280//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
281//Ckrinke private int ms = 0;
282 public IntPtr world;
283 //private bool returncollisions = false;
284 // private uint obj1LocalID = 0;
285 private uint obj2LocalID = 0;
286 //private int ctype = 0;
287 private OdeCharacter cc1;
288 private OdePrim cp1;
289 private OdeCharacter cc2;
290 private OdePrim cp2;
291 //private int cStartStop = 0;
292 //private string cDictKey = "";
293
294 public IntPtr space;
295
296 //private IntPtr tmpSpace;
297 // split static geometry collision handling into spaces of 30 meters
298 public IntPtr[,] staticPrimspace;
299
300 public Object OdeLock;
301
302 public IMesher mesher;
303
304 private IConfigSource m_config;
305
306 public bool physics_logging = false;
307 public int physics_logging_interval = 0;
308 public bool physics_logging_append_existing_logfile = false;
309
310 public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
311 public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
312
313 // TODO: unused: private uint heightmapWidth = m_regionWidth + 1;
314 // TODO: unused: private uint heightmapHeight = m_regionHeight + 1;
315 // TODO: unused: private uint heightmapWidthSamples;
316 // TODO: unused: private uint heightmapHeightSamples;
317
318 private volatile int m_global_contactcount = 0;
319
320 private Vector3 m_worldOffset = Vector3.Zero;
321 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
322 private PhysicsScene m_parentScene = null;
323
324 private ODERayCastRequestManager m_rayCastManager;
325
326 /// <summary>
327 /// Initiailizes the scene
328 /// Sets many properties that ODE requires to be stable
329 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
330 /// </summary>
331 public OdeScene(CollisionLocker dode, string sceneIdentifier)
332 {
333 m_log
334 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
335
336 OdeLock = new Object();
337 ode = dode;
338 nearCallback = near;
339 triCallback = TriCallback;
340 triArrayCallback = TriArrayCallback;
341 m_rayCastManager = new ODERayCastRequestManager(this);
342 lock (OdeLock)
343 {
344 // Create the world and the first space
345 world = d.WorldCreate();
346 space = d.HashSpaceCreate(IntPtr.Zero);
347
348
349 contactgroup = d.JointGroupCreate(0);
350 //contactgroup
351
352 d.WorldSetAutoDisableFlag(world, false);
353 #if USE_DRAWSTUFF
354
355 Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization));
356 viewthread.Start();
357 #endif
358 }
359
360
361 _watermap = new float[258 * 258];
362
363 // Zero out the prim spaces array (we split our space into smaller spaces so
364 // we can hit test less.
365 }
366
367#if USE_DRAWSTUFF
368 public void startvisualization(object o)
369 {
370 ds.Functions fn;
371 fn.version = ds.VERSION;
372 fn.start = new ds.CallbackFunction(start);
373 fn.step = new ds.CallbackFunction(step);
374 fn.command = new ds.CallbackFunction(command);
375 fn.stop = null;
376 fn.path_to_textures = "./textures";
377 string[] args = new string[0];
378 ds.SimulationLoop(args.Length, args, 352, 288, ref fn);
379 }
380#endif
381
382 // Initialize the mesh plugin
383 public override void Initialise(IMesher meshmerizer, IConfigSource config)
384 {
385 mesher = meshmerizer;
386 m_config = config;
387 // Defaults
388
389 if (Environment.OSVersion.Platform == PlatformID.Unix)
390 {
391 avPIDD = 3200.0f;
392 avPIDP = 1400.0f;
393 avStandupTensor = 2000000f;
394 }
395 else
396 {
397 avPIDD = 2200.0f;
398 avPIDP = 900.0f;
399 avStandupTensor = 550000f;
400 }
401
402 int contactsPerCollision = 80;
403
404 if (m_config != null)
405 {
406 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
407 if (physicsconfig != null)
408 {
409 gravityx = physicsconfig.GetFloat("world_gravityx", 0f);
410 gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
411 gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
412
413 worldHashspaceLow = physicsconfig.GetInt("world_hashspace_size_low", -4);
414 worldHashspaceHigh = physicsconfig.GetInt("world_hashspace_size_high", 128);
415
416 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f);
417 smallHashspaceLow = physicsconfig.GetInt("small_hashspace_size_low", -4);
418 smallHashspaceHigh = physicsconfig.GetInt("small_hashspace_size_high", 66);
419
420 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", 0.001f);
421
422 nmTerrainContactFriction = physicsconfig.GetFloat("nm_terraincontact_friction", 255.0f);
423 nmTerrainContactBounce = physicsconfig.GetFloat("nm_terraincontact_bounce", 0.1f);
424 nmTerrainContactERP = physicsconfig.GetFloat("nm_terraincontact_erp", 0.1025f);
425
426 mTerrainContactFriction = physicsconfig.GetFloat("m_terraincontact_friction", 75f);
427 mTerrainContactBounce = physicsconfig.GetFloat("m_terraincontact_bounce", 0.05f);
428 mTerrainContactERP = physicsconfig.GetFloat("m_terraincontact_erp", 0.05025f);
429
430 nmAvatarObjectContactFriction = physicsconfig.GetFloat("objectcontact_friction", 250f);
431 nmAvatarObjectContactBounce = physicsconfig.GetFloat("objectcontact_bounce", 0.2f);
432
433 mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f);
434 mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f);
435
436 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f);
437 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10);
438
439 avDensity = physicsconfig.GetFloat("av_density", 80f);
440 avHeightFudgeFactor = physicsconfig.GetFloat("av_height_fudge_factor", 0.52f);
441 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
442 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
443 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
444 avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
445
446 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
447
448 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
449 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
450 geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
451 geomRegionFence = physicsconfig.GetInt("region_border_fence", 0);
452
453 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
454 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
455
456 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
457 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
458
459 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
460 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
461 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
462 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
463 m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
464
465 if (Environment.OSVersion.Platform == PlatformID.Unix)
466 {
467 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f);
468 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f);
469 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_linux", 550000f);
470 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_linux", 5f);
471 }
472 else
473 {
474 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f);
475 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f);
476 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_win", 550000f);
477 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_win", 5f);
478 }
479
480 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
481 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
482 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
483
484 m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false);
485 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
486 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
487 }
488 }
489
490 contacts = new d.ContactGeom[contactsPerCollision];
491
492 staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
493
494 // Centeral contact friction and bounce
495 // ckrinke 11/10/08 Enabling soft_erp but not soft_cfm until I figure out why
496 // an avatar falls through in Z but not in X or Y when walking on a prim.
497 contact.surface.mode |= d.ContactFlags.SoftERP;
498 contact.surface.mu = nmAvatarObjectContactFriction;
499 contact.surface.bounce = nmAvatarObjectContactBounce;
500 contact.surface.soft_cfm = 0.010f;
501 contact.surface.soft_erp = 0.010f;
502
503 // Terrain contact friction and Bounce
504 // This is the *non* moving version. Use this when an avatar
505 // isn't moving to keep it in place better
506 TerrainContact.surface.mode |= d.ContactFlags.SoftERP;
507 TerrainContact.surface.mu = nmTerrainContactFriction;
508 TerrainContact.surface.bounce = nmTerrainContactBounce;
509 TerrainContact.surface.soft_erp = nmTerrainContactERP;
510
511 WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
512 WaterContact.surface.mu = 0f; // No friction
513 WaterContact.surface.bounce = 0.0f; // No bounce
514 WaterContact.surface.soft_cfm = 0.010f;
515 WaterContact.surface.soft_erp = 0.010f;
516
517 // Prim contact friction and bounce
518 // THis is the *non* moving version of friction and bounce
519 // Use this when an avatar comes in contact with a prim
520 // and is moving
521 AvatarMovementprimContact.surface.mu = mAvatarObjectContactFriction;
522 AvatarMovementprimContact.surface.bounce = mAvatarObjectContactBounce;
523
524 // Terrain contact friction bounce and various error correcting calculations
525 // Use this when an avatar is in contact with the terrain and moving.
526 AvatarMovementTerrainContact.surface.mode |= d.ContactFlags.SoftERP;
527 AvatarMovementTerrainContact.surface.mu = mTerrainContactFriction;
528 AvatarMovementTerrainContact.surface.bounce = mTerrainContactBounce;
529 AvatarMovementTerrainContact.surface.soft_erp = mTerrainContactERP;
530
531
532 /*
533 <summary></summary>
534 Stone = 0,
535 /// <summary></summary>
536 Metal = 1,
537 /// <summary></summary>
538 Glass = 2,
539 /// <summary></summary>
540 Wood = 3,
541 /// <summary></summary>
542 Flesh = 4,
543 /// <summary></summary>
544 Plastic = 5,
545 /// <summary></summary>
546 Rubber = 6
547 */
548
549 m_materialContacts = new d.Contact[7,2];
550
551 m_materialContacts[(int)Material.Stone, 0] = new d.Contact();
552 m_materialContacts[(int)Material.Stone, 0].surface.mode |= d.ContactFlags.SoftERP;
553 m_materialContacts[(int)Material.Stone, 0].surface.mu = nmAvatarObjectContactFriction;
554 m_materialContacts[(int)Material.Stone, 0].surface.bounce = nmAvatarObjectContactBounce;
555 m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.010f;
556 m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.010f;
557
558 m_materialContacts[(int)Material.Stone, 1] = new d.Contact();
559 m_materialContacts[(int)Material.Stone, 1].surface.mode |= d.ContactFlags.SoftERP;
560 m_materialContacts[(int)Material.Stone, 1].surface.mu = mAvatarObjectContactFriction;
561 m_materialContacts[(int)Material.Stone, 1].surface.bounce = mAvatarObjectContactBounce;
562 m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.010f;
563 m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.010f;
564
565 m_materialContacts[(int)Material.Metal, 0] = new d.Contact();
566 m_materialContacts[(int)Material.Metal, 0].surface.mode |= d.ContactFlags.SoftERP;
567 m_materialContacts[(int)Material.Metal, 0].surface.mu = nmAvatarObjectContactFriction;
568 m_materialContacts[(int)Material.Metal, 0].surface.bounce = nmAvatarObjectContactBounce;
569 m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.010f;
570 m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.010f;
571
572 m_materialContacts[(int)Material.Metal, 1] = new d.Contact();
573 m_materialContacts[(int)Material.Metal, 1].surface.mode |= d.ContactFlags.SoftERP;
574 m_materialContacts[(int)Material.Metal, 1].surface.mu = mAvatarObjectContactFriction;
575 m_materialContacts[(int)Material.Metal, 1].surface.bounce = mAvatarObjectContactBounce;
576 m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.010f;
577 m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.010f;
578
579 m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
580 m_materialContacts[(int)Material.Glass, 0].surface.mode |= d.ContactFlags.SoftERP;
581 m_materialContacts[(int)Material.Glass, 0].surface.mu = 1f;
582 m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.5f;
583 m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.010f;
584 m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.010f;
585
586 /*
587 private float nmAvatarObjectContactFriction = 250f;
588 private float nmAvatarObjectContactBounce = 0.1f;
589
590 private float mAvatarObjectContactFriction = 75f;
591 private float mAvatarObjectContactBounce = 0.1f;
592 */
593 m_materialContacts[(int)Material.Glass, 1] = new d.Contact();
594 m_materialContacts[(int)Material.Glass, 1].surface.mode |= d.ContactFlags.SoftERP;
595 m_materialContacts[(int)Material.Glass, 1].surface.mu = 1f;
596 m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.5f;
597 m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.010f;
598 m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.010f;
599
600 m_materialContacts[(int)Material.Wood, 0] = new d.Contact();
601 m_materialContacts[(int)Material.Wood, 0].surface.mode |= d.ContactFlags.SoftERP;
602 m_materialContacts[(int)Material.Wood, 0].surface.mu = nmAvatarObjectContactFriction;
603 m_materialContacts[(int)Material.Wood, 0].surface.bounce = nmAvatarObjectContactBounce;
604 m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.010f;
605 m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.010f;
606
607 m_materialContacts[(int)Material.Wood, 1] = new d.Contact();
608 m_materialContacts[(int)Material.Wood, 1].surface.mode |= d.ContactFlags.SoftERP;
609 m_materialContacts[(int)Material.Wood, 1].surface.mu = mAvatarObjectContactFriction;
610 m_materialContacts[(int)Material.Wood, 1].surface.bounce = mAvatarObjectContactBounce;
611 m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.010f;
612 m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.010f;
613
614 m_materialContacts[(int)Material.Flesh, 0] = new d.Contact();
615 m_materialContacts[(int)Material.Flesh, 0].surface.mode |= d.ContactFlags.SoftERP;
616 m_materialContacts[(int)Material.Flesh, 0].surface.mu = nmAvatarObjectContactFriction;
617 m_materialContacts[(int)Material.Flesh, 0].surface.bounce = nmAvatarObjectContactBounce;
618 m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.010f;
619 m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.010f;
620
621 m_materialContacts[(int)Material.Flesh, 1] = new d.Contact();
622 m_materialContacts[(int)Material.Flesh, 1].surface.mode |= d.ContactFlags.SoftERP;
623 m_materialContacts[(int)Material.Flesh, 1].surface.mu = mAvatarObjectContactFriction;
624 m_materialContacts[(int)Material.Flesh, 1].surface.bounce = mAvatarObjectContactBounce;
625 m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.010f;
626 m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.010f;
627
628 m_materialContacts[(int)Material.Plastic, 0] = new d.Contact();
629 m_materialContacts[(int)Material.Plastic, 0].surface.mode |= d.ContactFlags.SoftERP;
630 m_materialContacts[(int)Material.Plastic, 0].surface.mu = nmAvatarObjectContactFriction;
631 m_materialContacts[(int)Material.Plastic, 0].surface.bounce = nmAvatarObjectContactBounce;
632 m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.010f;
633 m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.010f;
634
635 m_materialContacts[(int)Material.Plastic, 1] = new d.Contact();
636 m_materialContacts[(int)Material.Plastic, 1].surface.mode |= d.ContactFlags.SoftERP;
637 m_materialContacts[(int)Material.Plastic, 1].surface.mu = mAvatarObjectContactFriction;
638 m_materialContacts[(int)Material.Plastic, 1].surface.bounce = mAvatarObjectContactBounce;
639 m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.010f;
640 m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.010f;
641
642 m_materialContacts[(int)Material.Rubber, 0] = new d.Contact();
643 m_materialContacts[(int)Material.Rubber, 0].surface.mode |= d.ContactFlags.SoftERP;
644 m_materialContacts[(int)Material.Rubber, 0].surface.mu = nmAvatarObjectContactFriction;
645 m_materialContacts[(int)Material.Rubber, 0].surface.bounce = nmAvatarObjectContactBounce;
646 m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.010f;
647 m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.010f;
648
649 m_materialContacts[(int)Material.Rubber, 1] = new d.Contact();
650 m_materialContacts[(int)Material.Rubber, 1].surface.mode |= d.ContactFlags.SoftERP;
651 m_materialContacts[(int)Material.Rubber, 1].surface.mu = mAvatarObjectContactFriction;
652 m_materialContacts[(int)Material.Rubber, 1].surface.bounce = mAvatarObjectContactBounce;
653 m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.010f;
654 m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.010f;
655
656 d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh);
657
658 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
659
660 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
661 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
662
663 d.WorldSetLinearDamping(world, 256f);
664 d.WorldSetAngularDamping(world, 256f);
665 d.WorldSetAngularDampingThreshold(world, 256f);
666 d.WorldSetLinearDampingThreshold(world, 256f);
667 d.WorldSetMaxAngularSpeed(world, 256f);
668
669 // Set how many steps we go without running collision testing
670 // This is in addition to the step size.
671 // Essentially Steps * m_physicsiterations
672 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
673 //d.WorldSetContactMaxCorrectingVel(world, 1000.0f);
674
675
676
677 for (int i = 0; i < staticPrimspace.GetLength(0); i++)
678 {
679 for (int j = 0; j < staticPrimspace.GetLength(1); j++)
680 {
681 staticPrimspace[i, j] = IntPtr.Zero;
682 }
683 }
684 }
685
686 internal void waitForSpaceUnlock(IntPtr space)
687 {
688 //if (space != IntPtr.Zero)
689 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
690 }
691
692 /// <summary>
693 /// Debug space message for printing the space that a prim/avatar is in.
694 /// </summary>
695 /// <param name="pos"></param>
696 /// <returns>Returns which split up space the given position is in.</returns>
697 public string whichspaceamIin(Vector3 pos)
698 {
699 return calculateSpaceForGeom(pos).ToString();
700 }
701
702 #region Collision Detection
703
704 /// <summary>
705 /// This is our near callback. A geometry is near a body
706 /// </summary>
707 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
708 /// <param name="g1">a geometry or space</param>
709 /// <param name="g2">another geometry or space</param>
710 private void near(IntPtr space, IntPtr g1, IntPtr g2)
711 {
712 // no lock here! It's invoked from within Simulate(), which is thread-locked
713
714 // Test if we're colliding a geom with a space.
715 // If so we have to drill down into the space recursively
716//Console.WriteLine("near -----------"); //##
717 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
718 {
719 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
720 return;
721
722 // Separating static prim geometry spaces.
723 // We'll be calling near recursivly if one
724 // of them is a space to find all of the
725 // contact points in the space
726 try
727 {
728 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
729 }
730 catch (AccessViolationException)
731 {
732 m_log.Warn("[PHYSICS]: Unable to collide test a space");
733 return;
734 }
735 //Colliding a space or a geom with a space or a geom. so drill down
736
737 //Collide all geoms in each space..
738 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
739 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
740 return;
741 }
742
743 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
744 return;
745
746 IntPtr b1 = d.GeomGetBody(g1);
747 IntPtr b2 = d.GeomGetBody(g2);
748
749 // d.GeomClassID id = d.GeomGetClass(g1);
750
751 String name1 = null;
752 String name2 = null;
753
754 if (!geom_name_map.TryGetValue(g1, out name1))
755 {
756 name1 = "null";
757 }
758 if (!geom_name_map.TryGetValue(g2, out name2))
759 {
760 name2 = "null";
761 }
762
763 //if (id == d.GeomClassId.TriMeshClass)
764 //{
765 // m_log.InfoFormat("near: A collision was detected between {1} and {2}", 0, name1, name2);
766 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
767 //}
768
769 // Figure out how many contact points we have
770 int count = 0;
771 try
772 {
773 // Colliding Geom To Geom
774 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
775
776 if (g1 == g2)
777 return; // Can't collide with yourself
778
779 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
780 return;
781
782 lock (contacts)
783 {
784 count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf);
785 if (count > contacts.Length)
786 m_log.Error("[PHYSICS]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length);
787 }
788 }
789 catch (SEHException)
790 {
791 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
792 ode.drelease(world);
793 base.TriggerPhysicsBasedRestart();
794 }
795 catch (Exception e)
796 {
797 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
798 return;
799 }
800
801 PhysicsActor p1;
802 PhysicsActor p2;
803
804 if (!actor_name_map.TryGetValue(g1, out p1))
805 {
806 p1 = PANull;
807 }
808
809 if (!actor_name_map.TryGetValue(g2, out p2))
810 {
811 p2 = PANull;
812 }
813
814 ContactPoint maxDepthContact = new ContactPoint();
815 if (p1.CollisionScore + count >= float.MaxValue)
816 p1.CollisionScore = 0;
817 p1.CollisionScore += count;
818
819 if (p2.CollisionScore + count >= float.MaxValue)
820 p2.CollisionScore = 0;
821 p2.CollisionScore += count;
822
823 for (int i = 0; i < count; i++)
824 {
825 d.ContactGeom curContact = contacts[i];
826
827 if (curContact.depth > maxDepthContact.PenetrationDepth)
828 {
829 maxDepthContact = new ContactPoint(
830 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
831 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
832 curContact.depth
833 );
834 }
835
836 //m_log.Warn("[CCOUNT]: " + count);
837 IntPtr joint;
838 // If we're colliding with terrain, use 'TerrainContact' instead of contact.
839 // allows us to have different settings
840
841 // We only need to test p2 for 'jump crouch purposes'
842 if (p2 is OdeCharacter && p1.PhysicsActorType == (int)ActorTypes.Prim)
843 {
844 // Testing if the collision is at the feet of the avatar
845
846 //m_log.DebugFormat("[PHYSICS]: {0} - {1} - {2} - {3}", curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f));
847//#@ if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
848//#@ p2.IsColliding = true;
849 if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f)){ //##
850//Console.WriteLine("AvColl 1 {0} - {1} - {2} - {3}", //##
851// curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f)); //##
852 p2.IsColliding = true; //##
853 }else{
854//Console.WriteLine("AvColl 2 {0} - {1} - {2} - {3}", //##
855// curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f)); //##
856
857 } //##
858 }
859 else
860 {
861//Console.WriteLine("AvColl 3 {0}", p2.PhysicsActorType); //##
862 p2.IsColliding = true;
863 }
864
865 //if ((framecount % m_returncollisions) == 0)
866
867 switch (p1.PhysicsActorType)
868 {
869 case (int)ActorTypes.Agent:
870 p2.CollidingObj = true;
871 break;
872 case (int)ActorTypes.Prim:
873 if (p2.Velocity.LengthSquared() > 0.0f)
874 p2.CollidingObj = true;
875 break;
876 case (int)ActorTypes.Unknown:
877 p2.CollidingGround = true;
878 break;
879 default:
880 p2.CollidingGround = true;
881 break;
882 }
883
884 // we don't want prim or avatar to explode
885
886 #region InterPenetration Handling - Unintended physics explosions
887# region disabled code1
888
889 if (curContact.depth >= 0.08f)
890 {
891 //This is disabled at the moment only because it needs more tweaking
892 //It will eventually be uncommented
893 /*
894 if (contact.depth >= 1.00f)
895 {
896 //m_log.Debug("[PHYSICS]: " + contact.depth.ToString());
897 }
898
899 //If you interpenetrate a prim with an agent
900 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
901 p1.PhysicsActorType == (int) ActorTypes.Prim) ||
902 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
903 p2.PhysicsActorType == (int) ActorTypes.Prim))
904 {
905
906 //contact.depth = contact.depth * 4.15f;
907 /*
908 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
909 {
910 p2.CollidingObj = true;
911 contact.depth = 0.003f;
912 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
913 OdeCharacter character = (OdeCharacter) p2;
914 character.SetPidStatus(true);
915 contact.pos = new d.Vector3(contact.pos.X + (p1.Size.X / 2), contact.pos.Y + (p1.Size.Y / 2), contact.pos.Z + (p1.Size.Z / 2));
916
917 }
918 else
919 {
920
921 //contact.depth = 0.0000000f;
922 }
923 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
924 {
925
926 p1.CollidingObj = true;
927 contact.depth = 0.003f;
928 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
929 contact.pos = new d.Vector3(contact.pos.X + (p2.Size.X / 2), contact.pos.Y + (p2.Size.Y / 2), contact.pos.Z + (p2.Size.Z / 2));
930 OdeCharacter character = (OdeCharacter)p1;
931 character.SetPidStatus(true);
932 }
933 else
934 {
935
936 //contact.depth = 0.0000000f;
937 }
938
939
940
941 }
942*/
943 // If you interpenetrate a prim with another prim
944 /*
945 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
946 {
947 #region disabledcode2
948 //OdePrim op1 = (OdePrim)p1;
949 //OdePrim op2 = (OdePrim)p2;
950 //op1.m_collisionscore++;
951 //op2.m_collisionscore++;
952
953 //if (op1.m_collisionscore > 8000 || op2.m_collisionscore > 8000)
954 //{
955 //op1.m_taintdisable = true;
956 //AddPhysicsActorTaint(p1);
957 //op2.m_taintdisable = true;
958 //AddPhysicsActorTaint(p2);
959 //}
960
961 //if (contact.depth >= 0.25f)
962 //{
963 // Don't collide, one or both prim will expld.
964
965 //op1.m_interpenetrationcount++;
966 //op2.m_interpenetrationcount++;
967 //interpenetrations_before_disable = 200;
968 //if (op1.m_interpenetrationcount >= interpenetrations_before_disable)
969 //{
970 //op1.m_taintdisable = true;
971 //AddPhysicsActorTaint(p1);
972 //}
973 //if (op2.m_interpenetrationcount >= interpenetrations_before_disable)
974 //{
975 // op2.m_taintdisable = true;
976 //AddPhysicsActorTaint(p2);
977 //}
978
979 //contact.depth = contact.depth / 8f;
980 //contact.normal = new d.Vector3(0, 0, 1);
981 //}
982 //if (op1.m_disabled || op2.m_disabled)
983 //{
984 //Manually disabled objects stay disabled
985 //contact.depth = 0f;
986 //}
987 #endregion
988 }
989 */
990#endregion
991 if (curContact.depth >= 1.00f)
992 {
993 //m_log.Info("[P]: " + contact.depth.ToString());
994 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
995 p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
996 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
997 p2.PhysicsActorType == (int) ActorTypes.Unknown))
998 {
999 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
1000 {
1001 if (p2 is OdeCharacter)
1002 {
1003 OdeCharacter character = (OdeCharacter) p2;
1004
1005 //p2.CollidingObj = true;
1006 curContact.depth = 0.00000003f;
1007 p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f);
1008 curContact.pos =
1009 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1010 curContact.pos.Y + (p1.Size.Y/2),
1011 curContact.pos.Z + (p1.Size.Z/2));
1012 character.SetPidStatus(true);
1013 }
1014 }
1015
1016
1017 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
1018 {
1019 if (p1 is OdeCharacter)
1020 {
1021 OdeCharacter character = (OdeCharacter) p1;
1022
1023 //p2.CollidingObj = true;
1024 curContact.depth = 0.00000003f;
1025 p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f);
1026 curContact.pos =
1027 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1028 curContact.pos.Y + (p1.Size.Y/2),
1029 curContact.pos.Z + (p1.Size.Z/2));
1030 character.SetPidStatus(true);
1031 }
1032 }
1033 }
1034 }
1035 }
1036
1037 #endregion
1038
1039 // Logic for collision handling
1040 // Note, that if *all* contacts are skipped (VolumeDetect)
1041 // The prim still detects (and forwards) collision events but
1042 // appears to be phantom for the world
1043 Boolean skipThisContact = false;
1044
1045 if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect))
1046 skipThisContact = true; // No collision on volume detect prims
1047
1048 if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
1049 skipThisContact = true; // No collision on volume detect prims
1050
1051 if (!skipThisContact && curContact.depth < 0f)
1052 skipThisContact = true;
1053
1054 if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType))
1055 skipThisContact = true;
1056
1057 const int maxContactsbeforedeath = 4000;
1058 joint = IntPtr.Zero;
1059
1060 if (!skipThisContact)
1061 {
1062 // If we're colliding against terrain
1063 if (name1 == "Terrain" || name2 == "Terrain")
1064 {
1065 // If we're moving
1066 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) &&
1067 (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
1068 {
1069 // Use the movement terrain contact
1070 AvatarMovementTerrainContact.geom = curContact;
1071 _perloopContact.Add(curContact);
1072 if (m_global_contactcount < maxContactsbeforedeath)
1073 {
1074 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
1075 m_global_contactcount++;
1076 }
1077 }
1078 else
1079 {
1080 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
1081 {
1082 // Use the non moving terrain contact
1083 TerrainContact.geom = curContact;
1084 _perloopContact.Add(curContact);
1085 if (m_global_contactcount < maxContactsbeforedeath)
1086 {
1087 joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
1088 m_global_contactcount++;
1089 }
1090 }
1091 else
1092 {
1093 if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim)
1094 {
1095 // prim prim contact
1096 // int pj294950 = 0;
1097 int movintYN = 0;
1098 int material = (int) Material.Wood;
1099 // prim terrain contact
1100 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)
1101 {
1102 movintYN = 1;
1103 }
1104
1105 if (p2 is OdePrim)
1106 material = ((OdePrim)p2).m_material;
1107
1108 //m_log.DebugFormat("Material: {0}", material);
1109 m_materialContacts[material, movintYN].geom = curContact;
1110 _perloopContact.Add(curContact);
1111
1112 if (m_global_contactcount < maxContactsbeforedeath)
1113 {
1114 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1115 m_global_contactcount++;
1116
1117 }
1118
1119 }
1120 else
1121 {
1122
1123 int movintYN = 0;
1124 // prim terrain contact
1125 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)
1126 {
1127 movintYN = 1;
1128 }
1129
1130 int material = (int)Material.Wood;
1131
1132 if (p2 is OdePrim)
1133 material = ((OdePrim)p2).m_material;
1134 //m_log.DebugFormat("Material: {0}", material);
1135 m_materialContacts[material, movintYN].geom = curContact;
1136 _perloopContact.Add(curContact);
1137
1138 if (m_global_contactcount < maxContactsbeforedeath)
1139 {
1140 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1141 m_global_contactcount++;
1142
1143 }
1144 }
1145 }
1146 }
1147 //if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1148 //{
1149 //m_log.Debug("[PHYSICS]: prim contacting with ground");
1150 //}
1151 }
1152 else if (name1 == "Water" || name2 == "Water")
1153 {
1154 /*
1155 if ((p2.PhysicsActorType == (int) ActorTypes.Prim))
1156 {
1157 }
1158 else
1159 {
1160 }
1161 */
1162 //WaterContact.surface.soft_cfm = 0.0000f;
1163 //WaterContact.surface.soft_erp = 0.00000f;
1164 if (curContact.depth > 0.1f)
1165 {
1166 curContact.depth *= 52;
1167 //contact.normal = new d.Vector3(0, 0, 1);
1168 //contact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f);
1169 }
1170 WaterContact.geom = curContact;
1171 _perloopContact.Add(curContact);
1172 if (m_global_contactcount < maxContactsbeforedeath)
1173 {
1174 joint = d.JointCreateContact(world, contactgroup, ref WaterContact);
1175 m_global_contactcount++;
1176 }
1177 //m_log.Info("[PHYSICS]: Prim Water Contact" + contact.depth);
1178 }
1179 else
1180 {
1181 // we're colliding with prim or avatar
1182 // check if we're moving
1183 if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
1184 {
1185 if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
1186 {
1187 // Use the Movement prim contact
1188 AvatarMovementprimContact.geom = curContact;
1189 _perloopContact.Add(curContact);
1190 if (m_global_contactcount < maxContactsbeforedeath)
1191 {
1192 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
1193 m_global_contactcount++;
1194 }
1195 }
1196 else
1197 {
1198 // Use the non movement contact
1199 contact.geom = curContact;
1200 _perloopContact.Add(curContact);
1201
1202 if (m_global_contactcount < maxContactsbeforedeath)
1203 {
1204 joint = d.JointCreateContact(world, contactgroup, ref contact);
1205 m_global_contactcount++;
1206 }
1207 }
1208 }
1209 else if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1210 {
1211 //p1.PhysicsActorType
1212 int material = (int)Material.Wood;
1213
1214 if (p2 is OdePrim)
1215 material = ((OdePrim)p2).m_material;
1216
1217 //m_log.DebugFormat("Material: {0}", material);
1218 m_materialContacts[material, 0].geom = curContact;
1219 _perloopContact.Add(curContact);
1220
1221 if (m_global_contactcount < maxContactsbeforedeath)
1222 {
1223 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, 0]);
1224 m_global_contactcount++;
1225
1226 }
1227 }
1228 }
1229
1230 if (m_global_contactcount < maxContactsbeforedeath && joint != IntPtr.Zero) // stack collide!
1231 {
1232 d.JointAttach(joint, b1, b2);
1233 m_global_contactcount++;
1234 }
1235
1236 }
1237 collision_accounting_events(p1, p2, maxDepthContact);
1238 if (count > geomContactPointsStartthrottle)
1239 {
1240 // If there are more then 3 contact points, it's likely
1241 // that we've got a pile of objects, so ...
1242 // We don't want to send out hundreds of terse updates over and over again
1243 // so lets throttle them and send them again after it's somewhat sorted out.
1244 p2.ThrottleUpdates = true;
1245 }
1246 //m_log.Debug(count.ToString());
1247 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
1248 }
1249 }
1250
1251 private bool checkDupe(d.ContactGeom contactGeom, int atype)
1252 {
1253 bool result = false;
1254 //return result;
1255 if (!m_filterCollisions)
1256 return false;
1257
1258 ActorTypes at = (ActorTypes)atype;
1259 lock (_perloopContact)
1260 {
1261 foreach (d.ContactGeom contact in _perloopContact)
1262 {
1263 //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2))
1264 //{
1265 // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2)
1266 if (at == ActorTypes.Agent)
1267 {
1268 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1269 {
1270
1271 if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
1272 {
1273 //contactGeom.depth *= .00005f;
1274 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1275 // m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1276 result = true;
1277 break;
1278 }
1279 else
1280 {
1281 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1282 }
1283 }
1284 else
1285 {
1286 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1287 //int i = 0;
1288 }
1289 }
1290 else if (at == ActorTypes.Prim)
1291 {
1292 //d.AABB aabb1 = new d.AABB();
1293 //d.AABB aabb2 = new d.AABB();
1294
1295 //d.GeomGetAABB(contactGeom.g2, out aabb2);
1296 //d.GeomGetAABB(contactGeom.g1, out aabb1);
1297 //aabb1.
1298 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1299 {
1300 if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
1301 {
1302 if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
1303 {
1304 result = true;
1305 break;
1306 }
1307 }
1308 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1309 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1310 }
1311
1312 }
1313
1314 //}
1315
1316 }
1317 }
1318 return result;
1319 }
1320
1321 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1322 {
1323 // obj1LocalID = 0;
1324 //returncollisions = false;
1325 obj2LocalID = 0;
1326 //ctype = 0;
1327 //cStartStop = 0;
1328 if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
1329 return;
1330
1331 switch ((ActorTypes)p2.PhysicsActorType)
1332 {
1333 case ActorTypes.Agent:
1334 cc2 = (OdeCharacter)p2;
1335
1336 // obj1LocalID = cc2.m_localID;
1337 switch ((ActorTypes)p1.PhysicsActorType)
1338 {
1339 case ActorTypes.Agent:
1340 cc1 = (OdeCharacter)p1;
1341 obj2LocalID = cc1.m_localID;
1342 cc1.AddCollisionEvent(cc2.m_localID, contact);
1343 //ctype = (int)CollisionCategories.Character;
1344
1345 //if (cc1.CollidingObj)
1346 //cStartStop = (int)StatusIndicators.Generic;
1347 //else
1348 //cStartStop = (int)StatusIndicators.Start;
1349
1350 //returncollisions = true;
1351 break;
1352 case ActorTypes.Prim:
1353 if (p1 is OdePrim)
1354 {
1355 cp1 = (OdePrim) p1;
1356 obj2LocalID = cp1.m_localID;
1357 cp1.AddCollisionEvent(cc2.m_localID, contact);
1358 }
1359 //ctype = (int)CollisionCategories.Geom;
1360
1361 //if (cp1.CollidingObj)
1362 //cStartStop = (int)StatusIndicators.Generic;
1363 //else
1364 //cStartStop = (int)StatusIndicators.Start;
1365
1366 //returncollisions = true;
1367 break;
1368
1369 case ActorTypes.Ground:
1370 case ActorTypes.Unknown:
1371 obj2LocalID = 0;
1372 //ctype = (int)CollisionCategories.Land;
1373 //returncollisions = true;
1374 break;
1375 }
1376
1377 cc2.AddCollisionEvent(obj2LocalID, contact);
1378 break;
1379 case ActorTypes.Prim:
1380
1381 if (p2 is OdePrim)
1382 {
1383 cp2 = (OdePrim) p2;
1384
1385 // obj1LocalID = cp2.m_localID;
1386 switch ((ActorTypes) p1.PhysicsActorType)
1387 {
1388 case ActorTypes.Agent:
1389 if (p1 is OdeCharacter)
1390 {
1391 cc1 = (OdeCharacter) p1;
1392 obj2LocalID = cc1.m_localID;
1393 cc1.AddCollisionEvent(cp2.m_localID, contact);
1394 //ctype = (int)CollisionCategories.Character;
1395
1396 //if (cc1.CollidingObj)
1397 //cStartStop = (int)StatusIndicators.Generic;
1398 //else
1399 //cStartStop = (int)StatusIndicators.Start;
1400 //returncollisions = true;
1401 }
1402 break;
1403 case ActorTypes.Prim:
1404
1405 if (p1 is OdePrim)
1406 {
1407 cp1 = (OdePrim) p1;
1408 obj2LocalID = cp1.m_localID;
1409 cp1.AddCollisionEvent(cp2.m_localID, contact);
1410 //ctype = (int)CollisionCategories.Geom;
1411
1412 //if (cp1.CollidingObj)
1413 //cStartStop = (int)StatusIndicators.Generic;
1414 //else
1415 //cStartStop = (int)StatusIndicators.Start;
1416
1417 //returncollisions = true;
1418 }
1419 break;
1420
1421 case ActorTypes.Ground:
1422 case ActorTypes.Unknown:
1423 obj2LocalID = 0;
1424 //ctype = (int)CollisionCategories.Land;
1425
1426 //returncollisions = true;
1427 break;
1428 }
1429
1430 cp2.AddCollisionEvent(obj2LocalID, contact);
1431 }
1432 break;
1433 }
1434 //if (returncollisions)
1435 //{
1436
1437 //lock (m_storedCollisions)
1438 //{
1439 //cDictKey = obj1LocalID.ToString() + obj2LocalID.ToString() + cStartStop.ToString() + ctype.ToString();
1440 //if (m_storedCollisions.ContainsKey(cDictKey))
1441 //{
1442 //sCollisionData objd = m_storedCollisions[cDictKey];
1443 //objd.NumberOfCollisions += 1;
1444 //objd.lastframe = framecount;
1445 //m_storedCollisions[cDictKey] = objd;
1446 //}
1447 //else
1448 //{
1449 //sCollisionData objd = new sCollisionData();
1450 //objd.ColliderLocalId = obj1LocalID;
1451 //objd.CollidedWithLocalId = obj2LocalID;
1452 //objd.CollisionType = ctype;
1453 //objd.NumberOfCollisions = 1;
1454 //objd.lastframe = framecount;
1455 //objd.StatusIndicator = cStartStop;
1456 //m_storedCollisions.Add(cDictKey, objd);
1457 //}
1458 //}
1459 // }
1460 }
1461
1462 public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount)
1463 {
1464 /* String name1 = null;
1465 String name2 = null;
1466
1467 if (!geom_name_map.TryGetValue(trimesh, out name1))
1468 {
1469 name1 = "null";
1470 }
1471 if (!geom_name_map.TryGetValue(refObject, out name2))
1472 {
1473 name2 = "null";
1474 }
1475
1476 m_log.InfoFormat("TriArrayCallback: A collision was detected between {1} and {2}", 0, name1, name2);
1477 */
1478 return 1;
1479 }
1480
1481 public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex)
1482 {
1483 String name1 = null;
1484 String name2 = null;
1485
1486 if (!geom_name_map.TryGetValue(trimesh, out name1))
1487 {
1488 name1 = "null";
1489 }
1490
1491 if (!geom_name_map.TryGetValue(refObject, out name2))
1492 {
1493 name2 = "null";
1494 }
1495
1496 // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex);
1497
1498 d.Vector3 v0 = new d.Vector3();
1499 d.Vector3 v1 = new d.Vector3();
1500 d.Vector3 v2 = new d.Vector3();
1501
1502 d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2);
1503 // m_log.DebugFormat("Triangle {0} is <{1},{2},{3}>, <{4},{5},{6}>, <{7},{8},{9}>", triangleIndex, v0.X, v0.Y, v0.Z, v1.X, v1.Y, v1.Z, v2.X, v2.Y, v2.Z);
1504
1505 return 1;
1506 }
1507
1508 /// <summary>
1509 /// This is our collision testing routine in ODE
1510 /// </summary>
1511 /// <param name="timeStep"></param>
1512 private void collision_optimized(float timeStep)
1513 {
1514 _perloopContact.Clear();
1515
1516 lock (_characters)
1517 {
1518 foreach (OdeCharacter chr in _characters)
1519 {
1520 // Reset the collision values to false
1521 // since we don't know if we're colliding yet
1522
1523 // For some reason this can happen. Don't ask...
1524 //
1525 if (chr == null)
1526 continue;
1527
1528 if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1529 continue;
1530
1531 chr.IsColliding = false;
1532 chr.CollidingGround = false;
1533 chr.CollidingObj = false;
1534
1535 // test the avatar's geometry for collision with the space
1536 // This will return near and the space that they are the closest to
1537 // And we'll run this again against the avatar and the space segment
1538 // This will return with a bunch of possible objects in the space segment
1539 // and we'll run it again on all of them.
1540 try
1541 {
1542 d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback);
1543 }
1544 catch (AccessViolationException)
1545 {
1546 m_log.Warn("[PHYSICS]: Unable to space collide");
1547 }
1548 //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y);
1549 //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10)
1550 //{
1551 //chr.Position.Z = terrainheight + 10.0f;
1552 //forcedZ = true;
1553 //}
1554 }
1555 }
1556
1557 lock (_activeprims)
1558 {
1559 List<OdePrim> removeprims = null;
1560 foreach (OdePrim chr in _activeprims)
1561 {
1562 if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled))
1563 {
1564 try
1565 {
1566 lock (chr)
1567 {
1568 if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false)
1569 {
1570 d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback);
1571 }
1572 else
1573 {
1574 if (removeprims == null)
1575 {
1576 removeprims = new List<OdePrim>();
1577 }
1578 removeprims.Add(chr);
1579 m_log.Debug("[PHYSICS]: unable to collide test active prim against space. The space was zero, the geom was zero or it was in the process of being removed. Removed it from the active prim list. This needs to be fixed!");
1580 }
1581 }
1582 }
1583 catch (AccessViolationException)
1584 {
1585 m_log.Warn("[PHYSICS]: Unable to space collide");
1586 }
1587 }
1588 }
1589 if (removeprims != null)
1590 {
1591 foreach (OdePrim chr in removeprims)
1592 {
1593 _activeprims.Remove(chr);
1594 }
1595 }
1596 }
1597
1598 _perloopContact.Clear();
1599 }
1600
1601 #endregion
1602
1603 public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
1604 {
1605 m_worldOffset = offset;
1606 WorldExtents = new Vector2(extents.X, extents.Y);
1607 m_parentScene = pScene;
1608
1609 }
1610
1611 // Recovered for use by fly height. Kitto Flora
1612 public float GetTerrainHeightAtXY(float x, float y)
1613 {
1614
1615 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1616 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1617
1618 IntPtr heightFieldGeom = IntPtr.Zero;
1619
1620 if (RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom))
1621 {
1622 if (heightFieldGeom != IntPtr.Zero)
1623 {
1624 if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1625 {
1626
1627 int index;
1628
1629
1630 if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y ||
1631 (int)x < 0.001f || (int)y < 0.001f)
1632 return 0;
1633
1634 x = x - offsetX;
1635 y = y - offsetY;
1636
1637 index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y);
1638
1639 if (index < TerrainHeightFieldHeights[heightFieldGeom].Length)
1640 {
1641 //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]);
1642 return (float)TerrainHeightFieldHeights[heightFieldGeom][index];
1643 }
1644
1645 else
1646 return 0f;
1647 }
1648 else
1649 {
1650 return 0f;
1651 }
1652
1653 }
1654 else
1655 {
1656 return 0f;
1657 }
1658
1659 }
1660 else
1661 {
1662 return 0f;
1663 }
1664
1665
1666 }
1667// End recovered. Kitto Flora
1668
1669 public void addCollisionEventReporting(PhysicsActor obj)
1670 {
1671 lock (_collisionEventPrim)
1672 {
1673 if (!_collisionEventPrim.Contains(obj))
1674 _collisionEventPrim.Add(obj);
1675 }
1676 }
1677
1678 public void remCollisionEventReporting(PhysicsActor obj)
1679 {
1680 lock (_collisionEventPrim)
1681 {
1682 if (!_collisionEventPrim.Contains(obj))
1683 _collisionEventPrim.Remove(obj);
1684 }
1685 }
1686
1687 #region Add/Remove Entities
1688
1689 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1690 {
1691 Vector3 pos;
1692 pos.X = position.X;
1693 pos.Y = position.Y;
1694 pos.Z = position.Z;
1695 OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun);
1696 newAv.Flying = isFlying;
1697 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1698
1699 return newAv;
1700 }
1701
1702 public void AddCharacter(OdeCharacter chr)
1703 {
1704 lock (_characters)
1705 {
1706 if (!_characters.Contains(chr))
1707 {
1708 _characters.Add(chr);
1709 if (chr.bad)
1710 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1711 }
1712 }
1713 }
1714
1715 public void RemoveCharacter(OdeCharacter chr)
1716 {
1717 lock (_characters)
1718 {
1719 if (_characters.Contains(chr))
1720 {
1721 _characters.Remove(chr);
1722 }
1723 }
1724 }
1725 public void BadCharacter(OdeCharacter chr)
1726 {
1727 lock (_badCharacter)
1728 {
1729 if (!_badCharacter.Contains(chr))
1730 _badCharacter.Add(chr);
1731 }
1732 }
1733
1734 public override void RemoveAvatar(PhysicsActor actor)
1735 {
1736 //m_log.Debug("[PHYSICS]:ODELOCK");
1737 ((OdeCharacter) actor).Destroy();
1738
1739 }
1740
1741 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1742 IMesh mesh, PrimitiveBaseShape pbs, bool isphysical)
1743 {
1744
1745 Vector3 pos = position;
1746 Vector3 siz = size;
1747 Quaternion rot = rotation;
1748
1749 OdePrim newPrim;
1750 lock (OdeLock)
1751 {
1752 newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, ode);
1753
1754 lock (_prims)
1755 _prims.Add(newPrim);
1756 }
1757
1758 return newPrim;
1759 }
1760
1761 public void addActivePrim(OdePrim activatePrim)
1762 {
1763 // adds active prim.. (ones that should be iterated over in collisions_optimized
1764 lock (_activeprims)
1765 {
1766 if (!_activeprims.Contains(activatePrim))
1767 _activeprims.Add(activatePrim);
1768 //else
1769 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1770 }
1771 }
1772
1773 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1774 Vector3 size, Quaternion rotation) //To be removed
1775 {
1776 return AddPrimShape(primName, pbs, position, size, rotation, false);
1777 }
1778
1779 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1780 Vector3 size, Quaternion rotation, bool isPhysical)
1781 {
1782 PhysicsActor result;
1783 IMesh mesh = null;
1784
1785 if (needsMeshing(pbs))
1786 mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
1787
1788 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical);
1789
1790 return result;
1791 }
1792
1793 public override float TimeDilation
1794 {
1795 get { return m_timeDilation; }
1796 }
1797
1798 public override bool SupportsNINJAJoints
1799 {
1800 get { return m_NINJA_physics_joints_enabled; }
1801 }
1802
1803 // internal utility function: must be called within a lock (OdeLock)
1804 private void InternalAddActiveJoint(PhysicsJoint joint)
1805 {
1806 activeJoints.Add(joint);
1807 SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
1808 }
1809
1810 // internal utility function: must be called within a lock (OdeLock)
1811 private void InternalAddPendingJoint(OdePhysicsJoint joint)
1812 {
1813 pendingJoints.Add(joint);
1814 SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
1815 }
1816
1817 // internal utility function: must be called within a lock (OdeLock)
1818 private void InternalRemovePendingJoint(PhysicsJoint joint)
1819 {
1820 pendingJoints.Remove(joint);
1821 SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
1822 }
1823
1824 // internal utility function: must be called within a lock (OdeLock)
1825 private void InternalRemoveActiveJoint(PhysicsJoint joint)
1826 {
1827 activeJoints.Remove(joint);
1828 SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
1829 }
1830
1831 public override void DumpJointInfo()
1832 {
1833 string hdr = "[NINJA] JOINTINFO: ";
1834 foreach (PhysicsJoint j in pendingJoints)
1835 {
1836 m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1837 }
1838 m_log.Debug(hdr + pendingJoints.Count + " total pending joints");
1839 foreach (string jointName in SOPName_to_pendingJoint.Keys)
1840 {
1841 m_log.Debug(hdr + " pending joints dict contains Name: " + jointName);
1842 }
1843 m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries");
1844 foreach (PhysicsJoint j in activeJoints)
1845 {
1846 m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1847 }
1848 m_log.Debug(hdr + activeJoints.Count + " total active joints");
1849 foreach (string jointName in SOPName_to_activeJoint.Keys)
1850 {
1851 m_log.Debug(hdr + " active joints dict contains Name: " + jointName);
1852 }
1853 m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries");
1854
1855 m_log.Debug(hdr + " Per-body joint connectivity information follows.");
1856 m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints.");
1857 foreach (string actorName in joints_connecting_actor.Keys)
1858 {
1859 m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it");
1860 foreach (PhysicsJoint j in joints_connecting_actor[actorName])
1861 {
1862 m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1863 }
1864 m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor");
1865 }
1866 }
1867
1868 public override void RequestJointDeletion(string ObjectNameInScene)
1869 {
1870 lock (externalJointRequestsLock)
1871 {
1872 if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously
1873 {
1874 requestedJointsToBeDeleted.Add(ObjectNameInScene);
1875 }
1876 }
1877 }
1878
1879 private void DeleteRequestedJoints()
1880 {
1881 List<string> myRequestedJointsToBeDeleted;
1882 lock (externalJointRequestsLock)
1883 {
1884 // make a local copy of the shared list for processing (threading issues)
1885 myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted);
1886 }
1887
1888 foreach (string jointName in myRequestedJointsToBeDeleted)
1889 {
1890 lock (OdeLock)
1891 {
1892 //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName);
1893 if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName))
1894 {
1895 OdePhysicsJoint joint = null;
1896 if (SOPName_to_activeJoint.ContainsKey(jointName))
1897 {
1898 joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint;
1899 InternalRemoveActiveJoint(joint);
1900 }
1901 else if (SOPName_to_pendingJoint.ContainsKey(jointName))
1902 {
1903 joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint;
1904 InternalRemovePendingJoint(joint);
1905 }
1906
1907 if (joint != null)
1908 {
1909 //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames);
1910 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1911 {
1912 string bodyName = joint.BodyNames[iBodyName];
1913 if (bodyName != "NULL")
1914 {
1915 joints_connecting_actor[bodyName].Remove(joint);
1916 if (joints_connecting_actor[bodyName].Count == 0)
1917 {
1918 joints_connecting_actor.Remove(bodyName);
1919 }
1920 }
1921 }
1922
1923 DoJointDeactivated(joint);
1924 if (joint.jointID != IntPtr.Zero)
1925 {
1926 d.JointDestroy(joint.jointID);
1927 joint.jointID = IntPtr.Zero;
1928 //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName);
1929 }
1930 else
1931 {
1932 //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName);
1933 }
1934 }
1935 else
1936 {
1937 // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName);
1938 }
1939 }
1940 else
1941 {
1942 // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName);
1943 }
1944 }
1945 }
1946
1947 // remove processed joints from the shared list
1948 lock (externalJointRequestsLock)
1949 {
1950 foreach (string jointName in myRequestedJointsToBeDeleted)
1951 {
1952 requestedJointsToBeDeleted.Remove(jointName);
1953 }
1954 }
1955 }
1956
1957 // for pending joints we don't know if their associated bodies exist yet or not.
1958 // the joint is actually created during processing of the taints
1959 private void CreateRequestedJoints()
1960 {
1961 List<PhysicsJoint> myRequestedJointsToBeCreated;
1962 lock (externalJointRequestsLock)
1963 {
1964 // make a local copy of the shared list for processing (threading issues)
1965 myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated);
1966 }
1967
1968 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1969 {
1970 lock (OdeLock)
1971 {
1972 if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null)
1973 {
1974 DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already pending joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
1975 continue;
1976 }
1977 if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null)
1978 {
1979 DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already active joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
1980 continue;
1981 }
1982
1983 InternalAddPendingJoint(joint as OdePhysicsJoint);
1984
1985 if (joint.BodyNames.Count >= 2)
1986 {
1987 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1988 {
1989 string bodyName = joint.BodyNames[iBodyName];
1990 if (bodyName != "NULL")
1991 {
1992 if (!joints_connecting_actor.ContainsKey(bodyName))
1993 {
1994 joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>());
1995 }
1996 joints_connecting_actor[bodyName].Add(joint);
1997 }
1998 }
1999 }
2000 }
2001 }
2002
2003 // remove processed joints from shared list
2004 lock (externalJointRequestsLock)
2005 {
2006 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
2007 {
2008 requestedJointsToBeCreated.Remove(joint);
2009 }
2010 }
2011
2012 }
2013
2014 // public function to add an request for joint creation
2015 // this joint will just be added to a waiting list that is NOT processed during the main
2016 // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
2017
2018 public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
2019 Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
2020
2021 {
2022
2023 OdePhysicsJoint joint = new OdePhysicsJoint();
2024 joint.ObjectNameInScene = objectNameInScene;
2025 joint.Type = jointType;
2026 joint.Position = position;
2027 joint.Rotation = rotation;
2028 joint.RawParams = parms;
2029 joint.BodyNames = new List<string>(bodyNames);
2030 joint.TrackedBodyName = trackedBodyName;
2031 joint.LocalRotation = localRotation;
2032 joint.jointID = IntPtr.Zero;
2033 joint.ErrorMessageCount = 0;
2034
2035 lock (externalJointRequestsLock)
2036 {
2037 if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice
2038 {
2039 requestedJointsToBeCreated.Add(joint);
2040 }
2041 }
2042 return joint;
2043 }
2044
2045 private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
2046 {
2047 //m_log.Debug("RemoveAllJointsConnectedToActor: start");
2048 if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
2049 {
2050
2051 List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>();
2052 //TODO: merge these 2 loops (originally it was needed to avoid altering a list being iterated over, but it is no longer needed due to the joint request queue mechanism)
2053 foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
2054 {
2055 jointsToRemove.Add(j);
2056 }
2057 foreach (PhysicsJoint j in jointsToRemove)
2058 {
2059 //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene);
2060 RequestJointDeletion(j.ObjectNameInScene);
2061 //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene);
2062 j.TrackedBodyName = null; // *IMMEDIATELY* prevent any further movement of this joint (else a deleted actor might cause spurious tracking motion of the joint for a few frames, leading to the joint proxy object disappearing)
2063 }
2064 }
2065 }
2066
2067 public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
2068 {
2069 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start");
2070 lock (OdeLock)
2071 {
2072 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock");
2073 RemoveAllJointsConnectedToActor(actor);
2074 }
2075 }
2076
2077 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2078 public override Vector3 GetJointAnchor(PhysicsJoint joint)
2079 {
2080 Debug.Assert(joint.IsInPhysicsEngine);
2081 d.Vector3 pos = new d.Vector3();
2082
2083 if (!(joint is OdePhysicsJoint))
2084 {
2085 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2086 }
2087 else
2088 {
2089 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2090 switch (odeJoint.Type)
2091 {
2092 case PhysicsJointType.Ball:
2093 d.JointGetBallAnchor(odeJoint.jointID, out pos);
2094 break;
2095 case PhysicsJointType.Hinge:
2096 d.JointGetHingeAnchor(odeJoint.jointID, out pos);
2097 break;
2098 }
2099 }
2100 return new Vector3(pos.X, pos.Y, pos.Z);
2101 }
2102
2103 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2104 // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
2105 // appears to be unreliable. Fortunately we can compute the joint axis ourselves by
2106 // keeping track of the joint's original orientation relative to one of the involved bodies.
2107 public override Vector3 GetJointAxis(PhysicsJoint joint)
2108 {
2109 Debug.Assert(joint.IsInPhysicsEngine);
2110 d.Vector3 axis = new d.Vector3();
2111
2112 if (!(joint is OdePhysicsJoint))
2113 {
2114 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2115 }
2116 else
2117 {
2118 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2119 switch (odeJoint.Type)
2120 {
2121 case PhysicsJointType.Ball:
2122 DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
2123 break;
2124 case PhysicsJointType.Hinge:
2125 d.JointGetHingeAxis(odeJoint.jointID, out axis);
2126 break;
2127 }
2128 }
2129 return new Vector3(axis.X, axis.Y, axis.Z);
2130 }
2131
2132
2133 public void remActivePrim(OdePrim deactivatePrim)
2134 {
2135 lock (_activeprims)
2136 {
2137 _activeprims.Remove(deactivatePrim);
2138 }
2139 }
2140
2141 public override void RemovePrim(PhysicsActor prim)
2142 {
2143 if (prim is OdePrim)
2144 {
2145 lock (OdeLock)
2146 {
2147 OdePrim p = (OdePrim) prim;
2148
2149 p.setPrimForRemoval();
2150 AddPhysicsActorTaint(prim);
2151 //RemovePrimThreadLocked(p);
2152 }
2153 }
2154 }
2155
2156 /// <summary>
2157 /// This is called from within simulate but outside the locked portion
2158 /// We need to do our own locking here
2159 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
2160 ///
2161 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
2162 /// that the space was using.
2163 /// </summary>
2164 /// <param name="prim"></param>
2165 public void RemovePrimThreadLocked(OdePrim prim)
2166 {
2167//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
2168 lock (prim)
2169 {
2170 remCollisionEventReporting(prim);
2171 lock (ode)
2172 {
2173 if (prim.prim_geom != IntPtr.Zero)
2174 {
2175 prim.ResetTaints();
2176
2177 if (prim.IsPhysical)
2178 {
2179 prim.disableBody();
2180 if (prim.childPrim)
2181 {
2182 prim.childPrim = false;
2183 prim.Body = IntPtr.Zero;
2184 prim.m_disabled = true;
2185 prim.IsPhysical = false;
2186 }
2187
2188
2189 }
2190 // we don't want to remove the main space
2191
2192 // If the geometry is in the targetspace, remove it from the target space
2193 //m_log.Warn(prim.m_targetSpace);
2194
2195 //if (prim.m_targetSpace != IntPtr.Zero)
2196 //{
2197 //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
2198 //{
2199
2200 //if (d.GeomIsSpace(prim.m_targetSpace))
2201 //{
2202 //waitForSpaceUnlock(prim.m_targetSpace);
2203 //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
2204 prim.m_targetSpace = IntPtr.Zero;
2205 //}
2206 //else
2207 //{
2208 // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2209 //((OdePrim)prim).m_targetSpace.ToString());
2210 //}
2211
2212 //}
2213 //}
2214 //m_log.Warn(prim.prim_geom);
2215 try
2216 {
2217 if (prim.prim_geom != IntPtr.Zero)
2218 {
2219
2220//string tPA;
2221//geom_name_map.TryGetValue(prim.prim_geom, out tPA);
2222//Console.WriteLine("**** Remove {0}", tPA);
2223 if(geom_name_map.ContainsKey(prim.prim_geom)) geom_name_map.Remove(prim.prim_geom);
2224 if(actor_name_map.ContainsKey(prim.prim_geom)) actor_name_map.Remove(prim.prim_geom);
2225 d.GeomDestroy(prim.prim_geom);
2226 prim.prim_geom = IntPtr.Zero;
2227 }
2228 else
2229 {
2230 m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
2231 }
2232 }
2233 catch (AccessViolationException)
2234 {
2235 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
2236 }
2237 lock (_prims)
2238 _prims.Remove(prim);
2239
2240 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2241 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
2242 //{
2243 //if (prim.m_targetSpace != null)
2244 //{
2245 //if (d.GeomIsSpace(prim.m_targetSpace))
2246 //{
2247 //waitForSpaceUnlock(prim.m_targetSpace);
2248 //d.SpaceRemove(space, prim.m_targetSpace);
2249 // free up memory used by the space.
2250 //d.SpaceDestroy(prim.m_targetSpace);
2251 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
2252 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
2253 //}
2254 //else
2255 //{
2256 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2257 //((OdePrim) prim).m_targetSpace.ToString());
2258 //}
2259 //}
2260 //}
2261
2262 if (SupportsNINJAJoints)
2263 {
2264 RemoveAllJointsConnectedToActorThreadLocked(prim);
2265 }
2266 }
2267 }
2268 }
2269 }
2270
2271 #endregion
2272
2273 #region Space Separation Calculation
2274
2275 /// <summary>
2276 /// Takes a space pointer and zeros out the array we're using to hold the spaces
2277 /// </summary>
2278 /// <param name="pSpace"></param>
2279 public void resetSpaceArrayItemToZero(IntPtr pSpace)
2280 {
2281 for (int x = 0; x < staticPrimspace.GetLength(0); x++)
2282 {
2283 for (int y = 0; y < staticPrimspace.GetLength(1); y++)
2284 {
2285 if (staticPrimspace[x, y] == pSpace)
2286 staticPrimspace[x, y] = IntPtr.Zero;
2287 }
2288 }
2289 }
2290
2291 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
2292 {
2293 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
2294 }
2295
2296 /// <summary>
2297 /// Called when a static prim moves. Allocates a space for the prim based on its position
2298 /// </summary>
2299 /// <param name="geom">the pointer to the geom that moved</param>
2300 /// <param name="pos">the position that the geom moved to</param>
2301 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
2302 /// <returns>a pointer to the new space it's in</returns>
2303 public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
2304 {
2305 // Called from setting the Position and Size of an ODEPrim so
2306 // it's already in locked space.
2307
2308 // we don't want to remove the main space
2309 // we don't need to test physical here because this function should
2310 // never be called if the prim is physical(active)
2311
2312 // All physical prim end up in the root space
2313 //Thread.Sleep(20);
2314 if (currentspace != space)
2315 {
2316 //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
2317 //if (currentspace == IntPtr.Zero)
2318 //{
2319 //int adfadf = 0;
2320 //}
2321 if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
2322 {
2323 if (d.GeomIsSpace(currentspace))
2324 {
2325 waitForSpaceUnlock(currentspace);
2326 d.SpaceRemove(currentspace, geom);
2327 }
2328 else
2329 {
2330 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace +
2331 " Geom:" + geom);
2332 }
2333 }
2334 else
2335 {
2336 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2337 if (sGeomIsIn != IntPtr.Zero)
2338 {
2339 if (d.GeomIsSpace(currentspace))
2340 {
2341 waitForSpaceUnlock(sGeomIsIn);
2342 d.SpaceRemove(sGeomIsIn, geom);
2343 }
2344 else
2345 {
2346 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2347 sGeomIsIn + " Geom:" + geom);
2348 }
2349 }
2350 }
2351
2352 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2353 if (d.SpaceGetNumGeoms(currentspace) == 0)
2354 {
2355 if (currentspace != IntPtr.Zero)
2356 {
2357 if (d.GeomIsSpace(currentspace))
2358 {
2359 waitForSpaceUnlock(currentspace);
2360 waitForSpaceUnlock(space);
2361 d.SpaceRemove(space, currentspace);
2362 // free up memory used by the space.
2363
2364 //d.SpaceDestroy(currentspace);
2365 resetSpaceArrayItemToZero(currentspace);
2366 }
2367 else
2368 {
2369 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2370 currentspace + " Geom:" + geom);
2371 }
2372 }
2373 }
2374 }
2375 else
2376 {
2377 // this is a physical object that got disabled. ;.;
2378 if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
2379 {
2380 if (d.SpaceQuery(currentspace, geom))
2381 {
2382 if (d.GeomIsSpace(currentspace))
2383 {
2384 waitForSpaceUnlock(currentspace);
2385 d.SpaceRemove(currentspace, geom);
2386 }
2387 else
2388 {
2389 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2390 currentspace + " Geom:" + geom);
2391 }
2392 }
2393 else
2394 {
2395 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2396 if (sGeomIsIn != IntPtr.Zero)
2397 {
2398 if (d.GeomIsSpace(sGeomIsIn))
2399 {
2400 waitForSpaceUnlock(sGeomIsIn);
2401 d.SpaceRemove(sGeomIsIn, geom);
2402 }
2403 else
2404 {
2405 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2406 sGeomIsIn + " Geom:" + geom);
2407 }
2408 }
2409 }
2410 }
2411 }
2412
2413 // The routines in the Position and Size sections do the 'inserting' into the space,
2414 // so all we have to do is make sure that the space that we're putting the prim into
2415 // is in the 'main' space.
2416 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
2417 IntPtr newspace = calculateSpaceForGeom(pos);
2418
2419 if (newspace == IntPtr.Zero)
2420 {
2421 newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2422 d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh);
2423 }
2424
2425 return newspace;
2426 }
2427
2428 /// <summary>
2429 /// Creates a new space at X Y
2430 /// </summary>
2431 /// <param name="iprimspaceArrItemX"></param>
2432 /// <param name="iprimspaceArrItemY"></param>
2433 /// <returns>A pointer to the created space</returns>
2434 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
2435 {
2436 // creating a new space for prim and inserting it into main space.
2437 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
2438 d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
2439 waitForSpaceUnlock(space);
2440 d.SpaceSetSublevel(space, 1);
2441 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
2442 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
2443 }
2444
2445 /// <summary>
2446 /// Calculates the space the prim should be in by its position
2447 /// </summary>
2448 /// <param name="pos"></param>
2449 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
2450 public IntPtr calculateSpaceForGeom(Vector3 pos)
2451 {
2452 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
2453 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
2454 return staticPrimspace[xyspace[0], xyspace[1]];
2455 }
2456
2457 /// <summary>
2458 /// Holds the space allocation logic
2459 /// </summary>
2460 /// <param name="pos"></param>
2461 /// <returns>an array item based on the position</returns>
2462 public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
2463 {
2464 int[] returnint = new int[2];
2465
2466 returnint[0] = (int) (pos.X/metersInSpace);
2467
2468 if (returnint[0] > ((int) (259f/metersInSpace)))
2469 returnint[0] = ((int) (259f/metersInSpace));
2470 if (returnint[0] < 0)
2471 returnint[0] = 0;
2472
2473 returnint[1] = (int) (pos.Y/metersInSpace);
2474 if (returnint[1] > ((int) (259f/metersInSpace)))
2475 returnint[1] = ((int) (259f/metersInSpace));
2476 if (returnint[1] < 0)
2477 returnint[1] = 0;
2478
2479 return returnint;
2480 }
2481
2482 #endregion
2483
2484 /// <summary>
2485 /// Routine to figure out if we need to mesh this prim with our mesher
2486 /// </summary>
2487 /// <param name="pbs"></param>
2488 /// <returns></returns>
2489 public bool needsMeshing(PrimitiveBaseShape pbs)
2490 {
2491 // most of this is redundant now as the mesher will return null if it cant mesh a prim
2492 // but we still need to check for sculptie meshing being enabled so this is the most
2493 // convenient place to do it for now...
2494
2495 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
2496 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
2497 int iPropertiesNotSupportedDefault = 0;
2498
2499 if (pbs.SculptEntry && !meshSculptedPrim)
2500 {
2501#if SPAM
2502 m_log.Warn("NonMesh");
2503#endif
2504 return false;
2505 }
2506
2507 // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since ODE can use an internal representation for the prim
2508 if (!forceSimplePrimMeshing)
2509 {
2510 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
2511 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
2512 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
2513 {
2514
2515 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
2516 && pbs.ProfileHollow == 0
2517 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
2518 && pbs.PathBegin == 0 && pbs.PathEnd == 0
2519 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
2520 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
2521 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
2522 {
2523#if SPAM
2524 m_log.Warn("NonMesh");
2525#endif
2526 return false;
2527 }
2528 }
2529 }
2530
2531 if (pbs.ProfileHollow != 0)
2532 iPropertiesNotSupportedDefault++;
2533
2534 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
2535 iPropertiesNotSupportedDefault++;
2536
2537 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
2538 iPropertiesNotSupportedDefault++;
2539
2540 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
2541 iPropertiesNotSupportedDefault++;
2542
2543 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
2544 iPropertiesNotSupportedDefault++;
2545
2546 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
2547 iPropertiesNotSupportedDefault++;
2548
2549 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X))
2550 iPropertiesNotSupportedDefault++;
2551
2552 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
2553 iPropertiesNotSupportedDefault++;
2554
2555 // test for torus
2556 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
2557 {
2558 if (pbs.PathCurve == (byte)Extrusion.Curve1)
2559 {
2560 iPropertiesNotSupportedDefault++;
2561 }
2562 }
2563 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
2564 {
2565 if (pbs.PathCurve == (byte)Extrusion.Straight)
2566 {
2567 iPropertiesNotSupportedDefault++;
2568 }
2569
2570 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
2571 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2572 {
2573 iPropertiesNotSupportedDefault++;
2574 }
2575 }
2576 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
2577 {
2578 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
2579 {
2580 iPropertiesNotSupportedDefault++;
2581 }
2582 }
2583 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
2584 {
2585 if (pbs.PathCurve == (byte)Extrusion.Straight)
2586 {
2587 iPropertiesNotSupportedDefault++;
2588 }
2589 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2590 {
2591 iPropertiesNotSupportedDefault++;
2592 }
2593 }
2594
2595
2596 if (iPropertiesNotSupportedDefault == 0)
2597 {
2598#if SPAM
2599 m_log.Warn("NonMesh");
2600#endif
2601 return false;
2602 }
2603#if SPAM
2604 m_log.Debug("Mesh");
2605#endif
2606 return true;
2607 }
2608
2609 /// <summary>
2610 /// Called after our prim properties are set Scale, position etc.
2611 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
2612 /// This assures us that we have no race conditions
2613 /// </summary>
2614 /// <param name="prim"></param>
2615 public override void AddPhysicsActorTaint(PhysicsActor prim)
2616 {
2617
2618 if (prim is OdePrim)
2619 {
2620 OdePrim taintedprim = ((OdePrim) prim);
2621 lock (_taintedPrimLock)
2622 {
2623 if (!(_taintedPrimH.Contains(taintedprim)))
2624 {
2625//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
2626 _taintedPrimH.Add(taintedprim); // HashSet for searching
2627 _taintedPrimL.Add(taintedprim); // List for ordered readout
2628 }
2629 }
2630 return;
2631 }
2632 else if (prim is OdeCharacter)
2633 {
2634 OdeCharacter taintedchar = ((OdeCharacter)prim);
2635 lock (_taintedActors)
2636 {
2637 if (!(_taintedActors.Contains(taintedchar)))
2638 {
2639 _taintedActors.Add(taintedchar);
2640 if (taintedchar.bad)
2641 m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
2642 }
2643 }
2644 }
2645 }
2646
2647 /// <summary>
2648 /// This is our main simulate loop
2649 /// It's thread locked by a Mutex in the scene.
2650 /// It holds Collisions, it instructs ODE to step through the physical reactions
2651 /// It moves the objects around in memory
2652 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
2653 /// </summary>
2654 /// <param name="timeStep"></param>
2655 /// <returns></returns>
2656 public override float Simulate(float timeStep)
2657 {
2658 if (framecount >= int.MaxValue)
2659 framecount = 0;
2660 //if (m_worldOffset != Vector3.Zero)
2661 // return 0;
2662
2663 framecount++;
2664
2665 DateTime now = DateTime.UtcNow;
2666 TimeSpan SinceLastFrame = now - m_lastframe;
2667 m_lastframe = now;
2668 float realtime = (float)SinceLastFrame.TotalSeconds;
2669// Console.WriteLine("ts={0} rt={1}", timeStep, realtime);
2670 timeStep = realtime;
2671
2672 // float fps = 1.0f / realtime;
2673 float fps = 0.0f; // number of ODE steps in this Simulate step
2674 //m_log.Info(timeStep.ToString());
2675 step_time += timeStep;
2676
2677 // If We're loaded down by something else,
2678 // or debugging with the Visual Studio project on pause
2679 // skip a few frames to catch up gracefully.
2680 // without shooting the physicsactors all over the place
2681
2682 if (step_time >= m_SkipFramesAtms)
2683 {
2684 // Instead of trying to catch up, it'll do 5 physics frames only
2685 step_time = ODE_STEPSIZE;
2686 m_physicsiterations = 5;
2687 }
2688 else
2689 {
2690 m_physicsiterations = 10;
2691 }
2692
2693 if (SupportsNINJAJoints)
2694 {
2695 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2696 CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2697 }
2698
2699 lock (OdeLock)
2700 {
2701 // Process 10 frames if the sim is running normal..
2702 // process 5 frames if the sim is running slow
2703 //try
2704 //{
2705 //d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
2706 //}
2707 //catch (StackOverflowException)
2708 //{
2709 // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
2710 // ode.drelease(world);
2711 //base.TriggerPhysicsBasedRestart();
2712 //}
2713
2714 int i = 0;
2715
2716 // Figure out the Frames Per Second we're going at.
2717 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2718
2719 // fps = (step_time / ODE_STEPSIZE) * 1000;
2720 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
2721 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
2722
2723 // step_time = 0.09375f;
2724
2725 while (step_time > 0.0f)
2726 {
2727 //lock (ode)
2728 //{
2729 //if (!ode.lockquery())
2730 //{
2731 // ode.dlock(world);
2732 try
2733 {
2734 // Insert, remove Characters
2735 bool processedtaints = false;
2736
2737 lock (_taintedActors)
2738 {
2739 if (_taintedActors.Count > 0)
2740 {
2741 foreach (OdeCharacter character in _taintedActors)
2742 {
2743
2744 character.ProcessTaints(ODE_STEPSIZE);
2745
2746 processedtaints = true;
2747 //character.m_collisionscore = 0;
2748 }
2749
2750 if (processedtaints)
2751 _taintedActors.Clear();
2752 }
2753 } // end lock _taintedActors
2754
2755 // Modify other objects in the scene.
2756 processedtaints = false;
2757
2758 lock (_taintedPrimLock)
2759 {
2760 foreach (OdePrim prim in _taintedPrimL)
2761 {
2762 if (prim.m_taintremove)
2763 {
2764 //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
2765 RemovePrimThreadLocked(prim);
2766 }
2767 else
2768 {
2769 //Console.WriteLine("Simulate calls ProcessTaints");
2770 prim.ProcessTaints(ODE_STEPSIZE);
2771 }
2772 processedtaints = true;
2773 prim.m_collisionscore = 0;
2774
2775 // This loop can block up the Heartbeat for a very long time on large regions.
2776 // We need to let the Watchdog know that the Heartbeat is not dead
2777 // NOTE: This is currently commented out, but if things like OAR loading are
2778 // timing the heartbeat out we will need to uncomment it
2779 //Watchdog.UpdateThread();
2780 }
2781
2782 if (SupportsNINJAJoints)
2783 {
2784 // Create pending joints, if possible
2785
2786 // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
2787 // a joint requires specifying the body id of both involved bodies
2788 if (pendingJoints.Count > 0)
2789 {
2790 List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
2791 //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
2792 foreach (PhysicsJoint joint in pendingJoints)
2793 {
2794 //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
2795 string[] jointParams = joint.RawParams.Split(" ".ToCharArray(),
2796 System.StringSplitOptions.RemoveEmptyEntries);
2797 List<IntPtr> jointBodies = new List<IntPtr>();
2798 bool allJointBodiesAreReady = true;
2799 foreach (string jointParam in jointParams)
2800 {
2801 if (jointParam == "NULL")
2802 {
2803 //DoJointErrorMessage(joint, "attaching NULL joint to world");
2804 jointBodies.Add(IntPtr.Zero);
2805 }
2806 else
2807 {
2808 //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
2809 bool foundPrim = false;
2810 lock (_prims)
2811 {
2812 foreach (OdePrim prim in _prims) // FIXME: inefficient
2813 {
2814 if (prim.SOPName == jointParam)
2815 {
2816 //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
2817 if (prim.IsPhysical && prim.Body != IntPtr.Zero)
2818 {
2819 jointBodies.Add(prim.Body);
2820 foundPrim = true;
2821 break;
2822 }
2823 else
2824 {
2825 DoJointErrorMessage(joint, "prim name " + jointParam +
2826 " exists but is not (yet) physical; deferring joint creation. " +
2827 "IsPhysical property is " + prim.IsPhysical +
2828 " and body is " + prim.Body);
2829 foundPrim = false;
2830 break;
2831 }
2832 }
2833 }
2834 }
2835 if (foundPrim)
2836 {
2837 // all is fine
2838 }
2839 else
2840 {
2841 allJointBodiesAreReady = false;
2842 break;
2843 }
2844 }
2845 }
2846 if (allJointBodiesAreReady)
2847 {
2848 //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
2849 if (jointBodies[0] == jointBodies[1])
2850 {
2851 DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
2852 }
2853 else
2854 {
2855 switch (joint.Type)
2856 {
2857 case PhysicsJointType.Ball:
2858 {
2859 IntPtr odeJoint;
2860 //DoJointErrorMessage(joint, "ODE creating ball joint ");
2861 odeJoint = d.JointCreateBall(world, IntPtr.Zero);
2862 //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2863 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2864 //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
2865 d.JointSetBallAnchor(odeJoint,
2866 joint.Position.X,
2867 joint.Position.Y,
2868 joint.Position.Z);
2869 //DoJointErrorMessage(joint, "ODE joint setting OK");
2870 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
2871 //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
2872 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
2873 //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
2874
2875 if (joint is OdePhysicsJoint)
2876 {
2877 ((OdePhysicsJoint)joint).jointID = odeJoint;
2878 }
2879 else
2880 {
2881 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2882 }
2883 }
2884 break;
2885 case PhysicsJointType.Hinge:
2886 {
2887 IntPtr odeJoint;
2888 //DoJointErrorMessage(joint, "ODE creating hinge joint ");
2889 odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
2890 //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2891 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2892 //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
2893 d.JointSetHingeAnchor(odeJoint,
2894 joint.Position.X,
2895 joint.Position.Y,
2896 joint.Position.Z);
2897 // We use the orientation of the x-axis of the joint's coordinate frame
2898 // as the axis for the hinge.
2899
2900 // Therefore, we must get the joint's coordinate frame based on the
2901 // joint.Rotation field, which originates from the orientation of the
2902 // joint's proxy object in the scene.
2903
2904 // The joint's coordinate frame is defined as the transformation matrix
2905 // that converts a vector from joint-local coordinates into world coordinates.
2906 // World coordinates are defined as the XYZ coordinate system of the sim,
2907 // as shown in the top status-bar of the viewer.
2908
2909 // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
2910 // and use that as the hinge axis.
2911
2912 //joint.Rotation.Normalize();
2913 Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
2914
2915 // Now extract the X axis of the joint's coordinate frame.
2916
2917 // Do not try to use proxyFrame.AtAxis or you will become mired in the
2918 // tar pit of transposed, inverted, and generally messed-up orientations.
2919 // (In other words, Matrix4.AtAxis() is borked.)
2920 // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
2921
2922 // Instead, compute the X axis of the coordinate frame by transforming
2923 // the (1,0,0) vector. At least that works.
2924
2925 //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
2926 Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
2927 //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
2928 //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
2929 d.JointSetHingeAxis(odeJoint,
2930 jointAxis.X,
2931 jointAxis.Y,
2932 jointAxis.Z);
2933 //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
2934 if (joint is OdePhysicsJoint)
2935 {
2936 ((OdePhysicsJoint)joint).jointID = odeJoint;
2937 }
2938 else
2939 {
2940 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2941 }
2942 }
2943 break;
2944 }
2945 successfullyProcessedPendingJoints.Add(joint);
2946 }
2947 }
2948 else
2949 {
2950 DoJointErrorMessage(joint, "joint could not yet be created; still pending");
2951 }
2952 }
2953 foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
2954 {
2955 //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
2956 //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
2957 InternalRemovePendingJoint(successfullyProcessedJoint);
2958 //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
2959 InternalAddActiveJoint(successfullyProcessedJoint);
2960 //DoJointErrorMessage(successfullyProcessedJoint, "done");
2961 }
2962 }
2963 } // end SupportsNINJAJoints
2964
2965 if (processedtaints)
2966//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
2967 _taintedPrimH.Clear(); // ??? if this only ???
2968 _taintedPrimL.Clear();
2969 } // end lock _taintedPrimLock
2970
2971 // Move characters
2972 lock (_characters)
2973 {
2974 List<OdeCharacter> defects = new List<OdeCharacter>();
2975 foreach (OdeCharacter actor in _characters)
2976 {
2977 if (actor != null)
2978 actor.Move(ODE_STEPSIZE, defects);
2979 }
2980 if (0 != defects.Count)
2981 {
2982 foreach (OdeCharacter defect in defects)
2983 {
2984 RemoveCharacter(defect);
2985 }
2986 }
2987 } // end lock _characters
2988
2989 // Move other active objects
2990 lock (_activeprims)
2991 {
2992 foreach (OdePrim prim in _activeprims)
2993 {
2994 prim.m_collisionscore = 0;
2995 prim.Move(ODE_STEPSIZE);
2996 }
2997 } // end lock _activeprims
2998
2999 //if ((framecount % m_randomizeWater) == 0)
3000 // randomizeWater(waterlevel);
3001
3002 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
3003 m_rayCastManager.ProcessQueuedRequests();
3004
3005 collision_optimized(ODE_STEPSIZE);
3006
3007 lock (_collisionEventPrim)
3008 {
3009 foreach (PhysicsActor obj in _collisionEventPrim)
3010 {
3011 if (obj == null)
3012 continue;
3013
3014 switch ((ActorTypes)obj.PhysicsActorType)
3015 {
3016 case ActorTypes.Agent:
3017 OdeCharacter cobj = (OdeCharacter)obj;
3018 cobj.AddCollisionFrameTime(100);
3019 cobj.SendCollisions();
3020 break;
3021 case ActorTypes.Prim:
3022 OdePrim pobj = (OdePrim)obj;
3023 pobj.SendCollisions();
3024 break;
3025 }
3026 }
3027 } // end lock _collisionEventPrim
3028
3029 //if (m_global_contactcount > 5)
3030 //{
3031 // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
3032 //}
3033
3034 m_global_contactcount = 0;
3035
3036 d.WorldQuickStep(world, ODE_STEPSIZE);
3037 d.JointGroupEmpty(contactgroup);
3038 fps++;
3039 //ode.dunlock(world);
3040 } // end try
3041 catch (Exception e)
3042 {
3043 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3044 ode.dunlock(world);
3045 }
3046
3047 step_time -= ODE_STEPSIZE;
3048 i++;
3049 //}
3050 //else
3051 //{
3052 //fps = 0;
3053 //}
3054 //}
3055 } // end while (step_time > 0.0f)
3056
3057 lock (_characters)
3058 {
3059 foreach (OdeCharacter actor in _characters)
3060 {
3061 if (actor != null)
3062 {
3063 if (actor.bad)
3064 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
3065 actor.UpdatePositionAndVelocity();
3066 }
3067 }
3068 }
3069
3070 lock (_badCharacter)
3071 {
3072 if (_badCharacter.Count > 0)
3073 {
3074 foreach (OdeCharacter chr in _badCharacter)
3075 {
3076 RemoveCharacter(chr);
3077 }
3078 _badCharacter.Clear();
3079 }
3080 }
3081
3082 lock (_activeprims)
3083 {
3084 //if (timeStep < 0.2f)
3085 {
3086 foreach (OdePrim actor in _activeprims)
3087 {
3088 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
3089 {
3090 actor.UpdatePositionAndVelocity();
3091
3092 if (SupportsNINJAJoints)
3093 {
3094 // If an actor moved, move its joint proxy objects as well.
3095 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
3096 // for this purpose but it is never called! So we just do the joint
3097 // movement code here.
3098
3099 if (actor.SOPName != null &&
3100 joints_connecting_actor.ContainsKey(actor.SOPName) &&
3101 joints_connecting_actor[actor.SOPName] != null &&
3102 joints_connecting_actor[actor.SOPName].Count > 0)
3103 {
3104 foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
3105 {
3106 if (affectedJoint.IsInPhysicsEngine)
3107 {
3108 DoJointMoved(affectedJoint);
3109 }
3110 else
3111 {
3112 DoJointErrorMessage(affectedJoint, "a body connected to a joint was moved, but the joint doesn't exist yet! this will lead to joint error. joint was: " + affectedJoint.ObjectNameInScene + " parms:" + affectedJoint.RawParams);
3113 }
3114 }
3115 }
3116 }
3117 }
3118 }
3119 }
3120 } // end lock _activeprims
3121
3122 //DumpJointInfo();
3123
3124 // Finished with all sim stepping. If requested, dump world state to file for debugging.
3125 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
3126 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
3127 if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0))
3128 {
3129 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
3130 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
3131
3132 if (physics_logging_append_existing_logfile)
3133 {
3134 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
3135 TextWriter fwriter = File.AppendText(fname);
3136 fwriter.WriteLine(header);
3137 fwriter.Close();
3138 }
3139 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3140 }
3141 } // end lock OdeLock
3142
3143 return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter!
3144 } // end Simulate
3145
3146 public override void GetResults()
3147 {
3148 }
3149
3150 public override bool IsThreaded
3151 {
3152 // for now we won't be multithreaded
3153 get { return (false); }
3154 }
3155
3156 #region ODE Specific Terrain Fixes
3157 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3158 {
3159 float[] returnarr = new float[262144];
3160 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3161
3162 // Filling out the array into its multi-dimensional components
3163 for (int y = 0; y < WorldExtents.Y; y++)
3164 {
3165 for (int x = 0; x < WorldExtents.X; x++)
3166 {
3167 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3168 }
3169 }
3170
3171 // Resize using Nearest Neighbour
3172
3173 // This particular way is quick but it only works on a multiple of the original
3174
3175 // The idea behind this method can be described with the following diagrams
3176 // second pass and third pass happen in the same loop really.. just separated
3177 // them to show what this does.
3178
3179 // First Pass
3180 // ResultArr:
3181 // 1,1,1,1,1,1
3182 // 1,1,1,1,1,1
3183 // 1,1,1,1,1,1
3184 // 1,1,1,1,1,1
3185 // 1,1,1,1,1,1
3186 // 1,1,1,1,1,1
3187
3188 // Second Pass
3189 // ResultArr2:
3190 // 1,,1,,1,,1,,1,,1,
3191 // ,,,,,,,,,,
3192 // 1,,1,,1,,1,,1,,1,
3193 // ,,,,,,,,,,
3194 // 1,,1,,1,,1,,1,,1,
3195 // ,,,,,,,,,,
3196 // 1,,1,,1,,1,,1,,1,
3197 // ,,,,,,,,,,
3198 // 1,,1,,1,,1,,1,,1,
3199 // ,,,,,,,,,,
3200 // 1,,1,,1,,1,,1,,1,
3201
3202 // Third pass fills in the blanks
3203 // ResultArr2:
3204 // 1,1,1,1,1,1,1,1,1,1,1,1
3205 // 1,1,1,1,1,1,1,1,1,1,1,1
3206 // 1,1,1,1,1,1,1,1,1,1,1,1
3207 // 1,1,1,1,1,1,1,1,1,1,1,1
3208 // 1,1,1,1,1,1,1,1,1,1,1,1
3209 // 1,1,1,1,1,1,1,1,1,1,1,1
3210 // 1,1,1,1,1,1,1,1,1,1,1,1
3211 // 1,1,1,1,1,1,1,1,1,1,1,1
3212 // 1,1,1,1,1,1,1,1,1,1,1,1
3213 // 1,1,1,1,1,1,1,1,1,1,1,1
3214 // 1,1,1,1,1,1,1,1,1,1,1,1
3215
3216 // X,Y = .
3217 // X+1,y = ^
3218 // X,Y+1 = *
3219 // X+1,Y+1 = #
3220
3221 // Filling in like this;
3222 // .*
3223 // ^#
3224 // 1st .
3225 // 2nd *
3226 // 3rd ^
3227 // 4th #
3228 // on single loop.
3229
3230 float[,] resultarr2 = new float[512, 512];
3231 for (int y = 0; y < WorldExtents.Y; y++)
3232 {
3233 for (int x = 0; x < WorldExtents.X; x++)
3234 {
3235 resultarr2[y * 2, x * 2] = resultarr[y, x];
3236
3237 if (y < WorldExtents.Y)
3238 {
3239 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3240 }
3241 if (x < WorldExtents.X)
3242 {
3243 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3244 }
3245 if (x < WorldExtents.X && y < WorldExtents.Y)
3246 {
3247 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3248 }
3249 }
3250 }
3251
3252 //Flatten out the array
3253 int i = 0;
3254 for (int y = 0; y < 512; y++)
3255 {
3256 for (int x = 0; x < 512; x++)
3257 {
3258 if (resultarr2[y, x] <= 0)
3259 returnarr[i] = 0.0000001f;
3260 else
3261 returnarr[i] = resultarr2[y, x];
3262
3263 i++;
3264 }
3265 }
3266
3267 return returnarr;
3268 }
3269
3270 public float[] ResizeTerrain512Interpolation(float[] heightMap)
3271 {
3272 float[] returnarr = new float[262144];
3273 float[,] resultarr = new float[512,512];
3274
3275 // Filling out the array into its multi-dimensional components
3276 for (int y = 0; y < 256; y++)
3277 {
3278 for (int x = 0; x < 256; x++)
3279 {
3280 resultarr[y, x] = heightMap[y * 256 + x];
3281 }
3282 }
3283
3284 // Resize using interpolation
3285
3286 // This particular way is quick but it only works on a multiple of the original
3287
3288 // The idea behind this method can be described with the following diagrams
3289 // second pass and third pass happen in the same loop really.. just separated
3290 // them to show what this does.
3291
3292 // First Pass
3293 // ResultArr:
3294 // 1,1,1,1,1,1
3295 // 1,1,1,1,1,1
3296 // 1,1,1,1,1,1
3297 // 1,1,1,1,1,1
3298 // 1,1,1,1,1,1
3299 // 1,1,1,1,1,1
3300
3301 // Second Pass
3302 // ResultArr2:
3303 // 1,,1,,1,,1,,1,,1,
3304 // ,,,,,,,,,,
3305 // 1,,1,,1,,1,,1,,1,
3306 // ,,,,,,,,,,
3307 // 1,,1,,1,,1,,1,,1,
3308 // ,,,,,,,,,,
3309 // 1,,1,,1,,1,,1,,1,
3310 // ,,,,,,,,,,
3311 // 1,,1,,1,,1,,1,,1,
3312 // ,,,,,,,,,,
3313 // 1,,1,,1,,1,,1,,1,
3314
3315 // Third pass fills in the blanks
3316 // ResultArr2:
3317 // 1,1,1,1,1,1,1,1,1,1,1,1
3318 // 1,1,1,1,1,1,1,1,1,1,1,1
3319 // 1,1,1,1,1,1,1,1,1,1,1,1
3320 // 1,1,1,1,1,1,1,1,1,1,1,1
3321 // 1,1,1,1,1,1,1,1,1,1,1,1
3322 // 1,1,1,1,1,1,1,1,1,1,1,1
3323 // 1,1,1,1,1,1,1,1,1,1,1,1
3324 // 1,1,1,1,1,1,1,1,1,1,1,1
3325 // 1,1,1,1,1,1,1,1,1,1,1,1
3326 // 1,1,1,1,1,1,1,1,1,1,1,1
3327 // 1,1,1,1,1,1,1,1,1,1,1,1
3328
3329 // X,Y = .
3330 // X+1,y = ^
3331 // X,Y+1 = *
3332 // X+1,Y+1 = #
3333
3334 // Filling in like this;
3335 // .*
3336 // ^#
3337 // 1st .
3338 // 2nd *
3339 // 3rd ^
3340 // 4th #
3341 // on single loop.
3342
3343 float[,] resultarr2 = new float[512,512];
3344 for (int y = 0; y < (int)Constants.RegionSize; y++)
3345 {
3346 for (int x = 0; x < (int)Constants.RegionSize; x++)
3347 {
3348 resultarr2[y*2, x*2] = resultarr[y, x];
3349
3350 if (y < (int)Constants.RegionSize)
3351 {
3352 if (y + 1 < (int)Constants.RegionSize)
3353 {
3354 if (x + 1 < (int)Constants.RegionSize)
3355 {
3356 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
3357 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3358 }
3359 else
3360 {
3361 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3362 }
3363 }
3364 else
3365 {
3366 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3367 }
3368 }
3369 if (x < (int)Constants.RegionSize)
3370 {
3371 if (x + 1 < (int)Constants.RegionSize)
3372 {
3373 if (y + 1 < (int)Constants.RegionSize)
3374 {
3375 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3376 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3377 }
3378 else
3379 {
3380 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3381 }
3382 }
3383 else
3384 {
3385 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3386 }
3387 }
3388 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3389 {
3390 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3391 {
3392 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3393 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3394 }
3395 else
3396 {
3397 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
3398 }
3399 }
3400 }
3401 }
3402 //Flatten out the array
3403 int i = 0;
3404 for (int y = 0; y < 512; y++)
3405 {
3406 for (int x = 0; x < 512; x++)
3407 {
3408 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3409 {
3410 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
3411 resultarr2[y, x] = 0;
3412 }
3413 returnarr[i] = resultarr2[y, x];
3414 i++;
3415 }
3416 }
3417
3418 return returnarr;
3419 }
3420
3421 #endregion
3422
3423 public override void SetTerrain(float[] heightMap)
3424 {
3425 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
3426 {
3427 if (m_parentScene is OdeScene)
3428 {
3429 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
3430 }
3431 }
3432 else
3433 {
3434 SetTerrain(heightMap, m_worldOffset);
3435 }
3436 }
3437
3438 public void SetTerrain(float[] heightMap, Vector3 pOffset)
3439 {
3440
3441 uint regionsize = (uint) Constants.RegionSize; // visible region size eg. 256(M)
3442
3443 uint heightmapWidth = regionsize + 1; // ODE map size 257 x 257 (Meters) (1 extra
3444 uint heightmapHeight = regionsize + 1;
3445
3446 uint heightmapWidthSamples = (uint)regionsize + 2; // Sample file size, 258 x 258 samples
3447 uint heightmapHeightSamples = (uint)regionsize + 2;
3448
3449 // Array of height samples for ODE
3450 float[] _heightmap;
3451 _heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 258 x 258
3452
3453 // Other ODE parameters
3454 const float scale = 1.0f;
3455 const float offset = 0.0f;
3456 const float thickness = 2.0f; // Was 0.2f, Larger appears to prevent Av fall-through
3457 const int wrap = 0;
3458
3459 float hfmin = 2000f;
3460 float hfmax = -2000f;
3461 float minele = 0.0f; // Dont allow -ve heights
3462
3463 uint x = 0;
3464 uint y = 0;
3465 uint xx = 0;
3466 uint yy = 0;
3467
3468 // load the height samples array from the heightMap
3469 for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257
3470 {
3471 for ( y = 0; y < heightmapHeightSamples; y++) // 0 to 257
3472 {
3473 xx = x - 1;
3474 if (xx < 0) xx = 0;
3475 if (xx > (regionsize - 1)) xx = regionsize - 1;
3476
3477 yy = y - 1;
3478 if (yy < 0) yy = 0;
3479 if (yy > (regionsize - 1)) yy = regionsize - 1;
3480 // Input xx = 0 0 1 2 ..... 254 255 255 256 total in
3481 // Output x = 0 1 2 3 ..... 255 256 257 258 total out
3482 float val= heightMap[(yy * regionsize) + xx]; // input from heightMap, <0-255 * 256> <0-255>
3483 if (val < minele) val = minele;
3484 _heightmap[x * (regionsize + 2) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257>
3485 hfmin = (val < hfmin) ? val : hfmin;
3486 hfmax = (val > hfmax) ? val : hfmax;
3487 }
3488 }
3489
3490 lock (OdeLock)
3491 {
3492 IntPtr GroundGeom = IntPtr.Zero;
3493 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
3494 {
3495 RegionTerrain.Remove(pOffset);
3496 if (GroundGeom != IntPtr.Zero)
3497 {
3498 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
3499 {
3500 TerrainHeightFieldHeights.Remove(GroundGeom);
3501 }
3502 d.SpaceRemove(space, GroundGeom);
3503 d.GeomDestroy(GroundGeom);
3504 }
3505 }
3506 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3507 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
3508 heightmapWidth, heightmapHeight, (int)heightmapWidthSamples,
3509 (int)heightmapHeightSamples, scale, offset, thickness, wrap);
3510 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
3511 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
3512 if (GroundGeom != IntPtr.Zero)
3513 {
3514 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
3515 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
3516 }
3517 geom_name_map[GroundGeom] = "Terrain";
3518
3519 d.Matrix3 R = new d.Matrix3();
3520
3521 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3522 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3523 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3524
3525 q1 = q1 * q2;
3526 //q1 = q1 * q3;
3527 Vector3 v3;
3528 float angle;
3529 q1.GetAxisAngle(out v3, out angle);
3530
3531 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3532 d.GeomSetRotation(GroundGeom, ref R);
3533 d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)) - 0.5f, (pOffset.Y + (regionsize * 0.5f)) - 0.5f, 0);
3534 IntPtr testGround = IntPtr.Zero;
3535 if (RegionTerrain.TryGetValue(pOffset, out testGround))
3536 {
3537 RegionTerrain.Remove(pOffset);
3538 }
3539 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
3540 TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
3541 }
3542 }
3543
3544 public override void DeleteTerrain()
3545 {
3546 }
3547
3548 public float GetWaterLevel()
3549 {
3550 return waterlevel;
3551 }
3552
3553 public override bool SupportsCombining()
3554 {
3555 return true;
3556 }
3557
3558 public override void UnCombine(PhysicsScene pScene)
3559 {
3560 IntPtr localGround = IntPtr.Zero;
3561// float[] localHeightfield;
3562 bool proceed = false;
3563 List<IntPtr> geomDestroyList = new List<IntPtr>();
3564
3565 lock (OdeLock)
3566 {
3567 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
3568 {
3569 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
3570 {
3571 if (geom == localGround)
3572 {
3573// localHeightfield = TerrainHeightFieldHeights[geom];
3574 proceed = true;
3575 }
3576 else
3577 {
3578 geomDestroyList.Add(geom);
3579 }
3580 }
3581
3582 if (proceed)
3583 {
3584 m_worldOffset = Vector3.Zero;
3585 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
3586 m_parentScene = null;
3587
3588 foreach (IntPtr g in geomDestroyList)
3589 {
3590 // removingHeightField needs to be done or the garbage collector will
3591 // collect the terrain data before we tell ODE to destroy it causing
3592 // memory corruption
3593 if (TerrainHeightFieldHeights.ContainsKey(g))
3594 {
3595// float[] removingHeightField = TerrainHeightFieldHeights[g];
3596 TerrainHeightFieldHeights.Remove(g);
3597
3598 if (RegionTerrain.ContainsKey(g))
3599 {
3600 RegionTerrain.Remove(g);
3601 }
3602
3603 d.GeomDestroy(g);
3604 //removingHeightField = new float[0];
3605 }
3606 }
3607
3608 }
3609 else
3610 {
3611 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
3612
3613 }
3614 }
3615 }
3616 }
3617
3618 public override void SetWaterLevel(float baseheight)
3619 {
3620 waterlevel = baseheight;
3621 randomizeWater(waterlevel);
3622 }
3623
3624 public void randomizeWater(float baseheight)
3625 {
3626 const uint heightmapWidth = m_regionWidth + 2;
3627 const uint heightmapHeight = m_regionHeight + 2;
3628 const uint heightmapWidthSamples = m_regionWidth + 2;
3629 const uint heightmapHeightSamples = m_regionHeight + 2;
3630 const float scale = 1.0f;
3631 const float offset = 0.0f;
3632 const float thickness = 2.9f;
3633 const int wrap = 0;
3634
3635 for (int i = 0; i < (258 * 258); i++)
3636 {
3637 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
3638 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
3639 }
3640
3641 lock (OdeLock)
3642 {
3643 if (WaterGeom != IntPtr.Zero)
3644 {
3645 d.SpaceRemove(space, WaterGeom);
3646 }
3647 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3648 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
3649 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
3650 offset, thickness, wrap);
3651 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
3652 WaterGeom = d.CreateHeightfield(space, HeightmapData, 1);
3653 if (WaterGeom != IntPtr.Zero)
3654 {
3655 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
3656 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
3657
3658 }
3659 geom_name_map[WaterGeom] = "Water";
3660
3661 d.Matrix3 R = new d.Matrix3();
3662
3663 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3664 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3665 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3666
3667 q1 = q1 * q2;
3668 //q1 = q1 * q3;
3669 Vector3 v3;
3670 float angle;
3671 q1.GetAxisAngle(out v3, out angle);
3672
3673 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3674 d.GeomSetRotation(WaterGeom, ref R);
3675 d.GeomSetPosition(WaterGeom, 128, 128, 0);
3676
3677 }
3678
3679 }
3680
3681 public override void Dispose()
3682 {
3683 m_rayCastManager.Dispose();
3684 m_rayCastManager = null;
3685
3686 lock (OdeLock)
3687 {
3688 lock (_prims)
3689 {
3690 foreach (OdePrim prm in _prims)
3691 {
3692 RemovePrim(prm);
3693 }
3694 }
3695
3696 //foreach (OdeCharacter act in _characters)
3697 //{
3698 //RemoveAvatar(act);
3699 //}
3700 d.WorldDestroy(world);
3701 //d.CloseODE();
3702 }
3703 }
3704 public override Dictionary<uint, float> GetTopColliders()
3705 {
3706 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
3707 int cnt = 0;
3708 lock (_prims)
3709 {
3710 foreach (OdePrim prm in _prims)
3711 {
3712 if (prm.CollisionScore > 0)
3713 {
3714 returncolliders.Add(prm.m_localID, prm.CollisionScore);
3715 cnt++;
3716 prm.CollisionScore = 0f;
3717 if (cnt > 25)
3718 {
3719 break;
3720 }
3721 }
3722 }
3723 }
3724 return returncolliders;
3725 }
3726
3727 public override bool SupportsRayCast()
3728 {
3729 return true;
3730 }
3731
3732 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
3733 {
3734 if (retMethod != null)
3735 {
3736 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
3737 }
3738 }
3739
3740#if USE_DRAWSTUFF
3741 // Keyboard callback
3742 public void command(int cmd)
3743 {
3744 IntPtr geom;
3745 d.Mass mass;
3746 d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);
3747
3748
3749
3750 Char ch = Char.ToLower((Char)cmd);
3751 switch ((Char)ch)
3752 {
3753 case 'w':
3754 try
3755 {
3756 Vector3 rotate = (new Vector3(1, 0, 0) * Quaternion.CreateFromEulers(hpr.Z * Utils.DEG_TO_RAD, hpr.Y * Utils.DEG_TO_RAD, hpr.X * Utils.DEG_TO_RAD));
3757
3758 xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
3759 ds.SetViewpoint(ref xyz, ref hpr);
3760 }
3761 catch (ArgumentException)
3762 { hpr.X = 0; }
3763 break;
3764
3765 case 'a':
3766 hpr.X++;
3767 ds.SetViewpoint(ref xyz, ref hpr);
3768 break;
3769
3770 case 's':
3771 try
3772 {
3773 Vector3 rotate2 = (new Vector3(-1, 0, 0) * Quaternion.CreateFromEulers(hpr.Z * Utils.DEG_TO_RAD, hpr.Y * Utils.DEG_TO_RAD, hpr.X * Utils.DEG_TO_RAD));
3774
3775 xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
3776 ds.SetViewpoint(ref xyz, ref hpr);
3777 }
3778 catch (ArgumentException)
3779 { hpr.X = 0; }
3780 break;
3781 case 'd':
3782 hpr.X--;
3783 ds.SetViewpoint(ref xyz, ref hpr);
3784 break;
3785 case 'r':
3786 xyz.Z++;
3787 ds.SetViewpoint(ref xyz, ref hpr);
3788 break;
3789 case 'f':
3790 xyz.Z--;
3791 ds.SetViewpoint(ref xyz, ref hpr);
3792 break;
3793 case 'e':
3794 xyz.Y++;
3795 ds.SetViewpoint(ref xyz, ref hpr);
3796 break;
3797 case 'q':
3798 xyz.Y--;
3799 ds.SetViewpoint(ref xyz, ref hpr);
3800 break;
3801 }
3802 }
3803
3804 public void step(int pause)
3805 {
3806
3807 ds.SetColor(1.0f, 1.0f, 0.0f);
3808 ds.SetTexture(ds.Texture.Wood);
3809 lock (_prims)
3810 {
3811 foreach (OdePrim prm in _prims)
3812 {
3813 //IntPtr body = d.GeomGetBody(prm.prim_geom);
3814 if (prm.prim_geom != IntPtr.Zero)
3815 {
3816 d.Vector3 pos;
3817 d.GeomCopyPosition(prm.prim_geom, out pos);
3818 //d.BodyCopyPosition(body, out pos);
3819
3820 d.Matrix3 R;
3821 d.GeomCopyRotation(prm.prim_geom, out R);
3822 //d.BodyCopyRotation(body, out R);
3823
3824
3825 d.Vector3 sides = new d.Vector3();
3826 sides.X = prm.Size.X;
3827 sides.Y = prm.Size.Y;
3828 sides.Z = prm.Size.Z;
3829
3830 ds.DrawBox(ref pos, ref R, ref sides);
3831 }
3832 }
3833 }
3834 ds.SetColor(1.0f, 0.0f, 0.0f);
3835 lock (_characters)
3836 {
3837 foreach (OdeCharacter chr in _characters)
3838 {
3839 if (chr.Shell != IntPtr.Zero)
3840 {
3841 IntPtr body = d.GeomGetBody(chr.Shell);
3842
3843 d.Vector3 pos;
3844 d.GeomCopyPosition(chr.Shell, out pos);
3845 //d.BodyCopyPosition(body, out pos);
3846
3847 d.Matrix3 R;
3848 d.GeomCopyRotation(chr.Shell, out R);
3849 //d.BodyCopyRotation(body, out R);
3850
3851 ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
3852 d.Vector3 sides = new d.Vector3();
3853 sides.X = 0.5f;
3854 sides.Y = 0.5f;
3855 sides.Z = 0.5f;
3856
3857 ds.DrawBox(ref pos, ref R, ref sides);
3858 }
3859 }
3860 }
3861 }
3862
3863 public void start(int unused)
3864 {
3865 ds.SetViewpoint(ref xyz, ref hpr);
3866 }
3867#endif
3868 }
3869}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
new file mode 100644
index 0000000..69e2d03
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
@@ -0,0 +1,122 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using Nini.Config;
30using NUnit.Framework;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Region.Physics.Manager;
34using log4net;
35using System.Reflection;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 [TestFixture]
40 public class ODETestClass
41 {
42 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
43
44 private OdePlugin cbt;
45 private PhysicsScene ps;
46 private IMeshingPlugin imp;
47
48 [SetUp]
49 public void Initialize()
50 {
51 // Loading ODEPlugin
52 cbt = new OdePlugin();
53 // Loading Zero Mesher
54 imp = new ZeroMesherPlugin();
55 // Getting Physics Scene
56 ps = cbt.GetScene("test");
57 // Initializing Physics Scene.
58 ps.Initialise(imp.GetMesher(),null);
59 float[] _heightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize];
60 for (int i = 0; i < ((int)Constants.RegionSize * (int)Constants.RegionSize); i++)
61 {
62 _heightmap[i] = 21f;
63 }
64 ps.SetTerrain(_heightmap);
65 }
66
67 [TearDown]
68 public void Terminate()
69 {
70 ps.DeleteTerrain();
71 ps.Dispose();
72
73 }
74
75 [Test]
76 public void CreateAndDropPhysicalCube()
77 {
78 PrimitiveBaseShape newcube = PrimitiveBaseShape.CreateBox();
79 Vector3 position = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 128f);
80 Vector3 size = new Vector3(0.5f, 0.5f, 0.5f);
81 Quaternion rot = Quaternion.Identity;
82 PhysicsActor prim = ps.AddPrimShape("CoolShape", newcube, position, size, rot, true);
83 OdePrim oprim = (OdePrim)prim;
84 OdeScene pscene = (OdeScene) ps;
85
86 Assert.That(oprim.m_taintadd);
87
88 prim.LocalID = 5;
89
90 for (int i = 0; i < 58; i++)
91 {
92 ps.Simulate(0.133f);
93
94 Assert.That(oprim.prim_geom != (IntPtr)0);
95
96 Assert.That(oprim.m_targetSpace != (IntPtr)0);
97
98 //Assert.That(oprim.m_targetSpace == pscene.space);
99 m_log.Info("TargetSpace: " + oprim.m_targetSpace + " - SceneMainSpace: " + pscene.space);
100
101 Assert.That(!oprim.m_taintadd);
102 m_log.Info("Prim Position (" + oprim.m_localID + "): " + prim.Position.ToString());
103
104 // Make sure we're above the ground
105 //Assert.That(prim.Position.Z > 20f);
106 //m_log.Info("PrimCollisionScore (" + oprim.m_localID + "): " + oprim.m_collisionscore);
107
108 // Make sure we've got a Body
109 Assert.That(oprim.Body != (IntPtr)0);
110 //m_log.Info(
111 }
112
113 // Make sure we're not somewhere above the ground
114 Assert.That(prim.Position.Z < 21.5f);
115
116 ps.RemovePrim(prim);
117 Assert.That(oprim.m_taintremove);
118 ps.Simulate(0.133f);
119 Assert.That(oprim.Body == (IntPtr)0);
120 }
121 }
122}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
new file mode 100644
index 0000000..87ca446
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
@@ -0,0 +1,98 @@
1/*
2 * Copyright ODE
3 * Ode.NET - .NET bindings for ODE
4 * Jason Perkins (starkos@industriousone.com)
5 * Licensed under the New BSD
6 * Part of the OpenDynamicsEngine
7Open Dynamics Engine
8Copyright (c) 2001-2007, Russell L. Smith.
9All rights reserved.
10
11Redistribution and use in source and binary forms, with or without
12modification, are permitted provided that the following conditions
13are met:
14
15Redistributions of source code must retain the above copyright notice,
16this list of conditions and the following disclaimer.
17
18Redistributions in binary form must reproduce the above copyright notice,
19this list of conditions and the following disclaimer in the documentation
20and/or other materials provided with the distribution.
21
22Neither the names of ODE's copyright owner nor the names of its
23contributors may be used to endorse or promote products derived from
24this software without specific prior written permission.
25
26THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
27"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
28LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
29FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
30OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
31SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
32TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
33PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
34LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
35NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
36SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
37 *
38 *
39 */
40
41using System;
42using System.Runtime.InteropServices;
43using Ode.NET;
44
45namespace Drawstuff.NET
46{
47#if dDOUBLE
48 using dReal = System.Double;
49#else
50 using dReal = System.Single;
51#endif
52
53 public static class ds
54 {
55 public const int VERSION = 2;
56
57 public enum Texture
58 {
59 None,
60 Wood
61 }
62
63 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
64 public delegate void CallbackFunction(int arg);
65
66 [StructLayout(LayoutKind.Sequential)]
67 public struct Functions
68 {
69 public int version;
70 public CallbackFunction start;
71 public CallbackFunction step;
72 public CallbackFunction command;
73 public CallbackFunction stop;
74 public string path_to_textures;
75 }
76
77 [DllImport("drawstuff", EntryPoint = "dsDrawBox")]
78 public static extern void DrawBox(ref d.Vector3 pos, ref d.Matrix3 R, ref d.Vector3 sides);
79
80 [DllImport("drawstuff", EntryPoint = "dsDrawCapsule")]
81 public static extern void DrawCapsule(ref d.Vector3 pos, ref d.Matrix3 R, dReal length, dReal radius);
82
83 [DllImport("drawstuff", EntryPoint = "dsDrawConvex")]
84 public static extern void DrawConvex(ref d.Vector3 pos, ref d.Matrix3 R, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
85
86 [DllImport("drawstuff", EntryPoint = "dsSetColor")]
87 public static extern void SetColor(float red, float green, float blue);
88
89 [DllImport("drawstuff", EntryPoint = "dsSetTexture")]
90 public static extern void SetTexture(Texture texture);
91
92 [DllImport("drawstuff", EntryPoint = "dsSetViewpoint")]
93 public static extern void SetViewpoint(ref d.Vector3 xyz, ref d.Vector3 hpr);
94
95 [DllImport("drawstuff", EntryPoint = "dsSimulationLoop")]
96 public static extern void SimulationLoop(int argc, string[] argv, int window_width, int window_height, ref Functions fn);
97 }
98}
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index a2229e8..2a66060 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -1210,7 +1210,6 @@ namespace OpenSim.Region.Physics.OdePlugin
1210 1210
1211 public override float APIDDamping{ set { return; } } 1211 public override float APIDDamping{ set { return; } }
1212 1212
1213
1214 public override void SubscribeEvents(int ms) 1213 public override void SubscribeEvents(int ms)
1215 { 1214 {
1216 m_requestedUpdateFrequency = ms; 1215 m_requestedUpdateFrequency = ms;
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 3cf4501..2e39726 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -2831,7 +2831,7 @@ Console.WriteLine(" JointCreateFixed");
2831 } 2831 }
2832 public override bool PIDActive { set { m_usePID = value; } } 2832 public override bool PIDActive { set { m_usePID = value; } }
2833 public override float PIDTau { set { m_PIDTau = value; } } 2833 public override float PIDTau { set { m_PIDTau = value; } }
2834 2834
2835 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } 2835 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2836 public override bool PIDHoverActive { set { m_useHoverPID = value; } } 2836 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
2837 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } 2837 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
index 91ec3df..9ba5ebb 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
@@ -301,7 +301,7 @@ namespace OpenSim.Region.Physics.POSPlugin
301 { 301 {
302 set { return; } 302 set { return; }
303 } 303 }
304 304
305 public override Quaternion APIDTarget 305 public override Quaternion APIDTarget
306 { 306 {
307 set { return; } 307 set { return; }
diff --git a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
index ff0e743..d854176 100644
--- a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
+++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
@@ -88,89 +88,7 @@ namespace OpenSim.Region.RegionCombinerModule
88 public void RegionLoaded(Scene scene) 88 public void RegionLoaded(Scene scene)
89 { 89 {
90 if (enabledYN) 90 if (enabledYN)
91 {
92 RegionLoadedDoWork(scene); 91 RegionLoadedDoWork(scene);
93
94 scene.EventManager.OnNewPresence += NewPresence;
95 }
96 }
97
98 private void NewPresence(ScenePresence presence)
99 {
100 if (presence.IsChildAgent)
101 {
102 byte[] throttleData;
103
104 try
105 {
106 throttleData = presence.ControllingClient.GetThrottlesPacked(1);
107 }
108 catch (NotImplementedException)
109 {
110 return;
111 }
112
113 if (throttleData == null)
114 return;
115
116 if (throttleData.Length == 0)
117 return;
118
119 if (throttleData.Length != 28)
120 return;
121
122 byte[] adjData;
123 int pos = 0;
124
125 if (!BitConverter.IsLittleEndian)
126 {
127 byte[] newData = new byte[7 * 4];
128 Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
129
130 for (int i = 0; i < 7; i++)
131 Array.Reverse(newData, i * 4, 4);
132
133 adjData = newData;
134 }
135 else
136 {
137 adjData = throttleData;
138 }
139
140 // 0.125f converts from bits to bytes
141 int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
142 int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
143 int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
144 int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
145 int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
146 int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
147 int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
148 // State is a subcategory of task that we allocate a percentage to
149
150
151 //int total = resend + land + wind + cloud + task + texture + asset;
152
153 byte[] data = new byte[7 * 4];
154 int ii = 0;
155
156 Buffer.BlockCopy(Utils.FloatToBytes(resend), 0, data, ii, 4); ii += 4;
157 Buffer.BlockCopy(Utils.FloatToBytes(land * 50), 0, data, ii, 4); ii += 4;
158 Buffer.BlockCopy(Utils.FloatToBytes(wind), 0, data, ii, 4); ii += 4;
159 Buffer.BlockCopy(Utils.FloatToBytes(cloud), 0, data, ii, 4); ii += 4;
160 Buffer.BlockCopy(Utils.FloatToBytes(task), 0, data, ii, 4); ii += 4;
161 Buffer.BlockCopy(Utils.FloatToBytes(texture), 0, data, ii, 4); ii += 4;
162 Buffer.BlockCopy(Utils.FloatToBytes(asset), 0, data, ii, 4);
163
164 try
165 {
166 presence.ControllingClient.SetChildAgentThrottle(data);
167 }
168 catch (NotImplementedException)
169 {
170 return;
171 }
172
173 }
174 } 92 }
175 93
176 private void RegionLoadedDoWork(Scene scene) 94 private void RegionLoadedDoWork(Scene scene)
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
index ee32755..61e4934 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
@@ -248,6 +248,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
248 248
249 } 249 }
250 250
251 public static void StateChange(IScriptEngine engine, uint localID, UUID itemID)
252 {
253 // Remove a specific script
254
255 // Remove dataserver events
256 m_Dataserver[engine].RemoveEvents(localID, itemID);
257
258 IWorldComm comms = engine.World.RequestModuleInterface<IWorldComm>();
259 if (comms != null)
260 comms.DeleteListener(itemID);
261
262 IXMLRPC xmlrpc = engine.World.RequestModuleInterface<IXMLRPC>();
263 xmlrpc.DeleteChannels(itemID);
264 xmlrpc.CancelSRDRequests(itemID);
265
266 // Remove Sensors
267 m_SensorRepeat[engine].UnSetSenseRepeaterEvents(localID, itemID);
268
269 }
270
251 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID) 271 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID)
252 { 272 {
253 List<Object> data = new List<Object>(); 273 List<Object> data = new List<Object>();
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index a6ca171..cd8353f 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.Collections; 29using System.Collections;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Diagnostics; //for [DebuggerNonUserCode]
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using System.Text; 33using System.Text;
33using System.Threading; 34using System.Threading;
@@ -81,7 +82,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
81 /// </summary> 82 /// </summary>
82 public class LSL_Api : MarshalByRefObject, ILSL_Api, IScriptApi 83 public class LSL_Api : MarshalByRefObject, ILSL_Api, IScriptApi
83 { 84 {
84 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 85// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
85 protected IScriptEngine m_ScriptEngine; 86 protected IScriptEngine m_ScriptEngine;
86 protected SceneObjectPart m_host; 87 protected SceneObjectPart m_host;
87 protected uint m_localID; 88 protected uint m_localID;
@@ -99,6 +100,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
99 protected int m_notecardLineReadCharsMax = 255; 100 protected int m_notecardLineReadCharsMax = 255;
100 protected int m_scriptConsoleChannel = 0; 101 protected int m_scriptConsoleChannel = 0;
101 protected bool m_scriptConsoleChannelEnabled = false; 102 protected bool m_scriptConsoleChannelEnabled = false;
103 protected bool m_debuggerSafe = false;
102 protected IUrlModule m_UrlModule = null; 104 protected IUrlModule m_UrlModule = null;
103 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache = 105 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache =
104 new Dictionary<UUID, UserInfoCacheEntry>(); 106 new Dictionary<UUID, UserInfoCacheEntry>();
@@ -109,6 +111,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
109 m_host = host; 111 m_host = host;
110 m_localID = localID; 112 m_localID = localID;
111 m_itemID = itemID; 113 m_itemID = itemID;
114 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
112 115
113 m_ScriptDelayFactor = 116 m_ScriptDelayFactor =
114 m_ScriptEngine.Config.GetFloat("ScriptDelayFactor", 1.0f); 117 m_ScriptEngine.Config.GetFloat("ScriptDelayFactor", 1.0f);
@@ -161,6 +164,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
161 get { return m_ScriptEngine.World; } 164 get { return m_ScriptEngine.World; }
162 } 165 }
163 166
167 [DebuggerNonUserCode]
164 public void state(string newState) 168 public void state(string newState)
165 { 169 {
166 m_ScriptEngine.SetState(m_itemID, newState); 170 m_ScriptEngine.SetState(m_itemID, newState);
@@ -170,6 +174,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
170 /// Reset the named script. The script must be present 174 /// Reset the named script. The script must be present
171 /// in the same prim. 175 /// in the same prim.
172 /// </summary> 176 /// </summary>
177 [DebuggerNonUserCode]
173 public void llResetScript() 178 public void llResetScript()
174 { 179 {
175 m_host.AddScriptLPS(1); 180 m_host.AddScriptLPS(1);
@@ -226,9 +231,62 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
226 } 231 }
227 } 232 }
228 233
234 public List<ScenePresence> GetLinkAvatars(int linkType)
235 {
236 List<ScenePresence> ret = new List<ScenePresence>();
237 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
238 return ret;
239
240 List<ScenePresence> avs = m_host.ParentGroup.GetLinkedAvatars();
241
242 switch (linkType)
243 {
244 case ScriptBaseClass.LINK_SET:
245 return avs;
246
247 case ScriptBaseClass.LINK_ROOT:
248 return ret;
249
250 case ScriptBaseClass.LINK_ALL_OTHERS:
251 return avs;
252
253 case ScriptBaseClass.LINK_ALL_CHILDREN:
254 return avs;
255
256 case ScriptBaseClass.LINK_THIS:
257 return ret;
258
259 default:
260 if (linkType < 0)
261 return ret;
262
263 int partCount = m_host.ParentGroup.GetPartCount();
264
265 if (linkType <= partCount)
266 {
267 return ret;
268 }
269 else
270 {
271 linkType = linkType - partCount;
272 if (linkType > avs.Count)
273 {
274 return ret;
275 }
276 else
277 {
278 ret.Add(avs[linkType-1]);
279 return ret;
280 }
281 }
282 }
283 }
284
229 public List<SceneObjectPart> GetLinkParts(int linkType) 285 public List<SceneObjectPart> GetLinkParts(int linkType)
230 { 286 {
231 List<SceneObjectPart> ret = new List<SceneObjectPart>(); 287 List<SceneObjectPart> ret = new List<SceneObjectPart>();
288 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
289 return ret;
232 ret.Add(m_host); 290 ret.Add(m_host);
233 291
234 switch (linkType) 292 switch (linkType)
@@ -288,40 +346,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
288 protected UUID InventorySelf() 346 protected UUID InventorySelf()
289 { 347 {
290 UUID invItemID = new UUID(); 348 UUID invItemID = new UUID();
291 349 bool unlock = false;
292 lock (m_host.TaskInventory) 350 if (!m_host.TaskInventory.IsReadLockedByMe())
293 { 351 {
294 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 352 m_host.TaskInventory.LockItemsForRead(true);
353 unlock = true;
354 }
355 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
356 {
357 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID)
295 { 358 {
296 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID) 359 invItemID = inv.Key;
297 { 360 break;
298 invItemID = inv.Key;
299 break;
300 }
301 } 361 }
302 } 362 }
303 363 if (unlock)
364 {
365 m_host.TaskInventory.LockItemsForRead(false);
366 }
304 return invItemID; 367 return invItemID;
305 } 368 }
306 369
307 protected UUID InventoryKey(string name, int type) 370 protected UUID InventoryKey(string name, int type)
308 { 371 {
309 m_host.AddScriptLPS(1); 372 m_host.AddScriptLPS(1);
310 373 m_host.TaskInventory.LockItemsForRead(true);
311 lock (m_host.TaskInventory) 374
375 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
312 { 376 {
313 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 377 if (inv.Value.Name == name)
314 { 378 {
315 if (inv.Value.Name == name) 379 m_host.TaskInventory.LockItemsForRead(false);
380
381 if (inv.Value.Type != type)
316 { 382 {
317 if (inv.Value.Type != type) 383 return UUID.Zero;
318 return UUID.Zero;
319
320 return inv.Value.AssetID;
321 } 384 }
385
386 return inv.Value.AssetID;
322 } 387 }
323 } 388 }
324 389
390 m_host.TaskInventory.LockItemsForRead(false);
325 return UUID.Zero; 391 return UUID.Zero;
326 } 392 }
327 393
@@ -329,17 +395,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
329 { 395 {
330 m_host.AddScriptLPS(1); 396 m_host.AddScriptLPS(1);
331 397
332 lock (m_host.TaskInventory) 398
399 m_host.TaskInventory.LockItemsForRead(true);
400
401 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
333 { 402 {
334 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 403 if (inv.Value.Name == name)
335 { 404 {
336 if (inv.Value.Name == name) 405 m_host.TaskInventory.LockItemsForRead(false);
337 { 406 return inv.Value.AssetID;
338 return inv.Value.AssetID;
339 }
340 } 407 }
341 } 408 }
342 409
410 m_host.TaskInventory.LockItemsForRead(false);
411
412
343 return UUID.Zero; 413 return UUID.Zero;
344 } 414 }
345 415
@@ -481,26 +551,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
481 551
482 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke 552 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke
483 553
484 // Old implementation of llRot2Euler. Normalization not required as Atan2 function will 554 // Utility function for llRot2Euler
485 // only return values >= -PI (-180 degrees) and <= PI (180 degrees). 555
556 // normalize an angle between -PI and PI (-180 to +180 degrees)
557 protected double NormalizeAngle(double angle)
558 {
559 if (angle > -Math.PI && angle < Math.PI)
560 return angle;
561
562 int numPis = (int)(Math.PI / angle);
563 double remainder = angle - Math.PI * numPis;
564 if (numPis % 2 == 1)
565 return Math.PI - angle;
566 return remainder;
567 }
486 568
487 public LSL_Vector llRot2Euler(LSL_Rotation r) 569 public LSL_Vector llRot2Euler(LSL_Rotation q1)
488 { 570 {
489 m_host.AddScriptLPS(1); 571 m_host.AddScriptLPS(1);
490 //This implementation is from http://lslwiki.net/lslwiki/wakka.php?wakka=LibraryRotationFunctions. ckrinke 572 LSL_Vector eul = new LSL_Vector();
491 LSL_Rotation t = new LSL_Rotation(r.x * r.x, r.y * r.y, r.z * r.z, r.s * r.s); 573
492 double m = (t.x + t.y + t.z + t.s); 574 double sqw = q1.s*q1.s;
493 if (m == 0) return new LSL_Vector(); 575 double sqx = q1.x*q1.x;
494 double n = 2 * (r.y * r.s + r.x * r.z); 576 double sqy = q1.z*q1.z;
495 double p = m * m - n * n; 577 double sqz = q1.y*q1.y;
496 if (p > 0) 578 double unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor
497 return new LSL_Vector(Math.Atan2(2.0 * (r.x * r.s - r.y * r.z), (-t.x - t.y + t.z + t.s)), 579 double test = q1.x*q1.z + q1.y*q1.s;
498 Math.Atan2(n, Math.Sqrt(p)), 580 if (test > 0.4999*unit) { // singularity at north pole
499 Math.Atan2(2.0 * (r.z * r.s - r.x * r.y), (t.x - t.y - t.z + t.s))); 581 eul.z = 2 * Math.Atan2(q1.x,q1.s);
500 else if (n > 0) 582 eul.y = Math.PI/2;
501 return new LSL_Vector(0.0, Math.PI * 0.5, Math.Atan2((r.z * r.s + r.x * r.y), 0.5 - t.x - t.z)); 583 eul.x = 0;
502 else 584 return eul;
503 return new LSL_Vector(0.0, -Math.PI * 0.5, Math.Atan2((r.z * r.s + r.x * r.y), 0.5 - t.x - t.z)); 585 }
586 if (test < -0.4999*unit) { // singularity at south pole
587 eul.z = -2 * Math.Atan2(q1.x,q1.s);
588 eul.y = -Math.PI/2;
589 eul.x = 0;
590 return eul;
591 }
592 eul.z = Math.Atan2(2*q1.z*q1.s-2*q1.x*q1.y , sqx - sqy - sqz + sqw);
593 eul.y = Math.Asin(2*test/unit);
594 eul.x = Math.Atan2(2*q1.x*q1.s-2*q1.z*q1.y , -sqx + sqy - sqz + sqw);
595 return eul;
504 } 596 }
505 597
506 /* From wiki: 598 /* From wiki:
@@ -702,77 +794,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
702 { 794 {
703 //A and B should both be normalized 795 //A and B should both be normalized
704 m_host.AddScriptLPS(1); 796 m_host.AddScriptLPS(1);
705 LSL_Rotation rotBetween; 797 /* This method is more accurate than the SL one, and thus causes problems
706 // Check for zero vectors. If either is zero, return zero rotation. Otherwise, 798 for scripts that deal with the SL inaccuracy around 180-degrees -.- .._.
707 // continue calculation. 799
708 if (a == new LSL_Vector(0.0f, 0.0f, 0.0f) || b == new LSL_Vector(0.0f, 0.0f, 0.0f)) 800 double dotProduct = LSL_Vector.Dot(a, b);
801 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
802 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b);
803 double angle = Math.Acos(dotProduct / magProduct);
804 LSL_Vector axis = LSL_Vector.Norm(crossProduct);
805 double s = Math.Sin(angle / 2);
806
807 double x = axis.x * s;
808 double y = axis.y * s;
809 double z = axis.z * s;
810 double w = Math.Cos(angle / 2);
811
812 if (Double.IsNaN(x) || Double.IsNaN(y) || Double.IsNaN(z) || Double.IsNaN(w))
813 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
814
815 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w);
816 */
817
818 // This method mimics the 180 errors found in SL
819 // See www.euclideanspace.com... angleBetween
820 LSL_Vector vec_a = a;
821 LSL_Vector vec_b = b;
822
823 // Eliminate zero length
824 LSL_Float vec_a_mag = LSL_Vector.Mag(vec_a);
825 LSL_Float vec_b_mag = LSL_Vector.Mag(vec_b);
826 if (vec_a_mag < 0.00001 ||
827 vec_b_mag < 0.00001)
709 { 828 {
710 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); 829 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
711 } 830 }
712 else 831
832 // Normalize
833 vec_a = llVecNorm(vec_a);
834 vec_b = llVecNorm(vec_b);
835
836 // Calculate axis and rotation angle
837 LSL_Vector axis = vec_a % vec_b;
838 LSL_Float cos_theta = vec_a * vec_b;
839
840 // Check if parallel
841 if (cos_theta > 0.99999)
713 { 842 {
714 a = LSL_Vector.Norm(a); 843 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
715 b = LSL_Vector.Norm(b); 844 }
716 double dotProduct = LSL_Vector.Dot(a, b); 845
717 // There are two degenerate cases possible. These are for vectors 180 or 846 // Check if anti-parallel
718 // 0 degrees apart. These have to be detected and handled individually. 847 else if (cos_theta < -0.99999)
719 // 848 {
720 // Check for vectors 180 degrees apart. 849 LSL_Vector orthog_axis = new LSL_Vector(1.0, 0.0, 0.0) - (vec_a.x / (vec_a * vec_a) * vec_a);
721 // A dot product of -1 would mean the angle between vectors is 180 degrees. 850 if (LSL_Vector.Mag(orthog_axis) < 0.000001) orthog_axis = new LSL_Vector(0.0, 0.0, 1.0);
722 if (dotProduct < -0.9999999f) 851 return new LSL_Rotation((float)orthog_axis.x, (float)orthog_axis.y, (float)orthog_axis.z, 0.0);
723 { 852 }
724 // First assume X axis is orthogonal to the vectors. 853 else // other rotation
725 LSL_Vector orthoVector = new LSL_Vector(1.0f, 0.0f, 0.0f); 854 {
726 orthoVector = orthoVector - a * (a.x / LSL_Vector.Dot(a, a)); 855 LSL_Float theta = (LSL_Float)Math.Acos(cos_theta) * 0.5f;
727 // Check for near zero vector. A very small non-zero number here will create 856 axis = llVecNorm(axis);
728 // a rotation in an undesired direction. 857 double x, y, z, s, t;
729 if (LSL_Vector.Mag(orthoVector) > 0.0001) 858 s = Math.Cos(theta);
730 { 859 t = Math.Sin(theta);
731 rotBetween = new LSL_Rotation(orthoVector.x, orthoVector.y, orthoVector.z, 0.0f); 860 x = axis.x * t;
732 } 861 y = axis.y * t;
733 // If the magnitude of the vector was near zero, then assume the X axis is not 862 z = axis.z * t;
734 // orthogonal and use the Z axis instead. 863 return new LSL_Rotation(x,y,z,s);
735 else
736 {
737 // Set 180 z rotation.
738 rotBetween = new LSL_Rotation(0.0f, 0.0f, 1.0f, 0.0f);
739 }
740 }
741 // Check for parallel vectors.
742 // A dot product of 1 would mean the angle between vectors is 0 degrees.
743 else if (dotProduct > 0.9999999f)
744 {
745 // Set zero rotation.
746 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
747 }
748 else
749 {
750 // All special checks have been performed so get the axis of rotation.
751 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
752 // Quarternion s value is the length of the unit vector + dot product.
753 double qs = 1.0 + dotProduct;
754 rotBetween = new LSL_Rotation(crossProduct.x, crossProduct.y, crossProduct.z, qs);
755 // Normalize the rotation.
756 double mag = LSL_Rotation.Mag(rotBetween);
757 // We shouldn't have to worry about a divide by zero here. The qs value will be
758 // non-zero because we already know if we're here, then the dotProduct is not -1 so
759 // qs will not be zero. Also, we've already handled the input vectors being zero so the
760 // crossProduct vector should also not be zero.
761 rotBetween.x = rotBetween.x / mag;
762 rotBetween.y = rotBetween.y / mag;
763 rotBetween.z = rotBetween.z / mag;
764 rotBetween.s = rotBetween.s / mag;
765 // Check for undefined values and set zero rotation if any found. This code might not actually be required
766 // any longer since zero vectors are checked for at the top.
767 if (Double.IsNaN(rotBetween.x) || Double.IsNaN(rotBetween.y) || Double.IsNaN(rotBetween.z) || Double.IsNaN(rotBetween.s))
768 {
769 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
770 }
771 }
772 } 864 }
773 return rotBetween;
774 } 865 }
775 866
776 public void llWhisper(int channelID, string text) 867 public void llWhisper(int channelID, string text)
777 { 868 {
778 m_host.AddScriptLPS(1); 869 m_host.AddScriptLPS(1);
@@ -1096,10 +1187,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1096 return detectedParams.TouchUV; 1187 return detectedParams.TouchUV;
1097 } 1188 }
1098 1189
1190 [DebuggerNonUserCode]
1099 public virtual void llDie() 1191 public virtual void llDie()
1100 { 1192 {
1101 m_host.AddScriptLPS(1); 1193 m_host.AddScriptLPS(1);
1102 throw new SelfDeleteException(); 1194 if (!m_host.IsAttachment) throw new SelfDeleteException();
1103 } 1195 }
1104 1196
1105 public LSL_Float llGround(LSL_Vector offset) 1197 public LSL_Float llGround(LSL_Vector offset)
@@ -1172,6 +1264,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1172 1264
1173 public void llSetStatus(int status, int value) 1265 public void llSetStatus(int status, int value)
1174 { 1266 {
1267 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
1268 return;
1175 m_host.AddScriptLPS(1); 1269 m_host.AddScriptLPS(1);
1176 1270
1177 int statusrotationaxis = 0; 1271 int statusrotationaxis = 0;
@@ -1402,6 +1496,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1402 { 1496 {
1403 m_host.AddScriptLPS(1); 1497 m_host.AddScriptLPS(1);
1404 1498
1499 SetColor(m_host, color, face);
1500 }
1501
1502 protected void SetColor(SceneObjectPart part, LSL_Vector color, int face)
1503 {
1504 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1505 return;
1506
1507 Primitive.TextureEntry tex = part.Shape.Textures;
1508 Color4 texcolor;
1509 if (face >= 0 && face < GetNumberOfSides(part))
1510 {
1511 texcolor = tex.CreateFace((uint)face).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[face].RGBA = texcolor;
1516 part.UpdateTexture(tex);
1517 return;
1518 }
1519 else if (face == ScriptBaseClass.ALL_SIDES)
1520 {
1521 for (uint i = 0; i < GetNumberOfSides(part); i++)
1522 {
1523 if (tex.FaceTextures[i] != null)
1524 {
1525 texcolor = tex.FaceTextures[i].RGBA;
1526 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1527 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1528 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1529 tex.FaceTextures[i].RGBA = texcolor;
1530 }
1531 texcolor = tex.DefaultTexture.RGBA;
1532 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1533 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1534 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1535 tex.DefaultTexture.RGBA = texcolor;
1536 }
1537 part.UpdateTexture(tex);
1538 return;
1539 }
1540
1405 if (face == ScriptBaseClass.ALL_SIDES) 1541 if (face == ScriptBaseClass.ALL_SIDES)
1406 face = SceneObjectPart.ALL_SIDES; 1542 face = SceneObjectPart.ALL_SIDES;
1407 1543
@@ -1410,6 +1546,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1410 1546
1411 public void SetTexGen(SceneObjectPart part, int face,int style) 1547 public void SetTexGen(SceneObjectPart part, int face,int style)
1412 { 1548 {
1549 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1550 return;
1551
1413 Primitive.TextureEntry tex = part.Shape.Textures; 1552 Primitive.TextureEntry tex = part.Shape.Textures;
1414 MappingType textype; 1553 MappingType textype;
1415 textype = MappingType.Default; 1554 textype = MappingType.Default;
@@ -1440,6 +1579,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1440 1579
1441 public void SetGlow(SceneObjectPart part, int face, float glow) 1580 public void SetGlow(SceneObjectPart part, int face, float glow)
1442 { 1581 {
1582 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1583 return;
1584
1443 Primitive.TextureEntry tex = part.Shape.Textures; 1585 Primitive.TextureEntry tex = part.Shape.Textures;
1444 if (face >= 0 && face < GetNumberOfSides(part)) 1586 if (face >= 0 && face < GetNumberOfSides(part))
1445 { 1587 {
@@ -1465,6 +1607,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1465 1607
1466 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump) 1608 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump)
1467 { 1609 {
1610 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1611 return;
1468 1612
1469 Shininess sval = new Shininess(); 1613 Shininess sval = new Shininess();
1470 1614
@@ -1515,6 +1659,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1515 1659
1516 public void SetFullBright(SceneObjectPart part, int face, bool bright) 1660 public void SetFullBright(SceneObjectPart part, int face, bool bright)
1517 { 1661 {
1662 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1663 return;
1664
1518 Primitive.TextureEntry tex = part.Shape.Textures; 1665 Primitive.TextureEntry tex = part.Shape.Textures;
1519 if (face >= 0 && face < GetNumberOfSides(part)) 1666 if (face >= 0 && face < GetNumberOfSides(part))
1520 { 1667 {
@@ -1575,13 +1722,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1575 m_host.AddScriptLPS(1); 1722 m_host.AddScriptLPS(1);
1576 1723
1577 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1724 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1578 1725 if (parts.Count > 0)
1579 foreach (SceneObjectPart part in parts) 1726 {
1580 SetAlpha(part, alpha, face); 1727 try
1728 {
1729 parts[0].ParentGroup.areUpdatesSuspended = true;
1730 foreach (SceneObjectPart part in parts)
1731 SetAlpha(part, alpha, face);
1732 }
1733 finally
1734 {
1735 parts[0].ParentGroup.areUpdatesSuspended = false;
1736 }
1737 }
1581 } 1738 }
1582 1739
1583 protected void SetAlpha(SceneObjectPart part, double alpha, int face) 1740 protected void SetAlpha(SceneObjectPart part, double alpha, int face)
1584 { 1741 {
1742 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1743 return;
1744
1585 Primitive.TextureEntry tex = part.Shape.Textures; 1745 Primitive.TextureEntry tex = part.Shape.Textures;
1586 Color4 texcolor; 1746 Color4 texcolor;
1587 if (face >= 0 && face < GetNumberOfSides(part)) 1747 if (face >= 0 && face < GetNumberOfSides(part))
@@ -1627,7 +1787,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1627 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction, 1787 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction,
1628 float wind, float tension, LSL_Vector Force) 1788 float wind, float tension, LSL_Vector Force)
1629 { 1789 {
1630 if (part == null) 1790 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1631 return; 1791 return;
1632 1792
1633 if (flexi) 1793 if (flexi)
@@ -1662,7 +1822,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1662 /// <param name="falloff"></param> 1822 /// <param name="falloff"></param>
1663 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff) 1823 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff)
1664 { 1824 {
1665 if (part == null) 1825 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1666 return; 1826 return;
1667 1827
1668 if (light) 1828 if (light)
@@ -1739,15 +1899,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1739 m_host.AddScriptLPS(1); 1899 m_host.AddScriptLPS(1);
1740 1900
1741 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1901 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1742 1902 if (parts.Count > 0)
1743 foreach (SceneObjectPart part in parts) 1903 {
1744 SetTexture(part, texture, face); 1904 try
1745 1905 {
1906 parts[0].ParentGroup.areUpdatesSuspended = true;
1907 foreach (SceneObjectPart part in parts)
1908 SetTexture(part, texture, face);
1909 }
1910 finally
1911 {
1912 parts[0].ParentGroup.areUpdatesSuspended = false;
1913 }
1914 }
1746 ScriptSleep(200); 1915 ScriptSleep(200);
1747 } 1916 }
1748 1917
1749 protected void SetTexture(SceneObjectPart part, string texture, int face) 1918 protected void SetTexture(SceneObjectPart part, string texture, int face)
1750 { 1919 {
1920 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1921 return;
1922
1751 UUID textureID=new UUID(); 1923 UUID textureID=new UUID();
1752 1924
1753 if (!UUID.TryParse(texture, out textureID)) 1925 if (!UUID.TryParse(texture, out textureID))
@@ -1793,6 +1965,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1793 1965
1794 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face) 1966 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face)
1795 { 1967 {
1968 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1969 return;
1970
1796 Primitive.TextureEntry tex = part.Shape.Textures; 1971 Primitive.TextureEntry tex = part.Shape.Textures;
1797 if (face >= 0 && face < GetNumberOfSides(part)) 1972 if (face >= 0 && face < GetNumberOfSides(part))
1798 { 1973 {
@@ -1829,6 +2004,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1829 2004
1830 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face) 2005 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face)
1831 { 2006 {
2007 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2008 return;
2009
1832 Primitive.TextureEntry tex = part.Shape.Textures; 2010 Primitive.TextureEntry tex = part.Shape.Textures;
1833 if (face >= 0 && face < GetNumberOfSides(part)) 2011 if (face >= 0 && face < GetNumberOfSides(part))
1834 { 2012 {
@@ -1865,6 +2043,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1865 2043
1866 protected void RotateTexture(SceneObjectPart part, double rotation, int face) 2044 protected void RotateTexture(SceneObjectPart part, double rotation, int face)
1867 { 2045 {
2046 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2047 return;
2048
1868 Primitive.TextureEntry tex = part.Shape.Textures; 2049 Primitive.TextureEntry tex = part.Shape.Textures;
1869 if (face >= 0 && face < GetNumberOfSides(part)) 2050 if (face >= 0 && face < GetNumberOfSides(part))
1870 { 2051 {
@@ -1935,6 +2116,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1935 2116
1936 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos) 2117 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
1937 { 2118 {
2119 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2120 return;
2121
1938 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) 2122 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos)
1939 LSL_Vector currentPos = GetPartLocalPos(part); 2123 LSL_Vector currentPos = GetPartLocalPos(part);
1940 2124
@@ -1951,7 +2135,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1951 } 2135 }
1952 else 2136 else
1953 { 2137 {
1954 LSL_Vector rel_vec = SetPosAdjust(currentPos, targetPos); 2138 LSL_Vector rel_vec = SetPosAdjust(new LSL_Vector(part.OffsetPosition.X, part.OffsetPosition.Y, part.OffsetPosition.Z), targetPos);
1955 part.OffsetPosition = new Vector3((float)rel_vec.x, (float)rel_vec.y, (float)rel_vec.z); 2139 part.OffsetPosition = new Vector3((float)rel_vec.x, (float)rel_vec.y, (float)rel_vec.z);
1956 SceneObjectGroup parent = part.ParentGroup; 2140 SceneObjectGroup parent = part.ParentGroup;
1957 parent.HasGroupChanged = true; 2141 parent.HasGroupChanged = true;
@@ -2034,6 +2218,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2034 2218
2035 protected void SetRot(SceneObjectPart part, Quaternion rot) 2219 protected void SetRot(SceneObjectPart part, Quaternion rot)
2036 { 2220 {
2221 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2222 return;
2223
2037 part.UpdateRotation(rot); 2224 part.UpdateRotation(rot);
2038 // Update rotation does not move the object in the physics scene if it's a linkset. 2225 // Update rotation does not move the object in the physics scene if it's a linkset.
2039 2226
@@ -2653,12 +2840,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2653 2840
2654 m_host.AddScriptLPS(1); 2841 m_host.AddScriptLPS(1);
2655 2842
2843 m_host.TaskInventory.LockItemsForRead(true);
2656 TaskInventoryItem item = m_host.TaskInventory[invItemID]; 2844 TaskInventoryItem item = m_host.TaskInventory[invItemID];
2657 2845 m_host.TaskInventory.LockItemsForRead(false);
2658 lock (m_host.TaskInventory)
2659 {
2660 item = m_host.TaskInventory[invItemID];
2661 }
2662 2846
2663 if (item.PermsGranter == UUID.Zero) 2847 if (item.PermsGranter == UUID.Zero)
2664 return 0; 2848 return 0;
@@ -2733,6 +2917,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2733 if (dist > m_ScriptDistanceFactor * 10.0f) 2917 if (dist > m_ScriptDistanceFactor * 10.0f)
2734 return; 2918 return;
2735 2919
2920 //Clone is thread-safe
2736 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 2921 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
2737 2922
2738 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory) 2923 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory)
@@ -2795,6 +2980,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2795 2980
2796 public void llLookAt(LSL_Vector target, double strength, double damping) 2981 public void llLookAt(LSL_Vector target, double strength, double damping)
2797 { 2982 {
2983 /*
2798 m_host.AddScriptLPS(1); 2984 m_host.AddScriptLPS(1);
2799 // Determine where we are looking from 2985 // Determine where we are looking from
2800 LSL_Vector from = llGetPos(); 2986 LSL_Vector from = llGetPos();
@@ -2814,10 +3000,31 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2814 // the angles of rotation in radians into rotation value 3000 // the angles of rotation in radians into rotation value
2815 3001
2816 LSL_Types.Quaternion rot = llEuler2Rot(angle); 3002 LSL_Types.Quaternion rot = llEuler2Rot(angle);
2817 Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s); 3003
2818 m_host.startLookAt(rotation, (float)damping, (float)strength); 3004 // This would only work if your physics system contains an APID controller:
3005 // Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s);
3006 // m_host.startLookAt(rotation, (float)damping, (float)strength);
3007
2819 // Orient the object to the angle calculated 3008 // Orient the object to the angle calculated
2820 //llSetRot(rot); 3009 llSetRot(rot);
3010 */
3011
3012 //The above code, while nice, doesn't replicate the behaviour of SL and tends to "roll" the object.
3013 //There's probably a smarter way of doing this, my rotation math-fu is weak.
3014 // http://bugs.meta7.com/view.php?id=28
3015 // - Tom
3016
3017 LSL_Rotation newrot = llGetRot() * llRotBetween(new LSL_Vector(1.0d, 0.0d, 0.0d) * llGetRot(), new LSL_Vector(0.0d, 0.0d, -1.0d));
3018 llSetRot(newrot * llRotBetween(new LSL_Vector(0.0d,0.0d,1.0d) * newrot, target - llGetPos()));
3019
3020 }
3021
3022 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
3023 {
3024 m_host.AddScriptLPS(1);
3025// NotImplemented("llRotLookAt");
3026 m_host.RotLookAt(Rot2Quaternion(target), (float)strength, (float)damping);
3027
2821 } 3028 }
2822 3029
2823 public void llStopLookAt() 3030 public void llStopLookAt()
@@ -2866,13 +3073,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2866 { 3073 {
2867 TaskInventoryItem item; 3074 TaskInventoryItem item;
2868 3075
2869 lock (m_host.TaskInventory) 3076 m_host.TaskInventory.LockItemsForRead(true);
3077 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2870 { 3078 {
2871 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3079 m_host.TaskInventory.LockItemsForRead(false);
2872 return; 3080 return;
2873 else
2874 item = m_host.TaskInventory[InventorySelf()];
2875 } 3081 }
3082 else
3083 {
3084 item = m_host.TaskInventory[InventorySelf()];
3085 }
3086 m_host.TaskInventory.LockItemsForRead(false);
2876 3087
2877 if (item.PermsGranter != UUID.Zero) 3088 if (item.PermsGranter != UUID.Zero)
2878 { 3089 {
@@ -2894,13 +3105,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2894 { 3105 {
2895 TaskInventoryItem item; 3106 TaskInventoryItem item;
2896 3107
3108 m_host.TaskInventory.LockItemsForRead(true);
2897 lock (m_host.TaskInventory) 3109 lock (m_host.TaskInventory)
2898 { 3110 {
3111
2899 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3112 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3113 {
3114 m_host.TaskInventory.LockItemsForRead(false);
2900 return; 3115 return;
3116 }
2901 else 3117 else
3118 {
2902 item = m_host.TaskInventory[InventorySelf()]; 3119 item = m_host.TaskInventory[InventorySelf()];
3120 }
2903 } 3121 }
3122 m_host.TaskInventory.LockItemsForRead(false);
2904 3123
2905 m_host.AddScriptLPS(1); 3124 m_host.AddScriptLPS(1);
2906 3125
@@ -2932,18 +3151,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2932 { 3151 {
2933 m_host.AddScriptLPS(1); 3152 m_host.AddScriptLPS(1);
2934 3153
2935 if (m_host.ParentGroup.RootPart.AttachmentPoint == 0)
2936 return;
2937
2938 TaskInventoryItem item; 3154 TaskInventoryItem item;
2939 3155
2940 lock (m_host.TaskInventory) 3156 m_host.TaskInventory.LockItemsForRead(true);
3157
3158 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2941 { 3159 {
2942 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3160 m_host.TaskInventory.LockItemsForRead(false);
2943 return; 3161 return;
2944 else
2945 item = m_host.TaskInventory[InventorySelf()];
2946 } 3162 }
3163 else
3164 {
3165 item = m_host.TaskInventory[InventorySelf()];
3166 }
3167
3168 m_host.TaskInventory.LockItemsForRead(false);
2947 3169
2948 if (item.PermsGranter != m_host.OwnerID) 3170 if (item.PermsGranter != m_host.OwnerID)
2949 return; 3171 return;
@@ -2954,10 +3176,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2954 3176
2955 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 3177 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
2956 3178
2957 IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule; 3179 grp.AttachToAgent(m_host.OwnerID, (uint)attachment, Vector3.Zero, false);
2958 if (attachmentsModule != null)
2959 attachmentsModule.AttachObject(presence.ControllingClient,
2960 grp, (uint)attachment, false);
2961 } 3180 }
2962 } 3181 }
2963 3182
@@ -2970,13 +3189,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2970 3189
2971 TaskInventoryItem item; 3190 TaskInventoryItem item;
2972 3191
2973 lock (m_host.TaskInventory) 3192 m_host.TaskInventory.LockItemsForRead(true);
3193
3194 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2974 { 3195 {
2975 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3196 m_host.TaskInventory.LockItemsForRead(false);
2976 return; 3197 return;
2977 else 3198 }
2978 item = m_host.TaskInventory[InventorySelf()]; 3199 else
3200 {
3201 item = m_host.TaskInventory[InventorySelf()];
2979 } 3202 }
3203 m_host.TaskInventory.LockItemsForRead(false);
3204
2980 3205
2981 if (item.PermsGranter != m_host.OwnerID) 3206 if (item.PermsGranter != m_host.OwnerID)
2982 return; 3207 return;
@@ -3015,6 +3240,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3015 3240
3016 public void llInstantMessage(string user, string message) 3241 public void llInstantMessage(string user, string message)
3017 { 3242 {
3243 UUID result;
3244 if (!UUID.TryParse(user, out result))
3245 {
3246 ShoutError("An invalid key was passed to llInstantMessage");
3247 ScriptSleep(2000);
3248 return;
3249 }
3250
3251
3018 m_host.AddScriptLPS(1); 3252 m_host.AddScriptLPS(1);
3019 3253
3020 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance. 3254 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance.
@@ -3029,14 +3263,34 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3029 UUID friendTransactionID = UUID.Random(); 3263 UUID friendTransactionID = UUID.Random();
3030 3264
3031 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID); 3265 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
3032 3266
3033 GridInstantMessage msg = new GridInstantMessage(); 3267 GridInstantMessage msg = new GridInstantMessage();
3034 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid; 3268 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid;
3035 msg.toAgentID = new Guid(user); // toAgentID.Guid; 3269 msg.toAgentID = new Guid(user); // toAgentID.Guid;
3036 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here 3270 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here
3037// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message); 3271// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message);
3038// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString()); 3272// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString());
3039 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();// timestamp; 3273 DateTime dt = DateTime.UtcNow;
3274
3275 // Ticks from UtcNow, but make it look like local. Evil, huh?
3276 dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
3277
3278 try
3279 {
3280 // Convert that to the PST timezone
3281 TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
3282 dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
3283 }
3284 catch
3285 {
3286 // No logging here, as it could be VERY spammy
3287 }
3288
3289 // And make it look local again to fool the unix time util
3290 dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
3291
3292 msg.timestamp = (uint)Util.ToUnixTime(dt);
3293
3040 //if (client != null) 3294 //if (client != null)
3041 //{ 3295 //{
3042 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName; 3296 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName;
@@ -3050,13 +3304,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3050 msg.message = message.Substring(0, 1024); 3304 msg.message = message.Substring(0, 1024);
3051 else 3305 else
3052 msg.message = message; 3306 msg.message = message;
3053 msg.dialog = (byte)19; // messgage from script ??? // dialog; 3307 msg.dialog = (byte)19; // MessageFromObject
3054 msg.fromGroup = false;// fromGroup; 3308 msg.fromGroup = false;// fromGroup;
3055 msg.offline = (byte)0; //offline; 3309 msg.offline = (byte)0; //offline;
3056 msg.ParentEstateID = 0; //ParentEstateID; 3310 msg.ParentEstateID = World.RegionInfo.EstateSettings.EstateID;
3057 msg.Position = Vector3.Zero;// new Vector3(m_host.AbsolutePosition); 3311 msg.Position = new Vector3(m_host.AbsolutePosition);
3058 msg.RegionID = World.RegionInfo.RegionID.Guid;//RegionID.Guid; 3312 msg.RegionID = World.RegionInfo.RegionID.Guid;
3059 msg.binaryBucket = new byte[0];// binaryBucket; 3313 msg.binaryBucket = Util.StringToBytes256(m_host.OwnerID.ToString());
3060 3314
3061 if (m_TransferModule != null) 3315 if (m_TransferModule != null)
3062 { 3316 {
@@ -3076,7 +3330,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3076 } 3330 }
3077 3331
3078 emailModule.SendEmail(m_host.UUID, address, subject, message); 3332 emailModule.SendEmail(m_host.UUID, address, subject, message);
3079 ScriptSleep(20000); 3333 ScriptSleep(15000);
3080 } 3334 }
3081 3335
3082 public void llGetNextEmail(string address, string subject) 3336 public void llGetNextEmail(string address, string subject)
@@ -3178,13 +3432,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3178 m_host.AddScriptLPS(1); 3432 m_host.AddScriptLPS(1);
3179 } 3433 }
3180 3434
3181 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
3182 {
3183 m_host.AddScriptLPS(1);
3184 Quaternion rot = new Quaternion((float)target.x, (float)target.y, (float)target.z, (float)target.s);
3185 m_host.RotLookAt(rot, (float)strength, (float)damping);
3186 }
3187
3188 public LSL_Integer llStringLength(string str) 3435 public LSL_Integer llStringLength(string str)
3189 { 3436 {
3190 m_host.AddScriptLPS(1); 3437 m_host.AddScriptLPS(1);
@@ -3208,14 +3455,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3208 3455
3209 TaskInventoryItem item; 3456 TaskInventoryItem item;
3210 3457
3211 lock (m_host.TaskInventory) 3458 m_host.TaskInventory.LockItemsForRead(true);
3459 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3212 { 3460 {
3213 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3461 m_host.TaskInventory.LockItemsForRead(false);
3214 return; 3462 return;
3215 else
3216 item = m_host.TaskInventory[InventorySelf()];
3217 } 3463 }
3218 3464 else
3465 {
3466 item = m_host.TaskInventory[InventorySelf()];
3467 }
3468 m_host.TaskInventory.LockItemsForRead(false);
3219 if (item.PermsGranter == UUID.Zero) 3469 if (item.PermsGranter == UUID.Zero)
3220 return; 3470 return;
3221 3471
@@ -3245,13 +3495,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3245 3495
3246 TaskInventoryItem item; 3496 TaskInventoryItem item;
3247 3497
3248 lock (m_host.TaskInventory) 3498 m_host.TaskInventory.LockItemsForRead(true);
3499 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3249 { 3500 {
3250 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3501 m_host.TaskInventory.LockItemsForRead(false);
3251 return; 3502 return;
3252 else 3503 }
3253 item = m_host.TaskInventory[InventorySelf()]; 3504 else
3505 {
3506 item = m_host.TaskInventory[InventorySelf()];
3254 } 3507 }
3508 m_host.TaskInventory.LockItemsForRead(false);
3509
3255 3510
3256 if (item.PermsGranter == UUID.Zero) 3511 if (item.PermsGranter == UUID.Zero)
3257 return; 3512 return;
@@ -3322,10 +3577,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3322 3577
3323 TaskInventoryItem item; 3578 TaskInventoryItem item;
3324 3579
3325 lock (m_host.TaskInventory) 3580
3581 m_host.TaskInventory.LockItemsForRead(true);
3582 if (!m_host.TaskInventory.ContainsKey(invItemID))
3583 {
3584 m_host.TaskInventory.LockItemsForRead(false);
3585 return;
3586 }
3587 else
3326 { 3588 {
3327 item = m_host.TaskInventory[invItemID]; 3589 item = m_host.TaskInventory[invItemID];
3328 } 3590 }
3591 m_host.TaskInventory.LockItemsForRead(false);
3329 3592
3330 if (agentID == UUID.Zero || perm == 0) // Releasing permissions 3593 if (agentID == UUID.Zero || perm == 0) // Releasing permissions
3331 { 3594 {
@@ -3357,11 +3620,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3357 3620
3358 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3621 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3359 { 3622 {
3360 lock (m_host.TaskInventory) 3623 m_host.TaskInventory.LockItemsForWrite(true);
3361 { 3624 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3362 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3625 m_host.TaskInventory[invItemID].PermsMask = perm;
3363 m_host.TaskInventory[invItemID].PermsMask = perm; 3626 m_host.TaskInventory.LockItemsForWrite(false);
3364 }
3365 3627
3366 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3628 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3367 "run_time_permissions", new Object[] { 3629 "run_time_permissions", new Object[] {
@@ -3381,11 +3643,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3381 3643
3382 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3644 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3383 { 3645 {
3384 lock (m_host.TaskInventory) 3646 m_host.TaskInventory.LockItemsForWrite(true);
3385 { 3647 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3386 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3648 m_host.TaskInventory[invItemID].PermsMask = perm;
3387 m_host.TaskInventory[invItemID].PermsMask = perm; 3649 m_host.TaskInventory.LockItemsForWrite(false);
3388 }
3389 3650
3390 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3651 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3391 "run_time_permissions", new Object[] { 3652 "run_time_permissions", new Object[] {
@@ -3406,11 +3667,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3406 3667
3407 if (!m_waitingForScriptAnswer) 3668 if (!m_waitingForScriptAnswer)
3408 { 3669 {
3409 lock (m_host.TaskInventory) 3670 m_host.TaskInventory.LockItemsForWrite(true);
3410 { 3671 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3411 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3672 m_host.TaskInventory[invItemID].PermsMask = 0;
3412 m_host.TaskInventory[invItemID].PermsMask = 0; 3673 m_host.TaskInventory.LockItemsForWrite(false);
3413 }
3414 3674
3415 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer; 3675 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer;
3416 m_waitingForScriptAnswer=true; 3676 m_waitingForScriptAnswer=true;
@@ -3445,10 +3705,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3445 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0) 3705 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0)
3446 llReleaseControls(); 3706 llReleaseControls();
3447 3707
3448 lock (m_host.TaskInventory) 3708
3449 { 3709 m_host.TaskInventory.LockItemsForWrite(true);
3450 m_host.TaskInventory[invItemID].PermsMask = answer; 3710 m_host.TaskInventory[invItemID].PermsMask = answer;
3451 } 3711 m_host.TaskInventory.LockItemsForWrite(false);
3712
3452 3713
3453 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3714 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3454 "run_time_permissions", new Object[] { 3715 "run_time_permissions", new Object[] {
@@ -3460,16 +3721,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3460 { 3721 {
3461 m_host.AddScriptLPS(1); 3722 m_host.AddScriptLPS(1);
3462 3723
3463 lock (m_host.TaskInventory) 3724 m_host.TaskInventory.LockItemsForRead(true);
3725
3726 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3464 { 3727 {
3465 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3728 if (item.Type == 10 && item.ItemID == m_itemID)
3466 { 3729 {
3467 if (item.Type == 10 && item.ItemID == m_itemID) 3730 m_host.TaskInventory.LockItemsForRead(false);
3468 { 3731 return item.PermsGranter.ToString();
3469 return item.PermsGranter.ToString();
3470 }
3471 } 3732 }
3472 } 3733 }
3734 m_host.TaskInventory.LockItemsForRead(false);
3473 3735
3474 return UUID.Zero.ToString(); 3736 return UUID.Zero.ToString();
3475 } 3737 }
@@ -3478,19 +3740,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3478 { 3740 {
3479 m_host.AddScriptLPS(1); 3741 m_host.AddScriptLPS(1);
3480 3742
3481 lock (m_host.TaskInventory) 3743 m_host.TaskInventory.LockItemsForRead(true);
3744
3745 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3482 { 3746 {
3483 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3747 if (item.Type == 10 && item.ItemID == m_itemID)
3484 { 3748 {
3485 if (item.Type == 10 && item.ItemID == m_itemID) 3749 int perms = item.PermsMask;
3486 { 3750 if (m_automaticLinkPermission)
3487 int perms = item.PermsMask; 3751 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS;
3488 if (m_automaticLinkPermission) 3752 m_host.TaskInventory.LockItemsForRead(false);
3489 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS; 3753 return perms;
3490 return perms;
3491 }
3492 } 3754 }
3493 } 3755 }
3756 m_host.TaskInventory.LockItemsForRead(false);
3494 3757
3495 return 0; 3758 return 0;
3496 } 3759 }
@@ -3512,9 +3775,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3512 public void llSetLinkColor(int linknumber, LSL_Vector color, int face) 3775 public void llSetLinkColor(int linknumber, LSL_Vector color, int face)
3513 { 3776 {
3514 List<SceneObjectPart> parts = GetLinkParts(linknumber); 3777 List<SceneObjectPart> parts = GetLinkParts(linknumber);
3515 3778 if (parts.Count > 0)
3516 foreach (SceneObjectPart part in parts) 3779 {
3517 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face); 3780 try
3781 {
3782 parts[0].ParentGroup.areUpdatesSuspended = true;
3783 foreach (SceneObjectPart part in parts)
3784 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
3785 }
3786 finally
3787 {
3788 parts[0].ParentGroup.areUpdatesSuspended = false;
3789 }
3790 }
3518 } 3791 }
3519 3792
3520 public void llCreateLink(string target, int parent) 3793 public void llCreateLink(string target, int parent)
@@ -3527,11 +3800,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3527 return; 3800 return;
3528 3801
3529 TaskInventoryItem item; 3802 TaskInventoryItem item;
3530 lock (m_host.TaskInventory) 3803 m_host.TaskInventory.LockItemsForRead(true);
3531 { 3804 item = m_host.TaskInventory[invItemID];
3532 item = m_host.TaskInventory[invItemID]; 3805 m_host.TaskInventory.LockItemsForRead(false);
3533 } 3806
3534
3535 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3807 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3536 && !m_automaticLinkPermission) 3808 && !m_automaticLinkPermission)
3537 { 3809 {
@@ -3584,16 +3856,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3584 m_host.AddScriptLPS(1); 3856 m_host.AddScriptLPS(1);
3585 UUID invItemID = InventorySelf(); 3857 UUID invItemID = InventorySelf();
3586 3858
3587 lock (m_host.TaskInventory) 3859 m_host.TaskInventory.LockItemsForRead(true);
3588 {
3589 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3860 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3590 && !m_automaticLinkPermission) 3861 && !m_automaticLinkPermission)
3591 { 3862 {
3592 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!"); 3863 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
3864 m_host.TaskInventory.LockItemsForRead(false);
3593 return; 3865 return;
3594 } 3866 }
3595 } 3867 m_host.TaskInventory.LockItemsForRead(false);
3596 3868
3597 if (linknum < ScriptBaseClass.LINK_THIS) 3869 if (linknum < ScriptBaseClass.LINK_THIS)
3598 return; 3870 return;
3599 3871
@@ -3632,10 +3904,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3632 // Restructuring Multiple Prims. 3904 // Restructuring Multiple Prims.
3633 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts); 3905 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts);
3634 parts.Remove(parentPrim.RootPart); 3906 parts.Remove(parentPrim.RootPart);
3635 foreach (SceneObjectPart part in parts) 3907 if (parts.Count > 0)
3636 { 3908 {
3637 parentPrim.DelinkFromGroup(part.LocalId, true); 3909 try
3910 {
3911 parts[0].ParentGroup.areUpdatesSuspended = true;
3912 foreach (SceneObjectPart part in parts)
3913 {
3914 parentPrim.DelinkFromGroup(part.LocalId, true);
3915 }
3916 }
3917 finally
3918 {
3919 parts[0].ParentGroup.areUpdatesSuspended = false;
3920 }
3638 } 3921 }
3922
3639 parentPrim.HasGroupChanged = true; 3923 parentPrim.HasGroupChanged = true;
3640 parentPrim.ScheduleGroupForFullUpdate(); 3924 parentPrim.ScheduleGroupForFullUpdate();
3641 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 3925 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
@@ -3644,11 +3928,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3644 { 3928 {
3645 SceneObjectPart newRoot = parts[0]; 3929 SceneObjectPart newRoot = parts[0];
3646 parts.Remove(newRoot); 3930 parts.Remove(newRoot);
3647 foreach (SceneObjectPart part in parts) 3931
3932 try
3648 { 3933 {
3649 part.UpdateFlag = 0; 3934 parts[0].ParentGroup.areUpdatesSuspended = true;
3650 newRoot.ParentGroup.LinkToGroup(part.ParentGroup); 3935 foreach (SceneObjectPart part in parts)
3936 {
3937 part.UpdateFlag = 0;
3938 newRoot.ParentGroup.LinkToGroup(part.ParentGroup);
3939 }
3651 } 3940 }
3941 finally
3942 {
3943 parts[0].ParentGroup.areUpdatesSuspended = false;
3944 }
3945
3946
3652 newRoot.ParentGroup.HasGroupChanged = true; 3947 newRoot.ParentGroup.HasGroupChanged = true;
3653 newRoot.ParentGroup.ScheduleGroupForFullUpdate(); 3948 newRoot.ParentGroup.ScheduleGroupForFullUpdate();
3654 } 3949 }
@@ -3694,6 +3989,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3694 } 3989 }
3695 else 3990 else
3696 { 3991 {
3992 if (linknum > m_host.ParentGroup.PrimCount || (linknum == 1 && m_host.ParentGroup.PrimCount == 1))
3993 {
3994 linknum -= (m_host.ParentGroup.PrimCount) + 1;
3995
3996 List<ScenePresence> avatars = GetLinkAvatars(ScriptBaseClass.LINK_SET);
3997 if (avatars.Count > linknum)
3998 {
3999 return avatars[linknum].UUID.ToString();
4000 }
4001 }
3697 return UUID.Zero.ToString(); 4002 return UUID.Zero.ToString();
3698 } 4003 }
3699 } 4004 }
@@ -3770,17 +4075,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3770 m_host.AddScriptLPS(1); 4075 m_host.AddScriptLPS(1);
3771 int count = 0; 4076 int count = 0;
3772 4077
3773 lock (m_host.TaskInventory) 4078 m_host.TaskInventory.LockItemsForRead(true);
4079 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3774 { 4080 {
3775 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4081 if (inv.Value.Type == type || type == -1)
3776 { 4082 {
3777 if (inv.Value.Type == type || type == -1) 4083 count = count + 1;
3778 {
3779 count = count + 1;
3780 }
3781 } 4084 }
3782 } 4085 }
3783 4086
4087 m_host.TaskInventory.LockItemsForRead(false);
3784 return count; 4088 return count;
3785 } 4089 }
3786 4090
@@ -3789,16 +4093,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3789 m_host.AddScriptLPS(1); 4093 m_host.AddScriptLPS(1);
3790 ArrayList keys = new ArrayList(); 4094 ArrayList keys = new ArrayList();
3791 4095
3792 lock (m_host.TaskInventory) 4096 m_host.TaskInventory.LockItemsForRead(true);
4097 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3793 { 4098 {
3794 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4099 if (inv.Value.Type == type || type == -1)
3795 { 4100 {
3796 if (inv.Value.Type == type || type == -1) 4101 keys.Add(inv.Value.Name);
3797 {
3798 keys.Add(inv.Value.Name);
3799 }
3800 } 4102 }
3801 } 4103 }
4104 m_host.TaskInventory.LockItemsForRead(false);
3802 4105
3803 if (keys.Count == 0) 4106 if (keys.Count == 0)
3804 { 4107 {
@@ -3835,20 +4138,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3835 } 4138 }
3836 4139
3837 // move the first object found with this inventory name 4140 // move the first object found with this inventory name
3838 lock (m_host.TaskInventory) 4141 m_host.TaskInventory.LockItemsForRead(true);
4142 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3839 { 4143 {
3840 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4144 if (inv.Value.Name == inventory)
3841 { 4145 {
3842 if (inv.Value.Name == inventory) 4146 found = true;
3843 { 4147 objId = inv.Key;
3844 found = true; 4148 assetType = inv.Value.Type;
3845 objId = inv.Key; 4149 objName = inv.Value.Name;
3846 assetType = inv.Value.Type; 4150 break;
3847 objName = inv.Value.Name;
3848 break;
3849 }
3850 } 4151 }
3851 } 4152 }
4153 m_host.TaskInventory.LockItemsForRead(false);
3852 4154
3853 if (!found) 4155 if (!found)
3854 { 4156 {
@@ -3856,9 +4158,30 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3856 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory)); 4158 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory));
3857 } 4159 }
3858 4160
3859 // check if destination is an avatar 4161 // check if destination is an object
3860 if (World.GetScenePresence(destId) != null) 4162 if (World.GetSceneObjectPart(destId) != null)
3861 { 4163 {
4164 // destination is an object
4165 World.MoveTaskInventoryItem(destId, m_host, objId);
4166 }
4167 else
4168 {
4169 ScenePresence presence = World.GetScenePresence(destId);
4170
4171 if (presence == null)
4172 {
4173 UserAccount account =
4174 World.UserAccountService.GetUserAccount(
4175 World.RegionInfo.ScopeID,
4176 destId);
4177
4178 if (account == null)
4179 {
4180 llSay(0, "Can't find destination "+destId.ToString());
4181 return;
4182 }
4183 }
4184
3862 // destination is an avatar 4185 // destination is an avatar
3863 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId); 4186 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId);
3864 4187
@@ -3882,31 +4205,36 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3882 4205
3883 if (m_TransferModule != null) 4206 if (m_TransferModule != null)
3884 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {}); 4207 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
4208
4209 //This delay should only occur when giving inventory to avatars.
4210 ScriptSleep(3000);
3885 } 4211 }
3886 else
3887 {
3888 // destination is an object
3889 World.MoveTaskInventoryItem(destId, m_host, objId);
3890 }
3891 ScriptSleep(3000);
3892 } 4212 }
3893 4213
4214 [DebuggerNonUserCode]
3894 public void llRemoveInventory(string name) 4215 public void llRemoveInventory(string name)
3895 { 4216 {
3896 m_host.AddScriptLPS(1); 4217 m_host.AddScriptLPS(1);
3897 4218
3898 lock (m_host.TaskInventory) 4219 List<TaskInventoryItem> inv;
4220 try
3899 { 4221 {
3900 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4222 m_host.TaskInventory.LockItemsForRead(true);
4223 inv = new List<TaskInventoryItem>(m_host.TaskInventory.Values);
4224 }
4225 finally
4226 {
4227 m_host.TaskInventory.LockItemsForRead(false);
4228 }
4229 foreach (TaskInventoryItem item in inv)
4230 {
4231 if (item.Name == name)
3901 { 4232 {
3902 if (item.Name == name) 4233 if (item.ItemID == m_itemID)
3903 { 4234 throw new ScriptDeleteException();
3904 if (item.ItemID == m_itemID) 4235 else
3905 throw new ScriptDeleteException(); 4236 m_host.Inventory.RemoveInventoryItem(item.ItemID);
3906 else 4237 return;
3907 m_host.Inventory.RemoveInventoryItem(item.ItemID);
3908 return;
3909 }
3910 } 4238 }
3911 } 4239 }
3912 } 4240 }
@@ -3972,6 +4300,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3972 ce.time = Util.EnvironmentTickCount(); 4300 ce.time = Util.EnvironmentTickCount();
3973 ce.account = account; 4301 ce.account = account;
3974 ce.pinfo = pinfo; 4302 ce.pinfo = pinfo;
4303 m_userInfoCache[uuid] = ce;
3975 } 4304 }
3976 else 4305 else
3977 { 4306 {
@@ -4047,6 +4376,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4047 { 4376 {
4048 m_host.AddScriptLPS(1); 4377 m_host.AddScriptLPS(1);
4049 4378
4379 //Clone is thread safe
4050 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 4380 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
4051 4381
4052 foreach (TaskInventoryItem item in itemDictionary.Values) 4382 foreach (TaskInventoryItem item in itemDictionary.Values)
@@ -4100,6 +4430,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4100 ScenePresence presence = World.GetScenePresence(agentId); 4430 ScenePresence presence = World.GetScenePresence(agentId);
4101 if (presence != null) 4431 if (presence != null)
4102 { 4432 {
4433 // agent must not be a god
4434 if (presence.GodLevel >= 200) return;
4435
4103 // agent must be over the owners land 4436 // agent must be over the owners land
4104 if (m_host.OwnerID == World.LandChannel.GetLandObject( 4437 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4105 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) 4438 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
@@ -4159,17 +4492,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4159 UUID soundId = UUID.Zero; 4492 UUID soundId = UUID.Zero;
4160 if (!UUID.TryParse(impact_sound, out soundId)) 4493 if (!UUID.TryParse(impact_sound, out soundId))
4161 { 4494 {
4162 lock (m_host.TaskInventory) 4495 m_host.TaskInventory.LockItemsForRead(true);
4496 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4163 { 4497 {
4164 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4498 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound)
4165 { 4499 {
4166 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound) 4500 soundId = item.AssetID;
4167 { 4501 break;
4168 soundId = item.AssetID;
4169 break;
4170 }
4171 } 4502 }
4172 } 4503 }
4504 m_host.TaskInventory.LockItemsForRead(false);
4173 } 4505 }
4174 m_host.CollisionSound = soundId; 4506 m_host.CollisionSound = soundId;
4175 m_host.CollisionSoundVolume = (float)impact_volume; 4507 m_host.CollisionSoundVolume = (float)impact_volume;
@@ -4215,6 +4547,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4215 UUID partItemID; 4547 UUID partItemID;
4216 foreach (SceneObjectPart part in parts) 4548 foreach (SceneObjectPart part in parts)
4217 { 4549 {
4550 //Clone is thread safe
4218 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); 4551 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
4219 4552
4220 foreach (TaskInventoryItem item in itemsDictionary.Values) 4553 foreach (TaskInventoryItem item in itemsDictionary.Values)
@@ -4429,17 +4762,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4429 4762
4430 m_host.AddScriptLPS(1); 4763 m_host.AddScriptLPS(1);
4431 4764
4432 lock (m_host.TaskInventory) 4765 m_host.TaskInventory.LockItemsForRead(true);
4766 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4433 { 4767 {
4434 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4768 if (item.Type == 10 && item.ItemID == m_itemID)
4435 { 4769 {
4436 if (item.Type == 10 && item.ItemID == m_itemID) 4770 result = item.Name!=null?item.Name:String.Empty;
4437 { 4771 break;
4438 result = item.Name != null ? item.Name : String.Empty;
4439 break;
4440 }
4441 } 4772 }
4442 } 4773 }
4774 m_host.TaskInventory.LockItemsForRead(false);
4443 4775
4444 return result; 4776 return result;
4445 } 4777 }
@@ -4592,23 +4924,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4592 { 4924 {
4593 m_host.AddScriptLPS(1); 4925 m_host.AddScriptLPS(1);
4594 4926
4595 lock (m_host.TaskInventory) 4927 m_host.TaskInventory.LockItemsForRead(true);
4928 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
4596 { 4929 {
4597 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4930 if (inv.Value.Name == name)
4598 { 4931 {
4599 if (inv.Value.Name == name) 4932 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify))
4600 { 4933 {
4601 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) 4934 m_host.TaskInventory.LockItemsForRead(false);
4602 { 4935 return inv.Value.AssetID.ToString();
4603 return inv.Value.AssetID.ToString(); 4936 }
4604 } 4937 else
4605 else 4938 {
4606 { 4939 m_host.TaskInventory.LockItemsForRead(false);
4607 return UUID.Zero.ToString(); 4940 return UUID.Zero.ToString();
4608 }
4609 } 4941 }
4610 } 4942 }
4611 } 4943 }
4944 m_host.TaskInventory.LockItemsForRead(false);
4612 4945
4613 return UUID.Zero.ToString(); 4946 return UUID.Zero.ToString();
4614 } 4947 }
@@ -4761,14 +5094,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4761 { 5094 {
4762 m_host.AddScriptLPS(1); 5095 m_host.AddScriptLPS(1);
4763 5096
4764 if (src == null) 5097 return src.Length;
4765 {
4766 return 0;
4767 }
4768 else
4769 {
4770 return src.Length;
4771 }
4772 } 5098 }
4773 5099
4774 public LSL_Integer llList2Integer(LSL_List src, int index) 5100 public LSL_Integer llList2Integer(LSL_List src, int index)
@@ -4814,7 +5140,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4814 else if (src.Data[index] is LSL_Float) 5140 else if (src.Data[index] is LSL_Float)
4815 return Convert.ToDouble(((LSL_Float) src.Data[index]).value); 5141 return Convert.ToDouble(((LSL_Float) src.Data[index]).value);
4816 else if (src.Data[index] is LSL_String) 5142 else if (src.Data[index] is LSL_String)
4817 return Convert.ToDouble(((LSL_String) src.Data[index]).m_string); 5143 {
5144 string str = ((LSL_String) src.Data[index]).m_string;
5145 Match m = Regex.Match(str, "^\\s*(-?\\+?[,0-9]+\\.?[0-9]*)");
5146 if (m != Match.Empty)
5147 {
5148 str = m.Value;
5149 double d = 0.0;
5150 if (!Double.TryParse(str, out d))
5151 return 0.0;
5152
5153 return d;
5154 }
5155 return 0.0;
5156 }
4818 return Convert.ToDouble(src.Data[index]); 5157 return Convert.ToDouble(src.Data[index]);
4819 } 5158 }
4820 catch (FormatException) 5159 catch (FormatException)
@@ -5499,7 +5838,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5499 public void llSetSoundQueueing(int queue) 5838 public void llSetSoundQueueing(int queue)
5500 { 5839 {
5501 m_host.AddScriptLPS(1); 5840 m_host.AddScriptLPS(1);
5502 NotImplemented("llSetSoundQueueing");
5503 } 5841 }
5504 5842
5505 public void llSetSoundRadius(double radius) 5843 public void llSetSoundRadius(double radius)
@@ -5544,10 +5882,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5544 m_host.AddScriptLPS(1); 5882 m_host.AddScriptLPS(1);
5545 5883
5546 List<SceneObjectPart> parts = GetLinkParts(linknumber); 5884 List<SceneObjectPart> parts = GetLinkParts(linknumber);
5547 5885 if (parts.Count > 0)
5548 foreach (var part in parts)
5549 { 5886 {
5550 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate); 5887 try
5888 {
5889 parts[0].ParentGroup.areUpdatesSuspended = true;
5890 foreach (var part in parts)
5891 {
5892 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate);
5893 }
5894 }
5895 finally
5896 {
5897 parts[0].ParentGroup.areUpdatesSuspended = false;
5898 }
5551 } 5899 }
5552 } 5900 }
5553 5901
@@ -5801,7 +6149,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5801 return m_host.ParentGroup.RootPart.AttachmentPoint; 6149 return m_host.ParentGroup.RootPart.AttachmentPoint;
5802 } 6150 }
5803 6151
5804 public LSL_Integer llGetFreeMemory() 6152 public virtual LSL_Integer llGetFreeMemory()
5805 { 6153 {
5806 m_host.AddScriptLPS(1); 6154 m_host.AddScriptLPS(1);
5807 // Make scripts designed for LSO happy 6155 // Make scripts designed for LSO happy
@@ -6112,14 +6460,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6112 6460
6113 protected UUID GetTaskInventoryItem(string name) 6461 protected UUID GetTaskInventoryItem(string name)
6114 { 6462 {
6115 lock (m_host.TaskInventory) 6463 m_host.TaskInventory.LockItemsForRead(true);
6464 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6116 { 6465 {
6117 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6466 if (inv.Value.Name == name)
6118 { 6467 {
6119 if (inv.Value.Name == name) 6468 m_host.TaskInventory.LockItemsForRead(false);
6120 return inv.Key; 6469 return inv.Key;
6121 } 6470 }
6122 } 6471 }
6472 m_host.TaskInventory.LockItemsForRead(false);
6123 6473
6124 return UUID.Zero; 6474 return UUID.Zero;
6125 } 6475 }
@@ -6447,22 +6797,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6447 } 6797 }
6448 6798
6449 // copy the first script found with this inventory name 6799 // copy the first script found with this inventory name
6450 lock (m_host.TaskInventory) 6800 m_host.TaskInventory.LockItemsForRead(true);
6801 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6451 { 6802 {
6452 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6803 if (inv.Value.Name == name)
6453 { 6804 {
6454 if (inv.Value.Name == name) 6805 // make sure the object is a script
6806 if (10 == inv.Value.Type)
6455 { 6807 {
6456 // make sure the object is a script 6808 found = true;
6457 if (10 == inv.Value.Type) 6809 srcId = inv.Key;
6458 { 6810 break;
6459 found = true;
6460 srcId = inv.Key;
6461 break;
6462 }
6463 } 6811 }
6464 } 6812 }
6465 } 6813 }
6814 m_host.TaskInventory.LockItemsForRead(false);
6466 6815
6467 if (!found) 6816 if (!found)
6468 { 6817 {
@@ -6546,6 +6895,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6546 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist) 6895 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist)
6547 { 6896 {
6548 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 6897 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
6898 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6899 return shapeBlock;
6549 6900
6550 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && 6901 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT &&
6551 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE && 6902 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE &&
@@ -6621,6 +6972,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6621 6972
6622 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte fudge) 6973 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte fudge)
6623 { 6974 {
6975 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6976 return;
6977
6624 ObjectShapePacket.ObjectDataBlock shapeBlock; 6978 ObjectShapePacket.ObjectDataBlock shapeBlock;
6625 6979
6626 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 6980 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6670,6 +7024,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6670 7024
6671 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte fudge) 7025 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte fudge)
6672 { 7026 {
7027 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7028 return;
7029
6673 ObjectShapePacket.ObjectDataBlock shapeBlock; 7030 ObjectShapePacket.ObjectDataBlock shapeBlock;
6674 7031
6675 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 7032 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6712,6 +7069,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6712 7069
6713 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) 7070 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)
6714 { 7071 {
7072 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7073 return;
7074
6715 ObjectShapePacket.ObjectDataBlock shapeBlock; 7075 ObjectShapePacket.ObjectDataBlock shapeBlock;
6716 7076
6717 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 7077 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6838,6 +7198,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6838 7198
6839 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type) 7199 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type)
6840 { 7200 {
7201 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7202 return;
7203
6841 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7204 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
6842 UUID sculptId; 7205 UUID sculptId;
6843 7206
@@ -6853,13 +7216,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6853 shapeBlock.PathScaleX = 100; 7216 shapeBlock.PathScaleX = 100;
6854 shapeBlock.PathScaleY = 150; 7217 shapeBlock.PathScaleY = 150;
6855 7218
6856 if (type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_CYLINDER && 7219 if ((type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_CYLINDER) == 0 &&
6857 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_PLANE && 7220 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_PLANE) == 0 &&
6858 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE && 7221 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE) == 0 &&
6859 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS) 7222 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS) == 0)
6860 { 7223 {
6861 // default 7224 // default
6862 type = (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE; 7225 type = type | (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE;
6863 } 7226 }
6864 7227
6865 // retain pathcurve 7228 // retain pathcurve
@@ -6876,23 +7239,83 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6876 SetPrimParams(m_host, rules); 7239 SetPrimParams(m_host, rules);
6877 } 7240 }
6878 7241
6879 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) 7242 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules)
6880 { 7243 {
6881 m_host.AddScriptLPS(1); 7244 m_host.AddScriptLPS(1);
6882 7245
6883 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7246 List<SceneObjectPart> parts = GetLinkParts(linknumber);
7247 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
7248 if (parts.Count>0)
7249 {
7250 try
7251 {
7252 parts[0].ParentGroup.areUpdatesSuspended = true;
7253 foreach (SceneObjectPart part in parts)
7254 SetPrimParams(part, rules);
7255 }
7256 finally
7257 {
7258 parts[0].ParentGroup.areUpdatesSuspended = false;
7259 }
7260 }
7261 if (avatars.Count > 0)
7262 {
7263 foreach (ScenePresence avatar in avatars)
7264 SetPrimParams(avatar, rules);
7265 }
7266 }
6884 7267
6885 foreach (SceneObjectPart part in parts) 7268 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules)
6886 SetPrimParams(part, rules); 7269 {
7270 llSetLinkPrimitiveParamsFast(linknumber, rules);
7271 ScriptSleep(200);
6887 } 7272 }
6888 7273
6889 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules) 7274 protected void SetPrimParams(ScenePresence av, LSL_List rules)
6890 { 7275 {
6891 llSetLinkPrimitiveParams(linknumber, rules); 7276 //This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
7277 //We only support PRIM_POSITION and PRIM_ROTATION
7278
7279 int idx = 0;
7280
7281 while (idx < rules.Length)
7282 {
7283 int code = rules.GetLSLIntegerItem(idx++);
7284
7285 int remain = rules.Length - idx;
7286
7287
7288
7289 switch (code)
7290 {
7291 case (int)ScriptBaseClass.PRIM_POSITION:
7292 if (remain < 1)
7293 return;
7294 LSL_Vector v;
7295 v = rules.GetVector3Item(idx++);
7296 av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
7297 av.SendFullUpdateToAllClients();
7298
7299 break;
7300
7301 case (int)ScriptBaseClass.PRIM_ROTATION:
7302 if (remain < 1)
7303 return;
7304 LSL_Rotation r;
7305 r = rules.GetQuaternionItem(idx++);
7306 av.OffsetRotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s);
7307 av.SendFullUpdateToAllClients();
7308 break;
7309 }
7310 }
7311
6892 } 7312 }
6893 7313
6894 protected void SetPrimParams(SceneObjectPart part, LSL_List rules) 7314 protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
6895 { 7315 {
7316 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7317 return;
7318
6896 int idx = 0; 7319 int idx = 0;
6897 7320
6898 while (idx < rules.Length) 7321 while (idx < rules.Length)
@@ -7409,13 +7832,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7409 public LSL_Integer llGetNumberOfPrims() 7832 public LSL_Integer llGetNumberOfPrims()
7410 { 7833 {
7411 m_host.AddScriptLPS(1); 7834 m_host.AddScriptLPS(1);
7412 int avatarCount = 0; 7835 int avatarCount = m_host.ParentGroup.GetLinkedAvatars().Count;
7413 World.ForEachScenePresence(delegate(ScenePresence presence) 7836
7414 {
7415 if (!presence.IsChildAgent && presence.ParentID != 0 && m_host.ParentGroup.HasChildPrim(presence.ParentID))
7416 avatarCount++;
7417 });
7418
7419 return m_host.ParentGroup.PrimCount + avatarCount; 7837 return m_host.ParentGroup.PrimCount + avatarCount;
7420 } 7838 }
7421 7839
@@ -7431,55 +7849,98 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7431 m_host.AddScriptLPS(1); 7849 m_host.AddScriptLPS(1);
7432 UUID objID = UUID.Zero; 7850 UUID objID = UUID.Zero;
7433 LSL_List result = new LSL_List(); 7851 LSL_List result = new LSL_List();
7852
7853 // If the ID is not valid, return null result
7434 if (!UUID.TryParse(obj, out objID)) 7854 if (!UUID.TryParse(obj, out objID))
7435 { 7855 {
7436 result.Add(new LSL_Vector()); 7856 result.Add(new LSL_Vector());
7437 result.Add(new LSL_Vector()); 7857 result.Add(new LSL_Vector());
7438 return result; 7858 return result;
7439 } 7859 }
7860
7861 // Check if this is an attached prim. If so, replace
7862 // the UUID with the avatar UUID and report it's bounding box
7863 SceneObjectPart part = World.GetSceneObjectPart(objID);
7864 if (part != null && part.ParentGroup.IsAttachment)
7865 objID = part.ParentGroup.RootPart.AttachedAvatar;
7866
7867 // Find out if this is an avatar ID. If so, return it's box
7440 ScenePresence presence = World.GetScenePresence(objID); 7868 ScenePresence presence = World.GetScenePresence(objID);
7441 if (presence != null) 7869 if (presence != null)
7442 { 7870 {
7443 if (presence.ParentID == 0) // not sat on an object 7871 // As per LSL Wiki, there is no difference between sitting
7872 // and standing avatar since server 1.36
7873 LSL_Vector lower;
7874 LSL_Vector upper;
7875 if (presence.Animator.Animations.DefaultAnimation.AnimID
7876 == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
7444 { 7877 {
7445 LSL_Vector lower; 7878 // This is for ground sitting avatars
7446 LSL_Vector upper; 7879 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7447 if (presence.Animator.Animations.DefaultAnimation.AnimID 7880 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7448 == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) 7881 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7449 {
7450 // This is for ground sitting avatars
7451 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7452 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7453 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7454 }
7455 else
7456 {
7457 // This is for standing/flying avatars
7458 float height = presence.Appearance.AvatarHeight / 2.0f;
7459 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7460 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7461 }
7462 result.Add(lower);
7463 result.Add(upper);
7464 return result;
7465 } 7882 }
7466 else 7883 else
7467 { 7884 {
7468 // sitting on an object so we need the bounding box of that 7885 // This is for standing/flying avatars
7469 // which should include the avatar so set the UUID to the 7886 float height = presence.Appearance.AvatarHeight / 2.0f;
7470 // UUID of the object the avatar is sat on and allow it to fall through 7887 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7471 // to processing an object 7888 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7472 SceneObjectPart p = World.GetSceneObjectPart(presence.ParentID);
7473 objID = p.UUID;
7474 } 7889 }
7890
7891 // Adjust to the documented error offsets (see LSL Wiki)
7892 lower += new LSL_Vector(0.05f, 0.05f, 0.05f);
7893 upper -= new LSL_Vector(0.05f, 0.05f, 0.05f);
7894
7895 if (lower.x > upper.x)
7896 lower.x = upper.x;
7897 if (lower.y > upper.y)
7898 lower.y = upper.y;
7899 if (lower.z > upper.z)
7900 lower.z = upper.z;
7901
7902 result.Add(lower);
7903 result.Add(upper);
7904 return result;
7475 } 7905 }
7476 SceneObjectPart part = World.GetSceneObjectPart(objID); 7906
7907 part = World.GetSceneObjectPart(objID);
7477 // Currently only works for single prims without a sitting avatar 7908 // Currently only works for single prims without a sitting avatar
7478 if (part != null) 7909 if (part != null)
7479 { 7910 {
7480 Vector3 halfSize = part.Scale / 2.0f; 7911 float minX;
7481 LSL_Vector lower = new LSL_Vector(halfSize.X * -1.0f, halfSize.Y * -1.0f, halfSize.Z * -1.0f); 7912 float maxX;
7482 LSL_Vector upper = new LSL_Vector(halfSize.X, halfSize.Y, halfSize.Z); 7913 float minY;
7914 float maxY;
7915 float minZ;
7916 float maxZ;
7917
7918 // This BBox is in sim coordinates, with the offset being
7919 // a contained point.
7920 Vector3[] offsets = World.GetCombinedBoundingBox(new List<SceneObjectGroup> { part.ParentGroup },
7921 out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
7922
7923 minX -= offsets[0].X;
7924 maxX -= offsets[0].X;
7925 minY -= offsets[0].Y;
7926 maxY -= offsets[0].Y;
7927 minZ -= offsets[0].Z;
7928 maxZ -= offsets[0].Z;
7929
7930 LSL_Vector lower;
7931 LSL_Vector upper;
7932
7933 // Adjust to the documented error offsets (see LSL Wiki)
7934 lower = new LSL_Vector(minX + 0.05f, minY + 0.05f, minZ + 0.05f);
7935 upper = new LSL_Vector(maxX - 0.05f, maxY - 0.05f, maxZ - 0.05f);
7936
7937 if (lower.x > upper.x)
7938 lower.x = upper.x;
7939 if (lower.y > upper.y)
7940 lower.y = upper.y;
7941 if (lower.z > upper.z)
7942 lower.z = upper.z;
7943
7483 result.Add(lower); 7944 result.Add(lower);
7484 result.Add(upper); 7945 result.Add(upper);
7485 return result; 7946 return result;
@@ -7724,24 +8185,95 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7724 break; 8185 break;
7725 8186
7726 case (int)ScriptBaseClass.PRIM_BUMP_SHINY: 8187 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
7727 // TODO--------------
7728 if (remain < 1) 8188 if (remain < 1)
7729 return res; 8189 return res;
8190 face = (int)rules.GetLSLIntegerItem(idx++);
7730 8191
7731 face=(int)rules.GetLSLIntegerItem(idx++); 8192 tex = part.Shape.Textures;
7732 8193 int shiny;
7733 res.Add(new LSL_Integer(0)); 8194 if (face == ScriptBaseClass.ALL_SIDES)
7734 res.Add(new LSL_Integer(0)); 8195 {
8196 for (face = 0; face < GetNumberOfSides(part); face++)
8197 {
8198 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8199 if (shinyness == Shininess.High)
8200 {
8201 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8202 }
8203 else if (shinyness == Shininess.Medium)
8204 {
8205 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8206 }
8207 else if (shinyness == Shininess.Low)
8208 {
8209 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8210 }
8211 else
8212 {
8213 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8214 }
8215 res.Add(new LSL_Integer(shiny));
8216 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8217 }
8218 }
8219 else
8220 {
8221 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8222 if (shinyness == Shininess.High)
8223 {
8224 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8225 }
8226 else if (shinyness == Shininess.Medium)
8227 {
8228 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8229 }
8230 else if (shinyness == Shininess.Low)
8231 {
8232 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8233 }
8234 else
8235 {
8236 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8237 }
8238 res.Add(new LSL_Integer(shiny));
8239 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8240 }
7735 break; 8241 break;
7736 8242
7737 case (int)ScriptBaseClass.PRIM_FULLBRIGHT: 8243 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
7738 // TODO--------------
7739 if (remain < 1) 8244 if (remain < 1)
7740 return res; 8245 return res;
8246 face = (int)rules.GetLSLIntegerItem(idx++);
7741 8247
7742 face=(int)rules.GetLSLIntegerItem(idx++); 8248 tex = part.Shape.Textures;
7743 8249 int fullbright;
7744 res.Add(new LSL_Integer(0)); 8250 if (face == ScriptBaseClass.ALL_SIDES)
8251 {
8252 for (face = 0; face < GetNumberOfSides(part); face++)
8253 {
8254 if (tex.GetFace((uint)face).Fullbright == true)
8255 {
8256 fullbright = ScriptBaseClass.TRUE;
8257 }
8258 else
8259 {
8260 fullbright = ScriptBaseClass.FALSE;
8261 }
8262 res.Add(new LSL_Integer(fullbright));
8263 }
8264 }
8265 else
8266 {
8267 if (tex.GetFace((uint)face).Fullbright == true)
8268 {
8269 fullbright = ScriptBaseClass.TRUE;
8270 }
8271 else
8272 {
8273 fullbright = ScriptBaseClass.FALSE;
8274 }
8275 res.Add(new LSL_Integer(fullbright));
8276 }
7745 break; 8277 break;
7746 8278
7747 case (int)ScriptBaseClass.PRIM_FLEXIBLE: 8279 case (int)ScriptBaseClass.PRIM_FLEXIBLE:
@@ -7762,14 +8294,37 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7762 break; 8294 break;
7763 8295
7764 case (int)ScriptBaseClass.PRIM_TEXGEN: 8296 case (int)ScriptBaseClass.PRIM_TEXGEN:
7765 // TODO--------------
7766 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR) 8297 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
7767 if (remain < 1) 8298 if (remain < 1)
7768 return res; 8299 return res;
8300 face = (int)rules.GetLSLIntegerItem(idx++);
7769 8301
7770 face=(int)rules.GetLSLIntegerItem(idx++); 8302 tex = part.Shape.Textures;
7771 8303 if (face == ScriptBaseClass.ALL_SIDES)
7772 res.Add(new LSL_Integer(0)); 8304 {
8305 for (face = 0; face < GetNumberOfSides(part); face++)
8306 {
8307 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8308 {
8309 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8310 }
8311 else
8312 {
8313 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8314 }
8315 }
8316 }
8317 else
8318 {
8319 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8320 {
8321 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8322 }
8323 else
8324 {
8325 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8326 }
8327 }
7773 break; 8328 break;
7774 8329
7775 case (int)ScriptBaseClass.PRIM_POINT_LIGHT: 8330 case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
@@ -7788,13 +8343,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7788 break; 8343 break;
7789 8344
7790 case (int)ScriptBaseClass.PRIM_GLOW: 8345 case (int)ScriptBaseClass.PRIM_GLOW:
7791 // TODO--------------
7792 if (remain < 1) 8346 if (remain < 1)
7793 return res; 8347 return res;
8348 face = (int)rules.GetLSLIntegerItem(idx++);
7794 8349
7795 face=(int)rules.GetLSLIntegerItem(idx++); 8350 tex = part.Shape.Textures;
7796 8351 float primglow;
7797 res.Add(new LSL_Float(0)); 8352 if (face == ScriptBaseClass.ALL_SIDES)
8353 {
8354 for (face = 0; face < GetNumberOfSides(part); face++)
8355 {
8356 primglow = tex.GetFace((uint)face).Glow;
8357 res.Add(new LSL_Float(primglow));
8358 }
8359 }
8360 else
8361 {
8362 primglow = tex.GetFace((uint)face).Glow;
8363 res.Add(new LSL_Float(primglow));
8364 }
7798 break; 8365 break;
7799 case (int)ScriptBaseClass.PRIM_TEXT: 8366 case (int)ScriptBaseClass.PRIM_TEXT:
7800 Color4 textColor = part.GetTextColor(); 8367 Color4 textColor = part.GetTextColor();
@@ -8335,8 +8902,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8335 // The function returns an ordered list 8902 // The function returns an ordered list
8336 // representing the tokens found in the supplied 8903 // representing the tokens found in the supplied
8337 // sources string. If two successive tokenizers 8904 // sources string. If two successive tokenizers
8338 // are encountered, then a NULL entry is added 8905 // are encountered, then a null-string entry is
8339 // to the list. 8906 // added to the list.
8340 // 8907 //
8341 // It is a precondition that the source and 8908 // It is a precondition that the source and
8342 // toekizer lisst are non-null. If they are null, 8909 // toekizer lisst are non-null. If they are null,
@@ -8344,7 +8911,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8344 // while their lengths are being determined. 8911 // while their lengths are being determined.
8345 // 8912 //
8346 // A small amount of working memoryis required 8913 // A small amount of working memoryis required
8347 // of approximately 8*#tokenizers. 8914 // of approximately 8*#tokenizers + 8*srcstrlen.
8348 // 8915 //
8349 // There are many ways in which this function 8916 // There are many ways in which this function
8350 // can be implemented, this implementation is 8917 // can be implemented, this implementation is
@@ -8360,29 +8927,30 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8360 // and eliminates redundant tokenizers as soon 8927 // and eliminates redundant tokenizers as soon
8361 // as is possible. 8928 // as is possible.
8362 // 8929 //
8363 // The implementation tries to avoid any copying 8930 // The implementation tries to minimize temporary
8364 // of arrays or other objects. 8931 // garbage generation.
8365 // </remarks> 8932 // </remarks>
8366 8933
8367 private LSL_List ParseString(string src, LSL_List separators, LSL_List spacers, bool keepNulls) 8934 private LSL_List ParseString(string src, LSL_List separators, LSL_List spacers, bool keepNulls)
8368 { 8935 {
8369 int beginning = 0; 8936 return ParseString2List(src, separators, spacers, true);
8370 int srclen = src.Length; 8937 }
8371 int seplen = separators.Length;
8372 object[] separray = separators.Data;
8373 int spclen = spacers.Length;
8374 object[] spcarray = spacers.Data;
8375 int mlen = seplen+spclen;
8376
8377 int[] offset = new int[mlen+1];
8378 bool[] active = new bool[mlen];
8379 8938
8380 int best; 8939 private LSL_List ParseString2List(string src, LSL_List separators, LSL_List spacers, bool keepNulls)
8381 int j; 8940 {
8941 int srclen = src.Length;
8942 int seplen = separators.Length;
8943 object[] separray = separators.Data;
8944 int spclen = spacers.Length;
8945 object[] spcarray = spacers.Data;
8946 int dellen = 0;
8947 string[] delarray = new string[seplen+spclen];
8382 8948
8383 // Initial capacity reduces resize cost 8949 int outlen = 0;
8950 string[] outarray = new string[srclen*2+1];
8384 8951
8385 LSL_List tokens = new LSL_List(); 8952 int i, j;
8953 string d;
8386 8954
8387 // All entries are initially valid 8955 // All entries are initially valid
8388 8956
@@ -8398,53 +8966,35 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8398 8966
8399 // Scan for separators 8967 // Scan for separators
8400 8968
8401 for (j = 0; j < seplen; j++) 8969 for (i = 0; i < spclen; i ++) {
8402 { 8970 d = spcarray[i].ToString();
8403 if (active[j]) 8971 if (d.Length > 0) {
8404 { 8972 delarray[dellen++] = d;
8405 // scan all of the markers 8973 }
8406 if ((offset[j] = src.IndexOf(separray[j].ToString(), beginning)) == -1) 8974 }
8407 { 8975
8408 // not present at all 8976 /*
8409 active[j] = false; 8977 * Scan through source string from beginning to end.
8410 } 8978 */
8411 else 8979 for (i = 0;;) {
8412 { 8980
8413 // present and correct 8981 /*
8414 if (offset[j] < offset[best]) 8982 * Find earliest delimeter in src starting at i (if any).
8415 { 8983 */
8416 // closest so far 8984 int earliestDel = -1;
8417 best = j; 8985 int earliestSrc = srclen;
8418 if (offset[best] == beginning) 8986 string earliestStr = null;
8419 break; 8987 for (j = 0; j < dellen; j ++) {
8420 } 8988 d = delarray[j];
8421 } 8989 if (d != null) {
8422 } 8990 int index = src.IndexOf(d, i);
8423 } 8991 if (index < 0) {
8424 8992 delarray[j] = null; // delim nowhere in src, don't check it anymore
8425 // Scan for spacers 8993 } else if (index < earliestSrc) {
8426 8994 earliestSrc = index; // where delimeter starts in source string
8427 if (offset[best] != beginning) 8995 earliestDel = j; // where delimeter is in delarray[]
8428 { 8996 earliestStr = d; // the delimeter string from delarray[]
8429 for (j = seplen; (j < mlen) && (offset[best] > beginning); j++) 8997 if (index == i) break; // can't do any better than found at beg of string
8430 {
8431 if (active[j])
8432 {
8433 // scan all of the markers
8434 if ((offset[j] = src.IndexOf(spcarray[j-seplen].ToString(), beginning)) == -1)
8435 {
8436 // not present at all
8437 active[j] = false;
8438 }
8439 else
8440 {
8441 // present and correct
8442 if (offset[j] < offset[best])
8443 {
8444 // closest so far
8445 best = j;
8446 }
8447 }
8448 } 8998 }
8449 } 8999 }
8450 } 9000 }
@@ -8490,7 +9040,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8490 tokens.Add(new LSL_String("")); 9040 tokens.Add(new LSL_String(""));
8491 } 9041 }
8492 9042
8493 return tokens; 9043 /*
9044 * Make up an exact-sized output array suitable for an LSL_List object.
9045 */
9046 object[] outlist = new object[outlen];
9047 for (i = 0; i < outlen; i ++) {
9048 outlist[i] = new LSL_String(outarray[i]);
9049 }
9050 return new LSL_List(outlist);
8494 } 9051 }
8495 9052
8496 public LSL_List llParseString2List(string src, LSL_List separators, LSL_List spacers) 9053 public LSL_List llParseString2List(string src, LSL_List separators, LSL_List spacers)
@@ -8579,28 +9136,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8579 { 9136 {
8580 m_host.AddScriptLPS(1); 9137 m_host.AddScriptLPS(1);
8581 9138
8582 lock (m_host.TaskInventory) 9139 m_host.TaskInventory.LockItemsForRead(true);
9140 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8583 { 9141 {
8584 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9142 if (inv.Value.Name == item)
8585 { 9143 {
8586 if (inv.Value.Name == item) 9144 m_host.TaskInventory.LockItemsForRead(false);
9145 switch (mask)
8587 { 9146 {
8588 switch (mask) 9147 case 0:
8589 { 9148 return (int)inv.Value.BasePermissions;
8590 case 0: 9149 case 1:
8591 return (int)inv.Value.BasePermissions; 9150 return (int)inv.Value.CurrentPermissions;
8592 case 1: 9151 case 2:
8593 return (int)inv.Value.CurrentPermissions; 9152 return (int)inv.Value.GroupPermissions;
8594 case 2: 9153 case 3:
8595 return (int)inv.Value.GroupPermissions; 9154 return (int)inv.Value.EveryonePermissions;
8596 case 3: 9155 case 4:
8597 return (int)inv.Value.EveryonePermissions; 9156 return (int)inv.Value.NextPermissions;
8598 case 4:
8599 return (int)inv.Value.NextPermissions;
8600 }
8601 } 9157 }
8602 } 9158 }
8603 } 9159 }
9160 m_host.TaskInventory.LockItemsForRead(false);
8604 9161
8605 return -1; 9162 return -1;
8606 } 9163 }
@@ -8647,16 +9204,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8647 { 9204 {
8648 m_host.AddScriptLPS(1); 9205 m_host.AddScriptLPS(1);
8649 9206
8650 lock (m_host.TaskInventory) 9207 m_host.TaskInventory.LockItemsForRead(true);
9208 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8651 { 9209 {
8652 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9210 if (inv.Value.Name == item)
8653 { 9211 {
8654 if (inv.Value.Name == item) 9212 m_host.TaskInventory.LockItemsForRead(false);
8655 { 9213 return inv.Value.CreatorID.ToString();
8656 return inv.Value.CreatorID.ToString();
8657 }
8658 } 9214 }
8659 } 9215 }
9216 m_host.TaskInventory.LockItemsForRead(false);
8660 9217
8661 llSay(0, "No item name '" + item + "'"); 9218 llSay(0, "No item name '" + item + "'");
8662 9219
@@ -8707,8 +9264,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8707 return UUID.Zero.ToString(); 9264 return UUID.Zero.ToString();
8708 } 9265 }
8709 reply = new LSL_Vector( 9266 reply = new LSL_Vector(
8710 info.RegionLocX * Constants.RegionSize, 9267 info.RegionLocX,
8711 info.RegionLocY * Constants.RegionSize, 9268 info.RegionLocY,
8712 0).ToString(); 9269 0).ToString();
8713 break; 9270 break;
8714 case 6: // DATA_SIM_STATUS 9271 case 6: // DATA_SIM_STATUS
@@ -8921,17 +9478,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8921 int width = 0; 9478 int width = 0;
8922 int height = 0; 9479 int height = 0;
8923 9480
8924 ParcelMediaCommandEnum? commandToSend = null; 9481 uint commandToSend = 0;
8925 float time = 0.0f; // default is from start 9482 float time = 0.0f; // default is from start
8926 9483
8927 ScenePresence presence = null; 9484 ScenePresence presence = null;
8928 9485
8929 for (int i = 0; i < commandList.Data.Length; i++) 9486 for (int i = 0; i < commandList.Data.Length; i++)
8930 { 9487 {
8931 ParcelMediaCommandEnum command = (ParcelMediaCommandEnum)commandList.Data[i]; 9488 uint command = (uint)(commandList.GetLSLIntegerItem(i));
8932 switch (command) 9489 switch (command)
8933 { 9490 {
8934 case ParcelMediaCommandEnum.Agent: 9491 case (uint)ParcelMediaCommandEnum.Agent:
8935 // we send only to one agent 9492 // we send only to one agent
8936 if ((i + 1) < commandList.Length) 9493 if ((i + 1) < commandList.Length)
8937 { 9494 {
@@ -8948,25 +9505,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8948 } 9505 }
8949 break; 9506 break;
8950 9507
8951 case ParcelMediaCommandEnum.Loop: 9508 case (uint)ParcelMediaCommandEnum.Loop:
8952 loop = 1; 9509 loop = 1;
8953 commandToSend = command; 9510 commandToSend = command;
8954 update = true; //need to send the media update packet to set looping 9511 update = true; //need to send the media update packet to set looping
8955 break; 9512 break;
8956 9513
8957 case ParcelMediaCommandEnum.Play: 9514 case (uint)ParcelMediaCommandEnum.Play:
8958 loop = 0; 9515 loop = 0;
8959 commandToSend = command; 9516 commandToSend = command;
8960 update = true; //need to send the media update packet to make sure it doesn't loop 9517 update = true; //need to send the media update packet to make sure it doesn't loop
8961 break; 9518 break;
8962 9519
8963 case ParcelMediaCommandEnum.Pause: 9520 case (uint)ParcelMediaCommandEnum.Pause:
8964 case ParcelMediaCommandEnum.Stop: 9521 case (uint)ParcelMediaCommandEnum.Stop:
8965 case ParcelMediaCommandEnum.Unload: 9522 case (uint)ParcelMediaCommandEnum.Unload:
8966 commandToSend = command; 9523 commandToSend = command;
8967 break; 9524 break;
8968 9525
8969 case ParcelMediaCommandEnum.Url: 9526 case (uint)ParcelMediaCommandEnum.Url:
8970 if ((i + 1) < commandList.Length) 9527 if ((i + 1) < commandList.Length)
8971 { 9528 {
8972 if (commandList.Data[i + 1] is LSL_String) 9529 if (commandList.Data[i + 1] is LSL_String)
@@ -8979,7 +9536,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8979 } 9536 }
8980 break; 9537 break;
8981 9538
8982 case ParcelMediaCommandEnum.Texture: 9539 case (uint)ParcelMediaCommandEnum.Texture:
8983 if ((i + 1) < commandList.Length) 9540 if ((i + 1) < commandList.Length)
8984 { 9541 {
8985 if (commandList.Data[i + 1] is LSL_String) 9542 if (commandList.Data[i + 1] is LSL_String)
@@ -8992,7 +9549,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8992 } 9549 }
8993 break; 9550 break;
8994 9551
8995 case ParcelMediaCommandEnum.Time: 9552 case (uint)ParcelMediaCommandEnum.Time:
8996 if ((i + 1) < commandList.Length) 9553 if ((i + 1) < commandList.Length)
8997 { 9554 {
8998 if (commandList.Data[i + 1] is LSL_Float) 9555 if (commandList.Data[i + 1] is LSL_Float)
@@ -9004,7 +9561,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9004 } 9561 }
9005 break; 9562 break;
9006 9563
9007 case ParcelMediaCommandEnum.AutoAlign: 9564 case (uint)ParcelMediaCommandEnum.AutoAlign:
9008 if ((i + 1) < commandList.Length) 9565 if ((i + 1) < commandList.Length)
9009 { 9566 {
9010 if (commandList.Data[i + 1] is LSL_Integer) 9567 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9018,7 +9575,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9018 } 9575 }
9019 break; 9576 break;
9020 9577
9021 case ParcelMediaCommandEnum.Type: 9578 case (uint)ParcelMediaCommandEnum.Type:
9022 if ((i + 1) < commandList.Length) 9579 if ((i + 1) < commandList.Length)
9023 { 9580 {
9024 if (commandList.Data[i + 1] is LSL_String) 9581 if (commandList.Data[i + 1] is LSL_String)
@@ -9031,7 +9588,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9031 } 9588 }
9032 break; 9589 break;
9033 9590
9034 case ParcelMediaCommandEnum.Desc: 9591 case (uint)ParcelMediaCommandEnum.Desc:
9035 if ((i + 1) < commandList.Length) 9592 if ((i + 1) < commandList.Length)
9036 { 9593 {
9037 if (commandList.Data[i + 1] is LSL_String) 9594 if (commandList.Data[i + 1] is LSL_String)
@@ -9044,7 +9601,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9044 } 9601 }
9045 break; 9602 break;
9046 9603
9047 case ParcelMediaCommandEnum.Size: 9604 case (uint)ParcelMediaCommandEnum.Size:
9048 if ((i + 2) < commandList.Length) 9605 if ((i + 2) < commandList.Length)
9049 { 9606 {
9050 if (commandList.Data[i + 1] is LSL_Integer) 9607 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9114,7 +9671,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9114 } 9671 }
9115 } 9672 }
9116 9673
9117 if (commandToSend != null) 9674 if (commandToSend != 0)
9118 { 9675 {
9119 // the commandList contained a start/stop/... command, too 9676 // the commandList contained a start/stop/... command, too
9120 if (presence == null) 9677 if (presence == null)
@@ -9151,7 +9708,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9151 9708
9152 if (aList.Data[i] != null) 9709 if (aList.Data[i] != null)
9153 { 9710 {
9154 switch ((ParcelMediaCommandEnum) aList.Data[i]) 9711 switch ((ParcelMediaCommandEnum) Convert.ToInt32(aList.Data[i].ToString()))
9155 { 9712 {
9156 case ParcelMediaCommandEnum.Url: 9713 case ParcelMediaCommandEnum.Url:
9157 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL)); 9714 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL));
@@ -9194,16 +9751,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9194 { 9751 {
9195 m_host.AddScriptLPS(1); 9752 m_host.AddScriptLPS(1);
9196 9753
9197 lock (m_host.TaskInventory) 9754 m_host.TaskInventory.LockItemsForRead(true);
9755 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9198 { 9756 {
9199 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9757 if (inv.Value.Name == name)
9200 { 9758 {
9201 if (inv.Value.Name == name) 9759 m_host.TaskInventory.LockItemsForRead(false);
9202 { 9760 return inv.Value.Type;
9203 return inv.Value.Type;
9204 }
9205 } 9761 }
9206 } 9762 }
9763 m_host.TaskInventory.LockItemsForRead(false);
9207 9764
9208 return -1; 9765 return -1;
9209 } 9766 }
@@ -9214,15 +9771,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9214 9771
9215 if (quick_pay_buttons.Data.Length < 4) 9772 if (quick_pay_buttons.Data.Length < 4)
9216 { 9773 {
9217 LSLError("List must have at least 4 elements"); 9774 int x;
9218 return; 9775 for (x=quick_pay_buttons.Data.Length; x<= 4; x++)
9776 {
9777 quick_pay_buttons.Add(ScriptBaseClass.PAY_HIDE);
9778 }
9219 } 9779 }
9220 m_host.ParentGroup.RootPart.PayPrice[0]=price; 9780 int[] nPrice = new int[5];
9221 9781 nPrice[0]=price;
9222 m_host.ParentGroup.RootPart.PayPrice[1]=(LSL_Integer)quick_pay_buttons.Data[0]; 9782 nPrice[1] = (LSL_Integer)quick_pay_buttons.Data[0];
9223 m_host.ParentGroup.RootPart.PayPrice[2]=(LSL_Integer)quick_pay_buttons.Data[1]; 9783 nPrice[2] = (LSL_Integer)quick_pay_buttons.Data[1];
9224 m_host.ParentGroup.RootPart.PayPrice[3]=(LSL_Integer)quick_pay_buttons.Data[2]; 9784 nPrice[3] = (LSL_Integer)quick_pay_buttons.Data[2];
9225 m_host.ParentGroup.RootPart.PayPrice[4]=(LSL_Integer)quick_pay_buttons.Data[3]; 9785 nPrice[4] = (LSL_Integer)quick_pay_buttons.Data[3];
9786 m_host.ParentGroup.RootPart.PayPrice = nPrice;
9226 m_host.ParentGroup.HasGroupChanged = true; 9787 m_host.ParentGroup.HasGroupChanged = true;
9227 } 9788 }
9228 9789
@@ -9234,17 +9795,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9234 if (invItemID == UUID.Zero) 9795 if (invItemID == UUID.Zero)
9235 return new LSL_Vector(); 9796 return new LSL_Vector();
9236 9797
9237 lock (m_host.TaskInventory) 9798 m_host.TaskInventory.LockItemsForRead(true);
9799 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9238 { 9800 {
9239 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 9801 m_host.TaskInventory.LockItemsForRead(false);
9240 return new LSL_Vector(); 9802 return new LSL_Vector();
9803 }
9241 9804
9242 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 9805 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9243 { 9806 {
9244 ShoutError("No permissions to track the camera"); 9807 ShoutError("No permissions to track the camera");
9245 return new LSL_Vector(); 9808 m_host.TaskInventory.LockItemsForRead(false);
9246 } 9809 return new LSL_Vector();
9247 } 9810 }
9811 m_host.TaskInventory.LockItemsForRead(false);
9248 9812
9249 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 9813 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9250 if (presence != null) 9814 if (presence != null)
@@ -9262,17 +9826,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9262 if (invItemID == UUID.Zero) 9826 if (invItemID == UUID.Zero)
9263 return new LSL_Rotation(); 9827 return new LSL_Rotation();
9264 9828
9265 lock (m_host.TaskInventory) 9829 m_host.TaskInventory.LockItemsForRead(true);
9830 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9266 { 9831 {
9267 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 9832 m_host.TaskInventory.LockItemsForRead(false);
9268 return new LSL_Rotation(); 9833 return new LSL_Rotation();
9269 9834 }
9270 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 9835 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9271 { 9836 {
9272 ShoutError("No permissions to track the camera"); 9837 ShoutError("No permissions to track the camera");
9273 return new LSL_Rotation(); 9838 m_host.TaskInventory.LockItemsForRead(false);
9274 } 9839 return new LSL_Rotation();
9275 } 9840 }
9841 m_host.TaskInventory.LockItemsForRead(false);
9276 9842
9277 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 9843 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9278 if (presence != null) 9844 if (presence != null)
@@ -9334,8 +9900,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9334 { 9900 {
9335 m_host.AddScriptLPS(1); 9901 m_host.AddScriptLPS(1);
9336 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0); 9902 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0);
9337 if (detectedParams == null) return; // only works on the first detected avatar 9903 if (detectedParams == null)
9338 9904 {
9905 if (m_host.IsAttachment == true)
9906 {
9907 detectedParams = new DetectParams();
9908 detectedParams.Key = m_host.OwnerID;
9909 }
9910 else
9911 {
9912 return;
9913 }
9914 }
9915
9339 ScenePresence avatar = World.GetScenePresence(detectedParams.Key); 9916 ScenePresence avatar = World.GetScenePresence(detectedParams.Key);
9340 if (avatar != null) 9917 if (avatar != null)
9341 { 9918 {
@@ -9343,6 +9920,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9343 new Vector3((float)pos.x, (float)pos.y, (float)pos.z), 9920 new Vector3((float)pos.x, (float)pos.y, (float)pos.z),
9344 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z)); 9921 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z));
9345 } 9922 }
9923
9346 ScriptSleep(1000); 9924 ScriptSleep(1000);
9347 } 9925 }
9348 9926
@@ -9422,14 +10000,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9422 if (objectID == UUID.Zero) return; 10000 if (objectID == UUID.Zero) return;
9423 10001
9424 UUID agentID; 10002 UUID agentID;
9425 lock (m_host.TaskInventory) 10003 m_host.TaskInventory.LockItemsForRead(true);
9426 { 10004 // we need the permission first, to know which avatar we want to set the camera for
9427 // we need the permission first, to know which avatar we want to set the camera for 10005 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9428 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9429 10006
9430 if (agentID == UUID.Zero) return; 10007 if (agentID == UUID.Zero)
9431 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 10008 {
10009 m_host.TaskInventory.LockItemsForRead(false);
10010 return;
10011 }
10012 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
10013 {
10014 m_host.TaskInventory.LockItemsForRead(false);
10015 return;
9432 } 10016 }
10017 m_host.TaskInventory.LockItemsForRead(false);
9433 10018
9434 ScenePresence presence = World.GetScenePresence(agentID); 10019 ScenePresence presence = World.GetScenePresence(agentID);
9435 10020
@@ -9479,12 +10064,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9479 10064
9480 // we need the permission first, to know which avatar we want to clear the camera for 10065 // we need the permission first, to know which avatar we want to clear the camera for
9481 UUID agentID; 10066 UUID agentID;
9482 lock (m_host.TaskInventory) 10067 m_host.TaskInventory.LockItemsForRead(true);
10068 agentID = m_host.TaskInventory[invItemID].PermsGranter;
10069 if (agentID == UUID.Zero)
10070 {
10071 m_host.TaskInventory.LockItemsForRead(false);
10072 return;
10073 }
10074 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
9483 { 10075 {
9484 agentID = m_host.TaskInventory[invItemID].PermsGranter; 10076 m_host.TaskInventory.LockItemsForRead(false);
9485 if (agentID == UUID.Zero) return; 10077 return;
9486 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return;
9487 } 10078 }
10079 m_host.TaskInventory.LockItemsForRead(false);
9488 10080
9489 ScenePresence presence = World.GetScenePresence(agentID); 10081 ScenePresence presence = World.GetScenePresence(agentID);
9490 10082
@@ -9551,19 +10143,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9551 public LSL_String llXorBase64StringsCorrect(string str1, string str2) 10143 public LSL_String llXorBase64StringsCorrect(string str1, string str2)
9552 { 10144 {
9553 m_host.AddScriptLPS(1); 10145 m_host.AddScriptLPS(1);
9554 string ret = String.Empty; 10146
9555 string src1 = llBase64ToString(str1); 10147 if (str1 == String.Empty)
9556 string src2 = llBase64ToString(str2); 10148 return String.Empty;
9557 int c = 0; 10149 if (str2 == String.Empty)
9558 for (int i = 0; i < src1.Length; i++) 10150 return str1;
10151
10152 byte[] data1 = Convert.FromBase64String(str1);
10153 byte[] data2 = Convert.FromBase64String(str2);
10154
10155 byte[] d2 = new Byte[data1.Length];
10156 int pos = 0;
10157
10158 if (data1.Length <= data2.Length)
9559 { 10159 {
9560 ret += (char) (src1[i] ^ src2[c]); 10160 Array.Copy(data2, 0, d2, 0, data1.Length);
10161 }
10162 else
10163 {
10164 while (pos < data1.Length)
10165 {
10166 int len = data1.Length - pos;
10167 if (len > data2.Length)
10168 len = data2.Length;
9561 10169
9562 c++; 10170 Array.Copy(data2, 0, d2, pos, len);
9563 if (c >= src2.Length) 10171 pos += len;
9564 c = 0; 10172 }
9565 } 10173 }
9566 return llStringToBase64(ret); 10174
10175 for (pos = 0 ; pos < data1.Length ; pos++ )
10176 data1[pos] ^= d2[pos];
10177
10178 return Convert.ToBase64String(data1);
9567 } 10179 }
9568 10180
9569 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body) 10181 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body)
@@ -9941,15 +10553,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9941 10553
9942 internal UUID ScriptByName(string name) 10554 internal UUID ScriptByName(string name)
9943 { 10555 {
9944 lock (m_host.TaskInventory) 10556 m_host.TaskInventory.LockItemsForRead(true);
10557
10558 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
9945 { 10559 {
9946 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 10560 if (item.Type == 10 && item.Name == name)
9947 { 10561 {
9948 if (item.Type == 10 && item.Name == name) 10562 m_host.TaskInventory.LockItemsForRead(false);
9949 return item.ItemID; 10563 return item.ItemID;
9950 } 10564 }
9951 } 10565 }
9952 10566
10567 m_host.TaskInventory.LockItemsForRead(false);
10568
9953 return UUID.Zero; 10569 return UUID.Zero;
9954 } 10570 }
9955 10571
@@ -9990,6 +10606,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9990 { 10606 {
9991 m_host.AddScriptLPS(1); 10607 m_host.AddScriptLPS(1);
9992 10608
10609 //Clone is thread safe
9993 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10610 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
9994 10611
9995 UUID assetID = UUID.Zero; 10612 UUID assetID = UUID.Zero;
@@ -10052,6 +10669,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10052 { 10669 {
10053 m_host.AddScriptLPS(1); 10670 m_host.AddScriptLPS(1);
10054 10671
10672 //Clone is thread safe
10055 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10673 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10056 10674
10057 UUID assetID = UUID.Zero; 10675 UUID assetID = UUID.Zero;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index 477c52d..6827ede 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -129,6 +129,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
129 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow; 129 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow;
130 internal float m_ScriptDelayFactor = 1.0f; 130 internal float m_ScriptDelayFactor = 1.0f;
131 internal float m_ScriptDistanceFactor = 1.0f; 131 internal float m_ScriptDistanceFactor = 1.0f;
132 internal bool m_debuggerSafe = false;
132 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >(); 133 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >();
133 134
134 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID) 135 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
@@ -137,6 +138,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
137 m_host = host; 138 m_host = host;
138 m_localID = localID; 139 m_localID = localID;
139 m_itemID = itemID; 140 m_itemID = itemID;
141 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
140 142
141 if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false)) 143 if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false))
142 m_OSFunctionsEnabled = true; 144 m_OSFunctionsEnabled = true;
@@ -195,7 +197,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
195 197
196 internal void OSSLError(string msg) 198 internal void OSSLError(string msg)
197 { 199 {
198 throw new Exception("OSSL Runtime Error: " + msg); 200 if (m_debuggerSafe)
201 {
202 OSSLShoutError(msg);
203 }
204 else
205 {
206 throw new Exception("OSSL Runtime Error: " + msg);
207 }
199 } 208 }
200 209
201 private void InitLSL() 210 private void InitLSL()
@@ -767,18 +776,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
767 if (target != null) 776 if (target != null)
768 { 777 {
769 UUID animID=UUID.Zero; 778 UUID animID=UUID.Zero;
770 lock (m_host.TaskInventory) 779 m_host.TaskInventory.LockItemsForRead(true);
780 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
771 { 781 {
772 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 782 if (inv.Value.Name == animation)
773 { 783 {
774 if (inv.Value.Name == animation) 784 if (inv.Value.Type == (int)AssetType.Animation)
775 { 785 animID = inv.Value.AssetID;
776 if (inv.Value.Type == (int)AssetType.Animation) 786 continue;
777 animID = inv.Value.AssetID;
778 continue;
779 }
780 } 787 }
781 } 788 }
789 m_host.TaskInventory.LockItemsForRead(false);
782 if (animID == UUID.Zero) 790 if (animID == UUID.Zero)
783 target.Animator.AddAnimation(animation, m_host.UUID); 791 target.Animator.AddAnimation(animation, m_host.UUID);
784 else 792 else
@@ -800,18 +808,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
800 if (target != null) 808 if (target != null)
801 { 809 {
802 UUID animID=UUID.Zero; 810 UUID animID=UUID.Zero;
803 lock (m_host.TaskInventory) 811 m_host.TaskInventory.LockItemsForRead(true);
812 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
804 { 813 {
805 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 814 if (inv.Value.Name == animation)
806 { 815 {
807 if (inv.Value.Name == animation) 816 if (inv.Value.Type == (int)AssetType.Animation)
808 { 817 animID = inv.Value.AssetID;
809 if (inv.Value.Type == (int)AssetType.Animation) 818 continue;
810 animID = inv.Value.AssetID;
811 continue;
812 }
813 } 819 }
814 } 820 }
821 m_host.TaskInventory.LockItemsForRead(false);
815 822
816 if (animID == UUID.Zero) 823 if (animID == UUID.Zero)
817 target.Animator.RemoveAnimation(animation); 824 target.Animator.RemoveAnimation(animation);
@@ -1662,6 +1669,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1662 1669
1663 if (!UUID.TryParse(name, out assetID)) 1670 if (!UUID.TryParse(name, out assetID))
1664 { 1671 {
1672 m_host.TaskInventory.LockItemsForRead(true);
1665 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1673 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1666 { 1674 {
1667 if (item.Type == 7 && item.Name == name) 1675 if (item.Type == 7 && item.Name == name)
@@ -1669,6 +1677,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1669 assetID = item.AssetID; 1677 assetID = item.AssetID;
1670 } 1678 }
1671 } 1679 }
1680 m_host.TaskInventory.LockItemsForRead(false);
1672 } 1681 }
1673 1682
1674 if (assetID == UUID.Zero) 1683 if (assetID == UUID.Zero)
@@ -1715,6 +1724,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1715 1724
1716 if (!UUID.TryParse(name, out assetID)) 1725 if (!UUID.TryParse(name, out assetID))
1717 { 1726 {
1727 m_host.TaskInventory.LockItemsForRead(true);
1718 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1728 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1719 { 1729 {
1720 if (item.Type == 7 && item.Name == name) 1730 if (item.Type == 7 && item.Name == name)
@@ -1722,6 +1732,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1722 assetID = item.AssetID; 1732 assetID = item.AssetID;
1723 } 1733 }
1724 } 1734 }
1735 m_host.TaskInventory.LockItemsForRead(false);
1725 } 1736 }
1726 1737
1727 if (assetID == UUID.Zero) 1738 if (assetID == UUID.Zero)
@@ -1772,6 +1783,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1772 1783
1773 if (!UUID.TryParse(name, out assetID)) 1784 if (!UUID.TryParse(name, out assetID))
1774 { 1785 {
1786 m_host.TaskInventory.LockItemsForRead(true);
1775 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1787 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1776 { 1788 {
1777 if (item.Type == 7 && item.Name == name) 1789 if (item.Type == 7 && item.Name == name)
@@ -1779,6 +1791,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1779 assetID = item.AssetID; 1791 assetID = item.AssetID;
1780 } 1792 }
1781 } 1793 }
1794 m_host.TaskInventory.LockItemsForRead(false);
1782 } 1795 }
1783 1796
1784 if (assetID == UUID.Zero) 1797 if (assetID == UUID.Zero)
@@ -2216,9 +2229,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2216 { 2229 {
2217 if (avatar.IsChildAgent == false) 2230 if (avatar.IsChildAgent == false)
2218 { 2231 {
2219 result.Add(avatar.UUID); 2232 result.Add(new LSL_Key(avatar.UUID.ToString()));
2220 result.Add(avatar.AbsolutePosition); 2233 result.Add(new LSL_Vector(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, avatar.AbsolutePosition.Z));
2221 result.Add(avatar.Name); 2234 result.Add(new LSL_String(avatar.Name));
2222 } 2235 }
2223 } 2236 }
2224 }); 2237 });
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
index fefbb35..3b7de53 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
@@ -204,7 +204,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
204 // Is the sensor type is AGENT and not SCRIPTED then include agents 204 // Is the sensor type is AGENT and not SCRIPTED then include agents
205 if ((ts.type & AGENT) != 0 && (ts.type & SCRIPTED) == 0) 205 if ((ts.type & AGENT) != 0 && (ts.type & SCRIPTED) == 0)
206 { 206 {
207 sensedEntities.AddRange(doAgentSensor(ts)); 207 sensedEntities.AddRange(doAgentSensor(ts));
208 } 208 }
209 209
210 // If SCRIPTED or PASSIVE or ACTIVE check objects 210 // If SCRIPTED or PASSIVE or ACTIVE check objects
@@ -309,6 +309,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
309 // in mouselook. 309 // in mouselook.
310 310
311 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.RootPart.AttachedAvatar); 311 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.RootPart.AttachedAvatar);
312 fromRegionPos = avatar.AbsolutePosition;
312 q = avatar.Rotation; 313 q = avatar.Rotation;
313 } 314 }
314 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 315 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
@@ -422,6 +423,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
422 SceneObjectPart SensePoint = ts.host; 423 SceneObjectPart SensePoint = ts.host;
423 Vector3 fromRegionPos = SensePoint.AbsolutePosition; 424 Vector3 fromRegionPos = SensePoint.AbsolutePosition;
424 Quaternion q = SensePoint.RotationOffset; 425 Quaternion q = SensePoint.RotationOffset;
426 if (SensePoint.ParentGroup.RootPart.IsAttachment)
427 {
428 // In attachments, the sensor cone always orients with the
429 // avatar rotation. This may include a nonzero elevation if
430 // in mouselook.
431
432 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.RootPart.AttachedAvatar);
433 fromRegionPos = avatar.AbsolutePosition;
434 q = avatar.Rotation;
435 }
425 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 436 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
426 LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r); 437 LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r);
427 double mag_fwd = LSL_Types.Vector3.Mag(forward_dir); 438 double mag_fwd = LSL_Types.Vector3.Mag(forward_dir);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
index eeb59d9..2fd33fe 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
@@ -109,25 +109,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
109 if (Timers.Count == 0) 109 if (Timers.Count == 0)
110 return; 110 return;
111 111
112 Dictionary<string, TimerClass>.ValueCollection tvals;
112 lock (TimerListLock) 113 lock (TimerListLock)
113 { 114 {
114 // Go through all timers 115 // Go through all timers
115 Dictionary<string, TimerClass>.ValueCollection tvals = Timers.Values; 116 tvals = Timers.Values;
116 foreach (TimerClass ts in tvals) 117 }
118
119 foreach (TimerClass ts in tvals)
120 {
121 // Time has passed?
122 if (ts.next < DateTime.Now.Ticks)
117 { 123 {
118 // Time has passed? 124 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next);
119 if (ts.next < DateTime.Now.Ticks) 125 // Add it to queue
120 { 126 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
121 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next); 127 new EventParams("timer", new Object[0],
122 // Add it to queue 128 new DetectParams[0]));
123 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, 129 // set next interval
124 new EventParams("timer", new Object[0], 130
125 new DetectParams[0])); 131 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
126 // set next interval 132 ts.next = DateTime.Now.Ticks + ts.interval;
127
128 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
129 ts.next = DateTime.Now.Ticks + ts.interval;
130 }
131 } 133 }
132 } 134 }
133 } 135 }
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
index 78ee43c..c8f3623 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
@@ -81,7 +81,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
81 // Avatar Info Commands 81 // Avatar Info Commands
82 string osGetAgentIP(string agent); 82 string osGetAgentIP(string agent);
83 LSL_List osGetAgents(); 83 LSL_List osGetAgents();
84 84
85 // Teleport commands 85 // Teleport commands
86 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 86 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
87 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 87 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
index 9615315..943d7a2 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Diagnostics; //for [DebuggerNonUserCode]
30using System.Reflection; 31using System.Reflection;
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using OpenSim.Region.ScriptEngine.Shared; 33using OpenSim.Region.ScriptEngine.Shared;
@@ -132,6 +133,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
132 return (eventFlags); 133 return (eventFlags);
133 } 134 }
134 135
136 [DebuggerNonUserCode]
135 public void ExecuteEvent(string state, string FunctionName, object[] args) 137 public void ExecuteEvent(string state, string FunctionName, object[] args)
136 { 138 {
137 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory. 139 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory.
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
index 5da6bb9..6e8435d 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
@@ -279,6 +279,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
279 public const int CHANGED_REGION_START = 1024; //LL Changed the constant from CHANGED_REGION_RESTART 279 public const int CHANGED_REGION_START = 1024; //LL Changed the constant from CHANGED_REGION_RESTART
280 public const int CHANGED_MEDIA = 2048; 280 public const int CHANGED_MEDIA = 2048;
281 public const int CHANGED_ANIMATION = 16384; 281 public const int CHANGED_ANIMATION = 16384;
282 public const int CHANGED_POSITION = 32768;
282 public const int TYPE_INVALID = 0; 283 public const int TYPE_INVALID = 0;
283 public const int TYPE_INTEGER = 1; 284 public const int TYPE_INTEGER = 1;
284 public const int TYPE_FLOAT = 2; 285 public const int TYPE_FLOAT = 2;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
index 451163f..f14967e 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Diagnostics; //for [DebuggerNonUserCode]
29using System.Runtime.Remoting.Lifetime; 30using System.Runtime.Remoting.Lifetime;
30using System.Threading; 31using System.Threading;
31using System.Reflection; 32using System.Reflection;
@@ -309,6 +310,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
309 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel); 310 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel);
310 } 311 }
311 312
313 [DebuggerNonUserCode]
312 public void llDie() 314 public void llDie()
313 { 315 {
314 m_LSL_Functions.llDie(); 316 m_LSL_Functions.llDie();
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
index f8dbe03..8280ca5 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
@@ -72,5 +72,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
72 { 72 {
73 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target); 73 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
74 } 74 }
75
76 public LSL_List cmGetWindlightScene(LSL_List rules)
77 {
78 return m_LS_Functions.lsGetWindlightScene(rules);
79 }
80
81 public int cmSetWindlightScene(LSL_List rules)
82 {
83 return m_LS_Functions.lsSetWindlightScene(rules);
84 }
85
86 public int cmSetWindlightSceneTargeted(LSL_List rules, key target)
87 {
88 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
89 }
75 } 90 }
76} 91}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
index edbbc2a..b138da3 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
@@ -33,6 +33,7 @@ using System.Threading;
33using System.Reflection; 33using System.Reflection;
34using System.Collections; 34using System.Collections;
35using System.Collections.Generic; 35using System.Collections.Generic;
36using System.Diagnostics; //for [DebuggerNonUserCode]
36using OpenSim.Region.ScriptEngine.Interfaces; 37using OpenSim.Region.ScriptEngine.Interfaces;
37using OpenSim.Region.ScriptEngine.Shared; 38using OpenSim.Region.ScriptEngine.Shared;
38using OpenSim.Region.ScriptEngine.Shared.Api.Runtime; 39using OpenSim.Region.ScriptEngine.Shared.Api.Runtime;
@@ -90,6 +91,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
90 return (int)m_Executor.GetStateEventFlags(state); 91 return (int)m_Executor.GetStateEventFlags(state);
91 } 92 }
92 93
94 [DebuggerNonUserCode]
93 public void ExecuteEvent(string state, string FunctionName, object[] args) 95 public void ExecuteEvent(string state, string FunctionName, object[] args)
94 { 96 {
95 m_Executor.ExecuteEvent(state, FunctionName, args); 97 m_Executor.ExecuteEvent(state, FunctionName, args);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
index 6663aa5..b4da246 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.IO; 29using System.IO;
30using System.Diagnostics; //for [DebuggerNonUserCode]
30using System.Runtime.Remoting; 31using System.Runtime.Remoting;
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using System.Threading; 33using System.Threading;
@@ -238,13 +239,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
238 239
239 if (part != null) 240 if (part != null)
240 { 241 {
241 lock (part.TaskInventory) 242 part.TaskInventory.LockItemsForRead(true);
243 if (part.TaskInventory.ContainsKey(m_ItemID))
242 { 244 {
243 if (part.TaskInventory.ContainsKey(m_ItemID)) 245 m_thisScriptTask = part.TaskInventory[m_ItemID];
244 {
245 m_thisScriptTask = part.TaskInventory[m_ItemID];
246 }
247 } 246 }
247 part.TaskInventory.LockItemsForRead(false);
248 } 248 }
249 249
250 ApiManager am = new ApiManager(); 250 ApiManager am = new ApiManager();
@@ -429,14 +429,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
429 { 429 {
430 int permsMask; 430 int permsMask;
431 UUID permsGranter; 431 UUID permsGranter;
432 lock (part.TaskInventory) 432 part.TaskInventory.LockItemsForRead(true);
433 if (!part.TaskInventory.ContainsKey(m_ItemID))
433 { 434 {
434 if (!part.TaskInventory.ContainsKey(m_ItemID)) 435 part.TaskInventory.LockItemsForRead(false);
435 return; 436 return;
436
437 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
438 permsMask = part.TaskInventory[m_ItemID].PermsMask;
439 } 437 }
438 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
439 permsMask = part.TaskInventory[m_ItemID].PermsMask;
440 part.TaskInventory.LockItemsForRead(false);
440 441
441 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0) 442 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0)
442 { 443 {
@@ -545,6 +546,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
545 return true; 546 return true;
546 } 547 }
547 548
549 [DebuggerNonUserCode] //Prevents the debugger from farting in this function
548 public void SetState(string state) 550 public void SetState(string state)
549 { 551 {
550 if (state == State) 552 if (state == State)
@@ -556,7 +558,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
556 new DetectParams[0])); 558 new DetectParams[0]));
557 PostEvent(new EventParams("state_entry", new Object[0], 559 PostEvent(new EventParams("state_entry", new Object[0],
558 new DetectParams[0])); 560 new DetectParams[0]));
559 561
560 throw new EventAbortException(); 562 throw new EventAbortException();
561 } 563 }
562 564
@@ -639,14 +641,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
639 /// <returns></returns> 641 /// <returns></returns>
640 public object EventProcessor() 642 public object EventProcessor()
641 { 643 {
642 if (m_Suspended) 644 EventParams data = null;
643 return 0;
644 645
645 lock (m_Script) 646 lock (m_EventQueue)
646 { 647 {
647 EventParams data = null; 648 if (m_Suspended)
649 return 0;
648 650
649 lock (m_EventQueue) 651 lock (m_Script)
650 { 652 {
651 data = (EventParams) m_EventQueue.Dequeue(); 653 data = (EventParams) m_EventQueue.Dequeue();
652 if (data == null) // Shouldn't happen 654 if (data == null) // Shouldn't happen
@@ -672,6 +674,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
672 if (data.EventName == "collision") 674 if (data.EventName == "collision")
673 m_CollisionInQueue = false; 675 m_CollisionInQueue = false;
674 } 676 }
677 }
678 lock(m_Script)
679 {
675 680
676 //m_log.DebugFormat("[XENGINE]: Processing event {0} for {1}", data.EventName, this); 681 //m_log.DebugFormat("[XENGINE]: Processing event {0} for {1}", data.EventName, this);
677 682
@@ -828,6 +833,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
828 new Object[0], new DetectParams[0])); 833 new Object[0], new DetectParams[0]));
829 } 834 }
830 835
836 [DebuggerNonUserCode] //Stops the VS debugger from farting in this function
831 public void ApiResetScript() 837 public void ApiResetScript()
832 { 838 {
833 // bool running = Running; 839 // bool running = Running;
diff --git a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
index 91e03ac..a3a2fdf 100644
--- a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
@@ -83,19 +83,19 @@ namespace OpenSim.Region.ScriptEngine.Shared
83 83
84 public override string ToString() 84 public override string ToString()
85 { 85 {
86 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", x, y, z); 86 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", x, y, z);
87 return s; 87 return s;
88 } 88 }
89 89
90 public static explicit operator LSLString(Vector3 vec) 90 public static explicit operator LSLString(Vector3 vec)
91 { 91 {
92 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", vec.x, vec.y, vec.z); 92 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", vec.x, vec.y, vec.z);
93 return new LSLString(s); 93 return new LSLString(s);
94 } 94 }
95 95
96 public static explicit operator string(Vector3 vec) 96 public static explicit operator string(Vector3 vec)
97 { 97 {
98 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", vec.x, vec.y, vec.z); 98 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", vec.x, vec.y, vec.z);
99 return s; 99 return s;
100 } 100 }
101 101
@@ -342,19 +342,19 @@ namespace OpenSim.Region.ScriptEngine.Shared
342 342
343 public override string ToString() 343 public override string ToString()
344 { 344 {
345 string st=String.Format(Culture.FormatProvider, "<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", x, y, z, s); 345 string st=String.Format(Culture.FormatProvider, "<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", x, y, z, s);
346 return st; 346 return st;
347 } 347 }
348 348
349 public static explicit operator string(Quaternion r) 349 public static explicit operator string(Quaternion r)
350 { 350 {
351 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", r.x, r.y, r.z, r.s); 351 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", r.x, r.y, r.z, r.s);
352 return s; 352 return s;
353 } 353 }
354 354
355 public static explicit operator LSLString(Quaternion r) 355 public static explicit operator LSLString(Quaternion r)
356 { 356 {
357 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", r.x, r.y, r.z, r.s); 357 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", r.x, r.y, r.z, r.s);
358 return new LSLString(s); 358 return new LSLString(s);
359 } 359 }
360 360
@@ -613,24 +613,16 @@ namespace OpenSim.Region.ScriptEngine.Shared
613 613
614 public static bool operator ==(list a, list b) 614 public static bool operator ==(list a, list b)
615 { 615 {
616 int la = -1; 616 int la = a.Length;
617 int lb = -1; 617 int lb = b.Length;
618 try { la = a.Length; }
619 catch (NullReferenceException) { }
620 try { lb = b.Length; }
621 catch (NullReferenceException) { }
622 618
623 return la == lb; 619 return la == lb;
624 } 620 }
625 621
626 public static bool operator !=(list a, list b) 622 public static bool operator !=(list a, list b)
627 { 623 {
628 int la = -1; 624 int la = a.Length;
629 int lb = -1; 625 int lb = b.Length;
630 try { la = a.Length; }
631 catch (NullReferenceException) { }
632 try {lb = b.Length;}
633 catch (NullReferenceException) { }
634 626
635 return la != lb; 627 return la != lb;
636 } 628 }
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index 427d4e5..e82d297 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
@@ -30,6 +30,7 @@ using System.IO;
30using System.Threading; 30using System.Threading;
31using System.Collections; 31using System.Collections;
32using System.Collections.Generic; 32using System.Collections.Generic;
33using System.Diagnostics; //for [DebuggerNonUserCode]
33using System.Security; 34using System.Security;
34using System.Security.Policy; 35using System.Security.Policy;
35using System.Reflection; 36using System.Reflection;
@@ -102,6 +103,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
102 private Dictionary<UUID, IScriptInstance> m_Scripts = 103 private Dictionary<UUID, IScriptInstance> m_Scripts =
103 new Dictionary<UUID, IScriptInstance>(); 104 new Dictionary<UUID, IScriptInstance>();
104 105
106 private OpenMetaverse.ReaderWriterLockSlim m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
107
105 // Maps the asset ID to the assembly 108 // Maps the asset ID to the assembly
106 109
107 private Dictionary<UUID, string> m_Assemblies = 110 private Dictionary<UUID, string> m_Assemblies =
@@ -124,6 +127,71 @@ namespace OpenSim.Region.ScriptEngine.XEngine
124 IWorkItemResult m_CurrentCompile = null; 127 IWorkItemResult m_CurrentCompile = null;
125 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>(); 128 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>();
126 129
130 private void lockScriptsForRead(bool locked)
131 {
132 if (locked)
133 {
134 if (m_scriptsLock.RecursiveReadCount > 0)
135 {
136 m_log.Error("[XEngine.m_Scripts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
137 m_scriptsLock.ExitReadLock();
138 }
139 if (m_scriptsLock.RecursiveWriteCount > 0)
140 {
141 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
142 m_scriptsLock.ExitWriteLock();
143 }
144
145 while (!m_scriptsLock.TryEnterReadLock(60000))
146 {
147 m_log.Error("[XEngine.m_Scripts] Thread lock detected while trying to aquire READ lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
148 if (m_scriptsLock.IsWriteLockHeld)
149 {
150 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
151 }
152 }
153 }
154 else
155 {
156 if (m_scriptsLock.RecursiveReadCount > 0)
157 {
158 m_scriptsLock.ExitReadLock();
159 }
160 }
161 }
162 private void lockScriptsForWrite(bool locked)
163 {
164 if (locked)
165 {
166 if (m_scriptsLock.RecursiveReadCount > 0)
167 {
168 m_log.Error("[XEngine.m_Scripts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
169 m_scriptsLock.ExitReadLock();
170 }
171 if (m_scriptsLock.RecursiveWriteCount > 0)
172 {
173 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
174 m_scriptsLock.ExitWriteLock();
175 }
176
177 while (!m_scriptsLock.TryEnterWriteLock(60000))
178 {
179 m_log.Error("[XEngine.m_Scripts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
180 if (m_scriptsLock.IsWriteLockHeld)
181 {
182 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
183 }
184 }
185 }
186 else
187 {
188 if (m_scriptsLock.RecursiveWriteCount > 0)
189 {
190 m_scriptsLock.ExitWriteLock();
191 }
192 }
193 }
194
127 public string ScriptEngineName 195 public string ScriptEngineName
128 { 196 {
129 get { return "XEngine"; } 197 get { return "XEngine"; }
@@ -263,43 +331,45 @@ namespace OpenSim.Region.ScriptEngine.XEngine
263 331
264 public void RemoveRegion(Scene scene) 332 public void RemoveRegion(Scene scene)
265 { 333 {
266 lock (m_Scripts) 334 lockScriptsForRead(true);
335 foreach (IScriptInstance instance in m_Scripts.Values)
267 { 336 {
268 foreach (IScriptInstance instance in m_Scripts.Values) 337 // Force a final state save
338 //
339 if (m_Assemblies.ContainsKey(instance.AssetID))
269 { 340 {
270 // Force a final state save 341 string assembly = m_Assemblies[instance.AssetID];
271 // 342 instance.SaveState(assembly);
272 if (m_Assemblies.ContainsKey(instance.AssetID)) 343 }
273 {
274 string assembly = m_Assemblies[instance.AssetID];
275 instance.SaveState(assembly);
276 }
277 344
278 // Clear the event queue and abort the instance thread 345 // Clear the event queue and abort the instance thread
279 // 346 //
280 instance.ClearQueue(); 347 instance.ClearQueue();
281 instance.Stop(0); 348 instance.Stop(0);
282 349
283 // Release events, timer, etc 350 // Release events, timer, etc
284 // 351 //
285 instance.DestroyScriptInstance(); 352 instance.DestroyScriptInstance();
286 353
287 // Unload scripts and app domains 354 // Unload scripts and app domains
288 // Must be done explicitly because they have infinite 355 // Must be done explicitly because they have infinite
289 // lifetime 356 // lifetime
290 // 357 //
291 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID); 358 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
292 if (m_DomainScripts[instance.AppDomain].Count == 0) 359 if (m_DomainScripts[instance.AppDomain].Count == 0)
293 { 360 {
294 m_DomainScripts.Remove(instance.AppDomain); 361 m_DomainScripts.Remove(instance.AppDomain);
295 UnloadAppDomain(instance.AppDomain); 362 UnloadAppDomain(instance.AppDomain);
296 }
297 } 363 }
298 m_Scripts.Clear();
299 m_PrimObjects.Clear();
300 m_Assemblies.Clear();
301 m_DomainScripts.Clear();
302 } 364 }
365 lockScriptsForRead(false);
366 lockScriptsForWrite(true);
367 m_Scripts.Clear();
368 lockScriptsForWrite(false);
369 m_PrimObjects.Clear();
370 m_Assemblies.Clear();
371 m_DomainScripts.Clear();
372
303 lock (m_ScriptEngines) 373 lock (m_ScriptEngines)
304 { 374 {
305 m_ScriptEngines.Remove(this); 375 m_ScriptEngines.Remove(this);
@@ -358,22 +428,20 @@ namespace OpenSim.Region.ScriptEngine.XEngine
358 428
359 List<IScriptInstance> instances = new List<IScriptInstance>(); 429 List<IScriptInstance> instances = new List<IScriptInstance>();
360 430
361 lock (m_Scripts) 431 lockScriptsForRead(true);
362 { 432 foreach (IScriptInstance instance in m_Scripts.Values)
363 foreach (IScriptInstance instance in m_Scripts.Values)
364 instances.Add(instance); 433 instances.Add(instance);
365 } 434 lockScriptsForRead(false);
366 435
367 foreach (IScriptInstance i in instances) 436 foreach (IScriptInstance i in instances)
368 { 437 {
369 string assembly = String.Empty; 438 string assembly = String.Empty;
370 439
371 lock (m_Scripts) 440
372 {
373 if (!m_Assemblies.ContainsKey(i.AssetID)) 441 if (!m_Assemblies.ContainsKey(i.AssetID))
374 continue; 442 continue;
375 assembly = m_Assemblies[i.AssetID]; 443 assembly = m_Assemblies[i.AssetID];
376 } 444
377 445
378 i.SaveState(assembly); 446 i.SaveState(assembly);
379 } 447 }
@@ -702,92 +770,95 @@ namespace OpenSim.Region.ScriptEngine.XEngine
702 } 770 }
703 771
704 ScriptInstance instance = null; 772 ScriptInstance instance = null;
705 lock (m_Scripts) 773 // Create the object record
774 lockScriptsForRead(true);
775 if ((!m_Scripts.ContainsKey(itemID)) ||
776 (m_Scripts[itemID].AssetID != assetID))
706 { 777 {
707 // Create the object record 778 lockScriptsForRead(false);
708 779
709 if ((!m_Scripts.ContainsKey(itemID)) || 780 UUID appDomain = assetID;
710 (m_Scripts[itemID].AssetID != assetID))
711 {
712 UUID appDomain = assetID;
713 781
714 if (part.ParentGroup.IsAttachment) 782 if (part.ParentGroup.IsAttachment)
715 appDomain = part.ParentGroup.RootPart.UUID; 783 appDomain = part.ParentGroup.RootPart.UUID;
716 784
717 if (!m_AppDomains.ContainsKey(appDomain)) 785 if (!m_AppDomains.ContainsKey(appDomain))
786 {
787 try
718 { 788 {
719 try 789 AppDomainSetup appSetup = new AppDomainSetup();
720 { 790 // appSetup.ApplicationBase = Path.Combine(
721 AppDomainSetup appSetup = new AppDomainSetup(); 791 // "ScriptEngines",
722// appSetup.ApplicationBase = Path.Combine( 792 // m_Scene.RegionInfo.RegionID.ToString());
723// "ScriptEngines", 793
724// m_Scene.RegionInfo.RegionID.ToString()); 794 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence;
725 795 Evidence evidence = new Evidence(baseEvidence);
726 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence; 796
727 Evidence evidence = new Evidence(baseEvidence); 797 AppDomain sandbox;
728 798 if (m_AppDomainLoading)
729 AppDomain sandbox; 799 sandbox = AppDomain.CreateDomain(
730 if (m_AppDomainLoading) 800 m_Scene.RegionInfo.RegionID.ToString(),
731 sandbox = AppDomain.CreateDomain( 801 evidence, appSetup);
732 m_Scene.RegionInfo.RegionID.ToString(), 802 else
733 evidence, appSetup); 803 sandbox = AppDomain.CurrentDomain;
734 else 804
735 sandbox = AppDomain.CurrentDomain; 805 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
736 806 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
737 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel(); 807 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
738 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition(); 808 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
739 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet"); 809 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
740 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet); 810 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
741 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement); 811 //sandbox.SetAppDomainPolicy(sandboxPolicy);
742 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup; 812
743 //sandbox.SetAppDomainPolicy(sandboxPolicy); 813 m_AppDomains[appDomain] = sandbox;
744 814
745 m_AppDomains[appDomain] = sandbox; 815 m_AppDomains[appDomain].AssemblyResolve +=
746 816 new ResolveEventHandler(
747 m_AppDomains[appDomain].AssemblyResolve += 817 AssemblyResolver.OnAssemblyResolve);
748 new ResolveEventHandler( 818 m_DomainScripts[appDomain] = new List<UUID>();
749 AssemblyResolver.OnAssemblyResolve); 819 }
750 m_DomainScripts[appDomain] = new List<UUID>(); 820 catch (Exception e)
751 } 821 {
752 catch (Exception e) 822 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
823 m_ScriptErrorMessage += "Exception creating app domain:\n";
824 m_ScriptFailCount++;
825 lock (m_AddingAssemblies)
753 { 826 {
754 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString()); 827 m_AddingAssemblies[assembly]--;
755 m_ScriptErrorMessage += "Exception creating app domain:\n";
756 m_ScriptFailCount++;
757 lock (m_AddingAssemblies)
758 {
759 m_AddingAssemblies[assembly]--;
760 }
761 return false;
762 } 828 }
829 return false;
763 } 830 }
764 m_DomainScripts[appDomain].Add(itemID); 831 }
765 832 m_DomainScripts[appDomain].Add(itemID);
766 instance = new ScriptInstance(this, part, 833
767 itemID, assetID, assembly, 834 instance = new ScriptInstance(this, part,
768 m_AppDomains[appDomain], 835 itemID, assetID, assembly,
769 part.ParentGroup.RootPart.Name, 836 m_AppDomains[appDomain],
770 item.Name, startParam, postOnRez, 837 part.ParentGroup.RootPart.Name,
771 stateSource, m_MaxScriptQueue); 838 item.Name, startParam, postOnRez,
772 839 stateSource, m_MaxScriptQueue);
773 m_log.DebugFormat( 840
841 m_log.DebugFormat(
774 "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}", 842 "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}",
775 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID, 843 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID,
776 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName); 844 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
777 845
778 if (presence != null) 846 if (presence != null)
779 { 847 {
780 ShowScriptSaveResponse(item.OwnerID, 848 ShowScriptSaveResponse(item.OwnerID,
781 assetID, "Compile successful", true); 849 assetID, "Compile successful", true);
782 }
783
784 instance.AppDomain = appDomain;
785 instance.LineMap = linemap;
786
787 m_Scripts[itemID] = instance;
788 } 850 }
789 }
790 851
852 instance.AppDomain = appDomain;
853 instance.LineMap = linemap;
854 lockScriptsForWrite(true);
855 m_Scripts[itemID] = instance;
856 lockScriptsForWrite(false);
857 }
858 else
859 {
860 lockScriptsForRead(false);
861 }
791 lock (m_PrimObjects) 862 lock (m_PrimObjects)
792 { 863 {
793 if (!m_PrimObjects.ContainsKey(localID)) 864 if (!m_PrimObjects.ContainsKey(localID))
@@ -806,9 +877,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
806 m_AddingAssemblies[assembly]--; 877 m_AddingAssemblies[assembly]--;
807 } 878 }
808 879
809 if (instance != null) 880 if (instance!=null)
810 instance.Init(); 881 instance.Init();
811 882
812 return true; 883 return true;
813 } 884 }
814 885
@@ -821,20 +892,23 @@ namespace OpenSim.Region.ScriptEngine.XEngine
821 m_CompileDict.Remove(itemID); 892 m_CompileDict.Remove(itemID);
822 } 893 }
823 894
824 IScriptInstance instance = null; 895 lockScriptsForRead(true);
825 896 // Do we even have it?
826 lock (m_Scripts) 897 if (!m_Scripts.ContainsKey(itemID))
827 { 898 {
828 // Do we even have it? 899 lockScriptsForRead(false);
829 if (!m_Scripts.ContainsKey(itemID)) 900 return;
830 return;
831
832 instance=m_Scripts[itemID];
833 m_Scripts.Remove(itemID);
834 } 901 }
902
835 903
904 IScriptInstance instance=m_Scripts[itemID];
905 lockScriptsForRead(false);
906 lockScriptsForWrite(true);
907 m_Scripts.Remove(itemID);
908 lockScriptsForWrite(false);
836 instance.ClearQueue(); 909 instance.ClearQueue();
837 instance.Stop(0); 910 instance.Stop(0);
911
838// bool objectRemoved = false; 912// bool objectRemoved = false;
839 913
840 lock (m_PrimObjects) 914 lock (m_PrimObjects)
@@ -870,11 +944,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
870 ObjectRemoved handlerObjectRemoved = OnObjectRemoved; 944 ObjectRemoved handlerObjectRemoved = OnObjectRemoved;
871 if (handlerObjectRemoved != null) 945 if (handlerObjectRemoved != null)
872 { 946 {
873 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID); 947 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
874 handlerObjectRemoved(part.UUID); 948 handlerObjectRemoved(part.UUID);
875 } 949 }
876 950
877 951 CleanAssemblies();
952
878 ScriptRemoved handlerScriptRemoved = OnScriptRemoved; 953 ScriptRemoved handlerScriptRemoved = OnScriptRemoved;
879 if (handlerScriptRemoved != null) 954 if (handlerScriptRemoved != null)
880 handlerScriptRemoved(itemID); 955 handlerScriptRemoved(itemID);
@@ -1016,7 +1091,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1016 return false; 1091 return false;
1017 1092
1018 uuids = m_PrimObjects[localID]; 1093 uuids = m_PrimObjects[localID];
1019 } 1094
1020 1095
1021 foreach (UUID itemID in uuids) 1096 foreach (UUID itemID in uuids)
1022 { 1097 {
@@ -1034,6 +1109,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1034 result = true; 1109 result = true;
1035 } 1110 }
1036 } 1111 }
1112 }
1037 1113
1038 return result; 1114 return result;
1039 } 1115 }
@@ -1133,12 +1209,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1133 private IScriptInstance GetInstance(UUID itemID) 1209 private IScriptInstance GetInstance(UUID itemID)
1134 { 1210 {
1135 IScriptInstance instance; 1211 IScriptInstance instance;
1136 lock (m_Scripts) 1212 lockScriptsForRead(true);
1213 if (!m_Scripts.ContainsKey(itemID))
1137 { 1214 {
1138 if (!m_Scripts.ContainsKey(itemID)) 1215 lockScriptsForRead(false);
1139 return null; 1216 return null;
1140 instance = m_Scripts[itemID];
1141 } 1217 }
1218 instance = m_Scripts[itemID];
1219 lockScriptsForRead(false);
1142 return instance; 1220 return instance;
1143 } 1221 }
1144 1222
@@ -1162,6 +1240,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1162 return false; 1240 return false;
1163 } 1241 }
1164 1242
1243 [DebuggerNonUserCode]
1165 public void ApiResetScript(UUID itemID) 1244 public void ApiResetScript(UUID itemID)
1166 { 1245 {
1167 IScriptInstance instance = GetInstance(itemID); 1246 IScriptInstance instance = GetInstance(itemID);
@@ -1213,6 +1292,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1213 return UUID.Zero; 1292 return UUID.Zero;
1214 } 1293 }
1215 1294
1295 [DebuggerNonUserCode]
1216 public void SetState(UUID itemID, string newState) 1296 public void SetState(UUID itemID, string newState)
1217 { 1297 {
1218 IScriptInstance instance = GetInstance(itemID); 1298 IScriptInstance instance = GetInstance(itemID);
@@ -1233,11 +1313,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1233 { 1313 {
1234 List<IScriptInstance> instances = new List<IScriptInstance>(); 1314 List<IScriptInstance> instances = new List<IScriptInstance>();
1235 1315
1236 lock (m_Scripts) 1316 lockScriptsForRead(true);
1237 { 1317 foreach (IScriptInstance instance in m_Scripts.Values)
1238 foreach (IScriptInstance instance in m_Scripts.Values)
1239 instances.Add(instance); 1318 instances.Add(instance);
1240 } 1319 lockScriptsForRead(false);
1241 1320
1242 foreach (IScriptInstance i in instances) 1321 foreach (IScriptInstance i in instances)
1243 { 1322 {