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-rw-r--r--OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs122
-rw-r--r--OpenSim/Client/MXP/ClientStack/MXPClientView.cs14
-rw-r--r--OpenSim/Client/Sirikata/ClientStack/SirikataClientView.cs9
-rw-r--r--OpenSim/Client/VWoHTTP/ClientStack/VWHClientView.cs9
-rw-r--r--OpenSim/Data/AssetDataBase.cs2
-rw-r--r--OpenSim/Data/IAssetData.cs2
-rw-r--r--OpenSim/Data/MSSQL/MSSQLAssetData.cs4
-rw-r--r--OpenSim/Data/MySQL/MySQLAssetData.cs4
-rw-r--r--OpenSim/Data/MySQL/MySQLPresenceData.cs6
-rw-r--r--OpenSim/Data/MySQL/Resources/Presence.migrations8
-rw-r--r--OpenSim/Data/MySQL/Resources/RegionStore.migrations2
-rw-r--r--OpenSim/Data/SQLite/SQLiteAssetData.cs4
-rw-r--r--OpenSim/Data/SQLiteLegacy/SQLiteAssetData.cs4
-rw-r--r--OpenSim/Framework/AssetBase.cs8
-rw-r--r--OpenSim/Framework/IClientAPI.cs2
-rw-r--r--OpenSim/Framework/LandData.cs2
-rw-r--r--OpenSim/Framework/ParcelMediaCommandEnum.cs2
-rw-r--r--OpenSim/Framework/PrimitiveBaseShape.cs2
-rw-r--r--OpenSim/Framework/RegionInfo.cs1
-rw-r--r--OpenSim/Framework/RegionLoader/Web/RegionLoaderWebServer.cs65
-rw-r--r--OpenSim/Framework/Servers/HttpServer/SynchronousRestFormsRequester.cs2
-rw-r--r--OpenSim/Framework/Servers/HttpServer/SynchronousRestObjectRequester.cs19
-rw-r--r--OpenSim/Framework/Servers/VersionInfo.cs4
-rw-r--r--OpenSim/Framework/TaskInventoryDictionary.cs117
-rw-r--r--OpenSim/Framework/UndoStack.cs58
-rw-r--r--OpenSim/Framework/Util.cs26
-rw-r--r--OpenSim/Region/Application/OpenSim.cs2
-rw-r--r--OpenSim/Region/Application/OpenSimBase.cs81
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs3
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs169
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs10
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs26
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs66
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs31
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs106
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs18
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs11
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs25
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs69
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs31
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs14
-rw-r--r--OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs10
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs17
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs15
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs8
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs351
-rw-r--r--OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs2
-rw-r--r--OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs9
-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs7
-rw-r--r--OpenSim/Region/Framework/Interfaces/IDwellModule.cs37
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs3
-rw-r--r--OpenSim/Region/Framework/Interfaces/IInterregionComms.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISnmpModule.cs27
-rw-r--r--OpenSim/Region/Framework/ModuleLoader.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs26
-rw-r--r--OpenSim/Region/Framework/Scenes/EntityManager.cs79
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs15
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs47
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs141
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs134
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs26
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs883
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs219
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs550
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs888
-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.cs9
-rw-r--r--OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs16
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs9
-rw-r--r--OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs3
-rw-r--r--OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs2
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs1421
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs3910
-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.cs3859
-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.cs1737
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs3
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs36
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs13
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs32
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs1
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs15
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs40
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs28
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs338
-rw-r--r--OpenSim/Server/Handlers/Simulation/AgentHandlers.cs23
-rw-r--r--OpenSim/Services/AssetService/AssetService.cs5
-rw-r--r--OpenSim/Services/Connectors/Asset/AssetServiceConnector.cs120
-rw-r--r--OpenSim/Services/Connectors/Hypergrid/GatekeeperServiceConnector.cs14
-rw-r--r--OpenSim/Services/Connectors/Land/LandServiceConnector.cs2
-rw-r--r--OpenSim/Services/Connectors/Neighbour/NeighbourServiceConnector.cs4
-rw-r--r--OpenSim/Services/Connectors/Presence/PresenceServiceConnector.cs8
-rw-r--r--OpenSim/Services/Connectors/SimianGrid/SimianGridServiceConnector.cs4
-rw-r--r--OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs22
-rw-r--r--OpenSim/Services/Interfaces/IAttachmentsService.cs17
-rw-r--r--OpenSim/Services/Interfaces/IGridService.cs8
-rw-r--r--OpenSim/Services/Interfaces/ISimulationService.cs8
-rw-r--r--OpenSim/Services/LLLoginService/LLLoginResponse.cs6
-rw-r--r--OpenSim/Services/LLLoginService/LLLoginService.cs6
-rw-r--r--OpenSim/Tests/Common/Mock/MockAssetDataPlugin.cs3
-rw-r--r--OpenSim/Tests/Common/Mock/TestClient.cs8
119 files changed, 15301 insertions, 2112 deletions
diff --git a/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs b/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs
index 7e4a8e8..026c6ed 100644
--- a/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs
+++ b/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs
@@ -126,6 +126,7 @@ namespace OpenSim.ApplicationPlugins.RemoteController
126 availableMethods["admin_region_query"] = XmlRpcRegionQueryMethod; 126 availableMethods["admin_region_query"] = XmlRpcRegionQueryMethod;
127 availableMethods["admin_shutdown"] = XmlRpcShutdownMethod; 127 availableMethods["admin_shutdown"] = XmlRpcShutdownMethod;
128 availableMethods["admin_broadcast"] = XmlRpcAlertMethod; 128 availableMethods["admin_broadcast"] = XmlRpcAlertMethod;
129 availableMethods["admin_dialog"] = XmlRpcDialogMethod;
129 availableMethods["admin_restart"] = XmlRpcRestartMethod; 130 availableMethods["admin_restart"] = XmlRpcRestartMethod;
130 availableMethods["admin_load_heightmap"] = XmlRpcLoadHeightmapMethod; 131 availableMethods["admin_load_heightmap"] = XmlRpcLoadHeightmapMethod;
131 // User management 132 // User management
@@ -215,9 +216,59 @@ namespace OpenSim.ApplicationPlugins.RemoteController
215 if (!m_application.SceneManager.TryGetScene(regionID, out rebootedScene)) 216 if (!m_application.SceneManager.TryGetScene(regionID, out rebootedScene))
216 throw new Exception("region not found"); 217 throw new Exception("region not found");
217 218
219 int timeout = 30000;
220 string message;
221
222 if (requestData.ContainsKey("restart")
223 && ((string)requestData["restart"] == "delayed")
224 && requestData.ContainsKey("milliseconds"))
225 {
226 timeout = Int32.Parse(requestData["milliseconds"].ToString());
227
228 if (timeout < 15000)
229 {
230 //It must be at least 15 seconds or we'll cancel the reboot request
231 timeout = 15000;
232 }
233
234 message
235 = "Region is restarting in " + ((int)(timeout / 1000)).ToString()
236 + " second(s). Please save what you are doing and log out.";
237 }
238 else
239 {
240 message = "Region is restarting in 30 second(s). Please save what you are doing and log out.";
241 }
242
243 if (requestData.ContainsKey("noticetype")
244 && ((string)requestData["noticetype"] == "dialog"))
245 {
246 m_application.SceneManager.ForEachScene(
247 delegate(Scene scene)
248 {
249 IDialogModule dialogModule = scene.RequestModuleInterface<IDialogModule>();
250 if (dialogModule != null)
251 dialogModule.SendNotificationToUsersInRegion(UUID.Zero, "System", message);
252 });
253 }
254 else
255 {
256 if (!requestData.ContainsKey("noticetype")
257 || ((string)requestData["noticetype"] != "none"))
258 {
259 m_application.SceneManager.ForEachScene(
260 delegate(Scene scene)
261 {
262 IDialogModule dialogModule = scene.RequestModuleInterface<IDialogModule>();
263 if (dialogModule != null)
264 dialogModule.SendGeneralAlert(message);
265 });
266 }
267 }
268
218 responseData["rebooting"] = true; 269 responseData["rebooting"] = true;
219 response.Value = responseData; 270 response.Value = responseData;
220 rebootedScene.Restart(30); 271 rebootedScene.Restart(timeout / 1000,false);
221 } 272 }
222 catch (Exception e) 273 catch (Exception e)
223 { 274 {
@@ -280,6 +331,53 @@ namespace OpenSim.ApplicationPlugins.RemoteController
280 m_log.Info("[RADMIN]: Alert request complete"); 331 m_log.Info("[RADMIN]: Alert request complete");
281 return response; 332 return response;
282 } 333 }
334 public XmlRpcResponse XmlRpcDialogMethod(XmlRpcRequest request, IPEndPoint remoteClient)
335 {
336 XmlRpcResponse response = new XmlRpcResponse();
337 Hashtable responseData = new Hashtable();
338
339 m_log.Info("[RADMIN]: Dialog request started");
340
341 try
342 {
343 Hashtable requestData = (Hashtable)request.Params[0];
344
345 CheckStringParameters(request, new string[] { "password", "from", "message" });
346
347 if (m_requiredPassword != String.Empty &&
348 (!requestData.Contains("password") || (string)requestData["password"] != m_requiredPassword))
349 throw new Exception("wrong password");
350
351 string message = (string)requestData["message"];
352 string fromuuid = (string)requestData["from"];
353 m_log.InfoFormat("[RADMIN]: Broadcasting: {0}", message);
354
355 responseData["accepted"] = true;
356 responseData["success"] = true;
357 response.Value = responseData;
358
359 m_application.SceneManager.ForEachScene(
360 delegate(Scene scene)
361 {
362 IDialogModule dialogModule = scene.RequestModuleInterface<IDialogModule>();
363 if (dialogModule != null)
364 dialogModule.SendNotificationToUsersInRegion(UUID.Zero, fromuuid, message);
365 });
366 }
367 catch (Exception e)
368 {
369 m_log.ErrorFormat("[RADMIN]: Broadcasting: failed: {0}", e.Message);
370 m_log.DebugFormat("[RADMIN]: Broadcasting: failed: {0}", e.ToString());
371
372 responseData["accepted"] = false;
373 responseData["success"] = false;
374 responseData["error"] = e.Message;
375 response.Value = responseData;
376 }
377
378 m_log.Info("[RADMIN]: Alert request complete");
379 return response;
380 }
283 381
284 public XmlRpcResponse XmlRpcLoadHeightmapMethod(XmlRpcRequest request, IPEndPoint remoteClient) 382 public XmlRpcResponse XmlRpcLoadHeightmapMethod(XmlRpcRequest request, IPEndPoint remoteClient)
285 { 383 {
@@ -387,13 +485,33 @@ namespace OpenSim.ApplicationPlugins.RemoteController
387 message = "Region is going down now."; 485 message = "Region is going down now.";
388 } 486 }
389 487
390 m_application.SceneManager.ForEachScene( 488 if (requestData.ContainsKey("noticetype")
489 && ((string) requestData["noticetype"] == "dialog"))
490 {
491 m_application.SceneManager.ForEachScene(
391 delegate(Scene scene) 492 delegate(Scene scene)
392 { 493 {
393 IDialogModule dialogModule = scene.RequestModuleInterface<IDialogModule>(); 494 IDialogModule dialogModule = scene.RequestModuleInterface<IDialogModule>();
394 if (dialogModule != null) 495 if (dialogModule != null)
496 dialogModule.SendNotificationToUsersInRegion(UUID.Zero, "System", message);
497 });
498 }
499 else
500 {
501 if (!requestData.ContainsKey("noticetype")
502 || ((string)requestData["noticetype"] != "none"))
503 {
504 m_application.SceneManager.ForEachScene(
505 delegate(Scene scene)
506 {
507 IDialogModule dialogModule = scene.RequestModuleInterface<IDialogModule>();
508 if (dialogModule != null)
395 dialogModule.SendGeneralAlert(message); 509 dialogModule.SendGeneralAlert(message);
396 }); 510 });
511 }
512 }
513
514
397 515
398 // Perform shutdown 516 // Perform shutdown
399 System.Timers.Timer shutdownTimer = new System.Timers.Timer(timeout); // Wait before firing 517 System.Timers.Timer shutdownTimer = new System.Timers.Timer(timeout); // Wait before firing
diff --git a/OpenSim/Client/MXP/ClientStack/MXPClientView.cs b/OpenSim/Client/MXP/ClientStack/MXPClientView.cs
index 65921a2..ce2e9a1 100644
--- a/OpenSim/Client/MXP/ClientStack/MXPClientView.cs
+++ b/OpenSim/Client/MXP/ClientStack/MXPClientView.cs
@@ -819,6 +819,10 @@ namespace OpenSim.Client.MXP.ClientStack
819 //throw new System.NotImplementedException(); 819 //throw new System.NotImplementedException();
820 } 820 }
821 821
822 public void ProcessPendingPackets()
823 {
824 }
825
822 public void ProcessInPacket(Packet NewPack) 826 public void ProcessInPacket(Packet NewPack)
823 { 827 {
824 //throw new System.NotImplementedException(); 828 //throw new System.NotImplementedException();
@@ -835,10 +839,18 @@ namespace OpenSim.Client.MXP.ClientStack
835 839
836 public void Close() 840 public void Close()
837 { 841 {
842 Close(true);
843 }
844
845 public void Close(bool sendStop)
846 {
838 m_log.Info("[MXP ClientStack] Close Called"); 847 m_log.Info("[MXP ClientStack] Close Called");
839 848
840 // Tell the client to go 849 // Tell the client to go
841 SendLogoutPacket(); 850 if (sendStop == true)
851 {
852 SendLogoutPacket();
853 }
842 854
843 // Let MXPPacketServer clean it up 855 // Let MXPPacketServer clean it up
844 if (Session.SessionState != SessionState.Disconnected) 856 if (Session.SessionState != SessionState.Disconnected)
diff --git a/OpenSim/Client/Sirikata/ClientStack/SirikataClientView.cs b/OpenSim/Client/Sirikata/ClientStack/SirikataClientView.cs
index b808e95..2063616 100644
--- a/OpenSim/Client/Sirikata/ClientStack/SirikataClientView.cs
+++ b/OpenSim/Client/Sirikata/ClientStack/SirikataClientView.cs
@@ -439,6 +439,10 @@ namespace OpenSim.Client.Sirikata.ClientStack
439 throw new System.NotImplementedException(); 439 throw new System.NotImplementedException();
440 } 440 }
441 441
442 public void ProcessPendingPackets()
443 {
444 }
445
442 public void ProcessInPacket(Packet NewPack) 446 public void ProcessInPacket(Packet NewPack)
443 { 447 {
444 throw new System.NotImplementedException(); 448 throw new System.NotImplementedException();
@@ -446,6 +450,11 @@ namespace OpenSim.Client.Sirikata.ClientStack
446 450
447 public void Close() 451 public void Close()
448 { 452 {
453 Close(true);
454 }
455
456 public void Close(bool sendStop)
457 {
449 throw new System.NotImplementedException(); 458 throw new System.NotImplementedException();
450 } 459 }
451 460
diff --git a/OpenSim/Client/VWoHTTP/ClientStack/VWHClientView.cs b/OpenSim/Client/VWoHTTP/ClientStack/VWHClientView.cs
index a6c490b..841f9a4 100644
--- a/OpenSim/Client/VWoHTTP/ClientStack/VWHClientView.cs
+++ b/OpenSim/Client/VWoHTTP/ClientStack/VWHClientView.cs
@@ -445,6 +445,10 @@ namespace OpenSim.Client.VWoHTTP.ClientStack
445 throw new System.NotImplementedException(); 445 throw new System.NotImplementedException();
446 } 446 }
447 447
448 public void ProcessPendingPackets()
449 {
450 }
451
448 public void ProcessInPacket(Packet NewPack) 452 public void ProcessInPacket(Packet NewPack)
449 { 453 {
450 throw new System.NotImplementedException(); 454 throw new System.NotImplementedException();
@@ -452,6 +456,11 @@ namespace OpenSim.Client.VWoHTTP.ClientStack
452 456
453 public void Close() 457 public void Close()
454 { 458 {
459 Close(true);
460 }
461
462 public void Close(bool sendStop)
463 {
455 throw new System.NotImplementedException(); 464 throw new System.NotImplementedException();
456 } 465 }
457 466
diff --git a/OpenSim/Data/AssetDataBase.cs b/OpenSim/Data/AssetDataBase.cs
index e1a810c..b4ae913 100644
--- a/OpenSim/Data/AssetDataBase.cs
+++ b/OpenSim/Data/AssetDataBase.cs
@@ -38,7 +38,7 @@ namespace OpenSim.Data
38 { 38 {
39 public abstract AssetBase GetAsset(UUID uuid); 39 public abstract AssetBase GetAsset(UUID uuid);
40 40
41 public abstract void StoreAsset(AssetBase asset); 41 public abstract bool StoreAsset(AssetBase asset);
42 public abstract bool ExistsAsset(UUID uuid); 42 public abstract bool ExistsAsset(UUID uuid);
43 43
44 public abstract List<AssetMetadata> FetchAssetMetadataSet(int start, int count); 44 public abstract List<AssetMetadata> FetchAssetMetadataSet(int start, int count);
diff --git a/OpenSim/Data/IAssetData.cs b/OpenSim/Data/IAssetData.cs
index 90d5eeb..065d3a5 100644
--- a/OpenSim/Data/IAssetData.cs
+++ b/OpenSim/Data/IAssetData.cs
@@ -34,7 +34,7 @@ namespace OpenSim.Data
34 public interface IAssetDataPlugin : IPlugin 34 public interface IAssetDataPlugin : IPlugin
35 { 35 {
36 AssetBase GetAsset(UUID uuid); 36 AssetBase GetAsset(UUID uuid);
37 void StoreAsset(AssetBase asset); 37 bool StoreAsset(AssetBase asset);
38 bool ExistsAsset(UUID uuid); 38 bool ExistsAsset(UUID uuid);
39 List<AssetMetadata> FetchAssetMetadataSet(int start, int count); 39 List<AssetMetadata> FetchAssetMetadataSet(int start, int count);
40 void Initialise(string connect); 40 void Initialise(string connect);
diff --git a/OpenSim/Data/MSSQL/MSSQLAssetData.cs b/OpenSim/Data/MSSQL/MSSQLAssetData.cs
index c7488d8..c882555 100644
--- a/OpenSim/Data/MSSQL/MSSQLAssetData.cs
+++ b/OpenSim/Data/MSSQL/MSSQLAssetData.cs
@@ -143,7 +143,7 @@ namespace OpenSim.Data.MSSQL
143 /// Create asset in m_database 143 /// Create asset in m_database
144 /// </summary> 144 /// </summary>
145 /// <param name="asset">the asset</param> 145 /// <param name="asset">the asset</param>
146 override public void StoreAsset(AssetBase asset) 146 override public bool StoreAsset(AssetBase asset)
147 { 147 {
148 148
149 string sql = 149 string sql =
@@ -192,10 +192,12 @@ namespace OpenSim.Data.MSSQL
192 try 192 try
193 { 193 {
194 command.ExecuteNonQuery(); 194 command.ExecuteNonQuery();
195 return true;
195 } 196 }
196 catch(Exception e) 197 catch(Exception e)
197 { 198 {
198 m_log.Error("[ASSET DB]: Error storing item :" + e.Message); 199 m_log.Error("[ASSET DB]: Error storing item :" + e.Message);
200 return false;
199 } 201 }
200 } 202 }
201 } 203 }
diff --git a/OpenSim/Data/MySQL/MySQLAssetData.cs b/OpenSim/Data/MySQL/MySQLAssetData.cs
index fe5152a..f9ce3d9 100644
--- a/OpenSim/Data/MySQL/MySQLAssetData.cs
+++ b/OpenSim/Data/MySQL/MySQLAssetData.cs
@@ -153,7 +153,7 @@ namespace OpenSim.Data.MySQL
153 /// </summary> 153 /// </summary>
154 /// <param name="asset">Asset UUID to create</param> 154 /// <param name="asset">Asset UUID to create</param>
155 /// <remarks>On failure : Throw an exception and attempt to reconnect to database</remarks> 155 /// <remarks>On failure : Throw an exception and attempt to reconnect to database</remarks>
156 override public void StoreAsset(AssetBase asset) 156 override public bool StoreAsset(AssetBase asset)
157 { 157 {
158 lock (m_dbLock) 158 lock (m_dbLock)
159 { 159 {
@@ -201,12 +201,14 @@ namespace OpenSim.Data.MySQL
201 cmd.Parameters.AddWithValue("?data", asset.Data); 201 cmd.Parameters.AddWithValue("?data", asset.Data);
202 cmd.ExecuteNonQuery(); 202 cmd.ExecuteNonQuery();
203 cmd.Dispose(); 203 cmd.Dispose();
204 return true;
204 } 205 }
205 } 206 }
206 catch (Exception e) 207 catch (Exception e)
207 { 208 {
208 m_log.ErrorFormat("[ASSET DB]: MySQL failure creating asset {0} with name \"{1}\". Error: {2}", 209 m_log.ErrorFormat("[ASSET DB]: MySQL failure creating asset {0} with name \"{1}\". Error: {2}",
209 asset.FullID, asset.Name, e.Message); 210 asset.FullID, asset.Name, e.Message);
211 return false;
210 } 212 }
211 } 213 }
212 } 214 }
diff --git a/OpenSim/Data/MySQL/MySQLPresenceData.cs b/OpenSim/Data/MySQL/MySQLPresenceData.cs
index 71caa1a..2390feb 100644
--- a/OpenSim/Data/MySQL/MySQLPresenceData.cs
+++ b/OpenSim/Data/MySQL/MySQLPresenceData.cs
@@ -78,9 +78,12 @@ namespace OpenSim.Data.MySQL
78 if (pd.Length == 0) 78 if (pd.Length == 0)
79 return false; 79 return false;
80 80
81 if (regionID == UUID.Zero)
82 return false;
83
81 MySqlCommand cmd = new MySqlCommand(); 84 MySqlCommand cmd = new MySqlCommand();
82 85
83 cmd.CommandText = String.Format("update {0} set RegionID=?RegionID where `SessionID`=?SessionID", m_Realm); 86 cmd.CommandText = String.Format("update {0} set RegionID=?RegionID, LastSeen=NOW() where `SessionID`=?SessionID", m_Realm);
84 87
85 cmd.Parameters.AddWithValue("?SessionID", sessionID.ToString()); 88 cmd.Parameters.AddWithValue("?SessionID", sessionID.ToString());
86 cmd.Parameters.AddWithValue("?RegionID", regionID.ToString()); 89 cmd.Parameters.AddWithValue("?RegionID", regionID.ToString());
@@ -90,6 +93,5 @@ namespace OpenSim.Data.MySQL
90 93
91 return true; 94 return true;
92 } 95 }
93
94 } 96 }
95} 97}
diff --git a/OpenSim/Data/MySQL/Resources/Presence.migrations b/OpenSim/Data/MySQL/Resources/Presence.migrations
index 91f7de5..be4030e 100644
--- a/OpenSim/Data/MySQL/Resources/Presence.migrations
+++ b/OpenSim/Data/MySQL/Resources/Presence.migrations
@@ -13,3 +13,11 @@ CREATE UNIQUE INDEX SessionID ON Presence(SessionID);
13CREATE INDEX UserID ON Presence(UserID); 13CREATE INDEX UserID ON Presence(UserID);
14 14
15COMMIT; 15COMMIT;
16
17:VERSION 2 # --------------------------
18
19BEGIN;
20
21ALTER TABLE `Presence` ADD COLUMN LastSeen timestamp;
22
23COMMIT;
diff --git a/OpenSim/Data/MySQL/Resources/RegionStore.migrations b/OpenSim/Data/MySQL/Resources/RegionStore.migrations
index 3f644f9..88ee748 100644
--- a/OpenSim/Data/MySQL/Resources/RegionStore.migrations
+++ b/OpenSim/Data/MySQL/Resources/RegionStore.migrations
@@ -717,7 +717,7 @@ ALTER TABLE regionsettings ADD COLUMN loaded_creation_datetime int unsigned NOT
717 717
718COMMIT; 718COMMIT;
719 719
720:VERSION 32 720:VERSION 32 #---------------------
721 721
722BEGIN; 722BEGIN;
723CREATE TABLE `regionwindlight` ( 723CREATE TABLE `regionwindlight` (
diff --git a/OpenSim/Data/SQLite/SQLiteAssetData.cs b/OpenSim/Data/SQLite/SQLiteAssetData.cs
index 16e560c..75e51a3 100644
--- a/OpenSim/Data/SQLite/SQLiteAssetData.cs
+++ b/OpenSim/Data/SQLite/SQLiteAssetData.cs
@@ -119,7 +119,7 @@ namespace OpenSim.Data.SQLite
119 /// Create an asset 119 /// Create an asset
120 /// </summary> 120 /// </summary>
121 /// <param name="asset">Asset Base</param> 121 /// <param name="asset">Asset Base</param>
122 override public void StoreAsset(AssetBase asset) 122 override public bool StoreAsset(AssetBase asset)
123 { 123 {
124 //m_log.Info("[ASSET DB]: Creating Asset " + asset.FullID.ToString()); 124 //m_log.Info("[ASSET DB]: Creating Asset " + asset.FullID.ToString());
125 if (ExistsAsset(asset.FullID)) 125 if (ExistsAsset(asset.FullID))
@@ -141,6 +141,7 @@ namespace OpenSim.Data.SQLite
141 cmd.Parameters.Add(new SqliteParameter(":Data", asset.Data)); 141 cmd.Parameters.Add(new SqliteParameter(":Data", asset.Data));
142 142
143 cmd.ExecuteNonQuery(); 143 cmd.ExecuteNonQuery();
144 return true;
144 } 145 }
145 } 146 }
146 } 147 }
@@ -161,6 +162,7 @@ namespace OpenSim.Data.SQLite
161 cmd.Parameters.Add(new SqliteParameter(":Data", asset.Data)); 162 cmd.Parameters.Add(new SqliteParameter(":Data", asset.Data));
162 163
163 cmd.ExecuteNonQuery(); 164 cmd.ExecuteNonQuery();
165 return true;
164 } 166 }
165 } 167 }
166 } 168 }
diff --git a/OpenSim/Data/SQLiteLegacy/SQLiteAssetData.cs b/OpenSim/Data/SQLiteLegacy/SQLiteAssetData.cs
index df50902..3da298b 100644
--- a/OpenSim/Data/SQLiteLegacy/SQLiteAssetData.cs
+++ b/OpenSim/Data/SQLiteLegacy/SQLiteAssetData.cs
@@ -119,7 +119,7 @@ namespace OpenSim.Data.SQLiteLegacy
119 /// Create an asset 119 /// Create an asset
120 /// </summary> 120 /// </summary>
121 /// <param name="asset">Asset Base</param> 121 /// <param name="asset">Asset Base</param>
122 override public void StoreAsset(AssetBase asset) 122 override public bool StoreAsset(AssetBase asset)
123 { 123 {
124 //m_log.Info("[ASSET DB]: Creating Asset " + asset.FullID.ToString()); 124 //m_log.Info("[ASSET DB]: Creating Asset " + asset.FullID.ToString());
125 if (ExistsAsset(asset.FullID)) 125 if (ExistsAsset(asset.FullID))
@@ -139,6 +139,7 @@ namespace OpenSim.Data.SQLiteLegacy
139 cmd.Parameters.Add(new SqliteParameter(":Data", asset.Data)); 139 cmd.Parameters.Add(new SqliteParameter(":Data", asset.Data));
140 140
141 cmd.ExecuteNonQuery(); 141 cmd.ExecuteNonQuery();
142 return true;
142 } 143 }
143 } 144 }
144 } 145 }
@@ -157,6 +158,7 @@ namespace OpenSim.Data.SQLiteLegacy
157 cmd.Parameters.Add(new SqliteParameter(":Data", asset.Data)); 158 cmd.Parameters.Add(new SqliteParameter(":Data", asset.Data));
158 159
159 cmd.ExecuteNonQuery(); 160 cmd.ExecuteNonQuery();
161 return true;
160 } 162 }
161 } 163 }
162 } 164 }
diff --git a/OpenSim/Framework/AssetBase.cs b/OpenSim/Framework/AssetBase.cs
index 53d28be..98fa846 100644
--- a/OpenSim/Framework/AssetBase.cs
+++ b/OpenSim/Framework/AssetBase.cs
@@ -60,6 +60,8 @@ namespace OpenSim.Framework
60 /// </summary> 60 /// </summary>
61 private AssetMetadata m_metadata; 61 private AssetMetadata m_metadata;
62 62
63 private int m_uploadAttempts;
64
63 // This is needed for .NET serialization!!! 65 // This is needed for .NET serialization!!!
64 // Do NOT "Optimize" away! 66 // Do NOT "Optimize" away!
65 public AssetBase() 67 public AssetBase()
@@ -197,6 +199,12 @@ namespace OpenSim.Framework
197 set { m_metadata.Type = value; } 199 set { m_metadata.Type = value; }
198 } 200 }
199 201
202 public int UploadAttempts
203 {
204 get { return m_uploadAttempts; }
205 set { m_uploadAttempts = value; }
206 }
207
200 /// <summary> 208 /// <summary>
201 /// Is this a region only asset, or does this exist on the asset server also 209 /// Is this a region only asset, or does this exist on the asset server also
202 /// </summary> 210 /// </summary>
diff --git a/OpenSim/Framework/IClientAPI.cs b/OpenSim/Framework/IClientAPI.cs
index db74548..95aec94 100644
--- a/OpenSim/Framework/IClientAPI.cs
+++ b/OpenSim/Framework/IClientAPI.cs
@@ -940,8 +940,10 @@ namespace OpenSim.Framework
940 void SetDebugPacketLevel(int newDebug); 940 void SetDebugPacketLevel(int newDebug);
941 941
942 void InPacket(object NewPack); 942 void InPacket(object NewPack);
943 void ProcessPendingPackets();
943 void ProcessInPacket(Packet NewPack); 944 void ProcessInPacket(Packet NewPack);
944 void Close(); 945 void Close();
946 void Close(bool sendStop);
945 void Kick(string message); 947 void Kick(string message);
946 948
947 /// <summary> 949 /// <summary>
diff --git a/OpenSim/Framework/LandData.cs b/OpenSim/Framework/LandData.cs
index 060e886..ef07438 100644
--- a/OpenSim/Framework/LandData.cs
+++ b/OpenSim/Framework/LandData.cs
@@ -62,7 +62,7 @@ namespace OpenSim.Framework
62 62
63 private uint _flags = (uint) ParcelFlags.AllowFly | (uint) ParcelFlags.AllowLandmark | 63 private uint _flags = (uint) ParcelFlags.AllowFly | (uint) ParcelFlags.AllowLandmark |
64 (uint) ParcelFlags.AllowAPrimitiveEntry | 64 (uint) ParcelFlags.AllowAPrimitiveEntry |
65 (uint) ParcelFlags.AllowDeedToGroup | (uint) ParcelFlags.AllowTerraform | 65 (uint) ParcelFlags.AllowDeedToGroup |
66 (uint) ParcelFlags.CreateObjects | (uint) ParcelFlags.AllowOtherScripts | 66 (uint) ParcelFlags.CreateObjects | (uint) ParcelFlags.AllowOtherScripts |
67 (uint) ParcelFlags.SoundLocal; 67 (uint) ParcelFlags.SoundLocal;
68 68
diff --git a/OpenSim/Framework/ParcelMediaCommandEnum.cs b/OpenSim/Framework/ParcelMediaCommandEnum.cs
index 93c41ec..e714382 100644
--- a/OpenSim/Framework/ParcelMediaCommandEnum.cs
+++ b/OpenSim/Framework/ParcelMediaCommandEnum.cs
@@ -27,7 +27,7 @@
27 27
28namespace OpenSim.Framework 28namespace OpenSim.Framework
29{ 29{
30 public enum ParcelMediaCommandEnum 30 public enum ParcelMediaCommandEnum : int
31 { 31 {
32 Stop = 0, 32 Stop = 0,
33 Pause = 1, 33 Pause = 1,
diff --git a/OpenSim/Framework/PrimitiveBaseShape.cs b/OpenSim/Framework/PrimitiveBaseShape.cs
index 4d1de22..990c859 100644
--- a/OpenSim/Framework/PrimitiveBaseShape.cs
+++ b/OpenSim/Framework/PrimitiveBaseShape.cs
@@ -1196,7 +1196,7 @@ namespace OpenSim.Framework
1196 prim.Textures = this.Textures; 1196 prim.Textures = this.Textures;
1197 1197
1198 prim.Properties = new Primitive.ObjectProperties(); 1198 prim.Properties = new Primitive.ObjectProperties();
1199 prim.Properties.Name = "Primitive"; 1199 prim.Properties.Name = "Object";
1200 prim.Properties.Description = ""; 1200 prim.Properties.Description = "";
1201 prim.Properties.CreatorID = UUID.Zero; 1201 prim.Properties.CreatorID = UUID.Zero;
1202 prim.Properties.GroupID = UUID.Zero; 1202 prim.Properties.GroupID = UUID.Zero;
diff --git a/OpenSim/Framework/RegionInfo.cs b/OpenSim/Framework/RegionInfo.cs
index afc4060..2a74e79 100644
--- a/OpenSim/Framework/RegionInfo.cs
+++ b/OpenSim/Framework/RegionInfo.cs
@@ -40,6 +40,7 @@ using OpenSim.Framework.Console;
40 40
41namespace OpenSim.Framework 41namespace OpenSim.Framework
42{ 42{
43 [Serializable]
43 public class RegionLightShareData : ICloneable 44 public class RegionLightShareData : ICloneable
44 { 45 {
45 public UUID regionID = UUID.Zero; 46 public UUID regionID = UUID.Zero;
diff --git a/OpenSim/Framework/RegionLoader/Web/RegionLoaderWebServer.cs b/OpenSim/Framework/RegionLoader/Web/RegionLoaderWebServer.cs
index 0ec4af5..f0ffc2c 100644
--- a/OpenSim/Framework/RegionLoader/Web/RegionLoaderWebServer.cs
+++ b/OpenSim/Framework/RegionLoader/Web/RegionLoaderWebServer.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Framework.RegionLoader.Web
48 48
49 public RegionInfo[] LoadRegions() 49 public RegionInfo[] LoadRegions()
50 { 50 {
51 int tries = 3;
52 int wait = 2000;
53
51 if (m_configSource == null) 54 if (m_configSource == null)
52 { 55 {
53 m_log.Error("[WEBLOADER]: Unable to load configuration source!"); 56 m_log.Error("[WEBLOADER]: Unable to load configuration source!");
@@ -64,35 +67,47 @@ namespace OpenSim.Framework.RegionLoader.Web
64 } 67 }
65 else 68 else
66 { 69 {
67 HttpWebRequest webRequest = (HttpWebRequest) WebRequest.Create(url); 70 while (tries > 0)
68 webRequest.Timeout = 30000; //30 Second Timeout
69 m_log.Debug("[WEBLOADER]: Sending Download Request...");
70 HttpWebResponse webResponse = (HttpWebResponse) webRequest.GetResponse();
71 m_log.Debug("[WEBLOADER]: Downloading Region Information From Remote Server...");
72 StreamReader reader = new StreamReader(webResponse.GetResponseStream());
73 string xmlSource = String.Empty;
74 string tempStr = reader.ReadLine();
75 while (tempStr != null)
76 {
77 xmlSource = xmlSource + tempStr;
78 tempStr = reader.ReadLine();
79 }
80 m_log.Debug("[WEBLOADER]: Done downloading region information from server. Total Bytes: " +
81 xmlSource.Length);
82 XmlDocument xmlDoc = new XmlDocument();
83 xmlDoc.LoadXml(xmlSource);
84 if (xmlDoc.FirstChild.Name == "Regions")
85 { 71 {
86 RegionInfo[] regionInfos = new RegionInfo[xmlDoc.FirstChild.ChildNodes.Count]; 72 HttpWebRequest webRequest = (HttpWebRequest) WebRequest.Create(url);
87 int i; 73 webRequest.Timeout = 30000; //30 Second Timeout
88 for (i = 0; i < xmlDoc.FirstChild.ChildNodes.Count; i++) 74 m_log.Debug("[WEBLOADER]: Sending Download Request...");
75 HttpWebResponse webResponse = (HttpWebResponse) webRequest.GetResponse();
76 m_log.Debug("[WEBLOADER]: Downloading Region Information From Remote Server...");
77 StreamReader reader = new StreamReader(webResponse.GetResponseStream());
78 string xmlSource = String.Empty;
79 string tempStr = reader.ReadLine();
80 while (tempStr != null)
81 {
82 xmlSource = xmlSource + tempStr;
83 tempStr = reader.ReadLine();
84 }
85 m_log.Debug("[WEBLOADER]: Done downloading region information from server. Total Bytes: " +
86 xmlSource.Length);
87 XmlDocument xmlDoc = new XmlDocument();
88 xmlDoc.LoadXml(xmlSource);
89 if (xmlDoc.FirstChild.Name == "Regions")
89 { 90 {
90 m_log.Debug(xmlDoc.FirstChild.ChildNodes[i].OuterXml); 91 RegionInfo[] regionInfos = new RegionInfo[xmlDoc.FirstChild.ChildNodes.Count];
91 regionInfos[i] = 92 int i;
92 new RegionInfo("REGION CONFIG #" + (i + 1), xmlDoc.FirstChild.ChildNodes[i],false,m_configSource); 93 for (i = 0; i < xmlDoc.FirstChild.ChildNodes.Count; i++)
94 {
95 m_log.Debug(xmlDoc.FirstChild.ChildNodes[i].OuterXml);
96 regionInfos[i] =
97 new RegionInfo("REGION CONFIG #" + (i + 1), xmlDoc.FirstChild.ChildNodes[i],false,m_configSource);
98 }
99
100 if (i > 0)
101 return regionInfos;
93 } 102 }
94 103
95 return regionInfos; 104 m_log.Debug("[WEBLOADER]: Request yielded no regions.");
105 tries--;
106 if (tries > 0)
107 {
108 m_log.Debug("[WEBLOADER]: Retrying");
109 System.Threading.Thread.Sleep(wait);
110 }
96 } 111 }
97 return null; 112 return null;
98 } 113 }
diff --git a/OpenSim/Framework/Servers/HttpServer/SynchronousRestFormsRequester.cs b/OpenSim/Framework/Servers/HttpServer/SynchronousRestFormsRequester.cs
index b0cf34d..92a6caa 100644
--- a/OpenSim/Framework/Servers/HttpServer/SynchronousRestFormsRequester.cs
+++ b/OpenSim/Framework/Servers/HttpServer/SynchronousRestFormsRequester.cs
@@ -99,7 +99,7 @@ namespace OpenSim.Framework.Servers.HttpServer
99 { 99 {
100 using (WebResponse resp = request.GetResponse()) 100 using (WebResponse resp = request.GetResponse())
101 { 101 {
102 if (resp.ContentLength > 0) 102 if (resp.ContentLength != 0)
103 { 103 {
104 Stream respStream = null; 104 Stream respStream = null;
105 try 105 try
diff --git a/OpenSim/Framework/Servers/HttpServer/SynchronousRestObjectRequester.cs b/OpenSim/Framework/Servers/HttpServer/SynchronousRestObjectRequester.cs
index eab463c..077a1e8 100644
--- a/OpenSim/Framework/Servers/HttpServer/SynchronousRestObjectRequester.cs
+++ b/OpenSim/Framework/Servers/HttpServer/SynchronousRestObjectRequester.cs
@@ -57,11 +57,27 @@ namespace OpenSim.Framework.Servers.HttpServer
57 /// the request. You'll want to make sure you deal with this as they're not uncommon</exception> 57 /// the request. You'll want to make sure you deal with this as they're not uncommon</exception>
58 public static TResponse MakeRequest<TRequest, TResponse>(string verb, string requestUrl, TRequest obj) 58 public static TResponse MakeRequest<TRequest, TResponse>(string verb, string requestUrl, TRequest obj)
59 { 59 {
60 return MakeRequest<TRequest, TResponse>(verb, requestUrl, obj, 100);
61 }
62 /// <summary>
63 /// Perform a synchronous REST request.
64 /// </summary>
65 /// <param name="verb"></param>
66 /// <param name="requestUrl"></param>
67 /// <param name="obj"> </param>
68 /// <param name="timeout"> </param>
69 /// <returns></returns>
70 ///
71 /// <exception cref="System.Net.WebException">Thrown if we encounter a network issue while posting
72 /// the request. You'll want to make sure you deal with this as they're not uncommon</exception>
73 public static TResponse MakeRequest<TRequest, TResponse>(string verb, string requestUrl, TRequest obj, int pTimeout)
74 {
60 Type type = typeof (TRequest); 75 Type type = typeof (TRequest);
61 TResponse deserial = default(TResponse); 76 TResponse deserial = default(TResponse);
62 77
63 WebRequest request = WebRequest.Create(requestUrl); 78 WebRequest request = WebRequest.Create(requestUrl);
64 request.Method = verb; 79 request.Method = verb;
80 request.Timeout = pTimeout * 1000;
65 81
66 if ((verb == "POST") || (verb == "PUT")) 82 if ((verb == "POST") || (verb == "PUT"))
67 { 83 {
@@ -81,7 +97,6 @@ namespace OpenSim.Framework.Servers.HttpServer
81 97
82 int length = (int) buffer.Length; 98 int length = (int) buffer.Length;
83 request.ContentLength = length; 99 request.ContentLength = length;
84
85 Stream requestStream = null; 100 Stream requestStream = null;
86 try 101 try
87 { 102 {
@@ -103,7 +118,7 @@ namespace OpenSim.Framework.Servers.HttpServer
103 { 118 {
104 using (WebResponse resp = request.GetResponse()) 119 using (WebResponse resp = request.GetResponse())
105 { 120 {
106 if (resp.ContentLength > 0) 121 if (resp.ContentLength != 0)
107 { 122 {
108 Stream respStream = resp.GetResponseStream(); 123 Stream respStream = resp.GetResponseStream();
109 XmlSerializer deserializer = new XmlSerializer(typeof(TResponse)); 124 XmlSerializer deserializer = new XmlSerializer(typeof(TResponse));
diff --git a/OpenSim/Framework/Servers/VersionInfo.cs b/OpenSim/Framework/Servers/VersionInfo.cs
index 100bf1f..f3ac191 100644
--- a/OpenSim/Framework/Servers/VersionInfo.cs
+++ b/OpenSim/Framework/Servers/VersionInfo.cs
@@ -29,11 +29,11 @@ namespace OpenSim
29{ 29{
30 public class VersionInfo 30 public class VersionInfo
31 { 31 {
32 private const string VERSION_NUMBER = "0.7.1"; 32 private const string VERSION_NUMBER = "0.7.1CM";
33 private const Flavour VERSION_FLAVOUR = Flavour.Dev; 33 private const Flavour VERSION_FLAVOUR = Flavour.Dev;
34 34
35 public enum Flavour 35 public enum Flavour
36 { 36 {
37 Unknown, 37 Unknown,
38 Dev, 38 Dev,
39 RC1, 39 RC1,
diff --git a/OpenSim/Framework/TaskInventoryDictionary.cs b/OpenSim/Framework/TaskInventoryDictionary.cs
index 25ae6b0..4b9a509 100644
--- a/OpenSim/Framework/TaskInventoryDictionary.cs
+++ b/OpenSim/Framework/TaskInventoryDictionary.cs
@@ -27,9 +27,12 @@
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Threading;
31using System.Reflection;
30using System.Xml; 32using System.Xml;
31using System.Xml.Schema; 33using System.Xml.Schema;
32using System.Xml.Serialization; 34using System.Xml.Serialization;
35using log4net;
33using OpenMetaverse; 36using OpenMetaverse;
34 37
35namespace OpenSim.Framework 38namespace OpenSim.Framework
@@ -45,6 +48,111 @@ namespace OpenSim.Framework
45 // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 48 // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
46 49
47 private static XmlSerializer tiiSerializer = new XmlSerializer(typeof (TaskInventoryItem)); 50 private static XmlSerializer tiiSerializer = new XmlSerializer(typeof (TaskInventoryItem));
51 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
52
53 private Thread LockedByThread;
54 /// <value>
55 /// An advanced lock for inventory data
56 /// </value>
57 private System.Threading.ReaderWriterLockSlim m_itemLock = new System.Threading.ReaderWriterLockSlim();
58
59 /// <summary>
60 /// Are we readlocked by the calling thread?
61 /// </summary>
62 public bool IsReadLockedByMe()
63 {
64 if (m_itemLock.RecursiveReadCount > 0)
65 {
66 return true;
67 }
68 else
69 {
70 return false;
71 }
72 }
73
74 /// <summary>
75 /// Lock our inventory list for reading (many can read, one can write)
76 /// </summary>
77 public void LockItemsForRead(bool locked)
78 {
79 if (locked)
80 {
81 if (m_itemLock.IsWriteLockHeld && LockedByThread != null)
82 {
83 if (!LockedByThread.IsAlive)
84 {
85 //Locked by dead thread, reset.
86 m_itemLock = new System.Threading.ReaderWriterLockSlim();
87 }
88 }
89
90 if (m_itemLock.RecursiveReadCount > 0)
91 {
92 m_log.Error("[TaskInventoryDictionary] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
93 m_itemLock.ExitReadLock();
94 }
95 if (m_itemLock.RecursiveWriteCount > 0)
96 {
97 m_log.Error("[TaskInventoryDictionary] Recursive write lock requested. This should not happen and means something needs to be fixed.");
98 m_itemLock.ExitWriteLock();
99 }
100
101 while (!m_itemLock.TryEnterReadLock(60000))
102 {
103 m_log.Error("Thread lock detected while trying to aquire READ lock in TaskInventoryDictionary. Locked by thread " + LockedByThread.Name + ". I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
104 if (m_itemLock.IsWriteLockHeld)
105 {
106 m_itemLock = new System.Threading.ReaderWriterLockSlim();
107 }
108 }
109 }
110 else
111 {
112 if (m_itemLock.RecursiveReadCount>0)
113 {
114 m_itemLock.ExitReadLock();
115 }
116 }
117 }
118
119 /// <summary>
120 /// Lock our inventory list for writing (many can read, one can write)
121 /// </summary>
122 public void LockItemsForWrite(bool locked)
123 {
124 if (locked)
125 {
126 //Enter a write lock, wait indefinately for one to open.
127 if (m_itemLock.RecursiveReadCount > 0)
128 {
129 m_log.Error("[TaskInventoryDictionary] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
130 m_itemLock.ExitReadLock();
131 }
132 if (m_itemLock.RecursiveWriteCount > 0)
133 {
134 m_log.Error("[TaskInventoryDictionary] Recursive write lock requested. This should not happen and means something needs to be fixed.");
135 m_itemLock.ExitWriteLock();
136 }
137 while (!m_itemLock.TryEnterWriteLock(60000))
138 {
139 m_log.Error("Thread lock detected while trying to aquire WRITE lock in TaskInventoryDictionary. Locked by thread " + LockedByThread.Name + ". I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
140 if (m_itemLock.IsWriteLockHeld)
141 {
142 m_itemLock = new System.Threading.ReaderWriterLockSlim();
143 }
144 }
145
146 LockedByThread = Thread.CurrentThread;
147 }
148 else
149 {
150 if (m_itemLock.RecursiveWriteCount > 0)
151 {
152 m_itemLock.ExitWriteLock();
153 }
154 }
155 }
48 156
49 #region ICloneable Members 157 #region ICloneable Members
50 158
@@ -52,13 +160,12 @@ namespace OpenSim.Framework
52 { 160 {
53 TaskInventoryDictionary clone = new TaskInventoryDictionary(); 161 TaskInventoryDictionary clone = new TaskInventoryDictionary();
54 162
55 lock (this) 163 m_itemLock.EnterReadLock();
164 foreach (UUID uuid in Keys)
56 { 165 {
57 foreach (UUID uuid in Keys) 166 clone.Add(uuid, (TaskInventoryItem) this[uuid].Clone());
58 {
59 clone.Add(uuid, (TaskInventoryItem) this[uuid].Clone());
60 }
61 } 167 }
168 m_itemLock.ExitReadLock();
62 169
63 return clone; 170 return clone;
64 } 171 }
diff --git a/OpenSim/Framework/UndoStack.cs b/OpenSim/Framework/UndoStack.cs
index 4d800ae..4cd779a 100644
--- a/OpenSim/Framework/UndoStack.cs
+++ b/OpenSim/Framework/UndoStack.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic;
29 30
30namespace OpenSim.Framework 31namespace OpenSim.Framework
31{ 32{
@@ -36,33 +37,30 @@ namespace OpenSim.Framework
36 [Serializable] 37 [Serializable]
37 public class UndoStack<T> 38 public class UndoStack<T>
38 { 39 {
39 private int m_new = 1; 40 private List<T> m_undolist;
40 private int m_old = 0; 41 private int m_max;
41 private T[] m_Undos;
42 42
43 public UndoStack(int capacity) 43 public UndoStack(int capacity)
44 { 44 {
45 m_Undos = new T[capacity + 1]; 45 m_undolist = new List<T>();
46 m_max = capacity;
46 } 47 }
47 48
48 public bool IsFull 49 public bool IsFull
49 { 50 {
50 get { return m_new == m_old; } 51 get { return m_undolist.Count >= m_max; }
51 } 52 }
52 53
53 public int Capacity 54 public int Capacity
54 { 55 {
55 get { return m_Undos.Length - 1; } 56 get { return m_max; }
56 } 57 }
57 58
58 public int Count 59 public int Count
59 { 60 {
60 get 61 get
61 { 62 {
62 int count = m_new - m_old - 1; 63 return m_undolist.Count;
63 if (count < 0)
64 count += m_Undos.Length;
65 return count;
66 } 64 }
67 } 65 }
68 66
@@ -70,45 +68,39 @@ namespace OpenSim.Framework
70 { 68 {
71 if (IsFull) 69 if (IsFull)
72 { 70 {
73 m_old++; 71 m_undolist.RemoveAt(0);
74 if (m_old >= m_Undos.Length)
75 m_old -= m_Undos.Length;
76 } 72 }
77 if (++m_new >= m_Undos.Length) 73 m_undolist.Add(item);
78 m_new -= m_Undos.Length;
79 m_Undos[m_new] = item;
80 } 74 }
81 75
82 public T Pop() 76 public T Pop()
83 { 77 {
84 if (Count > 0) 78 if (m_undolist.Count > 0)
85 { 79 {
86 T deleted = m_Undos[m_new]; 80 int ind = m_undolist.Count - 1;
87 m_Undos[m_new--] = default(T); 81 T item = m_undolist[ind];
88 if (m_new < 0) 82 m_undolist.RemoveAt(ind);
89 m_new += m_Undos.Length; 83 return item;
90 return deleted;
91 } 84 }
92 else 85 else
93 throw new InvalidOperationException("Cannot pop from emtpy stack"); 86 throw new InvalidOperationException("Cannot pop from empty stack");
94 } 87 }
95 88
96 public T Peek() 89 public T Peek()
97 { 90 {
98 return m_Undos[m_new]; 91 if (m_undolist.Count > 0)
92 {
93 return m_undolist[m_undolist.Count - 1];
94 }
95 else
96 {
97 return default(T);
98 }
99 } 99 }
100 100
101 public void Clear() 101 public void Clear()
102 { 102 {
103 if (Count > 0) 103 m_undolist.Clear();
104 {
105 for (int i = 0; i < m_Undos.Length; i++)
106 {
107 m_Undos[i] = default(T);
108 }
109 m_new = 1;
110 m_old = 0;
111 }
112 } 104 }
113 } 105 }
114} 106}
diff --git a/OpenSim/Framework/Util.cs b/OpenSim/Framework/Util.cs
index 802cb37..c39fb6f 100644
--- a/OpenSim/Framework/Util.cs
+++ b/OpenSim/Framework/Util.cs
@@ -997,19 +997,19 @@ namespace OpenSim.Framework
997 { 997 {
998 string os = String.Empty; 998 string os = String.Empty;
999 999
1000 if (Environment.OSVersion.Platform != PlatformID.Unix) 1000// if (Environment.OSVersion.Platform != PlatformID.Unix)
1001 { 1001// {
1002 os = Environment.OSVersion.ToString(); 1002// os = Environment.OSVersion.ToString();
1003 } 1003// }
1004 else 1004// else
1005 { 1005// {
1006 os = ReadEtcIssue(); 1006// os = ReadEtcIssue();
1007 } 1007// }
1008 1008//
1009 if (os.Length > 45) 1009// if (os.Length > 45)
1010 { 1010// {
1011 os = os.Substring(0, 45); 1011// os = os.Substring(0, 45);
1012 } 1012// }
1013 1013
1014 return os; 1014 return os;
1015 } 1015 }
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index 501d47f..cb48ac1 100644
--- a/OpenSim/Region/Application/OpenSim.cs
+++ b/OpenSim/Region/Application/OpenSim.cs
@@ -425,7 +425,7 @@ namespace OpenSim
425 if (alert != null) 425 if (alert != null)
426 presence.ControllingClient.Kick(alert); 426 presence.ControllingClient.Kick(alert);
427 else 427 else
428 presence.ControllingClient.Kick("\nThe OpenSim manager kicked you out.\n"); 428 presence.ControllingClient.Kick("\nYou have been logged out by an administrator.\n");
429 429
430 // ...and close on our side 430 // ...and close on our side
431 presence.Scene.IncomingCloseAgent(presence.UUID); 431 presence.Scene.IncomingCloseAgent(presence.UUID);
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index f535fe8..fc67f94 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 base.StartupSpecific(); 199 base.StartupSpecific();
@@ -342,11 +351,50 @@ namespace OpenSim
342 } 351 }
343 else m_log.Error("[MODULES]: The new RegionModulesController is missing..."); 352 else m_log.Error("[MODULES]: The new RegionModulesController is missing...");
344 353
354 if (m_securePermissionsLoading)
355 {
356 foreach (string s in m_permsModules)
357 {
358 if (!scene.RegionModules.ContainsKey(s))
359 {
360 bool found = false;
361 foreach (IRegionModule m in modules)
362 {
363 if (m.Name == s)
364 {
365 found = true;
366 }
367 }
368 if (!found)
369 {
370 m_log.Fatal("[MODULES]: Required module " + s + " not found.");
371 Environment.Exit(0);
372 }
373 }
374 }
375 }
376
345 scene.SetModuleInterfaces(); 377 scene.SetModuleInterfaces();
378// First Step of bootreport sequence
379 if (scene.SnmpService != null)
380 {
381 scene.SnmpService.ColdStart(1,scene);
382 scene.SnmpService.LinkDown(scene);
383 }
384
385 if (scene.SnmpService != null)
386 {
387 scene.SnmpService.BootInfo("Loading prins", scene);
388 }
346 389
347 // Prims have to be loaded after module configuration since some modules may be invoked during the load 390 // Prims have to be loaded after module configuration since some modules may be invoked during the load
348 scene.LoadPrimsFromStorage(regionInfo.originRegionID); 391 scene.LoadPrimsFromStorage(regionInfo.originRegionID);
349 392
393 if (scene.SnmpService != null)
394 {
395 scene.SnmpService.BootInfo("Creating region texture", scene);
396 }
397
350 // moved these here as the terrain texture has to be created after the modules are initialized 398 // moved these here as the terrain texture has to be created after the modules are initialized
351 // and has to happen before the region is registered with the grid. 399 // and has to happen before the region is registered with the grid.
352 scene.CreateTerrainTexture(); 400 scene.CreateTerrainTexture();
@@ -354,6 +402,10 @@ namespace OpenSim
354 // TODO : Try setting resource for region xstats here on scene 402 // TODO : Try setting resource for region xstats here on scene
355 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo)); 403 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo));
356 404
405 if (scene.SnmpService != null)
406 {
407 scene.SnmpService.BootInfo("Grid Registration in progress", scene);
408 }
357 try 409 try
358 { 410 {
359 scene.RegisterRegionWithGrid(); 411 scene.RegisterRegionWithGrid();
@@ -362,11 +414,20 @@ namespace OpenSim
362 { 414 {
363 m_log.ErrorFormat("[STARTUP]: Registration of region with grid failed, aborting startup - {0}", e.StackTrace); 415 m_log.ErrorFormat("[STARTUP]: Registration of region with grid failed, aborting startup - {0}", e.StackTrace);
364 416
417 if (scene.SnmpService != null)
418 {
419 scene.SnmpService.Critical("Grid registration failed. Startup aborted.", scene);
420 }
365 // Carrying on now causes a lot of confusion down the 421 // Carrying on now causes a lot of confusion down the
366 // line - we need to get the user's attention 422 // line - we need to get the user's attention
367 Environment.Exit(1); 423 Environment.Exit(1);
368 } 424 }
369 425
426 if (scene.SnmpService != null)
427 {
428 scene.SnmpService.BootInfo("Grid Registration done", scene);
429 }
430
370 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID); 431 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
371 scene.EventManager.TriggerParcelPrimCountUpdate(); 432 scene.EventManager.TriggerParcelPrimCountUpdate();
372 433
@@ -374,6 +435,11 @@ namespace OpenSim
374 // scripting engines. 435 // scripting engines.
375 scene.CreateScriptInstances(); 436 scene.CreateScriptInstances();
376 437
438 if (scene.SnmpService != null)
439 {
440 scene.SnmpService.BootInfo("ScriptEngine started", scene);
441 }
442
377 m_sceneManager.Add(scene); 443 m_sceneManager.Add(scene);
378 444
379 if (m_autoCreateClientStack) 445 if (m_autoCreateClientStack)
@@ -382,6 +448,10 @@ namespace OpenSim
382 clientServer.Start(); 448 clientServer.Start();
383 } 449 }
384 450
451 if (scene.SnmpService != null)
452 {
453 scene.SnmpService.BootInfo("Initializing region modules", scene);
454 }
385 if (do_post_init) 455 if (do_post_init)
386 { 456 {
387 foreach (IRegionModule module in modules) 457 foreach (IRegionModule module in modules)
@@ -393,6 +463,12 @@ namespace OpenSim
393 463
394 mscene = scene; 464 mscene = scene;
395 465
466 if (scene.SnmpService != null)
467 {
468 scene.SnmpService.BootInfo("The region is operational", scene);
469 scene.SnmpService.LinkUp(scene);
470 }
471
396 scene.StartTimer(); 472 scene.StartTimer();
397 473
398 return clientServer; 474 return clientServer;
@@ -401,6 +477,11 @@ namespace OpenSim
401 private void ShutdownRegion(Scene scene) 477 private void ShutdownRegion(Scene scene)
402 { 478 {
403 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName); 479 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName);
480 if (scene.SnmpService != null)
481 {
482 scene.SnmpService.BootInfo("The region is shutting down", scene);
483 scene.SnmpService.LinkDown(scene);
484 }
404 IRegionModulesController controller; 485 IRegionModulesController controller;
405 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller)) 486 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller))
406 { 487 {
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 0aec01a..a9f9d60 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -334,11 +334,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
334// protected HashSet<uint> m_attachmentsSent; 334// protected HashSet<uint> m_attachmentsSent;
335 335
336 private int m_moneyBalance; 336 private int m_moneyBalance;
337 private bool m_deliverPackets = true;
337 private int m_animationSequenceNumber = 1; 338 private int m_animationSequenceNumber = 1;
338 private bool m_SendLogoutPacketWhenClosing = true; 339 private bool m_SendLogoutPacketWhenClosing = true;
339 private AgentUpdateArgs lastarg; 340 private AgentUpdateArgs lastarg;
340 private bool m_IsActive = true; 341 private bool m_IsActive = true;
341 private bool m_IsLoggingOut = false; 342 private bool m_IsLoggingOut = false;
343 private bool m_IsPresenceReady = false;
342 344
343 protected Dictionary<PacketType, PacketProcessor> m_packetHandlers = new Dictionary<PacketType, PacketProcessor>(); 345 protected Dictionary<PacketType, PacketProcessor> m_packetHandlers = new Dictionary<PacketType, PacketProcessor>();
344 protected Dictionary<string, GenericMessage> m_genericPacketHandlers = new Dictionary<string, GenericMessage>(); //PauPaw:Local Generic Message handlers 346 protected Dictionary<string, GenericMessage> m_genericPacketHandlers = new Dictionary<string, GenericMessage>(); //PauPaw:Local Generic Message handlers
@@ -361,6 +363,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
361 363
362 private Timer m_propertiesPacketTimer; 364 private Timer m_propertiesPacketTimer;
363 private List<ObjectPropertiesPacket.ObjectDataBlock> m_propertiesBlocks = new List<ObjectPropertiesPacket.ObjectDataBlock>(); 365 private List<ObjectPropertiesPacket.ObjectDataBlock> m_propertiesBlocks = new List<ObjectPropertiesPacket.ObjectDataBlock>();
366 private List<Packet> m_pendingPackets;
364 367
365 #endregion Class Members 368 #endregion Class Members
366 369
@@ -376,6 +379,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
376 get { return m_startpos; } 379 get { return m_startpos; }
377 set { m_startpos = value; } 380 set { m_startpos = value; }
378 } 381 }
382 public bool DeliverPackets
383 {
384 get { return m_deliverPackets; }
385 set {
386 m_deliverPackets = value;
387 m_udpClient.m_deliverPackets = value;
388 }
389 }
379 public UUID AgentId { get { return m_agentId; } } 390 public UUID AgentId { get { return m_agentId; } }
380 public UUID ActiveGroupId { get { return m_activeGroupID; } } 391 public UUID ActiveGroupId { get { return m_activeGroupID; } }
381 public string ActiveGroupName { get { return m_activeGroupName; } } 392 public string ActiveGroupName { get { return m_activeGroupName; } }
@@ -401,6 +412,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
401 get { return m_IsActive; } 412 get { return m_IsActive; }
402 set { m_IsActive = value; } 413 set { m_IsActive = value; }
403 } 414 }
415
404 public bool IsLoggingOut 416 public bool IsLoggingOut
405 { 417 {
406 get { return m_IsLoggingOut; } 418 get { return m_IsLoggingOut; }
@@ -464,18 +476,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
464 476
465 #region Client Methods 477 #region Client Methods
466 478
479
467 /// <summary> 480 /// <summary>
468 /// Shut down the client view 481 /// Shut down the client view
469 /// </summary> 482 /// </summary>
470 public void Close() 483 public void Close()
471 { 484 {
485 Close(true);
486 }
487
488 /// <summary>
489 /// Shut down the client view
490 /// </summary>
491 public void Close(bool sendStop)
492 {
472 m_log.DebugFormat( 493 m_log.DebugFormat(
473 "[CLIENT]: Close has been called for {0} attached to scene {1}", 494 "[CLIENT]: Close has been called for {0} attached to scene {1}",
474 Name, m_scene.RegionInfo.RegionName); 495 Name, m_scene.RegionInfo.RegionName);
475 496
476 // Send the STOP packet 497 if (sendStop)
477 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator); 498 {
478 OutPacket(disable, ThrottleOutPacketType.Unknown); 499 // Send the STOP packet
500 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator);
501 OutPacket(disable, ThrottleOutPacketType.Unknown);
502 }
479 503
480 IsActive = false; 504 IsActive = false;
481 505
@@ -1041,6 +1065,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1041 public virtual void SendLayerData(float[] map) 1065 public virtual void SendLayerData(float[] map)
1042 { 1066 {
1043 Util.FireAndForget(DoSendLayerData, map); 1067 Util.FireAndForget(DoSendLayerData, map);
1068
1069 // Send it sync, and async. It's not that much data
1070 // and it improves user experience just so much!
1071 DoSendLayerData(map);
1044 } 1072 }
1045 1073
1046 /// <summary> 1074 /// <summary>
@@ -1053,16 +1081,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1053 1081
1054 try 1082 try
1055 { 1083 {
1056 //for (int y = 0; y < 16; y++) 1084 for (int y = 0; y < 16; y++)
1057 //{ 1085 {
1058 // for (int x = 0; x < 16; x++) 1086 for (int x = 0; x < 16; x+=4)
1059 // { 1087 {
1060 // SendLayerData(x, y, map); 1088 SendLayerPacket(x, y, map);
1061 // } 1089 }
1062 //} 1090 }
1063
1064 // Send LayerData in a spiral pattern. Fun!
1065 SendLayerTopRight(map, 0, 0, 15, 15);
1066 } 1091 }
1067 catch (Exception e) 1092 catch (Exception e)
1068 { 1093 {
@@ -1070,51 +1095,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1070 } 1095 }
1071 } 1096 }
1072 1097
1073 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
1074 {
1075 // Row
1076 for (int i = x1; i <= x2; i++)
1077 SendLayerData(i, y1, map);
1078
1079 // Column
1080 for (int j = y1 + 1; j <= y2; j++)
1081 SendLayerData(x2, j, map);
1082
1083 if (x2 - x1 > 0)
1084 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
1085 }
1086
1087 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
1088 {
1089 // Row in reverse
1090 for (int i = x2; i >= x1; i--)
1091 SendLayerData(i, y2, map);
1092
1093 // Column in reverse
1094 for (int j = y2 - 1; j >= y1; j--)
1095 SendLayerData(x1, j, map);
1096
1097 if (x2 - x1 > 0)
1098 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
1099 }
1100
1101 /// <summary> 1098 /// <summary>
1102 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 1099 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
1103 /// </summary> 1100 /// </summary>
1104 /// <param name="map">heightmap</param> 1101 /// <param name="map">heightmap</param>
1105 /// <param name="px">X coordinate for patches 0..12</param> 1102 /// <param name="px">X coordinate for patches 0..12</param>
1106 /// <param name="py">Y coordinate for patches 0..15</param> 1103 /// <param name="py">Y coordinate for patches 0..15</param>
1107 // private void SendLayerPacket(float[] map, int y, int x) 1104 private void SendLayerPacket(int x, int y, float[] map)
1108 // { 1105 {
1109 // int[] patches = new int[4]; 1106 int[] patches = new int[4];
1110 // patches[0] = x + 0 + y * 16; 1107 patches[0] = x + 0 + y * 16;
1111 // patches[1] = x + 1 + y * 16; 1108 patches[1] = x + 1 + y * 16;
1112 // patches[2] = x + 2 + y * 16; 1109 patches[2] = x + 2 + y * 16;
1113 // patches[3] = x + 3 + y * 16; 1110 patches[3] = x + 3 + y * 16;
1114 1111
1115 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 1112 float[] heightmap = (map.Length == 65536) ?
1116 // OutPacket(layerpack, ThrottleOutPacketType.Land); 1113 map :
1117 // } 1114 LLHeightFieldMoronize(map);
1115
1116 try
1117 {
1118 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1119 OutPacket(layerpack, ThrottleOutPacketType.Land);
1120 }
1121 catch
1122 {
1123 for (int px = x ; px < x + 4 ; px++)
1124 SendLayerData(px, y, map);
1125 }
1126 }
1118 1127
1119 /// <summary> 1128 /// <summary>
1120 /// Sends a specified patch to a client 1129 /// Sends a specified patch to a client
@@ -1134,7 +1143,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1134 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); 1143 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1135 layerpack.Header.Reliable = true; 1144 layerpack.Header.Reliable = true;
1136 1145
1137 OutPacket(layerpack, ThrottleOutPacketType.Land); 1146 OutPacket(layerpack, ThrottleOutPacketType.Task);
1138 } 1147 }
1139 catch (Exception e) 1148 catch (Exception e)
1140 { 1149 {
@@ -2206,6 +2215,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2206 OutPacket(sound, ThrottleOutPacketType.Task); 2215 OutPacket(sound, ThrottleOutPacketType.Task);
2207 } 2216 }
2208 2217
2218 public void SendTransferAbort(TransferRequestPacket transferRequest)
2219 {
2220 TransferAbortPacket abort = (TransferAbortPacket)PacketPool.Instance.GetPacket(PacketType.TransferAbort);
2221 abort.TransferInfo.TransferID = transferRequest.TransferInfo.TransferID;
2222 abort.TransferInfo.ChannelType = transferRequest.TransferInfo.ChannelType;
2223 m_log.Debug("[Assets] Aborting transfer; asset request failed");
2224 OutPacket(abort, ThrottleOutPacketType.Task);
2225 }
2226
2209 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain) 2227 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain)
2210 { 2228 {
2211 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger); 2229 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger);
@@ -3909,6 +3927,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3909 { 3927 {
3910 m_propertiesPacketTimer.Stop(); 3928 m_propertiesPacketTimer.Stop();
3911 3929
3930 if (m_propertiesBlocks.Count == 0)
3931 return;
3932
3912 proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[m_propertiesBlocks.Count]; 3933 proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[m_propertiesBlocks.Count];
3913 3934
3914 int index = 0; 3935 int index = 0;
@@ -4900,6 +4921,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4900 (x.CameraLeftAxis != lastarg.CameraLeftAxis) || 4921 (x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
4901 (x.CameraUpAxis != lastarg.CameraUpAxis) || 4922 (x.CameraUpAxis != lastarg.CameraUpAxis) ||
4902 (x.ControlFlags != lastarg.ControlFlags) || 4923 (x.ControlFlags != lastarg.ControlFlags) ||
4924 (x.ControlFlags != 0) ||
4903 (x.Far != lastarg.Far) || 4925 (x.Far != lastarg.Far) ||
4904 (x.Flags != lastarg.Flags) || 4926 (x.Flags != lastarg.Flags) ||
4905 (x.State != lastarg.State) || 4927 (x.State != lastarg.State) ||
@@ -5271,7 +5293,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5271 args.Channel = ch; 5293 args.Channel = ch;
5272 args.From = String.Empty; 5294 args.From = String.Empty;
5273 args.Message = Utils.BytesToString(msg); 5295 args.Message = Utils.BytesToString(msg);
5274 args.Type = ChatTypeEnum.Shout; 5296 args.Type = ChatTypeEnum.Region; //Behaviour in SL is that the response can be heard from any distance
5275 args.Position = new Vector3(); 5297 args.Position = new Vector3();
5276 args.Scene = Scene; 5298 args.Scene = Scene;
5277 args.Sender = this; 5299 args.Sender = this;
@@ -11152,18 +11174,44 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11152 } 11174 }
11153 11175
11154 /// <summary> 11176 /// <summary>
11177 /// This processes packets which have accumulated while the presence was still in the process of initialising.
11178 /// </summary>
11179 public void ProcessPendingPackets()
11180 {
11181 m_IsPresenceReady = true;
11182 if (m_pendingPackets == null)
11183 return;
11184 foreach (Packet p in m_pendingPackets)
11185 {
11186 ProcessInPacket(p);
11187 }
11188 m_pendingPackets.Clear();
11189 }
11190
11191 /// <summary>
11155 /// Entryway from the client to the simulator. All UDP packets from the client will end up here 11192 /// Entryway from the client to the simulator. All UDP packets from the client will end up here
11156 /// </summary> 11193 /// </summary>
11157 /// <param name="Pack">OpenMetaverse.packet</param> 11194 /// <param name="Pack">OpenMetaverse.packet</param>
11158 public void ProcessInPacket(Packet Pack) 11195 public void ProcessInPacket(Packet Pack)
11159 { 11196 {
11160 if (m_debugPacketLevel >= 255) 11197 if (!m_IsPresenceReady)
11161 m_log.DebugFormat("[CLIENT]: Packet IN {0}", Pack.Type); 11198 {
11199 if (m_pendingPackets == null)
11200 {
11201 m_pendingPackets = new List<Packet>();
11202 }
11203 m_pendingPackets.Add(Pack);
11204 }
11205 else
11206 {
11207 if (m_debugPacketLevel >= 255)
11208 m_log.DebugFormat("[CLIENT]: Packet IN {0}", Pack.Type);
11162 11209
11163 if (!ProcessPacketMethod(Pack)) 11210 if (!ProcessPacketMethod(Pack))
11164 m_log.Warn("[CLIENT]: unhandled packet " + Pack.Type); 11211 m_log.Warn("[CLIENT]: unhandled packet " + Pack.Type);
11165 11212
11166 PacketPool.Instance.ReturnPacket(Pack); 11213 PacketPool.Instance.ReturnPacket(Pack);
11214 }
11167 } 11215 }
11168 11216
11169 private static PrimitiveBaseShape GetShapeFromAddPacket(ObjectAddPacket addPacket) 11217 private static PrimitiveBaseShape GetShapeFromAddPacket(ObjectAddPacket addPacket)
@@ -11400,7 +11448,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11400 11448
11401// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID); 11449// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID);
11402 11450
11451
11452 //Note, the bool returned from the below function is useless since it is always false.
11403 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived); 11453 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived);
11454
11404 } 11455 }
11405 11456
11406 /// <summary> 11457 /// <summary>
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
index 6232c48..eebbfa5 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
@@ -149,6 +149,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
149 149
150 private int m_defaultRTO = 3000; 150 private int m_defaultRTO = 3000;
151 private int m_maxRTO = 60000; 151 private int m_maxRTO = 60000;
152 public bool m_deliverPackets = true;
152 153
153 /// <summary> 154 /// <summary>
154 /// Default constructor 155 /// Default constructor
@@ -389,6 +390,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
389 if (category >= 0 && category < m_packetOutboxes.Length) 390 if (category >= 0 && category < m_packetOutboxes.Length)
390 { 391 {
391 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category]; 392 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category];
393
394 if (m_deliverPackets == false)
395 {
396 queue.Enqueue(packet);
397 return true;
398 }
399
392 TokenBucket bucket = m_throttleCategories[category]; 400 TokenBucket bucket = m_throttleCategories[category];
393 401
394 if (bucket.RemoveTokens(packet.Buffer.DataLength)) 402 if (bucket.RemoveTokens(packet.Buffer.DataLength))
@@ -419,6 +427,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
419 /// <returns>True if any packets were sent, otherwise false</returns> 427 /// <returns>True if any packets were sent, otherwise false</returns>
420 public bool DequeueOutgoing() 428 public bool DequeueOutgoing()
421 { 429 {
430 if (m_deliverPackets == false) return false;
431
422 OutgoingPacket packet; 432 OutgoingPacket packet;
423 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue; 433 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue;
424 TokenBucket bucket; 434 TokenBucket bucket;
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
index 1b81105..3b63bcd 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
@@ -899,7 +899,29 @@ namespace OpenSim.Region.ClientStack.LindenUDP
899 client.OnLogout += LogoutHandler; 899 client.OnLogout += LogoutHandler;
900 900
901 // Start the IClientAPI 901 // Start the IClientAPI
902 client.Start(); 902 // Spin it off so that it doesn't clog up the LLUDPServer
903
904 //First, and very importantly:
905 //
906 //Set our DeliverPackets flag in the client to *false*
907 //this will prevent us from missing important messages
908 //before the modules are bound
909 client.DeliverPackets = false;
910
911 Util.FireAndForget(
912 delegate
913 {
914 try
915 {
916 client.Start();
917 }
918 finally
919 {
920 //Now, release the hounds. er, packets.
921 client.DeliverPackets = true;
922 }
923 }
924 );
903 } 925 }
904 else 926 else
905 { 927 {
@@ -915,7 +937,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
915 if (m_scene.TryGetClient(udpClient.AgentID, out client)) 937 if (m_scene.TryGetClient(udpClient.AgentID, out client))
916 { 938 {
917 client.IsLoggingOut = true; 939 client.IsLoggingOut = true;
918 client.Close(); 940 client.Close(false);
919 } 941 }
920 } 942 }
921 943
diff --git a/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs b/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
index bdbd284..91e3d20 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
@@ -133,7 +133,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
133 this.parent = parent; 133 this.parent = parent;
134 MaxBurst = maxBurst; 134 MaxBurst = maxBurst;
135 DripRate = dripRate; 135 DripRate = dripRate;
136 lastDrip = Environment.TickCount & Int32.MaxValue; 136 lastDrip = Environment.TickCount;
137 } 137 }
138 138
139 /// <summary> 139 /// <summary>
@@ -144,40 +144,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
144 /// the bucket, otherwise false</returns> 144 /// the bucket, otherwise false</returns>
145 public bool RemoveTokens(int amount) 145 public bool RemoveTokens(int amount)
146 { 146 {
147 bool dummy;
148 return RemoveTokens(amount, out dummy);
149 }
150
151 /// <summary>
152 /// Remove a given number of tokens from the bucket
153 /// </summary>
154 /// <param name="amount">Number of tokens to remove from the bucket</param>
155 /// <param name="dripSucceeded">True if tokens were added to the bucket
156 /// during this call, otherwise false</param>
157 /// <returns>True if the requested number of tokens were removed from
158 /// the bucket, otherwise false</returns>
159 public bool RemoveTokens(int amount, out bool dripSucceeded)
160 {
161 if (maxBurst == 0) 147 if (maxBurst == 0)
162 { 148 {
163 dripSucceeded = true;
164 return true; 149 return true;
165 } 150 }
166 151
167 dripSucceeded = Drip(); 152 if (amount > maxBurst)
168
169 if (content - amount >= 0)
170 { 153 {
171 if (parent != null && !parent.RemoveTokens(amount)) 154 throw new Exception("amount " + amount + " exceeds maxBurst " + maxBurst);
172 return false; 155 }
173 156
174 content -= amount; 157 Drip();
175 return true; 158
159 if (content < amount)
160 {
161 return false;
176 } 162 }
177 else 163
164 if (parent != null && !parent.RemoveTokens(amount))
178 { 165 {
179 return false; 166 return false;
180 } 167 }
168
169 content -= amount;
170 return true;
181 } 171 }
182 172
183 /// <summary> 173 /// <summary>
@@ -193,25 +183,23 @@ namespace OpenSim.Region.ClientStack.LindenUDP
193 content = maxBurst; 183 content = maxBurst;
194 return true; 184 return true;
195 } 185 }
196 else
197 {
198 int now = Environment.TickCount & Int32.MaxValue;
199 int deltaMS = now - lastDrip;
200 186
201 if (deltaMS <= 0) 187 int now = Environment.TickCount;
202 { 188 int deltaMS = now - lastDrip;
203 if (deltaMS < 0) 189 lastDrip = now;
204 lastDrip = now;
205 return false;
206 }
207 190
208 int dripAmount = deltaMS * tokensPerMS; 191 if (deltaMS <= 0)
209 192 {
210 content = Math.Min(content + dripAmount, maxBurst); 193 return false;
211 lastDrip = now; 194 }
212 195
213 return true; 196 long dripAmount = (long)deltaMS * (long)tokensPerMS + (long)content;
197 if (dripAmount > maxBurst)
198 {
199 dripAmount = maxBurst;
214 } 200 }
201 content = (int)dripAmount;
202 return true;
215 } 203 }
216 } 204 }
217} 205}
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index d895bb1..e557d2c 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;
@@ -37,6 +38,7 @@ using OpenSim.Framework;
37using OpenSim.Region.Framework; 38using OpenSim.Region.Framework;
38using OpenSim.Region.Framework.Interfaces; 39using OpenSim.Region.Framework.Interfaces;
39using OpenSim.Region.Framework.Scenes; 40using OpenSim.Region.Framework.Scenes;
41using OpenSim.Region.Framework.Scenes.Serialization;
40 42
41namespace OpenSim.Region.CoreModules.Avatar.Attachments 43namespace OpenSim.Region.CoreModules.Avatar.Attachments
42{ 44{
@@ -233,8 +235,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
233 235
234 public UUID RezSingleAttachmentFromInventory( 236 public UUID RezSingleAttachmentFromInventory(
235 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus) 237 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus)
238 {
239 return RezSingleAttachmentFromInventory(remoteClient, itemID, AttachmentPt, true, null);
240 }
241
242 public UUID RezSingleAttachmentFromInventory(
243 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc)
236 { 244 {
237 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(remoteClient, itemID, AttachmentPt); 245 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(remoteClient, itemID, AttachmentPt, doc);
238 246
239 if (updateInventoryStatus) 247 if (updateInventoryStatus)
240 { 248 {
@@ -253,7 +261,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
253 } 261 }
254 262
255 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal( 263 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
256 IClientAPI remoteClient, UUID itemID, uint AttachmentPt) 264 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, XmlDocument doc)
257 { 265 {
258 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>(); 266 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
259 if (invAccess != null) 267 if (invAccess != null)
@@ -278,13 +286,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
278 if (tainted) 286 if (tainted)
279 objatt.HasGroupChanged = true; 287 objatt.HasGroupChanged = true;
280 288
289 if (doc != null)
290 {
291 objatt.LoadScriptState(doc);
292 objatt.ResetOwnerChangeFlag();
293 }
294
281 // Fire after attach, so we don't get messy perms dialogs 295 // Fire after attach, so we don't get messy perms dialogs
282 // 3 == AttachedRez 296 // 3 == AttachedRez
283 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 3); 297 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 3);
284 objatt.ResumeScripts(); 298 objatt.ResumeScripts();
285 299
286 // Do this last so that event listeners have access to all the effects of the attachment 300 // Do this last so that event listeners have access to all the effects of the attachment
287 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, remoteClient.AgentId); 301 //m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, remoteClient.AgentId);
288 } 302 }
289 else 303 else
290 { 304 {
@@ -313,7 +327,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
313 if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence)) 327 if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence))
314 { 328 {
315 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 329 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
316 item = m_scene.InventoryService.GetItem(item); 330 if (m_scene.InventoryService != null)
331 item = m_scene.InventoryService.GetItem(item);
317 332
318 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /*att.UUID*/); 333 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /*att.UUID*/);
319 } 334 }
@@ -358,6 +373,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
358 { 373 {
359 // XXYY!! 374 // XXYY!!
360 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 375 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
376 if (item == null)
377 m_log.Error("[ATTACHMENT]: item == null");
378 if (m_scene == null)
379 m_log.Error("[ATTACHMENT]: m_scene == null");
380 if (m_scene.InventoryService == null)
381 m_log.Error("[ATTACHMENT]: m_scene.InventoryService == null");
361 item = m_scene.InventoryService.GetItem(item); 382 item = m_scene.InventoryService.GetItem(item);
362 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /* att.UUID */); 383 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /* att.UUID */);
363 384
@@ -446,6 +467,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
446 if (group.GetFromItemID() == itemID) 467 if (group.GetFromItemID() == itemID)
447 { 468 {
448 m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero); 469 m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero);
470 // CM / XMREngine!!!! Needed to conclude attach event
471 SceneObjectSerializer.ToOriginalXmlFormat(group);
449 group.DetachToInventoryPrep(); 472 group.DetachToInventoryPrep();
450 m_log.Debug("[ATTACHMENTS MODULE]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString()); 473 m_log.Debug("[ATTACHMENTS MODULE]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString());
451 m_scene.UpdateKnownItem(remoteClient, group,group.GetFromItemID(), group.OwnerID); 474 m_scene.UpdateKnownItem(remoteClient, group,group.GetFromItemID(), group.OwnerID);
diff --git a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
index 02f0968..50d2f9d 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 2105f3c..fb0bd1a 100644
--- a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
@@ -55,6 +55,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
55 55
56 m_scene.AddCommand( 56 m_scene.AddCommand(
57 this, "alert general", "alert general <message>", "Send an alert to everyone", HandleAlertConsoleCommand); 57 this, "alert general", "alert general <message>", "Send an alert to everyone", HandleAlertConsoleCommand);
58
59 m_scene.AddCommand(
60 this, "alert dialog", "alert dialog <message>", "Send a dialog alert to everyone", HandleAlertConsoleCommand);
61
62
58 } 63 }
59 64
60 public void PostInitialise() {} 65 public void PostInitialise() {}
@@ -96,8 +101,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
96 { 101 {
97 m_scene.ForEachScenePresence(delegate(ScenePresence presence) 102 m_scene.ForEachScenePresence(delegate(ScenePresence presence)
98 { 103 {
99 if (!presence.IsChildAgent) 104 presence.ControllingClient.SendAlertMessage(message);
100 presence.ControllingClient.SendAlertMessage(message);
101 }); 105 });
102 } 106 }
103 107
@@ -181,6 +185,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
181 "[DIALOG]: Sending general alert in region {0} with message {1}", m_scene.RegionInfo.RegionName, message); 185 "[DIALOG]: Sending general alert in region {0} with message {1}", m_scene.RegionInfo.RegionName, message);
182 SendGeneralAlert(message); 186 SendGeneralAlert(message);
183 } 187 }
188 else if (cmdparams[1] == "dialog")
189 {
190 string message = CombineParams(cmdparams, 2);
191
192 m_log.InfoFormat(
193 "[DIALOG]: Sending dialog alert in region {0} with message {1}", m_scene.RegionInfo.RegionName, message);
194 SendNotificationToUsersInRegion(UUID.Zero, "System", message);
195 }
184 else 196 else
185 { 197 {
186 string firstName = cmdparams[1]; 198 string firstName = cmdparams[1];
@@ -205,4 +217,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
205 return result; 217 return result;
206 } 218 }
207 } 219 }
208} \ No newline at end of file 220}
diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
index 6f044cb..ca0b7ad 100644
--- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
@@ -67,7 +67,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
67 return false; 67 return false;
68 } 68 }
69 } 69 }
70 70
71 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 71 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
72 72
73 protected List<Scene> m_Scenes = new List<Scene>(); 73 protected List<Scene> m_Scenes = new List<Scene>();
@@ -203,9 +203,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
203 203
204 UserFriendData data = m_Friends[principalID]; 204 UserFriendData data = m_Friends[principalID];
205 205
206 string searchFor = friendID.ToString();
206 foreach (FriendInfo fi in data.Friends) 207 foreach (FriendInfo fi in data.Friends)
207 { 208 {
208 if (fi.Friend == friendID.ToString()) 209 if (fi.Friend == searchFor)
209 return (uint)fi.TheirFlags; 210 return (uint)fi.TheirFlags;
210 } 211 }
211 return 0; 212 return 0;
@@ -292,7 +293,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
292 293
293 // Inform the friends that this user is online 294 // Inform the friends that this user is online
294 StatusChange(agentID, true); 295 StatusChange(agentID, true);
295 296
296 // Register that we need to send the list of online friends to this user 297 // Register that we need to send the list of online friends to this user
297 lock (m_NeedsListOfFriends) 298 lock (m_NeedsListOfFriends)
298 if (!m_NeedsListOfFriends.Contains(agentID)) 299 if (!m_NeedsListOfFriends.Contains(agentID))
@@ -498,7 +499,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
498 private void OnInstantMessage(IClientAPI client, GridInstantMessage im) 499 private void OnInstantMessage(IClientAPI client, GridInstantMessage im)
499 { 500 {
500 if (im.dialog == (byte)OpenMetaverse.InstantMessageDialog.FriendshipOffered) 501 if (im.dialog == (byte)OpenMetaverse.InstantMessageDialog.FriendshipOffered)
501 { 502 {
502 // we got a friendship offer 503 // we got a friendship offer
503 UUID principalID = new UUID(im.fromAgentID); 504 UUID principalID = new UUID(im.fromAgentID);
504 UUID friendID = new UUID(im.toAgentID); 505 UUID friendID = new UUID(im.toAgentID);
@@ -730,7 +731,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
730 // we're done 731 // we're done
731 return true; 732 return true;
732 } 733 }
733 734
734 return false; 735 return false;
735 } 736 }
736 737
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
index ab141eb..ffdac58 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/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 2f1e9dd..0d04491 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
@@ -241,6 +241,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
241 im.imSessionID = itemID.Guid; 241 im.imSessionID = itemID.Guid;
242 } 242 }
243 243
244 im.offline = 1; // Remember these
245
244 // Send the IM to the recipient. The item is already 246 // Send the IM to the recipient. The item is already
245 // in their inventory, so it will not be lost if 247 // in their inventory, so it will not be lost if
246 // they are offline. 248 // they are offline.
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index ab1cfc3..927eeab 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -264,7 +264,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
264 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field, 264 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
265 // it's actually doing a lot of work. 265 // it's actually doing a lot of work.
266 IPEndPoint endPoint = finalDestination.ExternalEndPoint; 266 IPEndPoint endPoint = finalDestination.ExternalEndPoint;
267 if (endPoint.Address != null) 267 if (endPoint != null && endPoint.Address != null)
268 { 268 {
269 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from 269 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from
270 // both regions 270 // both regions
@@ -851,15 +851,19 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
851 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID); 851 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
852 852
853 IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>(); 853 IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>();
854 if (eq != null) 854 IPEndPoint neighbourExternal = neighbourRegion.ExternalEndPoint;
855 { 855 if (neighbourExternal != null)
856 eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
857 capsPath, agent.UUID, agent.ControllingClient.SessionId);
858 }
859 else
860 { 856 {
861 agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, 857 if (eq != null)
862 capsPath); 858 {
859 eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourExternal,
860 capsPath, agent.UUID, agent.ControllingClient.SessionId);
861 }
862 else
863 {
864 agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourExternal,
865 capsPath);
866 }
863 } 867 }
864 868
865 if (!WaitForCallback(agent.UUID)) 869 if (!WaitForCallback(agent.UUID))
@@ -957,10 +961,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
957 agent.Viewer = currentAgentCircuit.Viewer; 961 agent.Viewer = currentAgentCircuit.Viewer;
958 } 962 }
959 963
960 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 964 IPEndPoint external = region.ExternalEndPoint;
961 d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true, 965 if (external != null)
966 {
967 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
968 d.BeginInvoke(sp, agent, region, external, true,
962 InformClientOfNeighbourCompleted, 969 InformClientOfNeighbourCompleted,
963 d); 970 d);
971 }
964 } 972 }
965 #endregion 973 #endregion
966 974
@@ -1089,6 +1097,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1089 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1097 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1090 try 1098 try
1091 { 1099 {
1100 //neighbour.ExternalEndPoint may return null, which will be caught
1092 d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent, 1101 d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent,
1093 InformClientOfNeighbourCompleted, 1102 InformClientOfNeighbourCompleted,
1094 d); 1103 d);
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 1a7da61..c300250 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);
@@ -516,6 +521,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
516 string xmlData = Utils.BytesToString(rezAsset.Data); 521 string xmlData = Utils.BytesToString(rezAsset.Data);
517 SceneObjectGroup group 522 SceneObjectGroup group
518 = SceneObjectSerializer.FromOriginalXmlFormat(itemId, xmlData); 523 = SceneObjectSerializer.FromOriginalXmlFormat(itemId, xmlData);
524 Vector3 storedPosition = group.AbsolutePosition;
519 525
520 group.RootPart.FromFolderID = item.Folder; 526 group.RootPart.FromFolderID = item.Folder;
521 527
@@ -523,7 +529,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
523 // find small items. 529 // find small items.
524 // 530 //
525 if (!attachment) 531 if (!attachment)
532 {
526 group.RootPart.CreateSelected = true; 533 group.RootPart.CreateSelected = true;
534 foreach (SceneObjectPart child in group.Children.Values)
535 child.CreateSelected = true;
536 }
527 537
528 if (!m_Scene.Permissions.CanRezObject( 538 if (!m_Scene.Permissions.CanRezObject(
529 group.Children.Count, remoteClient.AgentId, pos) 539 group.Children.Count, remoteClient.AgentId, pos)
@@ -635,6 +645,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
635 { 645 {
636 if (group.RootPart.Shape.PCode == (byte)PCode.Prim) 646 if (group.RootPart.Shape.PCode == (byte)PCode.Prim)
637 { 647 {
648 // Save attachment data
649 group.RootPart.AttachPoint = group.RootPart.Shape.State;
650 group.RootPart.AttachOffset = storedPosition;
651
638 group.ClearPartAttachmentData(); 652 group.ClearPartAttachmentData();
639 } 653 }
640 654
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/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
index e32dbb3..329a259 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
@@ -290,6 +290,23 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
290 return false; 290 return false;
291 } 291 }
292 292
293 public bool CloseChildAgent(GridRegion destination, UUID id)
294 {
295 if (destination == null)
296 return false;
297
298 foreach (Scene s in m_sceneList)
299 {
300 if (s.RegionInfo.RegionID == destination.RegionID)
301 {
302 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent");
303 return s.IncomingCloseChildAgent(id);
304 }
305 }
306 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
307 return false;
308 }
309
293 /** 310 /**
294 * Object-related communications 311 * Object-related communications
295 */ 312 */
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
index 3f577f2..e16e273 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
@@ -252,6 +252,21 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
252 return false; 252 return false;
253 } 253 }
254 254
255 public bool CloseChildAgent(GridRegion destination, UUID id)
256 {
257 if (destination == null)
258 return false;
259
260 // Try local first
261 if (m_localBackend.CloseChildAgent(destination, id))
262 return true;
263
264 // else do the remote thing
265 if (!m_localBackend.IsLocalRegion(destination.RegionHandle))
266 return m_remoteConnector.CloseChildAgent(destination, id);
267
268 return false;
269 }
255 270
256 public bool CloseAgent(GridRegion destination, UUID id) 271 public bool CloseAgent(GridRegion destination, UUID id)
257 { 272 {
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
index bc653ce..57b7672 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
@@ -261,10 +261,11 @@ namespace OpenSim.Region.CoreModules.World.Archiver
261 // Fix ownership/creator of inventory items 261 // Fix ownership/creator of inventory items
262 // Not doing so results in inventory items 262 // Not doing so results in inventory items
263 // being no copy/no mod for everyone 263 // being no copy/no mod for everyone
264 lock (part.TaskInventory) 264 part.TaskInventory.LockItemsForRead(true);
265 TaskInventoryDictionary inv = part.TaskInventory;
266 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
265 { 267 {
266 TaskInventoryDictionary inv = part.TaskInventory; 268 if (!ResolveUserUuid(kvp.Value.OwnerID))
267 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
268 { 269 {
269 if (!ResolveUserUuid(kvp.Value.OwnerID)) 270 if (!ResolveUserUuid(kvp.Value.OwnerID))
270 { 271 {
@@ -276,6 +277,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
276 } 277 }
277 } 278 }
278 } 279 }
280 part.TaskInventory.LockItemsForRead(false);
279 } 281 }
280 282
281 if (m_scene.AddRestoredSceneObject(sceneObject, true, false)) 283 if (m_scene.AddRestoredSceneObject(sceneObject, true, false))
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index 4ccd0f0..cfee1b0 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -82,6 +82,8 @@ namespace OpenSim.Region.CoreModules.World.Land
82 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1; 82 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
83 83
84 private bool m_allowedForcefulBans = true; 84 private bool m_allowedForcefulBans = true;
85 private UUID DefaultGodParcelGroup;
86 private string DefaultGodParcelName;
85 87
86 // caches ExtendedLandData 88 // caches ExtendedLandData
87 private Cache parcelInfoCache; 89 private Cache parcelInfoCache;
@@ -96,6 +98,12 @@ namespace OpenSim.Region.CoreModules.World.Land
96 98
97 public void Initialise(IConfigSource source) 99 public void Initialise(IConfigSource source)
98 { 100 {
101 IConfig cnf = source.Configs["LandManagement"];
102 if (cnf != null)
103 {
104 DefaultGodParcelGroup = new UUID(cnf.GetString("DefaultAdministratorGroupUUID", UUID.Zero.ToString()));
105 DefaultGodParcelName = cnf.GetString("DefaultAdministratorParcelName", "Default Parcel");
106 }
99 } 107 }
100 108
101 public void AddRegion(Scene scene) 109 public void AddRegion(Scene scene)
@@ -160,7 +168,7 @@ namespace OpenSim.Region.CoreModules.World.Land
160 client.OnParcelGodForceOwner += ClientOnParcelGodForceOwner; 168 client.OnParcelGodForceOwner += ClientOnParcelGodForceOwner;
161 client.OnParcelReclaim += ClientOnParcelReclaim; 169 client.OnParcelReclaim += ClientOnParcelReclaim;
162 client.OnParcelInfoRequest += ClientOnParcelInfoRequest; 170 client.OnParcelInfoRequest += ClientOnParcelInfoRequest;
163 client.OnParcelDwellRequest += ClientOnParcelDwellRequest; 171// client.OnParcelDwellRequest += ClientOnParcelDwellRequest;
164 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup; 172 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup;
165 client.OnPreAgentUpdate += ClientOnPreAgentUpdate; 173 client.OnPreAgentUpdate += ClientOnPreAgentUpdate;
166 174
@@ -351,7 +359,7 @@ namespace OpenSim.Region.CoreModules.World.Land
351 { 359 {
352 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT) 360 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
353 { 361 {
354 if (parcelAvatarIsEntering.IsBannedFromLand(avatar.UUID)) 362 if (parcelAvatarIsEntering.IsEitherBannedOrRestricted(avatar.UUID))
355 { 363 {
356 SendYouAreBannedNotice(avatar); 364 SendYouAreBannedNotice(avatar);
357 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar)); 365 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
@@ -648,7 +656,7 @@ namespace OpenSim.Region.CoreModules.World.Land
648 int x; 656 int x;
649 int y; 657 int y;
650 658
651 if (x_float > Constants.RegionSize || x_float <= 0 || y_float > Constants.RegionSize || y_float <= 0) 659 if (x_float > Constants.RegionSize || x_float < 0 || y_float > Constants.RegionSize || y_float < 0)
652 return null; 660 return null;
653 661
654 try 662 try
@@ -991,6 +999,10 @@ namespace OpenSim.Region.CoreModules.World.Land
991 //Owner Flag 999 //Owner Flag
992 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER); 1000 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER);
993 } 1001 }
1002 else if (currentParcelBlock.LandData.IsGroupOwned && remote_client.IsGroupMember(currentParcelBlock.LandData.GroupID))
1003 {
1004 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_GROUP);
1005 }
994 else if (currentParcelBlock.LandData.SalePrice > 0 && 1006 else if (currentParcelBlock.LandData.SalePrice > 0 &&
995 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero || 1007 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero ||
996 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId)) 1008 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId))
@@ -1291,18 +1303,31 @@ namespace OpenSim.Region.CoreModules.World.Land
1291 1303
1292 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data) 1304 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data)
1293 { 1305 {
1294 for (int i = 0; i < data.Count; i++) 1306 lock (m_landList)
1295 { 1307 {
1296 IncomingLandObjectFromStorage(data[i]); 1308 //Remove all the land objects in the sim and then process our new data
1309 foreach (int n in m_landList.Keys)
1310 {
1311 m_scene.EventManager.TriggerLandObjectRemoved(m_landList[n].LandData.GlobalID);
1312 }
1313 m_landIDList.Initialize();
1314 m_landList.Clear();
1315
1316 for (int i = 0; i < data.Count; i++)
1317 {
1318 IncomingLandObjectFromStorage(data[i]);
1319 }
1297 } 1320 }
1298 } 1321 }
1299 1322
1300 public void IncomingLandObjectFromStorage(LandData data) 1323 public void IncomingLandObjectFromStorage(LandData data)
1301 { 1324 {
1325
1302 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene); 1326 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
1303 new_land.LandData = data.Copy(); 1327 new_land.LandData = data.Copy();
1304 new_land.SetLandBitmapFromByteArray(); 1328 new_land.SetLandBitmapFromByteArray();
1305 AddLandObject(new_land); 1329 AddLandObject(new_land);
1330 new_land.SendLandUpdateToAvatarsOverMe();
1306 } 1331 }
1307 1332
1308 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient) 1333 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
@@ -1520,5 +1545,321 @@ namespace OpenSim.Region.CoreModules.World.Land
1520 1545
1521 UpdateLandObject(localID, land.LandData); 1546 UpdateLandObject(localID, land.LandData);
1522 } 1547 }
1548
1549 public void ClientOnParcelGodMark(IClientAPI client, UUID god, int landID)
1550 {
1551 ILandObject land = null;
1552 List<ILandObject> Land = ((Scene)client.Scene).LandChannel.AllParcels();
1553 foreach (ILandObject landObject in Land)
1554 {
1555 if (landObject.LandData.LocalID == landID)
1556 {
1557 land = landObject;
1558 }
1559 }
1560 land.DeedToGroup(DefaultGodParcelGroup);
1561 land.LandData.Name = DefaultGodParcelName;
1562 land.SendLandUpdateToAvatarsOverMe();
1563 }
1564
1565 private void ClientOnSimWideDeletes(IClientAPI client, UUID agentID, int flags, UUID targetID)
1566 {
1567 ScenePresence SP;
1568 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out SP);
1569 List<SceneObjectGroup> returns = new List<SceneObjectGroup>();
1570 if (SP.GodLevel != 0)
1571 {
1572 if (flags == 0) //All parcels, scripted or not
1573 {
1574 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1575 {
1576 if (e.OwnerID == targetID)
1577 {
1578 returns.Add(e);
1579 }
1580 }
1581 );
1582 }
1583 if (flags == 4) //All parcels, scripted object
1584 {
1585 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1586 {
1587 if (e.OwnerID == targetID)
1588 {
1589 if (e.scriptScore >= 0.01)
1590 {
1591 returns.Add(e);
1592 }
1593 }
1594 }
1595 );
1596 }
1597 if (flags == 4) //not target parcel, scripted object
1598 {
1599 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1600 {
1601 if (e.OwnerID == targetID)
1602 {
1603 ILandObject landobject = ((Scene)client.Scene).LandChannel.GetLandObject(e.AbsolutePosition.X, e.AbsolutePosition.Y);
1604 if (landobject.LandData.OwnerID != e.OwnerID)
1605 {
1606 if (e.scriptScore >= 0.01)
1607 {
1608 returns.Add(e);
1609 }
1610 }
1611 }
1612 }
1613 );
1614 }
1615 foreach (SceneObjectGroup ol in returns)
1616 {
1617 ReturnObject(ol, client);
1618 }
1619 }
1620 }
1621 public void ReturnObject(SceneObjectGroup obj, IClientAPI client)
1622 {
1623 SceneObjectGroup[] objs = new SceneObjectGroup[1];
1624 objs[0] = obj;
1625 ((Scene)client.Scene).returnObjects(objs, client.AgentId);
1626 }
1627
1628 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
1629
1630 public void ClientOnParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1631 {
1632 ScenePresence targetAvatar = null;
1633 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1634 ScenePresence parcelManager = null;
1635 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1636 System.Threading.Timer Timer;
1637
1638 if (targetAvatar.GodLevel == 0)
1639 {
1640 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1641 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1642 return;
1643 if (flags == 0)
1644 {
1645 targetAvatar.AllowMovement = false;
1646 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has frozen you for 30 seconds. You cannot move or interact with the world.");
1647 parcelManager.ControllingClient.SendAlertMessage("Avatar Frozen.");
1648 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
1649 Timer = new System.Threading.Timer(timeCB, targetAvatar, 30000, 0);
1650 Timers.Add(targetAvatar.UUID, Timer);
1651 }
1652 else
1653 {
1654 targetAvatar.AllowMovement = true;
1655 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has unfrozen you.");
1656 parcelManager.ControllingClient.SendAlertMessage("Avatar Unfrozen.");
1657 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1658 Timers.Remove(targetAvatar.UUID);
1659 Timer.Dispose();
1660 }
1661 }
1662 }
1663 private void OnEndParcelFrozen(object avatar)
1664 {
1665 ScenePresence targetAvatar = (ScenePresence)avatar;
1666 targetAvatar.AllowMovement = true;
1667 System.Threading.Timer Timer;
1668 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1669 Timers.Remove(targetAvatar.UUID);
1670 targetAvatar.ControllingClient.SendAgentAlertMessage("The freeze has worn off; you may go about your business.", false);
1671 }
1672
1673
1674 public void ClientOnParcelEjectUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1675 {
1676 ScenePresence targetAvatar = null;
1677 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1678 ScenePresence parcelManager = null;
1679 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1680 //Just eject
1681 if (flags == 0)
1682 {
1683 if (targetAvatar.GodLevel == 0)
1684 {
1685 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1686 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1687 return;
1688
1689 Vector3 position = new Vector3(0, 0, 0);
1690 List<ILandObject> allParcels = new List<ILandObject>();
1691 allParcels = AllParcels();
1692 if (allParcels.Count != 1)
1693 {
1694 foreach (ILandObject parcel in allParcels)
1695 {
1696 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1697 {
1698 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1699 {
1700 for (int x = 1; x <= Constants.RegionSize; x += 2)
1701 {
1702 for (int y = 1; y <= Constants.RegionSize; y += 2)
1703 {
1704 if (parcel.ContainsPoint(x, y))
1705 {
1706 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1707 targetAvatar.TeleportWithMomentum(position);
1708 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1709 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1710 return;
1711 }
1712 }
1713 }
1714 }
1715 }
1716 }
1717 }
1718 Vector3 targetVector;
1719 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1720 {
1721 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1722 {
1723 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1724 targetAvatar.TeleportWithMomentum(targetVector);
1725 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1726 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1727 return;
1728 }
1729 else
1730 {
1731 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1732 targetAvatar.TeleportWithMomentum(targetVector);
1733 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1734 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1735 return;
1736 }
1737 }
1738 else
1739 {
1740 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1741 {
1742 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1743 targetAvatar.TeleportWithMomentum(targetVector);
1744 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1745 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1746 return;
1747 }
1748 else
1749 {
1750 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1751 targetAvatar.TeleportWithMomentum(targetVector);
1752 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1753 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1754 return;
1755 }
1756 }
1757 }
1758 }
1759 //Eject and ban
1760 if (flags == 1)
1761 {
1762 if (targetAvatar.GodLevel == 0)
1763 {
1764 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1765 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1766 return;
1767
1768 Vector3 position = new Vector3(0, 0, 0);
1769 List<ILandObject> allParcels = new List<ILandObject>();
1770 allParcels = AllParcels();
1771 if (allParcels.Count != 1)
1772 {
1773 foreach (ILandObject parcel in allParcels)
1774 {
1775 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1776 {
1777 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1778 {
1779 for (int x = 1; x <= Constants.RegionSize; x += 2)
1780 {
1781 for (int y = 1; y <= Constants.RegionSize; y += 2)
1782 {
1783 if (parcel.ContainsPoint(x, y))
1784 {
1785 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1786 targetAvatar.TeleportWithMomentum(position);
1787 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1788 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1789 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1790 entry.AgentID = targetAvatar.UUID;
1791 entry.Flags = AccessList.Ban;
1792 entry.Time = new DateTime();
1793 land.LandData.ParcelAccessList.Add(entry);
1794 return;
1795 }
1796 }
1797 }
1798 }
1799 }
1800 }
1801 }
1802 Vector3 targetVector;
1803 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1804 {
1805 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1806 {
1807 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1808 targetAvatar.TeleportWithMomentum(targetVector);
1809 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1810 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1811 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1812 entry.AgentID = targetAvatar.UUID;
1813 entry.Flags = AccessList.Ban;
1814 entry.Time = new DateTime();
1815 land.LandData.ParcelAccessList.Add(entry);
1816 return;
1817 }
1818 else
1819 {
1820 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1821 targetAvatar.TeleportWithMomentum(targetVector);
1822 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1823 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1824 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1825 entry.AgentID = targetAvatar.UUID;
1826 entry.Flags = AccessList.Ban;
1827 entry.Time = new DateTime();
1828 land.LandData.ParcelAccessList.Add(entry);
1829 return;
1830 }
1831 }
1832 else
1833 {
1834 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1835 {
1836 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1837 targetAvatar.TeleportWithMomentum(targetVector);
1838 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1839 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1840 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1841 entry.AgentID = targetAvatar.UUID;
1842 entry.Flags = AccessList.Ban;
1843 entry.Time = new DateTime();
1844 land.LandData.ParcelAccessList.Add(entry);
1845 return;
1846 }
1847 else
1848 {
1849 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1850 targetAvatar.TeleportWithMomentum(targetVector);
1851 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1852 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1853 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1854 entry.AgentID = targetAvatar.UUID;
1855 entry.Flags = AccessList.Ban;
1856 entry.Time = new DateTime();
1857 land.LandData.ParcelAccessList.Add(entry);
1858 return;
1859 }
1860 }
1861 }
1862 }
1863 }
1523 } 1864 }
1524} 1865}
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
index 1d70546..8223f12 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -402,7 +402,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
402 402
403 public string Name 403 public string Name
404 { 404 {
405 get { return "PermissionsModule"; } 405 get { return "DefaultPermissionsModule"; }
406 } 406 }
407 407
408 public bool IsSharedModule 408 public bool IsSharedModule
diff --git a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
index 2c5e444..2817477 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 f6e6163..4db8f9e 100644
--- a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
+++ b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
@@ -817,12 +817,21 @@ namespace OpenSim.Region.Examples.SimpleModule
817 { 817 {
818 } 818 }
819 819
820 public void ProcessPendingPackets()
821 {
822 }
823
820 public void ProcessInPacket(Packet NewPack) 824 public void ProcessInPacket(Packet NewPack)
821 { 825 {
822 } 826 }
823 827
824 public void Close() 828 public void Close()
825 { 829 {
830 Close(true);
831 }
832
833 public void Close(bool sendStop)
834 {
826 } 835 }
827 836
828 public void Start() 837 public void Start()
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index 2af2548..9fe6d96 100644
--- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using OpenMetaverse; 30using OpenMetaverse;
30using OpenMetaverse.Packets; 31using OpenMetaverse.Packets;
31using OpenSim.Framework; 32using OpenSim.Framework;
@@ -82,6 +83,10 @@ namespace OpenSim.Region.Framework.Interfaces
82 UUID RezSingleAttachmentFromInventory( 83 UUID RezSingleAttachmentFromInventory(
83 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus); 84 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus);
84 85
86 // Same as above, but also load script states from a separate doc
87 UUID RezSingleAttachmentFromInventory(
88 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc);
89
85 /// <summary> 90 /// <summary>
86 /// Rez multiple attachments from a user's inventory 91 /// Rez multiple attachments from a user's inventory
87 /// </summary> 92 /// </summary>
@@ -132,4 +137,4 @@ namespace OpenSim.Region.Framework.Interfaces
132 /// </param> 137 /// </param>
133 void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient); 138 void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient);
134 } 139 }
135} \ No newline at end of file 140}
diff --git a/OpenSim/Region/Framework/Interfaces/IDwellModule.cs b/OpenSim/Region/Framework/Interfaces/IDwellModule.cs
new file mode 100644
index 0000000..db50439
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/IDwellModule.cs
@@ -0,0 +1,37 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using OpenMetaverse;
29using OpenSim.Framework;
30
31namespace OpenSim.Region.Framework.Interfaces
32{
33 public interface IDwellModule
34 {
35 int GetDwell(UUID parcelID);
36 }
37}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index fd43923..1e2f60b 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -105,6 +105,8 @@ namespace OpenSim.Region.Framework.Interfaces
105 /// <param name="stateSource"></param> 105 /// <param name="stateSource"></param>
106 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); 106 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
107 107
108 ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
109
108 /// <summary> 110 /// <summary>
109 /// Stop a script which is in this prim's inventory. 111 /// Stop a script which is in this prim's inventory.
110 /// </summary> 112 /// </summary>
@@ -214,5 +216,6 @@ namespace OpenSim.Region.Framework.Interfaces
214 /// A <see cref="Dictionary`2"/> 216 /// A <see cref="Dictionary`2"/>
215 /// </returns> 217 /// </returns>
216 Dictionary<UUID, string> GetScriptStates(); 218 Dictionary<UUID, string> GetScriptStates();
219 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
217 } 220 }
218} 221}
diff --git a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
index 2d6287f..67a500f 100644
--- a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
+++ b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
@@ -68,6 +68,14 @@ namespace OpenSim.Region.Framework.Interfaces
68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri); 68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri);
69 69
70 /// <summary> 70 /// <summary>
71 /// Close chid agent.
72 /// </summary>
73 /// <param name="regionHandle"></param>
74 /// <param name="id"></param>
75 /// <returns></returns>
76 bool SendCloseChildAgent(ulong regionHandle, UUID id);
77
78 /// <summary>
71 /// Close agent. 79 /// Close agent.
72 /// </summary> 80 /// </summary>
73 /// <param name="regionHandle"></param> 81 /// <param name="regionHandle"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
new file mode 100644
index 0000000..e01f649
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
@@ -0,0 +1,27 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster LImited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6// Mod 2
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface ISnmpModule
11{
12 void Trap(int code, string Message, Scene scene);
13 void Critical(string Message, Scene scene);
14 void Warning(string Message, Scene scene);
15 void Major(string Message, Scene scene);
16 void ColdStart(int step , Scene scene);
17 void Shutdown(int step , Scene scene);
18 //
19 // Node Start/stop events
20 //
21 void LinkUp(Scene scene);
22 void LinkDown(Scene scene);
23 void BootInfo(string data, Scene scene);
24 void trapDebug(string Module,string data, Scene scene);
25 void trapXMRE(int data, string Message, Scene scene);
26
27}
diff --git a/OpenSim/Region/Framework/ModuleLoader.cs b/OpenSim/Region/Framework/ModuleLoader.cs
index 23be9c2..69ba2042 100644
--- a/OpenSim/Region/Framework/ModuleLoader.cs
+++ b/OpenSim/Region/Framework/ModuleLoader.cs
@@ -226,7 +226,8 @@ namespace OpenSim.Region.Framework
226 "[MODULES]: Could not load types for [{0}]. Exception {1}", pluginAssembly.FullName, e); 226 "[MODULES]: Could not load types for [{0}]. Exception {1}", pluginAssembly.FullName, e);
227 227
228 // justincc: Right now this is fatal to really get the user's attention 228 // justincc: Right now this is fatal to really get the user's attention
229 throw e; 229 // TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to?
230 //throw e;
230 } 231 }
231 } 232 }
232 233
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index de4c5fb..702a1e2 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -53,10 +53,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
53 { 53 {
54 get { return m_movementAnimation; } 54 get { return m_movementAnimation; }
55 } 55 }
56 protected string m_movementAnimation = "DEFAULT"; 56 // protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
57 57 protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
58 private int m_animTickFall; 58 private int m_animTickFall;
59 private int m_animTickJump; 59// private int m_animTickJump;
60 public int m_animTickJump; // ScenePresence has to see this to control +Z force
60 61
61 /// <value> 62 /// <value>
62 /// The scene presence that this animator applies to 63 /// The scene presence that this animator applies to
@@ -123,8 +124,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
123 /// </summary> 124 /// </summary>
124 public void TrySetMovementAnimation(string anim) 125 public void TrySetMovementAnimation(string anim)
125 { 126 {
126 //m_log.DebugFormat("Updating movement animation to {0}", anim);
127
128 if (!m_scenePresence.IsChildAgent) 127 if (!m_scenePresence.IsChildAgent)
129 { 128 {
130 if (m_animations.TrySetDefaultAnimation( 129 if (m_animations.TrySetDefaultAnimation(
@@ -146,10 +145,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
146 const float PREJUMP_DELAY = 0.25f; 145 const float PREJUMP_DELAY = 0.25f;
147 146
148 #region Inputs 147 #region Inputs
149 if (m_scenePresence.SitGround) 148
150 {
151 return "SIT_GROUND_CONSTRAINED";
152 }
153 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; 149 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
154 PhysicsActor actor = m_scenePresence.PhysicsActor; 150 PhysicsActor actor = m_scenePresence.PhysicsActor;
155 151
@@ -159,11 +155,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
159 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 155 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
160 156
161 // Check control flags 157 // Check control flags
162 bool heldForward = 158 bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
163 (((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)); 159 bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
164 bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; 160 bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
165 bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; 161 bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
166 bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
167 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 162 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
168 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; 163 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
169 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; 164 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
@@ -266,7 +261,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
266 m_animTickJump = Environment.TickCount; 261 m_animTickJump = Environment.TickCount;
267 return "PREJUMP"; 262 return "PREJUMP";
268 } 263 }
269 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) 264 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f)
270 { 265 {
271 // Start actual jump 266 // Start actual jump
272 if (m_animTickJump == -1) 267 if (m_animTickJump == -1)
@@ -316,7 +311,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
316 public void UpdateMovementAnimations() 311 public void UpdateMovementAnimations()
317 { 312 {
318 m_movementAnimation = GetMovementAnimation(); 313 m_movementAnimation = GetMovementAnimation();
319
320 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump) 314 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
321 { 315 {
322 // This was the previous behavior before PREJUMP 316 // This was the previous behavior before PREJUMP
diff --git a/OpenSim/Region/Framework/Scenes/EntityManager.cs b/OpenSim/Region/Framework/Scenes/EntityManager.cs
index 099fcce..c246e32 100644
--- a/OpenSim/Region/Framework/Scenes/EntityManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EntityManager.cs
@@ -40,7 +40,7 @@ namespace OpenSim.Region.Framework.Scenes
40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>(); 40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>();
41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>(); 41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>();
42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>(); 42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>();
43 private readonly Object m_lock = new Object(); 43 private System.Threading.ReaderWriterLockSlim m_lock = new System.Threading.ReaderWriterLockSlim();
44 44
45 [Obsolete("Use Add() instead.")] 45 [Obsolete("Use Add() instead.")]
46 public void Add(UUID id, EntityBase eb) 46 public void Add(UUID id, EntityBase eb)
@@ -50,7 +50,8 @@ namespace OpenSim.Region.Framework.Scenes
50 50
51 public void Add(EntityBase entity) 51 public void Add(EntityBase entity)
52 { 52 {
53 lock (m_lock) 53 m_lock.EnterWriteLock();
54 try
54 { 55 {
55 try 56 try
56 { 57 {
@@ -62,11 +63,16 @@ namespace OpenSim.Region.Framework.Scenes
62 m_log.ErrorFormat("Add Entity failed: {0}", e.Message); 63 m_log.ErrorFormat("Add Entity failed: {0}", e.Message);
63 } 64 }
64 } 65 }
66 finally
67 {
68 m_lock.ExitWriteLock();
69 }
65 } 70 }
66 71
67 public void InsertOrReplace(EntityBase entity) 72 public void InsertOrReplace(EntityBase entity)
68 { 73 {
69 lock (m_lock) 74 m_lock.EnterWriteLock();
75 try
70 { 76 {
71 try 77 try
72 { 78 {
@@ -78,15 +84,24 @@ namespace OpenSim.Region.Framework.Scenes
78 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message); 84 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message);
79 } 85 }
80 } 86 }
87 finally
88 {
89 m_lock.ExitWriteLock();
90 }
81 } 91 }
82 92
83 public void Clear() 93 public void Clear()
84 { 94 {
85 lock (m_lock) 95 m_lock.EnterWriteLock();
96 try
86 { 97 {
87 m_eb_uuid.Clear(); 98 m_eb_uuid.Clear();
88 m_eb_localID.Clear(); 99 m_eb_localID.Clear();
89 } 100 }
101 finally
102 {
103 m_lock.ExitWriteLock();
104 }
90 } 105 }
91 106
92 public int Count 107 public int Count
@@ -123,7 +138,8 @@ namespace OpenSim.Region.Framework.Scenes
123 138
124 public bool Remove(uint localID) 139 public bool Remove(uint localID)
125 { 140 {
126 lock (m_lock) 141 m_lock.EnterWriteLock();
142 try
127 { 143 {
128 try 144 try
129 { 145 {
@@ -141,11 +157,16 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 157 return false;
142 } 158 }
143 } 159 }
160 finally
161 {
162 m_lock.ExitWriteLock();
163 }
144 } 164 }
145 165
146 public bool Remove(UUID id) 166 public bool Remove(UUID id)
147 { 167 {
148 lock (m_lock) 168 m_lock.EnterWriteLock();
169 try
149 { 170 {
150 try 171 try
151 { 172 {
@@ -163,13 +184,18 @@ namespace OpenSim.Region.Framework.Scenes
163 return false; 184 return false;
164 } 185 }
165 } 186 }
187 finally
188 {
189 m_lock.ExitWriteLock();
190 }
166 } 191 }
167 192
168 public List<EntityBase> GetAllByType<T>() 193 public List<EntityBase> GetAllByType<T>()
169 { 194 {
170 List<EntityBase> tmp = new List<EntityBase>(); 195 List<EntityBase> tmp = new List<EntityBase>();
171 196
172 lock (m_lock) 197 m_lock.EnterReadLock();
198 try
173 { 199 {
174 try 200 try
175 { 201 {
@@ -187,23 +213,33 @@ namespace OpenSim.Region.Framework.Scenes
187 tmp = null; 213 tmp = null;
188 } 214 }
189 } 215 }
216 finally
217 {
218 m_lock.ExitReadLock();
219 }
190 220
191 return tmp; 221 return tmp;
192 } 222 }
193 223
194 public List<EntityBase> GetEntities() 224 public List<EntityBase> GetEntities()
195 { 225 {
196 lock (m_lock) 226 m_lock.EnterReadLock();
227 try
197 { 228 {
198 return new List<EntityBase>(m_eb_uuid.Values); 229 return new List<EntityBase>(m_eb_uuid.Values);
199 } 230 }
231 finally
232 {
233 m_lock.ExitReadLock();
234 }
200 } 235 }
201 236
202 public EntityBase this[UUID id] 237 public EntityBase this[UUID id]
203 { 238 {
204 get 239 get
205 { 240 {
206 lock (m_lock) 241 m_lock.EnterReadLock();
242 try
207 { 243 {
208 EntityBase entity; 244 EntityBase entity;
209 if (m_eb_uuid.TryGetValue(id, out entity)) 245 if (m_eb_uuid.TryGetValue(id, out entity))
@@ -211,6 +247,10 @@ namespace OpenSim.Region.Framework.Scenes
211 else 247 else
212 return null; 248 return null;
213 } 249 }
250 finally
251 {
252 m_lock.ExitReadLock();
253 }
214 } 254 }
215 set 255 set
216 { 256 {
@@ -222,7 +262,8 @@ namespace OpenSim.Region.Framework.Scenes
222 { 262 {
223 get 263 get
224 { 264 {
225 lock (m_lock) 265 m_lock.EnterReadLock();
266 try
226 { 267 {
227 EntityBase entity; 268 EntityBase entity;
228 if (m_eb_localID.TryGetValue(localID, out entity)) 269 if (m_eb_localID.TryGetValue(localID, out entity))
@@ -230,6 +271,10 @@ namespace OpenSim.Region.Framework.Scenes
230 else 271 else
231 return null; 272 return null;
232 } 273 }
274 finally
275 {
276 m_lock.ExitReadLock();
277 }
233 } 278 }
234 set 279 set
235 { 280 {
@@ -239,18 +284,28 @@ namespace OpenSim.Region.Framework.Scenes
239 284
240 public bool TryGetValue(UUID key, out EntityBase obj) 285 public bool TryGetValue(UUID key, out EntityBase obj)
241 { 286 {
242 lock (m_lock) 287 m_lock.EnterReadLock();
288 try
243 { 289 {
244 return m_eb_uuid.TryGetValue(key, out obj); 290 return m_eb_uuid.TryGetValue(key, out obj);
245 } 291 }
292 finally
293 {
294 m_lock.ExitReadLock();
295 }
246 } 296 }
247 297
248 public bool TryGetValue(uint key, out EntityBase obj) 298 public bool TryGetValue(uint key, out EntityBase obj)
249 { 299 {
250 lock (m_lock) 300 m_lock.EnterReadLock();
301 try
251 { 302 {
252 return m_eb_localID.TryGetValue(key, out obj); 303 return m_eb_localID.TryGetValue(key, out obj);
253 } 304 }
305 finally
306 {
307 m_lock.ExitReadLock();
308 }
254 } 309 }
255 310
256 /// <summary> 311 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 9db2e41..e060c05 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -55,8 +55,12 @@ namespace OpenSim.Region.Framework.Scenes
55 55
56 public delegate void OnTerrainTickDelegate(); 56 public delegate void OnTerrainTickDelegate();
57 57
58 public delegate void OnTerrainUpdateDelegate();
59
58 public event OnTerrainTickDelegate OnTerrainTick; 60 public event OnTerrainTickDelegate OnTerrainTick;
59 61
62 public event OnTerrainUpdateDelegate OnTerrainUpdate;
63
60 public delegate void OnBackupDelegate(IRegionDataStore datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(IRegionDataStore datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -716,6 +720,26 @@ namespace OpenSim.Region.Framework.Scenes
716 } 720 }
717 } 721 }
718 } 722 }
723 public void TriggerTerrainUpdate()
724 {
725 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
726 if (handlerTerrainUpdate != null)
727 {
728 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
729 {
730 try
731 {
732 d();
733 }
734 catch (Exception e)
735 {
736 m_log.ErrorFormat(
737 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
738 e.Message, e.StackTrace);
739 }
740 }
741 }
742 }
719 743
720 public void TriggerTerrainTick() 744 public void TriggerTerrainTick()
721 { 745 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index de3c360..8cd0160 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -211,12 +211,19 @@ namespace OpenSim.Region.Framework.Scenes
211 211
212 if (entity is SceneObjectPart) 212 if (entity is SceneObjectPart)
213 { 213 {
214 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
215 if (physActor == null || !physActor.IsPhysical)
216 priority += 100;
217
218 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment) 214 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment)
215 {
219 priority = 1.0; 216 priority = 1.0;
217 }
218 else
219 {
220 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
221 if (physActor == null || !physActor.IsPhysical)
222 priority += 100;
223 }
224
225 if (((SceneObjectPart)entity).ParentGroup.RootPart != (SceneObjectPart)entity)
226 priority +=1;
220 } 227 }
221 return priority; 228 return priority;
222 } 229 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 01edf51..59731f7 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -94,6 +94,22 @@ namespace OpenSim.Region.Framework.Scenes
94 94
95 public void AddInventoryItem(UUID AgentID, InventoryItemBase item) 95 public void AddInventoryItem(UUID AgentID, InventoryItemBase item)
96 { 96 {
97 InventoryFolderBase folder;
98
99 if (item.Folder == UUID.Zero)
100 {
101 folder = InventoryService.GetFolderForType(AgentID, (AssetType)item.AssetType);
102 if (folder == null)
103 {
104 folder = InventoryService.GetRootFolder(AgentID);
105
106 if (folder == null)
107 return;
108 }
109
110 item.Folder = folder.ID;
111 }
112
97 if (InventoryService.AddItem(item)) 113 if (InventoryService.AddItem(item))
98 { 114 {
99 int userlevel = 0; 115 int userlevel = 0;
@@ -214,8 +230,7 @@ namespace OpenSim.Region.Framework.Scenes
214 { 230 {
215 // Needs to determine which engine was running it and use that 231 // Needs to determine which engine was running it and use that
216 // 232 //
217 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 233 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
218 errors = part.Inventory.GetScriptErrors(item.ItemID);
219 } 234 }
220 else 235 else
221 { 236 {
@@ -913,8 +928,12 @@ namespace OpenSim.Region.Framework.Scenes
913 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 928 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
914 { 929 {
915 SceneObjectPart part = GetSceneObjectPart(localID); 930 SceneObjectPart part = GetSceneObjectPart(localID);
916 SceneObjectGroup group = part.ParentGroup; 931 SceneObjectGroup group = null;
917 if (group != null) 932 if (part != null)
933 {
934 group = part.ParentGroup;
935 }
936 if (part != null && group != null)
918 { 937 {
919 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)) 938 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
920 return; 939 return;
@@ -1489,7 +1508,7 @@ namespace OpenSim.Region.Framework.Scenes
1489 return; 1508 return;
1490 1509
1491 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1510 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1492 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1511 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1493 remoteClient.AgentId); 1512 remoteClient.AgentId);
1494 AssetService.Store(asset); 1513 AssetService.Store(asset);
1495 1514
@@ -1684,11 +1703,19 @@ namespace OpenSim.Region.Framework.Scenes
1684 // Invalid id 1703 // Invalid id
1685 SceneObjectPart part = GetSceneObjectPart(localID); 1704 SceneObjectPart part = GetSceneObjectPart(localID);
1686 if (part == null) 1705 if (part == null)
1706 {
1707 //Client still thinks the object exists, kill it
1708 SendKillObject(localID);
1687 continue; 1709 continue;
1710 }
1688 1711
1689 // Already deleted by someone else 1712 // Already deleted by someone else
1690 if (part.ParentGroup == null || part.ParentGroup.IsDeleted) 1713 if (part.ParentGroup == null || part.ParentGroup.IsDeleted)
1714 {
1715 //Client still thinks the object exists, kill it
1716 SendKillObject(localID);
1691 continue; 1717 continue;
1718 }
1692 1719
1693 // Can't delete child prims 1720 // Can't delete child prims
1694 if (part != part.ParentGroup.RootPart) 1721 if (part != part.ParentGroup.RootPart)
@@ -1715,15 +1742,21 @@ namespace OpenSim.Region.Framework.Scenes
1715 } 1742 }
1716 else 1743 else
1717 { 1744 {
1718 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1745 if (action == DeRezAction.TakeCopy)
1746 {
1747 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1748 permissionToTakeCopy = false;
1749 }
1750 else
1751 {
1719 permissionToTakeCopy = false; 1752 permissionToTakeCopy = false;
1753 }
1720 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1754 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1721 permissionToTake = false; 1755 permissionToTake = false;
1722 1756
1723 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1757 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1724 permissionToDelete = false; 1758 permissionToDelete = false;
1725 } 1759 }
1726
1727 } 1760 }
1728 1761
1729 // Handle god perms 1762 // Handle god perms
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 93f684c..644fbb0 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -137,6 +137,7 @@ namespace OpenSim.Region.Framework.Scenes
137 protected SceneCommunicationService m_sceneGridService; 137 protected SceneCommunicationService m_sceneGridService;
138 public bool LoginsDisabled = true; 138 public bool LoginsDisabled = true;
139 public bool LoadingPrims = false; 139 public bool LoadingPrims = false;
140 public bool CombineRegions = false;
140 141
141 public new float TimeDilation 142 public new float TimeDilation
142 { 143 {
@@ -150,6 +151,20 @@ namespace OpenSim.Region.Framework.Scenes
150 151
151 public IXfer XferManager; 152 public IXfer XferManager;
152 153
154 protected ISnmpModule m_snmpService = null;
155 public ISnmpModule SnmpService
156 {
157 get
158 {
159 if (m_snmpService == null)
160 {
161 m_snmpService = RequestModuleInterface<ISnmpModule>();
162 }
163
164 return m_snmpService;
165 }
166 }
167
153 protected IAssetService m_AssetService; 168 protected IAssetService m_AssetService;
154 protected IAuthorizationService m_AuthorizationService; 169 protected IAuthorizationService m_AuthorizationService;
155 170
@@ -608,6 +623,8 @@ namespace OpenSim.Region.Framework.Scenes
608 623
609 // Load region settings 624 // Load region settings
610 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID); 625 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);
626 m_regInfo.WindlightSettings = m_storageManager.DataStore.LoadRegionWindlightSettings(m_regInfo.RegionID);
627
611 if (m_storageManager.EstateDataStore != null) 628 if (m_storageManager.EstateDataStore != null)
612 { 629 {
613 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID, false); 630 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID, false);
@@ -710,7 +727,7 @@ namespace OpenSim.Region.Framework.Scenes
710 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 727 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
711 // TODO: Change default to true once the feature is supported 728 // TODO: Change default to true once the feature is supported
712 m_usePreJump = startupConfig.GetBoolean("enableprejump", false); 729 m_usePreJump = startupConfig.GetBoolean("enableprejump", false);
713 730 m_usePreJump = true; // Above line fails!?
714 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 731 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
715 if (RegionInfo.NonphysPrimMax > 0) 732 if (RegionInfo.NonphysPrimMax > 0)
716 { 733 {
@@ -752,6 +769,7 @@ namespace OpenSim.Region.Framework.Scenes
752 } 769 }
753 770
754 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 771 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
772 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
755 773
756 #region BinaryStats 774 #region BinaryStats
757 775
@@ -1024,6 +1042,15 @@ namespace OpenSim.Region.Framework.Scenes
1024 /// <param name="seconds">float indicating duration before restart.</param> 1042 /// <param name="seconds">float indicating duration before restart.</param>
1025 public virtual void Restart(float seconds) 1043 public virtual void Restart(float seconds)
1026 { 1044 {
1045 Restart(seconds, true);
1046 }
1047
1048 /// <summary>
1049 /// Given float seconds, this will restart the region. showDialog will optionally alert the users.
1050 /// </summary>
1051 /// <param name="seconds">float indicating duration before restart.</param>
1052 public virtual void Restart(float seconds, bool showDialog)
1053 {
1027 // notifications are done in 15 second increments 1054 // notifications are done in 15 second increments
1028 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request 1055 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request
1029 // It's a 'Cancel restart' request. 1056 // It's a 'Cancel restart' request.
@@ -1044,8 +1071,11 @@ namespace OpenSim.Region.Framework.Scenes
1044 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed); 1071 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
1045 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes"); 1072 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes");
1046 m_restartTimer.Start(); 1073 m_restartTimer.Start();
1047 m_dialogModule.SendNotificationToUsersInRegion( 1074 if (showDialog)
1075 {
1076 m_dialogModule.SendNotificationToUsersInRegion(
1048 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0))); 1077 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0)));
1078 }
1049 } 1079 }
1050 } 1080 }
1051 1081
@@ -1403,16 +1433,16 @@ namespace OpenSim.Region.Framework.Scenes
1403 // Check if any objects have reached their targets 1433 // Check if any objects have reached their targets
1404 CheckAtTargets(); 1434 CheckAtTargets();
1405 1435
1406 // Update SceneObjectGroups that have scheduled themselves for updates
1407 // Objects queue their updates onto all scene presences
1408 if (m_frame % m_update_objects == 0)
1409 m_sceneGraph.UpdateObjectGroups();
1410
1411 // Run through all ScenePresences looking for updates 1436 // Run through all ScenePresences looking for updates
1412 // Presence updates and queued object updates for each presence are sent to clients 1437 // Presence updates and queued object updates for each presence are sent to clients
1413 if (m_frame % m_update_presences == 0) 1438 if (m_frame % m_update_presences == 0)
1414 m_sceneGraph.UpdatePresences(); 1439 m_sceneGraph.UpdatePresences();
1415 1440
1441 // Update SceneObjectGroups that have scheduled themselves for updates
1442 // Objects queue their updates onto all scene presences
1443 if (m_frame % m_update_objects == 0)
1444 m_sceneGraph.UpdateObjectGroups();
1445
1416 if (m_frame % m_update_coarse_locations == 0) 1446 if (m_frame % m_update_coarse_locations == 0)
1417 { 1447 {
1418 List<Vector3> coarseLocations; 1448 List<Vector3> coarseLocations;
@@ -1741,6 +1771,7 @@ namespace OpenSim.Region.Framework.Scenes
1741 public void StoreWindlightProfile(RegionLightShareData wl) 1771 public void StoreWindlightProfile(RegionLightShareData wl)
1742 { 1772 {
1743 m_regInfo.WindlightSettings = wl; 1773 m_regInfo.WindlightSettings = wl;
1774 wl.Save();
1744 m_storageManager.DataStore.StoreRegionWindlightSettings(wl); 1775 m_storageManager.DataStore.StoreRegionWindlightSettings(wl);
1745 m_eventManager.TriggerOnSaveNewWindlightProfile(); 1776 m_eventManager.TriggerOnSaveNewWindlightProfile();
1746 } 1777 }
@@ -1921,14 +1952,24 @@ namespace OpenSim.Region.Framework.Scenes
1921 /// <returns></returns> 1952 /// <returns></returns>
1922 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1953 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1923 { 1954 {
1955
1956 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1957 Vector3 wpos = Vector3.Zero;
1958 // Check for water surface intersection from above
1959 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1960 {
1961 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1962 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1963 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1964 wpos.Z = wheight;
1965 }
1966
1924 Vector3 pos = Vector3.Zero; 1967 Vector3 pos = Vector3.Zero;
1925 if (RayEndIsIntersection == (byte)1) 1968 if (RayEndIsIntersection == (byte)1)
1926 { 1969 {
1927 pos = RayEnd; 1970 pos = RayEnd;
1928 return pos;
1929 } 1971 }
1930 1972 else if (RayTargetID != UUID.Zero)
1931 if (RayTargetID != UUID.Zero)
1932 { 1973 {
1933 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1974 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1934 1975
@@ -1950,7 +1991,7 @@ namespace OpenSim.Region.Framework.Scenes
1950 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1991 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1951 1992
1952 // Un-comment out the following line to Get Raytrace results printed to the console. 1993 // Un-comment out the following line to Get Raytrace results printed to the console.
1953 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1994 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1954 float ScaleOffset = 0.5f; 1995 float ScaleOffset = 0.5f;
1955 1996
1956 // If we hit something 1997 // If we hit something
@@ -1973,13 +2014,10 @@ namespace OpenSim.Region.Framework.Scenes
1973 //pos.Z -= 0.25F; 2014 //pos.Z -= 0.25F;
1974 2015
1975 } 2016 }
1976
1977 return pos;
1978 } 2017 }
1979 else 2018 else
1980 { 2019 {
1981 // We don't have a target here, so we're going to raytrace all the objects in the scene. 2020 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1982
1983 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 2021 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1984 2022
1985 // Un-comment the following line to print the raytrace results to the console. 2023 // Un-comment the following line to print the raytrace results to the console.
@@ -1988,13 +2026,12 @@ namespace OpenSim.Region.Framework.Scenes
1988 if (ei.HitTF) 2026 if (ei.HitTF)
1989 { 2027 {
1990 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2028 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1991 } else 2029 }
2030 else
1992 { 2031 {
1993 // fall back to our stupid functionality 2032 // fall back to our stupid functionality
1994 pos = RayEnd; 2033 pos = RayEnd;
1995 } 2034 }
1996
1997 return pos;
1998 } 2035 }
1999 } 2036 }
2000 else 2037 else
@@ -2005,8 +2042,12 @@ namespace OpenSim.Region.Framework.Scenes
2005 //increase height so its above the ground. 2042 //increase height so its above the ground.
2006 //should be getting the normal of the ground at the rez point and using that? 2043 //should be getting the normal of the ground at the rez point and using that?
2007 pos.Z += scale.Z / 2f; 2044 pos.Z += scale.Z / 2f;
2008 return pos; 2045// return pos;
2009 } 2046 }
2047
2048 // check against posible water intercept
2049 if (wpos.Z > pos.Z) pos = wpos;
2050 return pos;
2010 } 2051 }
2011 2052
2012 2053
@@ -2139,13 +2180,22 @@ namespace OpenSim.Region.Framework.Scenes
2139 public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 2180 public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
2140 { 2181 {
2141 return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates); 2182 return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates);
2142 } 2183 }
2143 2184
2144 /// <summary> 2185 /// <summary>
2145 /// Delete every object from the scene. This does not include attachments worn by avatars. 2186 /// Delete every object from the scene. This does not include attachments worn by avatars.
2146 /// </summary> 2187 /// </summary>
2147 public void DeleteAllSceneObjects() 2188 public void DeleteAllSceneObjects()
2148 { 2189 {
2190 DeleteAllSceneObjects(false);
2191 }
2192
2193 /// <summary>
2194 /// Delete every object from the scene. This does not include attachments worn by avatars.
2195 /// </summary>
2196 public void DeleteAllSceneObjects(bool exceptNoCopy)
2197 {
2198 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2149 lock (Entities) 2199 lock (Entities)
2150 { 2200 {
2151 ICollection<EntityBase> entities = new List<EntityBase>(Entities); 2201 ICollection<EntityBase> entities = new List<EntityBase>(Entities);
@@ -2155,11 +2205,24 @@ namespace OpenSim.Region.Framework.Scenes
2155 if (e is SceneObjectGroup) 2205 if (e is SceneObjectGroup)
2156 { 2206 {
2157 SceneObjectGroup sog = (SceneObjectGroup)e; 2207 SceneObjectGroup sog = (SceneObjectGroup)e;
2158 if (!sog.IsAttachment) 2208 if (sog != null && !sog.IsAttachment)
2159 DeleteSceneObject((SceneObjectGroup)e, false); 2209 {
2210 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2211 {
2212 DeleteSceneObject((SceneObjectGroup)e, false);
2213 }
2214 else
2215 {
2216 toReturn.Add((SceneObjectGroup)e);
2217 }
2218 }
2160 } 2219 }
2161 } 2220 }
2162 } 2221 }
2222 if (toReturn.Count > 0)
2223 {
2224 returnObjects(toReturn.ToArray(), UUID.Zero);
2225 }
2163 } 2226 }
2164 2227
2165 /// <summary> 2228 /// <summary>
@@ -3146,6 +3209,16 @@ namespace OpenSim.Region.Framework.Scenes
3146 /// <param name="flags"></param> 3209 /// <param name="flags"></param>
3147 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3210 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3148 { 3211 {
3212 //Add half the avatar's height so that the user doesn't fall through prims
3213 ScenePresence presence;
3214 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3215 {
3216 if (presence.Appearance != null)
3217 {
3218 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3219 }
3220 }
3221
3149 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3222 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3150 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3223 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3151 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3224 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3533,6 +3606,8 @@ namespace OpenSim.Region.Framework.Scenes
3533 } 3606 }
3534 } 3607 }
3535 // Honor parcel landing type and position. 3608 // Honor parcel landing type and position.
3609 /*
3610 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3536 if (land != null) 3611 if (land != null)
3537 { 3612 {
3538 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3613 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3540,6 +3615,7 @@ namespace OpenSim.Region.Framework.Scenes
3540 agent.startpos = land.LandData.UserLocation; 3615 agent.startpos = land.LandData.UserLocation;
3541 } 3616 }
3542 } 3617 }
3618 */// This is now handled properly in ScenePresence.MakeRootAgent
3543 } 3619 }
3544 3620
3545 return true; 3621 return true;
@@ -3902,12 +3978,22 @@ namespace OpenSim.Region.Framework.Scenes
3902 return false; 3978 return false;
3903 } 3979 }
3904 3980
3981 public bool IncomingCloseAgent(UUID agentID)
3982 {
3983 return IncomingCloseAgent(agentID, false);
3984 }
3985
3986 public bool IncomingCloseChildAgent(UUID agentID)
3987 {
3988 return IncomingCloseAgent(agentID, true);
3989 }
3990
3905 /// <summary> 3991 /// <summary>
3906 /// Tell a single agent to disconnect from the region. 3992 /// Tell a single agent to disconnect from the region.
3907 /// </summary> 3993 /// </summary>
3908 /// <param name="regionHandle"></param>
3909 /// <param name="agentID"></param> 3994 /// <param name="agentID"></param>
3910 public bool IncomingCloseAgent(UUID agentID) 3995 /// <param name="childOnly"></param>
3996 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3911 { 3997 {
3912 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 3998 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3913 3999
@@ -3919,7 +4005,7 @@ namespace OpenSim.Region.Framework.Scenes
3919 { 4005 {
3920 m_sceneGraph.removeUserCount(false); 4006 m_sceneGraph.removeUserCount(false);
3921 } 4007 }
3922 else 4008 else if (!childOnly)
3923 { 4009 {
3924 m_sceneGraph.removeUserCount(true); 4010 m_sceneGraph.removeUserCount(true);
3925 } 4011 }
@@ -3935,9 +4021,12 @@ namespace OpenSim.Region.Framework.Scenes
3935 } 4021 }
3936 else 4022 else
3937 presence.ControllingClient.SendShutdownConnectionNotice(); 4023 presence.ControllingClient.SendShutdownConnectionNotice();
4024 presence.ControllingClient.Close(false);
4025 }
4026 else if (!childOnly)
4027 {
4028 presence.ControllingClient.Close(true);
3938 } 4029 }
3939
3940 presence.ControllingClient.Close();
3941 return true; 4030 return true;
3942 } 4031 }
3943 4032
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index c675322..a9ecde8 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -274,7 +274,7 @@ namespace OpenSim.Region.Framework.Scenes
274 uint x = 0, y = 0; 274 uint x = 0, y = 0;
275 Utils.LongToUInts(regionHandle, out x, out y); 275 Utils.LongToUInts(regionHandle, out x, out y);
276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); 276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
277 m_scene.SimulationService.CloseAgent(destination, agentID); 277 m_scene.SimulationService.CloseChildAgent(destination, agentID);
278 } 278 }
279 279
280 private void SendCloseChildAgentCompleted(IAsyncResult iar) 280 private void SendCloseChildAgentCompleted(IAsyncResult iar)
@@ -293,7 +293,7 @@ namespace OpenSim.Region.Framework.Scenes
293 d); 293 d);
294 } 294 }
295 } 295 }
296 296
297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
298 { 298 {
299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index f47450f..c0ec5df 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
@@ -128,13 +137,18 @@ namespace OpenSim.Region.Framework.Scenes
128 137
129 protected internal void Close() 138 protected internal void Close()
130 { 139 {
131 lock (m_presenceLock) 140 m_scenePresencesLock.EnterWriteLock();
141 try
132 { 142 {
133 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 143 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
134 List<ScenePresence> newlist = new List<ScenePresence>(); 144 List<ScenePresence> newlist = new List<ScenePresence>();
135 m_scenePresenceMap = newmap; 145 m_scenePresenceMap = newmap;
136 m_scenePresenceArray = newlist; 146 m_scenePresenceArray = newlist;
137 } 147 }
148 finally
149 {
150 m_scenePresencesLock.ExitWriteLock();
151 }
138 152
139 lock (m_dictionary_lock) 153 lock (m_dictionary_lock)
140 { 154 {
@@ -264,6 +278,33 @@ namespace OpenSim.Region.Framework.Scenes
264 protected internal bool AddRestoredSceneObject( 278 protected internal bool AddRestoredSceneObject(
265 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 279 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
266 { 280 {
281 if (!m_parentScene.CombineRegions)
282 {
283 // KF: Check for out-of-region, move inside and make static.
284 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
285 sceneObject.RootPart.GroupPosition.Y,
286 sceneObject.RootPart.GroupPosition.Z);
287 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 ||
288 npos.X > Constants.RegionSize ||
289 npos.Y > Constants.RegionSize))
290 {
291 if (npos.X < 0.0) npos.X = 1.0f;
292 if (npos.Y < 0.0) npos.Y = 1.0f;
293 if (npos.Z < 0.0) npos.Z = 0.0f;
294 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
295 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
296
297 foreach (SceneObjectPart part in sceneObject.Children.Values)
298 {
299 part.GroupPosition = npos;
300 }
301 sceneObject.RootPart.Velocity = Vector3.Zero;
302 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
303 sceneObject.RootPart.Acceleration = Vector3.Zero;
304 sceneObject.RootPart.Velocity = Vector3.Zero;
305 }
306 }
307
267 if (!alreadyPersisted) 308 if (!alreadyPersisted)
268 { 309 {
269 sceneObject.ForceInventoryPersistence(); 310 sceneObject.ForceInventoryPersistence();
@@ -354,10 +395,14 @@ namespace OpenSim.Region.Framework.Scenes
354 m_numPrim += sceneObject.Children.Count; 395 m_numPrim += sceneObject.Children.Count;
355 396
356 if (attachToBackup) 397 if (attachToBackup)
398 {
357 sceneObject.AttachToBackup(); 399 sceneObject.AttachToBackup();
400 }
358 401
359 if (OnObjectCreate != null) 402 if (OnObjectCreate != null)
403 {
360 OnObjectCreate(sceneObject); 404 OnObjectCreate(sceneObject);
405 }
361 406
362 lock (m_dictionary_lock) 407 lock (m_dictionary_lock)
363 { 408 {
@@ -424,6 +469,30 @@ namespace OpenSim.Region.Framework.Scenes
424 } 469 }
425 } 470 }
426 471
472 public void FireAttachToBackup(SceneObjectGroup obj)
473 {
474 if (OnAttachToBackup != null)
475 {
476 OnAttachToBackup(obj);
477 }
478 }
479
480 public void FireDetachFromBackup(SceneObjectGroup obj)
481 {
482 if (OnDetachFromBackup != null)
483 {
484 OnDetachFromBackup(obj);
485 }
486 }
487
488 public void FireChangeBackup(SceneObjectGroup obj)
489 {
490 if (OnChangeBackup != null)
491 {
492 OnChangeBackup(obj);
493 }
494 }
495
427 /// <summary> 496 /// <summary>
428 /// Process all pending updates 497 /// Process all pending updates
429 /// </summary> 498 /// </summary>
@@ -560,7 +629,8 @@ namespace OpenSim.Region.Framework.Scenes
560 629
561 Entities[presence.UUID] = presence; 630 Entities[presence.UUID] = presence;
562 631
563 lock (m_presenceLock) 632 m_scenePresencesLock.EnterWriteLock();
633 try
564 { 634 {
565 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 635 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
566 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 636 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -584,6 +654,10 @@ namespace OpenSim.Region.Framework.Scenes
584 m_scenePresenceMap = newmap; 654 m_scenePresenceMap = newmap;
585 m_scenePresenceArray = newlist; 655 m_scenePresenceArray = newlist;
586 } 656 }
657 finally
658 {
659 m_scenePresencesLock.ExitWriteLock();
660 }
587 } 661 }
588 662
589 /// <summary> 663 /// <summary>
@@ -598,7 +672,8 @@ namespace OpenSim.Region.Framework.Scenes
598 agentID); 672 agentID);
599 } 673 }
600 674
601 lock (m_presenceLock) 675 m_scenePresencesLock.EnterWriteLock();
676 try
602 { 677 {
603 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 678 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
604 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 679 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -620,6 +695,10 @@ namespace OpenSim.Region.Framework.Scenes
620 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 695 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
621 } 696 }
622 } 697 }
698 finally
699 {
700 m_scenePresencesLock.ExitWriteLock();
701 }
623 } 702 }
624 703
625 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 704 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1497,10 +1576,13 @@ namespace OpenSim.Region.Framework.Scenes
1497 /// <param name="childPrims"></param> 1576 /// <param name="childPrims"></param>
1498 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1577 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1499 { 1578 {
1579 SceneObjectGroup parentGroup = root.ParentGroup;
1580 if (parentGroup == null) return;
1500 Monitor.Enter(m_updateLock); 1581 Monitor.Enter(m_updateLock);
1582
1501 try 1583 try
1502 { 1584 {
1503 SceneObjectGroup parentGroup = root.ParentGroup; 1585 parentGroup.areUpdatesSuspended = true;
1504 1586
1505 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1587 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1506 if (parentGroup != null) 1588 if (parentGroup != null)
@@ -1539,12 +1621,12 @@ namespace OpenSim.Region.Framework.Scenes
1539 // occur on link to invoke this elsewhere (such as object selection) 1621 // occur on link to invoke this elsewhere (such as object selection)
1540 parentGroup.RootPart.CreateSelected = true; 1622 parentGroup.RootPart.CreateSelected = true;
1541 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1623 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1542 parentGroup.HasGroupChanged = true;
1543 parentGroup.ScheduleGroupForFullUpdate();
1544
1545 } 1624 }
1546 finally 1625 finally
1547 { 1626 {
1627 parentGroup.areUpdatesSuspended = false;
1628 parentGroup.HasGroupChanged = true;
1629 parentGroup.ScheduleGroupForFullUpdate();
1548 Monitor.Exit(m_updateLock); 1630 Monitor.Exit(m_updateLock);
1549 } 1631 }
1550 } 1632 }
@@ -1581,11 +1663,22 @@ namespace OpenSim.Region.Framework.Scenes
1581 } 1663 }
1582 } 1664 }
1583 1665
1584 foreach (SceneObjectPart child in childParts) 1666 if (childParts.Count > 0)
1585 { 1667 {
1586 // Unlink all child parts from their groups 1668 try
1587 // 1669 {
1588 child.ParentGroup.DelinkFromGroup(child, true); 1670 childParts[0].ParentGroup.areUpdatesSuspended = true;
1671 foreach (SceneObjectPart child in childParts)
1672 {
1673 // Unlink all child parts from their groups
1674 //
1675 child.ParentGroup.DelinkFromGroup(child, true);
1676 }
1677 }
1678 finally
1679 {
1680 childParts[0].ParentGroup.areUpdatesSuspended = false;
1681 }
1589 } 1682 }
1590 1683
1591 foreach (SceneObjectPart root in rootParts) 1684 foreach (SceneObjectPart root in rootParts)
@@ -1609,10 +1702,21 @@ namespace OpenSim.Region.Framework.Scenes
1609 if (numChildren > 1) 1702 if (numChildren > 1)
1610 sendEventsToRemainder = false; 1703 sendEventsToRemainder = false;
1611 1704
1612 foreach (SceneObjectPart p in newSet) 1705 if (newSet.Count > 0)
1613 { 1706 {
1614 if (p != group.RootPart) 1707 try
1615 group.DelinkFromGroup(p, sendEventsToRemainder); 1708 {
1709 newSet[0].ParentGroup.areUpdatesSuspended = true;
1710 foreach (SceneObjectPart p in newSet)
1711 {
1712 if (p != group.RootPart)
1713 group.DelinkFromGroup(p, sendEventsToRemainder);
1714 }
1715 }
1716 finally
1717 {
1718 newSet[0].ParentGroup.areUpdatesSuspended = false;
1719 }
1616 } 1720 }
1617 1721
1618 // If there is more than one prim remaining, we 1722 // If there is more than one prim remaining, we
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 9a01a28..abb4de6 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -46,12 +46,12 @@ namespace OpenSim.Region.Framework.Scenes
46 /// </summary> 46 /// </summary>
47 public void ForceInventoryPersistence() 47 public void ForceInventoryPersistence()
48 { 48 {
49 lock (m_parts) 49 lockPartsForRead(true);
50 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
51 lockPartsForRead(false);
52 foreach (SceneObjectPart part in values)
50 { 53 {
51 foreach (SceneObjectPart part in m_parts.Values) 54 part.Inventory.ForceInventoryPersistence();
52 {
53 part.Inventory.ForceInventoryPersistence();
54 }
55 } 55 }
56 } 56 }
57 57
@@ -74,19 +74,17 @@ namespace OpenSim.Region.Framework.Scenes
74 /// <summary> 74 /// <summary>
75 /// Stop the scripts contained in all the prims in this group 75 /// Stop the scripts contained in all the prims in this group
76 /// </summary> 76 /// </summary>
77 /// <param name="sceneObjectBeingDeleted">
78 /// Should be true if these scripts are being removed because the scene
79 /// object is being deleted. This will prevent spurious updates to the client.
80 /// </param>
81 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 77 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
82 { 78 {
83 lock (m_parts) 79 lockPartsForRead(true);
80 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
81 lockPartsForRead(false);
82
83 foreach (SceneObjectPart part in values)
84 { 84 {
85 foreach (SceneObjectPart part in m_parts.Values) 85 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
86 {
87 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
88 }
89 } 86 }
87
90 } 88 }
91 89
92 /// <summary> 90 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 17275d0..dbf493c 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -104,8 +104,104 @@ namespace OpenSim.Region.Framework.Scenes
104 /// since the group's last persistent backup 104 /// since the group's last persistent backup
105 /// </summary> 105 /// </summary>
106 private bool m_hasGroupChanged = false; 106 private bool m_hasGroupChanged = false;
107 private long timeFirstChanged; 107 private long timeFirstChanged = 0;
108 private long timeLastChanged; 108 private long timeLastChanged = 0;
109 private long m_maxPersistTime = 0;
110 private long m_minPersistTime = 0;
111 private Random m_rand;
112 private bool m_suspendUpdates;
113 private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
114 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
115
116 public bool areUpdatesSuspended
117 {
118 get
119 {
120 return m_suspendUpdates;
121 }
122 set
123 {
124 m_suspendUpdates = value;
125 if (!value)
126 {
127 QueueForUpdateCheck();
128 }
129 }
130 }
131
132 public void lockPartsForRead(bool locked)
133 {
134 if (locked)
135 {
136 if (m_partsLock.RecursiveReadCount > 0)
137 {
138 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
139 try
140 {
141 m_partsLock.ExitReadLock();
142 }
143 catch { } // Ignore errors, to allow resync
144 }
145 if (m_partsLock.RecursiveWriteCount > 0)
146 {
147 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested (write lock exists on this thread). This should not happen and means something needs to be fixed.");
148 try
149 {
150 m_partsLock.ExitWriteLock();
151 }
152 catch { }
153
154 }
155
156 while (!m_partsLock.TryEnterReadLock(60000))
157 {
158 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire READ lock of m_parts in SceneObjectGroup. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
159 if (m_partsLock.IsWriteLockHeld)
160 {
161 m_partsLock = new System.Threading.ReaderWriterLockSlim();
162 }
163 }
164 }
165 else
166 {
167 if (m_partsLock.RecursiveReadCount > 0)
168 {
169 m_partsLock.ExitReadLock();
170 }
171 }
172 }
173 public void lockPartsForWrite(bool locked)
174 {
175 if (locked)
176 {
177 if (m_partsLock.RecursiveReadCount > 0)
178 {
179 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
180 m_partsLock.ExitReadLock();
181 }
182 if (m_partsLock.RecursiveWriteCount > 0)
183 {
184 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
185 m_partsLock.ExitWriteLock();
186 }
187
188 while (!m_partsLock.TryEnterWriteLock(60000))
189 {
190 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
191 if (m_partsLock.IsWriteLockHeld)
192 {
193 m_partsLock = new System.Threading.ReaderWriterLockSlim();
194 }
195 }
196 }
197 else
198 {
199 if (m_partsLock.RecursiveWriteCount > 0)
200 {
201 m_partsLock.ExitWriteLock();
202 }
203 }
204 }
109 205
110 public bool HasGroupChanged 206 public bool HasGroupChanged
111 { 207 {
@@ -113,9 +209,39 @@ namespace OpenSim.Region.Framework.Scenes
113 { 209 {
114 if (value) 210 if (value)
115 { 211 {
212 if (m_isBackedUp)
213 {
214 m_scene.SceneGraph.FireChangeBackup(this);
215 }
116 timeLastChanged = DateTime.Now.Ticks; 216 timeLastChanged = DateTime.Now.Ticks;
117 if (!m_hasGroupChanged) 217 if (!m_hasGroupChanged)
118 timeFirstChanged = DateTime.Now.Ticks; 218 timeFirstChanged = DateTime.Now.Ticks;
219 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
220 {
221 if (m_rand == null)
222 {
223 byte[] val = new byte[16];
224 m_rootPart.UUID.ToBytes(val, 0);
225 m_rand = new Random(BitConverter.ToInt32(val, 0));
226 }
227
228 if (m_scene.GetRootAgentCount() == 0)
229 {
230 //If the region is empty, this change has been made by an automated process
231 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
232
233 float factor = 1.5f + (float)(m_rand.NextDouble());
234 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
235 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
236 }
237 else
238 {
239 //If the region is not empty, we want to obey the minimum and maximum persist times
240 //but add a random factor so we stagger the object persistance a little
241 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
242 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
243 }
244 }
119 } 245 }
120 m_hasGroupChanged = value; 246 m_hasGroupChanged = value;
121 } 247 }
@@ -131,8 +257,19 @@ namespace OpenSim.Region.Framework.Scenes
131 return false; 257 return false;
132 if (m_scene.ShuttingDown) 258 if (m_scene.ShuttingDown)
133 return true; 259 return true;
260
261 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
262 {
263 m_maxPersistTime = m_scene.m_persistAfter;
264 m_minPersistTime = m_scene.m_dontPersistBefore;
265 }
266
134 long currentTime = DateTime.Now.Ticks; 267 long currentTime = DateTime.Now.Ticks;
135 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 268
269 if (timeLastChanged == 0) timeLastChanged = currentTime;
270 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
271
272 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
136 return true; 273 return true;
137 return false; 274 return false;
138 } 275 }
@@ -221,7 +358,21 @@ namespace OpenSim.Region.Framework.Scenes
221 public virtual Quaternion Rotation 358 public virtual Quaternion Rotation
222 { 359 {
223 get { return m_rotation; } 360 get { return m_rotation; }
224 set { m_rotation = value; } 361 set {
362 lockPartsForRead(true);
363 try
364 {
365 foreach(SceneObjectPart p in m_parts.Values)
366 {
367 p.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
368 }
369 }
370 finally
371 {
372 lockPartsForRead(false);
373 }
374 m_rotation = value;
375 }
225 } 376 }
226 377
227 public Quaternion GroupRotation 378 public Quaternion GroupRotation
@@ -258,13 +409,16 @@ namespace OpenSim.Region.Framework.Scenes
258 set 409 set
259 { 410 {
260 m_regionHandle = value; 411 m_regionHandle = value;
261 lock (m_parts) 412 lockPartsForRead(true);
262 { 413 {
263 foreach (SceneObjectPart part in m_parts.Values) 414 foreach (SceneObjectPart part in m_parts.Values)
264 { 415 {
416
265 part.RegionHandle = m_regionHandle; 417 part.RegionHandle = m_regionHandle;
418
266 } 419 }
267 } 420 }
421 lockPartsForRead(false);
268 } 422 }
269 } 423 }
270 424
@@ -298,6 +452,12 @@ namespace OpenSim.Region.Framework.Scenes
298 { 452 {
299 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 453 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
300 } 454 }
455
456 lockPartsForRead(true);
457 foreach (SceneObjectPart part in m_parts.Values)
458 {
459 part.IgnoreUndoUpdate = true;
460 }
301 if (RootPart.GetStatusSandbox()) 461 if (RootPart.GetStatusSandbox())
302 { 462 {
303 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 463 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -305,16 +465,17 @@ namespace OpenSim.Region.Framework.Scenes
305 RootPart.ScriptSetPhysicsStatus(false); 465 RootPart.ScriptSetPhysicsStatus(false);
306 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"), 466 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
307 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false); 467 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
468 lockPartsForRead(false);
308 return; 469 return;
309 } 470 }
310 } 471 }
311 lock (m_parts) 472 foreach (SceneObjectPart part in m_parts.Values)
312 { 473 {
313 foreach (SceneObjectPart part in m_parts.Values) 474 part.IgnoreUndoUpdate = false;
314 { 475 part.StoreUndoState(UndoType.STATE_GROUP_POSITION);
315 part.GroupPosition = val; 476 part.GroupPosition = val;
316 }
317 } 477 }
478 lockPartsForRead(false);
318 479
319 //if (m_rootPart.PhysActor != null) 480 //if (m_rootPart.PhysActor != null)
320 //{ 481 //{
@@ -457,6 +618,7 @@ namespace OpenSim.Region.Framework.Scenes
457 /// </summary> 618 /// </summary>
458 public SceneObjectGroup() 619 public SceneObjectGroup()
459 { 620 {
621
460 } 622 }
461 623
462 /// <summary> 624 /// <summary>
@@ -473,7 +635,7 @@ namespace OpenSim.Region.Framework.Scenes
473 /// Constructor. This object is added to the scene later via AttachToScene() 635 /// Constructor. This object is added to the scene later via AttachToScene()
474 /// </summary> 636 /// </summary>
475 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 637 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
476 { 638 {
477 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 639 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
478 } 640 }
479 641
@@ -504,13 +666,16 @@ namespace OpenSim.Region.Framework.Scenes
504 666
505 public void SetFromItemID(UUID AssetId) 667 public void SetFromItemID(UUID AssetId)
506 { 668 {
507 lock (m_parts) 669 lockPartsForRead(true);
508 { 670 {
509 foreach (SceneObjectPart part in m_parts.Values) 671 foreach (SceneObjectPart part in m_parts.Values)
510 { 672 {
673
511 part.FromItemID = AssetId; 674 part.FromItemID = AssetId;
675
512 } 676 }
513 } 677 }
678 lockPartsForRead(false);
514 } 679 }
515 680
516 public UUID GetFromItemID() 681 public UUID GetFromItemID()
@@ -523,6 +688,9 @@ namespace OpenSim.Region.Framework.Scenes
523 /// </summary> 688 /// </summary>
524 public virtual void AttachToBackup() 689 public virtual void AttachToBackup()
525 { 690 {
691 if (IsAttachment) return;
692 m_scene.SceneGraph.FireAttachToBackup(this);
693
526 if (InSceneBackup) 694 if (InSceneBackup)
527 { 695 {
528 //m_log.DebugFormat( 696 //m_log.DebugFormat(
@@ -579,7 +747,7 @@ namespace OpenSim.Region.Framework.Scenes
579 Vector3 maxScale = Vector3.Zero; 747 Vector3 maxScale = Vector3.Zero;
580 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); 748 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
581 749
582 lock (m_parts) 750 lockPartsForRead(true);
583 { 751 {
584 foreach (SceneObjectPart part in m_parts.Values) 752 foreach (SceneObjectPart part in m_parts.Values)
585 { 753 {
@@ -593,8 +761,11 @@ namespace OpenSim.Region.Framework.Scenes
593 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; 761 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X;
594 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y; 762 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y;
595 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z; 763 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
764
596 } 765 }
597 } 766 }
767 lockPartsForRead(false);
768
598 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; 769 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
599 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; 770 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
600 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; 771 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
@@ -610,10 +781,11 @@ namespace OpenSim.Region.Framework.Scenes
610 781
611 EntityIntersection result = new EntityIntersection(); 782 EntityIntersection result = new EntityIntersection();
612 783
613 lock (m_parts) 784 lockPartsForRead(true);
614 { 785 {
615 foreach (SceneObjectPart part in m_parts.Values) 786 foreach (SceneObjectPart part in m_parts.Values)
616 { 787 {
788
617 // Temporary commented to stop compiler warning 789 // Temporary commented to stop compiler warning
618 //Vector3 partPosition = 790 //Vector3 partPosition =
619 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); 791 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
@@ -641,8 +813,10 @@ namespace OpenSim.Region.Framework.Scenes
641 result.distance = inter.distance; 813 result.distance = inter.distance;
642 } 814 }
643 } 815 }
816
644 } 817 }
645 } 818 }
819 lockPartsForRead(false);
646 return result; 820 return result;
647 } 821 }
648 822
@@ -661,10 +835,11 @@ namespace OpenSim.Region.Framework.Scenes
661 minY = 256f; 835 minY = 256f;
662 minZ = 8192f; 836 minZ = 8192f;
663 837
664 lock(m_parts); 838 lockPartsForRead(true);
665 { 839 {
666 foreach (SceneObjectPart part in m_parts.Values) 840 foreach (SceneObjectPart part in m_parts.Values)
667 { 841 {
842
668 Vector3 worldPos = part.GetWorldPosition(); 843 Vector3 worldPos = part.GetWorldPosition();
669 Vector3 offset = worldPos - AbsolutePosition; 844 Vector3 offset = worldPos - AbsolutePosition;
670 Quaternion worldRot; 845 Quaternion worldRot;
@@ -723,6 +898,8 @@ namespace OpenSim.Region.Framework.Scenes
723 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 898 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
724 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 899 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
725 900
901
902
726 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); 903 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
727 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); 904 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
728 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); 905 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
@@ -894,6 +1071,7 @@ namespace OpenSim.Region.Framework.Scenes
894 minZ = backBottomLeft.Z; 1071 minZ = backBottomLeft.Z;
895 } 1072 }
896 } 1073 }
1074 lockPartsForRead(false);
897 } 1075 }
898 1076
899 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight) 1077 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight)
@@ -929,21 +1107,29 @@ namespace OpenSim.Region.Framework.Scenes
929 1107
930 public void SaveScriptedState(XmlTextWriter writer) 1108 public void SaveScriptedState(XmlTextWriter writer)
931 { 1109 {
1110 SaveScriptedState(writer, false);
1111 }
1112
1113 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1114 {
932 XmlDocument doc = new XmlDocument(); 1115 XmlDocument doc = new XmlDocument();
933 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1116 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
934 1117
935 // Capture script state while holding the lock 1118 // Capture script state while holding the lock
936 lock (m_parts) 1119 lockPartsForRead(true);
937 { 1120 {
938 foreach (SceneObjectPart part in m_parts.Values) 1121 foreach (SceneObjectPart part in m_parts.Values)
939 { 1122 {
940 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(); 1123
1124 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(oldIDs);
941 foreach (UUID itemid in pstates.Keys) 1125 foreach (UUID itemid in pstates.Keys)
942 { 1126 {
943 states.Add(itemid, pstates[itemid]); 1127 states.Add(itemid, pstates[itemid]);
944 } 1128 }
1129
945 } 1130 }
946 } 1131 }
1132 lockPartsForRead(false);
947 1133
948 if (states.Count > 0) 1134 if (states.Count > 0)
949 { 1135 {
@@ -962,6 +1148,47 @@ namespace OpenSim.Region.Framework.Scenes
962 } 1148 }
963 1149
964 /// <summary> 1150 /// <summary>
1151 /// Add the avatar to this linkset (avatar is sat).
1152 /// </summary>
1153 /// <param name="agentID"></param>
1154 public void AddAvatar(UUID agentID)
1155 {
1156 ScenePresence presence;
1157 if (m_scene.TryGetScenePresence(agentID, out presence))
1158 {
1159 if (!m_linkedAvatars.Contains(presence))
1160 {
1161 m_linkedAvatars.Add(presence);
1162 }
1163 }
1164 }
1165
1166 /// <summary>
1167 /// Delete the avatar from this linkset (avatar is unsat).
1168 /// </summary>
1169 /// <param name="agentID"></param>
1170 public void DeleteAvatar(UUID agentID)
1171 {
1172 ScenePresence presence;
1173 if (m_scene.TryGetScenePresence(agentID, out presence))
1174 {
1175 if (m_linkedAvatars.Contains(presence))
1176 {
1177 m_linkedAvatars.Remove(presence);
1178 }
1179 }
1180 }
1181
1182 /// <summary>
1183 /// Returns the list of linked presences (avatars sat on this group)
1184 /// </summary>
1185 /// <param name="agentID"></param>
1186 public List<ScenePresence> GetLinkedAvatars()
1187 {
1188 return m_linkedAvatars;
1189 }
1190
1191 /// <summary>
965 /// Attach this scene object to the given avatar. 1192 /// Attach this scene object to the given avatar.
966 /// </summary> 1193 /// </summary>
967 /// <param name="agentID"></param> 1194 /// <param name="agentID"></param>
@@ -1112,13 +1339,16 @@ namespace OpenSim.Region.Framework.Scenes
1112 1339
1113 public override void UpdateMovement() 1340 public override void UpdateMovement()
1114 { 1341 {
1115 lock (m_parts) 1342 lockPartsForRead(true);
1116 { 1343 {
1117 foreach (SceneObjectPart part in m_parts.Values) 1344 foreach (SceneObjectPart part in m_parts.Values)
1118 { 1345 {
1346
1119 part.UpdateMovement(); 1347 part.UpdateMovement();
1348
1120 } 1349 }
1121 } 1350 }
1351 lockPartsForRead(false);
1122 } 1352 }
1123 1353
1124 public ushort GetTimeDilation() 1354 public ushort GetTimeDilation()
@@ -1162,7 +1392,7 @@ namespace OpenSim.Region.Framework.Scenes
1162 /// <param name="part"></param> 1392 /// <param name="part"></param>
1163 public void AddPart(SceneObjectPart part) 1393 public void AddPart(SceneObjectPart part)
1164 { 1394 {
1165 lock (m_parts) 1395 lockPartsForWrite(true);
1166 { 1396 {
1167 part.SetParent(this); 1397 part.SetParent(this);
1168 m_parts.Add(part.UUID, part); 1398 m_parts.Add(part.UUID, part);
@@ -1172,6 +1402,7 @@ namespace OpenSim.Region.Framework.Scenes
1172 if (part.LinkNum == 2 && RootPart != null) 1402 if (part.LinkNum == 2 && RootPart != null)
1173 RootPart.LinkNum = 1; 1403 RootPart.LinkNum = 1;
1174 } 1404 }
1405 lockPartsForWrite(false);
1175 } 1406 }
1176 1407
1177 /// <summary> 1408 /// <summary>
@@ -1179,28 +1410,33 @@ namespace OpenSim.Region.Framework.Scenes
1179 /// </summary> 1410 /// </summary>
1180 private void UpdateParentIDs() 1411 private void UpdateParentIDs()
1181 { 1412 {
1182 lock (m_parts) 1413 lockPartsForRead(true);
1183 { 1414 {
1184 foreach (SceneObjectPart part in m_parts.Values) 1415 foreach (SceneObjectPart part in m_parts.Values)
1185 { 1416 {
1417
1186 if (part.UUID != m_rootPart.UUID) 1418 if (part.UUID != m_rootPart.UUID)
1187 { 1419 {
1188 part.ParentID = m_rootPart.LocalId; 1420 part.ParentID = m_rootPart.LocalId;
1189 } 1421 }
1422
1190 } 1423 }
1191 } 1424 }
1425 lockPartsForRead(false);
1192 } 1426 }
1193 1427
1194 public void RegenerateFullIDs() 1428 public void RegenerateFullIDs()
1195 { 1429 {
1196 lock (m_parts) 1430 lockPartsForRead(true);
1197 { 1431 {
1198 foreach (SceneObjectPart part in m_parts.Values) 1432 foreach (SceneObjectPart part in m_parts.Values)
1199 { 1433 {
1434
1200 part.UUID = UUID.Random(); 1435 part.UUID = UUID.Random();
1201 1436
1202 } 1437 }
1203 } 1438 }
1439 lockPartsForRead(false);
1204 } 1440 }
1205 1441
1206 // helper provided for parts. 1442 // helper provided for parts.
@@ -1261,7 +1497,7 @@ namespace OpenSim.Region.Framework.Scenes
1261 1497
1262 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) 1498 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient)
1263 { 1499 {
1264 part.StoreUndoState(); 1500 part.StoreUndoState(UndoType.STATE_PRIM_ALL);
1265 part.OnGrab(offsetPos, remoteClient); 1501 part.OnGrab(offsetPos, remoteClient);
1266 } 1502 }
1267 1503
@@ -1281,27 +1517,32 @@ namespace OpenSim.Region.Framework.Scenes
1281 1517
1282 DetachFromBackup(); 1518 DetachFromBackup();
1283 1519
1284 lock (m_parts) 1520 lockPartsForRead(true);
1521 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1522 lockPartsForRead(false);
1523
1524 foreach (SceneObjectPart part in values)
1285 { 1525 {
1286 foreach (SceneObjectPart part in m_parts.Values)
1287 {
1288// part.Inventory.RemoveScriptInstances(); 1526// part.Inventory.RemoveScriptInstances();
1289 Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1527
1528 Scene.ForEachScenePresence(delegate (ScenePresence sp)
1529 {
1530 if (sp.ParentID == LocalId)
1290 { 1531 {
1291 if (avatar.ParentID == LocalId) 1532 sp.StandUp();
1292 { 1533 }
1293 avatar.StandUp();
1294 }
1295 1534
1296 if (!silent) 1535 if (!silent)
1297 { 1536 {
1298 part.UpdateFlag = 0; 1537 part.UpdateFlag = 0;
1299 if (part == m_rootPart) 1538 if (part == m_rootPart)
1300 avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId); 1539 sp.ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1301 } 1540 }
1302 }); 1541 });
1303 } 1542
1304 } 1543 }
1544
1545
1305 } 1546 }
1306 1547
1307 public void AddScriptLPS(int count) 1548 public void AddScriptLPS(int count)
@@ -1326,17 +1567,20 @@ namespace OpenSim.Region.Framework.Scenes
1326 1567
1327 scriptEvents aggregateScriptEvents=0; 1568 scriptEvents aggregateScriptEvents=0;
1328 1569
1329 lock (m_parts) 1570 lockPartsForRead(true);
1330 { 1571 {
1331 foreach (SceneObjectPart part in m_parts.Values) 1572 foreach (SceneObjectPart part in m_parts.Values)
1332 { 1573 {
1574
1333 if (part == null) 1575 if (part == null)
1334 continue; 1576 continue;
1335 if (part != RootPart) 1577 if (part != RootPart)
1336 part.ObjectFlags = objectflagupdate; 1578 part.ObjectFlags = objectflagupdate;
1337 aggregateScriptEvents |= part.AggregateScriptEvents; 1579 aggregateScriptEvents |= part.AggregateScriptEvents;
1580
1338 } 1581 }
1339 } 1582 }
1583 lockPartsForRead(false);
1340 1584
1341 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0); 1585 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
1342 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0); 1586 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
@@ -1378,42 +1622,52 @@ namespace OpenSim.Region.Framework.Scenes
1378 /// <param name="m_physicalPrim"></param> 1622 /// <param name="m_physicalPrim"></param>
1379 public void ApplyPhysics(bool m_physicalPrim) 1623 public void ApplyPhysics(bool m_physicalPrim)
1380 { 1624 {
1381 lock (m_parts) 1625 lockPartsForRead(true);
1626
1627 if (m_parts.Count > 1)
1382 { 1628 {
1383 if (m_parts.Count > 1) 1629 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1630 lockPartsForRead(false);
1631 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1632 foreach (SceneObjectPart part in values)
1384 { 1633 {
1385 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); 1634
1386 foreach (SceneObjectPart part in m_parts.Values) 1635 if (part.LocalId != m_rootPart.LocalId)
1387 { 1636 {
1388 if (part.LocalId != m_rootPart.LocalId) 1637 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1389 {
1390 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1391 }
1392 } 1638 }
1393 1639
1394 // Hack to get the physics scene geometries in the right spot
1395 ResetChildPrimPhysicsPositions();
1396 }
1397 else
1398 {
1399 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1400 } 1640 }
1641 // Hack to get the physics scene geometries in the right spot
1642 ResetChildPrimPhysicsPositions();
1643 }
1644 else
1645 {
1646 lockPartsForRead(false);
1647 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1401 } 1648 }
1402 } 1649 }
1403 1650
1404 public void SetOwnerId(UUID userId) 1651 public void SetOwnerId(UUID userId)
1405 { 1652 {
1406 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1653 ForEachPart(delegate(SceneObjectPart part)
1654 {
1655
1656 part.OwnerID = userId;
1657
1658 });
1407 } 1659 }
1408 1660
1409 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1661 public void ForEachPart(Action<SceneObjectPart> whatToDo)
1410 { 1662 {
1411 lock (m_parts) 1663 lockPartsForRead(true);
1664 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1665 lockPartsForRead(false);
1666 foreach (SceneObjectPart part in values)
1412 { 1667 {
1413 foreach (SceneObjectPart part in m_parts.Values) 1668
1414 { 1669 whatToDo(part);
1415 whatToDo(part); 1670
1416 }
1417 } 1671 }
1418 } 1672 }
1419 1673
@@ -1436,7 +1690,10 @@ namespace OpenSim.Region.Framework.Scenes
1436 1690
1437 try 1691 try
1438 { 1692 {
1439 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1693 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1694 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1695 m_scene.LoadingPrims) // Land may not be valid yet
1696
1440 { 1697 {
1441 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1698 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1442 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1699 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1511,15 +1768,17 @@ namespace OpenSim.Region.Framework.Scenes
1511 RootPart.SendFullUpdate( 1768 RootPart.SendFullUpdate(
1512 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID)); 1769 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID));
1513 1770
1514 lock (m_parts) 1771 lockPartsForRead(true);
1515 { 1772 {
1516 foreach (SceneObjectPart part in m_parts.Values) 1773 foreach (SceneObjectPart part in m_parts.Values)
1517 { 1774 {
1775
1518 if (part != RootPart) 1776 if (part != RootPart)
1519 part.SendFullUpdate( 1777 part.SendFullUpdate(
1520 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID)); 1778 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID));
1521 } 1779 }
1522 } 1780 }
1781 lockPartsForRead(false);
1523 } 1782 }
1524 1783
1525 #region Copying 1784 #region Copying
@@ -1580,10 +1839,11 @@ namespace OpenSim.Region.Framework.Scenes
1580 1839
1581 List<SceneObjectPart> partList; 1840 List<SceneObjectPart> partList;
1582 1841
1583 lock (m_parts) 1842 lockPartsForRead(true);
1584 { 1843
1585 partList = new List<SceneObjectPart>(m_parts.Values); 1844 partList = new List<SceneObjectPart>(m_parts.Values);
1586 } 1845
1846 lockPartsForRead(false);
1587 1847
1588 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1848 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1589 { 1849 {
@@ -1800,13 +2060,40 @@ namespace OpenSim.Region.Framework.Scenes
1800 } 2060 }
1801 } 2061 }
1802 2062
2063 public void rotLookAt(Quaternion target, float strength, float damping)
2064 {
2065 SceneObjectPart rootpart = m_rootPart;
2066 if (rootpart != null)
2067 {
2068 if (IsAttachment)
2069 {
2070 /*
2071 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2072 if (avatar != null)
2073 {
2074 Rotate the Av?
2075 } */
2076 }
2077 else
2078 {
2079 if (rootpart.PhysActor != null)
2080 { // APID must be implemented in your physics system for this to function.
2081 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2082 rootpart.PhysActor.APIDStrength = strength;
2083 rootpart.PhysActor.APIDDamping = damping;
2084 rootpart.PhysActor.APIDActive = true;
2085 }
2086 }
2087 }
2088 }
2089
1803 public void stopLookAt() 2090 public void stopLookAt()
1804 { 2091 {
1805 SceneObjectPart rootpart = m_rootPart; 2092 SceneObjectPart rootpart = m_rootPart;
1806 if (rootpart != null) 2093 if (rootpart != null)
1807 { 2094 {
1808 if (rootpart.PhysActor != null) 2095 if (rootpart.PhysActor != null)
1809 { 2096 { // APID must be implemented in your physics system for this to function.
1810 rootpart.PhysActor.APIDActive = false; 2097 rootpart.PhysActor.APIDActive = false;
1811 } 2098 }
1812 } 2099 }
@@ -1874,10 +2161,11 @@ namespace OpenSim.Region.Framework.Scenes
1874 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2161 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
1875 newPart.SetParent(this); 2162 newPart.SetParent(this);
1876 2163
1877 lock (m_parts) 2164 lockPartsForWrite(true);
1878 { 2165 {
1879 m_parts.Add(newPart.UUID, newPart); 2166 m_parts.Add(newPart.UUID, newPart);
1880 } 2167 }
2168 lockPartsForWrite(false);
1881 2169
1882 SetPartAsNonRoot(newPart); 2170 SetPartAsNonRoot(newPart);
1883 2171
@@ -1940,7 +2228,7 @@ namespace OpenSim.Region.Framework.Scenes
1940 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 2228 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1941 // return; 2229 // return;
1942 2230
1943 lock (m_parts) 2231 lockPartsForRead(true);
1944 { 2232 {
1945 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2233 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
1946 2234
@@ -1960,9 +2248,12 @@ namespace OpenSim.Region.Framework.Scenes
1960 { 2248 {
1961 if (!IsSelected) 2249 if (!IsSelected)
1962 part.UpdateLookAt(); 2250 part.UpdateLookAt();
2251
1963 part.SendScheduledUpdates(); 2252 part.SendScheduledUpdates();
2253
1964 } 2254 }
1965 } 2255 }
2256 lockPartsForRead(false);
1966 } 2257 }
1967 2258
1968 public void ScheduleFullUpdateToAvatar(ScenePresence presence) 2259 public void ScheduleFullUpdateToAvatar(ScenePresence presence)
@@ -1971,27 +2262,29 @@ namespace OpenSim.Region.Framework.Scenes
1971 2262
1972 RootPart.AddFullUpdateToAvatar(presence); 2263 RootPart.AddFullUpdateToAvatar(presence);
1973 2264
1974 lock (m_parts) 2265 lockPartsForRead(true);
1975 { 2266 {
1976 foreach (SceneObjectPart part in m_parts.Values) 2267 foreach (SceneObjectPart part in m_parts.Values)
1977 { 2268 {
2269
1978 if (part != RootPart) 2270 if (part != RootPart)
1979 part.AddFullUpdateToAvatar(presence); 2271 part.AddFullUpdateToAvatar(presence);
2272
1980 } 2273 }
1981 } 2274 }
2275 lockPartsForRead(false);
1982 } 2276 }
1983 2277
1984 public void ScheduleTerseUpdateToAvatar(ScenePresence presence) 2278 public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
1985 { 2279 {
1986// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1} just to avatar {2}", Name, UUID, presence.Name); 2280 lockPartsForRead(true);
1987 2281
1988 lock (m_parts) 2282 foreach (SceneObjectPart part in m_parts.Values)
1989 { 2283 {
1990 foreach (SceneObjectPart part in m_parts.Values) 2284 part.AddTerseUpdateToAvatar(presence);
1991 {
1992 part.AddTerseUpdateToAvatar(presence);
1993 }
1994 } 2285 }
2286
2287 lockPartsForRead(false);
1995 } 2288 }
1996 2289
1997 /// <summary> 2290 /// <summary>
@@ -1999,20 +2292,23 @@ namespace OpenSim.Region.Framework.Scenes
1999 /// </summary> 2292 /// </summary>
2000 public void ScheduleGroupForFullUpdate() 2293 public void ScheduleGroupForFullUpdate()
2001 { 2294 {
2002 if (IsAttachment) 2295 //if (IsAttachment)
2003 m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, LocalId); 2296 // m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, LocalId);
2004 2297
2005 checkAtTargets(); 2298 checkAtTargets();
2006 RootPart.ScheduleFullUpdate(); 2299 RootPart.ScheduleFullUpdate();
2007 2300
2008 lock (m_parts) 2301 lockPartsForRead(true);
2009 { 2302 {
2010 foreach (SceneObjectPart part in m_parts.Values) 2303 foreach (SceneObjectPart part in m_parts.Values)
2011 { 2304 {
2305
2012 if (part != RootPart) 2306 if (part != RootPart)
2013 part.ScheduleFullUpdate(); 2307 part.ScheduleFullUpdate();
2308
2014 } 2309 }
2015 } 2310 }
2311 lockPartsForRead(false);
2016 } 2312 }
2017 2313
2018 /// <summary> 2314 /// <summary>
@@ -2020,37 +2316,38 @@ namespace OpenSim.Region.Framework.Scenes
2020 /// </summary> 2316 /// </summary>
2021 public void ScheduleGroupForTerseUpdate() 2317 public void ScheduleGroupForTerseUpdate()
2022 { 2318 {
2023// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1}", Name, UUID); 2319 lockPartsForRead(true);
2024 2320 foreach (SceneObjectPart part in m_parts.Values)
2025 lock (m_parts)
2026 { 2321 {
2027 foreach (SceneObjectPart part in m_parts.Values) 2322 part.ScheduleTerseUpdate();
2028 {
2029 part.ScheduleTerseUpdate();
2030 }
2031 } 2323 }
2324
2325 lockPartsForRead(false);
2032 } 2326 }
2033 2327
2034 /// <summary> 2328 /// <summary>
2035 /// Immediately send a full update for this scene object. 2329 /// Immediately send a full update for this scene object.
2036 /// </summary> 2330 /// </summary>
2037 public void SendGroupFullUpdate() 2331 public void SendGroupFullUpdate()
2038 { 2332 {
2039 if (IsDeleted) 2333 if (IsDeleted)
2040 return; 2334 return;
2041 2335
2042// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2336// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
2043 2337
2044 RootPart.SendFullUpdateToAllClients(); 2338 RootPart.SendFullUpdateToAllClients();
2045 2339
2046 lock (m_parts) 2340 lockPartsForRead(true);
2047 { 2341 {
2048 foreach (SceneObjectPart part in m_parts.Values) 2342 foreach (SceneObjectPart part in m_parts.Values)
2049 { 2343 {
2344
2050 if (part != RootPart) 2345 if (part != RootPart)
2051 part.SendFullUpdateToAllClients(); 2346 part.SendFullUpdateToAllClients();
2347
2052 } 2348 }
2053 } 2349 }
2350 lockPartsForRead(false);
2054 } 2351 }
2055 2352
2056 /// <summary> 2353 /// <summary>
@@ -2082,14 +2379,15 @@ namespace OpenSim.Region.Framework.Scenes
2082 { 2379 {
2083 if (IsDeleted) 2380 if (IsDeleted)
2084 return; 2381 return;
2085 2382
2086 lock (m_parts) 2383 lockPartsForRead(true);
2087 { 2384 {
2088 foreach (SceneObjectPart part in m_parts.Values) 2385 foreach (SceneObjectPart part in m_parts.Values)
2089 { 2386 {
2090 part.SendTerseUpdateToAllClients(); 2387 part.SendTerseUpdateToAllClients();
2091 } 2388 }
2092 } 2389 }
2390 lockPartsForRead(false);
2093 } 2391 }
2094 2392
2095 #endregion 2393 #endregion
@@ -2103,16 +2401,18 @@ namespace OpenSim.Region.Framework.Scenes
2103 /// <returns>null if no child part with that linknum or child part</returns> 2401 /// <returns>null if no child part with that linknum or child part</returns>
2104 public SceneObjectPart GetLinkNumPart(int linknum) 2402 public SceneObjectPart GetLinkNumPart(int linknum)
2105 { 2403 {
2106 lock (m_parts) 2404 lockPartsForRead(true);
2107 { 2405 {
2108 foreach (SceneObjectPart part in m_parts.Values) 2406 foreach (SceneObjectPart part in m_parts.Values)
2109 { 2407 {
2110 if (part.LinkNum == linknum) 2408 if (part.LinkNum == linknum)
2111 { 2409 {
2410 lockPartsForRead(false);
2112 return part; 2411 return part;
2113 } 2412 }
2114 } 2413 }
2115 } 2414 }
2415 lockPartsForRead(false);
2116 2416
2117 return null; 2417 return null;
2118 } 2418 }
@@ -2140,17 +2440,19 @@ namespace OpenSim.Region.Framework.Scenes
2140 public SceneObjectPart GetChildPart(uint localID) 2440 public SceneObjectPart GetChildPart(uint localID)
2141 { 2441 {
2142 //m_log.DebugFormat("Entered looking for {0}", localID); 2442 //m_log.DebugFormat("Entered looking for {0}", localID);
2143 lock (m_parts) 2443 lockPartsForRead(true);
2144 { 2444 {
2145 foreach (SceneObjectPart part in m_parts.Values) 2445 foreach (SceneObjectPart part in m_parts.Values)
2146 { 2446 {
2147 //m_log.DebugFormat("Found {0}", part.LocalId); 2447 //m_log.DebugFormat("Found {0}", part.LocalId);
2148 if (part.LocalId == localID) 2448 if (part.LocalId == localID)
2149 { 2449 {
2450 lockPartsForRead(false);
2150 return part; 2451 return part;
2151 } 2452 }
2152 } 2453 }
2153 } 2454 }
2455 lockPartsForRead(false);
2154 2456
2155 return null; 2457 return null;
2156 } 2458 }
@@ -2180,17 +2482,19 @@ namespace OpenSim.Region.Framework.Scenes
2180 public bool HasChildPrim(uint localID) 2482 public bool HasChildPrim(uint localID)
2181 { 2483 {
2182 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID); 2484 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID);
2183 lock (m_parts) 2485 lockPartsForRead(true);
2184 { 2486 {
2185 foreach (SceneObjectPart part in m_parts.Values) 2487 foreach (SceneObjectPart part in m_parts.Values)
2186 { 2488 {
2187 //m_log.DebugFormat("Found {0}", part.LocalId); 2489 //m_log.DebugFormat("Found {0}", part.LocalId);
2188 if (part.LocalId == localID) 2490 if (part.LocalId == localID)
2189 { 2491 {
2492 lockPartsForRead(false);
2190 return true; 2493 return true;
2191 } 2494 }
2192 } 2495 }
2193 } 2496 }
2497 lockPartsForRead(false);
2194 2498
2195 return false; 2499 return false;
2196 } 2500 }
@@ -2240,53 +2544,57 @@ namespace OpenSim.Region.Framework.Scenes
2240 if (m_rootPart.LinkNum == 0) 2544 if (m_rootPart.LinkNum == 0)
2241 m_rootPart.LinkNum = 1; 2545 m_rootPart.LinkNum = 1;
2242 2546
2243 lock (m_parts) 2547 lockPartsForWrite(true);
2244 { 2548
2245 m_parts.Add(linkPart.UUID, linkPart); 2549 m_parts.Add(linkPart.UUID, linkPart);
2246 2550
2247 // Insert in terms of link numbers, the new links 2551 lockPartsForWrite(false);
2248 // before the current ones (with the exception of 2552
2249 // the root prim. Shuffle the old ones up 2553 // Insert in terms of link numbers, the new links
2250 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts) 2554 // before the current ones (with the exception of
2555 // the root prim. Shuffle the old ones up
2556 lockPartsForRead(true);
2557 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts)
2558 {
2559 if (kvp.Value.LinkNum != 1)
2251 { 2560 {
2252 if (kvp.Value.LinkNum != 1) 2561 // Don't update root prim link number
2253 { 2562 kvp.Value.LinkNum += objectGroup.PrimCount;
2254 // Don't update root prim link number
2255 kvp.Value.LinkNum += objectGroup.PrimCount;
2256 }
2257 } 2563 }
2564 }
2565 lockPartsForRead(false);
2258 2566
2259 linkPart.LinkNum = 2; 2567 linkPart.LinkNum = 2;
2260 2568
2261 linkPart.SetParent(this); 2569 linkPart.SetParent(this);
2262 linkPart.CreateSelected = true; 2570 linkPart.CreateSelected = true;
2263 2571
2264 //if (linkPart.PhysActor != null) 2572 //if (linkPart.PhysActor != null)
2265 //{ 2573 //{
2266 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2574 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
2267 2575
2268 //linkPart.PhysActor = null; 2576 //linkPart.PhysActor = null;
2269 //} 2577 //}
2270 2578
2271 //TODO: rest of parts 2579 //TODO: rest of parts
2272 int linkNum = 3; 2580 int linkNum = 3;
2273 foreach (SceneObjectPart part in objectGroup.Children.Values) 2581 foreach (SceneObjectPart part in objectGroup.Children.Values)
2582 {
2583 if (part.UUID != objectGroup.m_rootPart.UUID)
2274 { 2584 {
2275 if (part.UUID != objectGroup.m_rootPart.UUID) 2585 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2276 {
2277 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2278 }
2279 part.ClearUndoState();
2280 } 2586 }
2587 part.ClearUndoState();
2281 } 2588 }
2282 2589
2283 m_scene.UnlinkSceneObject(objectGroup.UUID, true); 2590 m_scene.UnlinkSceneObject(objectGroup.UUID, true);
2284 objectGroup.m_isDeleted = true; 2591 objectGroup.m_isDeleted = true;
2592
2593 objectGroup.lockPartsForWrite(true);
2285 2594
2286 lock (objectGroup.m_parts) 2595 objectGroup.m_parts.Clear();
2287 { 2596
2288 objectGroup.m_parts.Clear(); 2597 objectGroup.lockPartsForWrite(false);
2289 }
2290 2598
2291 // Can't do this yet since backup still makes use of the root part without any synchronization 2599 // Can't do this yet since backup still makes use of the root part without any synchronization
2292// objectGroup.m_rootPart = null; 2600// objectGroup.m_rootPart = null;
@@ -2356,11 +2664,12 @@ namespace OpenSim.Region.Framework.Scenes
2356 Quaternion worldRot = linkPart.GetWorldRotation(); 2664 Quaternion worldRot = linkPart.GetWorldRotation();
2357 2665
2358 // Remove the part from this object 2666 // Remove the part from this object
2359 lock (m_parts) 2667 lockPartsForWrite(true);
2360 { 2668 {
2361 m_parts.Remove(linkPart.UUID); 2669 m_parts.Remove(linkPart.UUID);
2362 } 2670 }
2363 2671 lockPartsForWrite(false);
2672 lockPartsForRead(true);
2364 if (m_parts.Count == 1 && RootPart != null) //Single prim is left 2673 if (m_parts.Count == 1 && RootPart != null) //Single prim is left
2365 RootPart.LinkNum = 0; 2674 RootPart.LinkNum = 0;
2366 else 2675 else
@@ -2371,6 +2680,7 @@ namespace OpenSim.Region.Framework.Scenes
2371 p.LinkNum--; 2680 p.LinkNum--;
2372 } 2681 }
2373 } 2682 }
2683 lockPartsForRead(false);
2374 2684
2375 linkPart.ParentID = 0; 2685 linkPart.ParentID = 0;
2376 linkPart.LinkNum = 0; 2686 linkPart.LinkNum = 0;
@@ -2414,6 +2724,8 @@ namespace OpenSim.Region.Framework.Scenes
2414 /// <param name="objectGroup"></param> 2724 /// <param name="objectGroup"></param>
2415 public virtual void DetachFromBackup() 2725 public virtual void DetachFromBackup()
2416 { 2726 {
2727 m_scene.SceneGraph.FireDetachFromBackup(this);
2728
2417 if (m_isBackedUp) 2729 if (m_isBackedUp)
2418 m_scene.EventManager.OnBackup -= ProcessBackup; 2730 m_scene.EventManager.OnBackup -= ProcessBackup;
2419 2731
@@ -2692,9 +3004,12 @@ namespace OpenSim.Region.Framework.Scenes
2692 3004
2693 if (selectionPart != null) 3005 if (selectionPart != null)
2694 { 3006 {
2695 lock (m_parts) 3007 lockPartsForRead(true);
3008 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
3009 lockPartsForRead(false);
3010 foreach (SceneObjectPart part in parts)
2696 { 3011 {
2697 foreach (SceneObjectPart part in m_parts.Values) 3012 if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0)
2698 { 3013 {
2699 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax || 3014 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax ||
2700 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax || 3015 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax ||
@@ -2704,12 +3019,13 @@ namespace OpenSim.Region.Framework.Scenes
2704 break; 3019 break;
2705 } 3020 }
2706 } 3021 }
3022 }
2707 3023
2708 foreach (SceneObjectPart part in m_parts.Values) 3024 foreach (SceneObjectPart part in parts)
2709 { 3025 {
2710 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3026 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2711 }
2712 } 3027 }
3028
2713 } 3029 }
2714 } 3030 }
2715 3031
@@ -2722,6 +3038,17 @@ namespace OpenSim.Region.Framework.Scenes
2722 } 3038 }
2723 } 3039 }
2724 3040
3041
3042
3043 /// <summary>
3044 /// Gets the number of parts
3045 /// </summary>
3046 /// <returns></returns>
3047 public int GetPartCount()
3048 {
3049 return Children.Count;
3050 }
3051
2725 /// <summary> 3052 /// <summary>
2726 /// Get the parts of this scene object 3053 /// Get the parts of this scene object
2727 /// </summary> 3054 /// </summary>
@@ -2795,11 +3122,9 @@ namespace OpenSim.Region.Framework.Scenes
2795 scale.Y = m_scene.m_maxNonphys; 3122 scale.Y = m_scene.m_maxNonphys;
2796 if (scale.Z > m_scene.m_maxNonphys) 3123 if (scale.Z > m_scene.m_maxNonphys)
2797 scale.Z = m_scene.m_maxNonphys; 3124 scale.Z = m_scene.m_maxNonphys;
2798
2799 SceneObjectPart part = GetChildPart(localID); 3125 SceneObjectPart part = GetChildPart(localID);
2800 if (part != null) 3126 if (part != null)
2801 { 3127 {
2802 part.Resize(scale);
2803 if (part.PhysActor != null) 3128 if (part.PhysActor != null)
2804 { 3129 {
2805 if (part.PhysActor.IsPhysical) 3130 if (part.PhysActor.IsPhysical)
@@ -2814,7 +3139,7 @@ namespace OpenSim.Region.Framework.Scenes
2814 part.PhysActor.Size = scale; 3139 part.PhysActor.Size = scale;
2815 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 3140 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2816 } 3141 }
2817 //if (part.UUID != m_rootPart.UUID) 3142 part.Resize(scale);
2818 3143
2819 HasGroupChanged = true; 3144 HasGroupChanged = true;
2820 ScheduleGroupForFullUpdate(); 3145 ScheduleGroupForFullUpdate();
@@ -2836,7 +3161,6 @@ namespace OpenSim.Region.Framework.Scenes
2836 SceneObjectPart part = GetChildPart(localID); 3161 SceneObjectPart part = GetChildPart(localID);
2837 if (part != null) 3162 if (part != null)
2838 { 3163 {
2839 part.IgnoreUndoUpdate = true;
2840 if (scale.X > m_scene.m_maxNonphys) 3164 if (scale.X > m_scene.m_maxNonphys)
2841 scale.X = m_scene.m_maxNonphys; 3165 scale.X = m_scene.m_maxNonphys;
2842 if (scale.Y > m_scene.m_maxNonphys) 3166 if (scale.Y > m_scene.m_maxNonphys)
@@ -2856,94 +3180,100 @@ namespace OpenSim.Region.Framework.Scenes
2856 float y = (scale.Y / part.Scale.Y); 3180 float y = (scale.Y / part.Scale.Y);
2857 float z = (scale.Z / part.Scale.Z); 3181 float z = (scale.Z / part.Scale.Z);
2858 3182
2859 lock (m_parts) 3183 lockPartsForRead(true);
3184 if (x > 1.0f || y > 1.0f || z > 1.0f)
2860 { 3185 {
2861 if (x > 1.0f || y > 1.0f || z > 1.0f) 3186 foreach (SceneObjectPart obPart in m_parts.Values)
2862 { 3187 {
2863 foreach (SceneObjectPart obPart in m_parts.Values) 3188 if (obPart.UUID != m_rootPart.UUID)
2864 { 3189 {
2865 if (obPart.UUID != m_rootPart.UUID) 3190 Vector3 oldSize = new Vector3(obPart.Scale);
2866 { 3191 obPart.IgnoreUndoUpdate = true;
2867 obPart.IgnoreUndoUpdate = true;
2868 Vector3 oldSize = new Vector3(obPart.Scale);
2869 3192
2870 float f = 1.0f; 3193 float f = 1.0f;
2871 float a = 1.0f; 3194 float a = 1.0f;
2872 3195
2873 if (part.PhysActor != null && part.PhysActor.IsPhysical) 3196 if (part.PhysActor != null && part.PhysActor.IsPhysical)
3197 {
3198 if (oldSize.X*x > m_scene.m_maxPhys)
2874 { 3199 {
2875 if (oldSize.X*x > m_scene.m_maxPhys) 3200 f = m_scene.m_maxPhys / oldSize.X;
2876 { 3201 a = f / x;
2877 f = m_scene.m_maxPhys / oldSize.X; 3202 x *= a;
2878 a = f / x; 3203 y *= a;
2879 x *= a; 3204 z *= a;
2880 y *= a;
2881 z *= a;
2882 }
2883 if (oldSize.Y*y > m_scene.m_maxPhys)
2884 {
2885 f = m_scene.m_maxPhys / oldSize.Y;
2886 a = f / y;
2887 x *= a;
2888 y *= a;
2889 z *= a;
2890 }
2891 if (oldSize.Z*z > m_scene.m_maxPhys)
2892 {
2893 f = m_scene.m_maxPhys / oldSize.Z;
2894 a = f / z;
2895 x *= a;
2896 y *= a;
2897 z *= a;
2898 }
2899 } 3205 }
2900 else 3206 if (oldSize.Y*y > m_scene.m_maxPhys)
3207 {
3208 f = m_scene.m_maxPhys / oldSize.Y;
3209 a = f / y;
3210 x *= a;
3211 y *= a;
3212 z *= a;
3213 }
3214 if (oldSize.Z*z > m_scene.m_maxPhys)
3215 {
3216 f = m_scene.m_maxPhys / oldSize.Z;
3217 a = f / z;
3218 x *= a;
3219 y *= a;
3220 z *= a;
3221 }
3222 }
3223 else
3224 {
3225 if (oldSize.X*x > m_scene.m_maxNonphys)
3226 {
3227 f = m_scene.m_maxNonphys / oldSize.X;
3228 a = f / x;
3229 x *= a;
3230 y *= a;
3231 z *= a;
3232 }
3233 if (oldSize.Y*y > m_scene.m_maxNonphys)
3234 {
3235 f = m_scene.m_maxNonphys / oldSize.Y;
3236 a = f / y;
3237 x *= a;
3238 y *= a;
3239 z *= a;
3240 }
3241 if (oldSize.Z*z > m_scene.m_maxNonphys)
2901 { 3242 {
2902 if (oldSize.X*x > m_scene.m_maxNonphys) 3243 f = m_scene.m_maxNonphys / oldSize.Z;
2903 { 3244 a = f / z;
2904 f = m_scene.m_maxNonphys / oldSize.X; 3245 x *= a;
2905 a = f / x; 3246 y *= a;
2906 x *= a; 3247 z *= a;
2907 y *= a;
2908 z *= a;
2909 }
2910 if (oldSize.Y*y > m_scene.m_maxNonphys)
2911 {
2912 f = m_scene.m_maxNonphys / oldSize.Y;
2913 a = f / y;
2914 x *= a;
2915 y *= a;
2916 z *= a;
2917 }
2918 if (oldSize.Z*z > m_scene.m_maxNonphys)
2919 {
2920 f = m_scene.m_maxNonphys / oldSize.Z;
2921 a = f / z;
2922 x *= a;
2923 y *= a;
2924 z *= a;
2925 }
2926 } 3248 }
2927 obPart.IgnoreUndoUpdate = false; 3249
2928 obPart.StoreUndoState();
2929 } 3250 }
2930 } 3251 }
2931 } 3252 }
2932 } 3253 }
3254 lockPartsForRead(false);
2933 3255
2934 Vector3 prevScale = part.Scale; 3256 Vector3 prevScale = part.Scale;
2935 prevScale.X *= x; 3257 prevScale.X *= x;
2936 prevScale.Y *= y; 3258 prevScale.Y *= y;
2937 prevScale.Z *= z; 3259 prevScale.Z *= z;;
3260
3261 part.IgnoreUndoUpdate = false;
3262 part.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3263 part.IgnoreUndoUpdate = true;
2938 part.Resize(prevScale); 3264 part.Resize(prevScale);
3265 part.IgnoreUndoUpdate = false;
2939 3266
2940 lock (m_parts) 3267 lockPartsForRead(true);
2941 { 3268 {
2942 foreach (SceneObjectPart obPart in m_parts.Values) 3269 foreach (SceneObjectPart obPart in m_parts.Values)
2943 { 3270 {
2944 obPart.IgnoreUndoUpdate = true;
2945 if (obPart.UUID != m_rootPart.UUID) 3271 if (obPart.UUID != m_rootPart.UUID)
2946 { 3272 {
3273 obPart.IgnoreUndoUpdate = false;
3274 obPart.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3275 obPart.IgnoreUndoUpdate = true;
3276
2947 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3277 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2948 currentpos.X *= x; 3278 currentpos.X *= x;
2949 currentpos.Y *= y; 3279 currentpos.Y *= y;
@@ -2956,9 +3286,9 @@ namespace OpenSim.Region.Framework.Scenes
2956 obPart.UpdateOffSet(currentpos); 3286 obPart.UpdateOffSet(currentpos);
2957 } 3287 }
2958 obPart.IgnoreUndoUpdate = false; 3288 obPart.IgnoreUndoUpdate = false;
2959 obPart.StoreUndoState();
2960 } 3289 }
2961 } 3290 }
3291 lockPartsForRead(false);
2962 3292
2963 if (part.PhysActor != null) 3293 if (part.PhysActor != null)
2964 { 3294 {
@@ -2967,7 +3297,6 @@ namespace OpenSim.Region.Framework.Scenes
2967 } 3297 }
2968 3298
2969 part.IgnoreUndoUpdate = false; 3299 part.IgnoreUndoUpdate = false;
2970 part.StoreUndoState();
2971 HasGroupChanged = true; 3300 HasGroupChanged = true;
2972 ScheduleGroupForTerseUpdate(); 3301 ScheduleGroupForTerseUpdate();
2973 } 3302 }
@@ -2983,14 +3312,11 @@ namespace OpenSim.Region.Framework.Scenes
2983 /// <param name="pos"></param> 3312 /// <param name="pos"></param>
2984 public void UpdateGroupPosition(Vector3 pos) 3313 public void UpdateGroupPosition(Vector3 pos)
2985 { 3314 {
2986 foreach (SceneObjectPart part in Children.Values)
2987 {
2988 part.StoreUndoState();
2989 }
2990 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3315 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2991 { 3316 {
2992 if (IsAttachment) 3317 if (IsAttachment)
2993 { 3318 {
3319 m_rootPart.StoreUndoState(UndoType.STATE_GROUP_POSITION);
2994 m_rootPart.AttachedPos = pos; 3320 m_rootPart.AttachedPos = pos;
2995 } 3321 }
2996 if (RootPart.GetStatusSandbox()) 3322 if (RootPart.GetStatusSandbox())
@@ -3023,7 +3349,7 @@ namespace OpenSim.Region.Framework.Scenes
3023 SceneObjectPart part = GetChildPart(localID); 3349 SceneObjectPart part = GetChildPart(localID);
3024 foreach (SceneObjectPart parts in Children.Values) 3350 foreach (SceneObjectPart parts in Children.Values)
3025 { 3351 {
3026 parts.StoreUndoState(); 3352 parts.StoreUndoState(UndoType.STATE_PRIM_POSITION);
3027 } 3353 }
3028 if (part != null) 3354 if (part != null)
3029 { 3355 {
@@ -3048,7 +3374,7 @@ namespace OpenSim.Region.Framework.Scenes
3048 { 3374 {
3049 foreach (SceneObjectPart part in Children.Values) 3375 foreach (SceneObjectPart part in Children.Values)
3050 { 3376 {
3051 part.StoreUndoState(); 3377 part.StoreUndoState(UndoType.STATE_PRIM_POSITION);
3052 } 3378 }
3053 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3379 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
3054 Vector3 oldPos = 3380 Vector3 oldPos =
@@ -3061,7 +3387,7 @@ namespace OpenSim.Region.Framework.Scenes
3061 axDiff *= Quaternion.Inverse(partRotation); 3387 axDiff *= Quaternion.Inverse(partRotation);
3062 diff = axDiff; 3388 diff = axDiff;
3063 3389
3064 lock (m_parts) 3390 lockPartsForRead(true);
3065 { 3391 {
3066 foreach (SceneObjectPart obPart in m_parts.Values) 3392 foreach (SceneObjectPart obPart in m_parts.Values)
3067 { 3393 {
@@ -3071,11 +3397,29 @@ namespace OpenSim.Region.Framework.Scenes
3071 } 3397 }
3072 } 3398 }
3073 } 3399 }
3400 lockPartsForRead(false);
3074 3401
3075 AbsolutePosition = newPos; 3402 //We have to set undoing here because otherwise an undo state will be saved
3403 if (!m_rootPart.Undoing)
3404 {
3405 m_rootPart.Undoing = true;
3406 AbsolutePosition = newPos;
3407 m_rootPart.Undoing = false;
3408 }
3409 else
3410 {
3411 AbsolutePosition = newPos;
3412 }
3076 3413
3077 HasGroupChanged = true; 3414 HasGroupChanged = true;
3078 ScheduleGroupForTerseUpdate(); 3415 if (m_rootPart.Undoing)
3416 {
3417 ScheduleGroupForFullUpdate();
3418 }
3419 else
3420 {
3421 ScheduleGroupForTerseUpdate();
3422 }
3079 } 3423 }
3080 3424
3081 public void OffsetForNewRegion(Vector3 offset) 3425 public void OffsetForNewRegion(Vector3 offset)
@@ -3095,7 +3439,7 @@ namespace OpenSim.Region.Framework.Scenes
3095 { 3439 {
3096 foreach (SceneObjectPart parts in Children.Values) 3440 foreach (SceneObjectPart parts in Children.Values)
3097 { 3441 {
3098 parts.StoreUndoState(); 3442 parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3099 } 3443 }
3100 m_rootPart.UpdateRotation(rot); 3444 m_rootPart.UpdateRotation(rot);
3101 3445
@@ -3119,7 +3463,7 @@ namespace OpenSim.Region.Framework.Scenes
3119 { 3463 {
3120 foreach (SceneObjectPart parts in Children.Values) 3464 foreach (SceneObjectPart parts in Children.Values)
3121 { 3465 {
3122 parts.StoreUndoState(); 3466 parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3123 } 3467 }
3124 m_rootPart.UpdateRotation(rot); 3468 m_rootPart.UpdateRotation(rot);
3125 3469
@@ -3146,7 +3490,7 @@ namespace OpenSim.Region.Framework.Scenes
3146 SceneObjectPart part = GetChildPart(localID); 3490 SceneObjectPart part = GetChildPart(localID);
3147 foreach (SceneObjectPart parts in Children.Values) 3491 foreach (SceneObjectPart parts in Children.Values)
3148 { 3492 {
3149 parts.StoreUndoState(); 3493 parts.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3150 } 3494 }
3151 if (part != null) 3495 if (part != null)
3152 { 3496 {
@@ -3174,15 +3518,24 @@ namespace OpenSim.Region.Framework.Scenes
3174 if (part.UUID == m_rootPart.UUID) 3518 if (part.UUID == m_rootPart.UUID)
3175 { 3519 {
3176 UpdateRootRotation(rot); 3520 UpdateRootRotation(rot);
3177 AbsolutePosition = pos; 3521 if (!m_rootPart.Undoing)
3522 {
3523 m_rootPart.Undoing = true;
3524 AbsolutePosition = pos;
3525 m_rootPart.Undoing = false;
3526 }
3527 else
3528 {
3529 AbsolutePosition = pos;
3530 }
3178 } 3531 }
3179 else 3532 else
3180 { 3533 {
3534 part.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3181 part.IgnoreUndoUpdate = true; 3535 part.IgnoreUndoUpdate = true;
3182 part.UpdateRotation(rot); 3536 part.UpdateRotation(rot);
3183 part.OffsetPosition = pos; 3537 part.OffsetPosition = pos;
3184 part.IgnoreUndoUpdate = false; 3538 part.IgnoreUndoUpdate = false;
3185 part.StoreUndoState();
3186 } 3539 }
3187 } 3540 }
3188 } 3541 }
@@ -3196,7 +3549,13 @@ namespace OpenSim.Region.Framework.Scenes
3196 Quaternion axRot = rot; 3549 Quaternion axRot = rot;
3197 Quaternion oldParentRot = m_rootPart.RotationOffset; 3550 Quaternion oldParentRot = m_rootPart.RotationOffset;
3198 3551
3199 m_rootPart.StoreUndoState(); 3552 m_rootPart.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3553 bool cancelUndo = false;
3554 if (!m_rootPart.Undoing)
3555 {
3556 m_rootPart.Undoing = true;
3557 cancelUndo = true;
3558 }
3200 m_rootPart.UpdateRotation(rot); 3559 m_rootPart.UpdateRotation(rot);
3201 if (m_rootPart.PhysActor != null) 3560 if (m_rootPart.PhysActor != null)
3202 { 3561 {
@@ -3204,33 +3563,31 @@ namespace OpenSim.Region.Framework.Scenes
3204 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 3563 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
3205 } 3564 }
3206 3565
3207 lock (m_parts) 3566 lockPartsForRead(true);
3567
3568 foreach (SceneObjectPart prim in m_parts.Values)
3208 { 3569 {
3209 foreach (SceneObjectPart prim in m_parts.Values) 3570 if (prim.UUID != m_rootPart.UUID)
3210 { 3571 {
3211 if (prim.UUID != m_rootPart.UUID) 3572 prim.IgnoreUndoUpdate = true;
3212 { 3573 Vector3 axPos = prim.OffsetPosition;
3213 prim.IgnoreUndoUpdate = true; 3574 axPos *= oldParentRot;
3214 Vector3 axPos = prim.OffsetPosition; 3575 axPos *= Quaternion.Inverse(axRot);
3215 axPos *= oldParentRot; 3576 prim.OffsetPosition = axPos;
3216 axPos *= Quaternion.Inverse(axRot); 3577 Quaternion primsRot = prim.RotationOffset;
3217 prim.OffsetPosition = axPos; 3578 Quaternion newRot = primsRot * oldParentRot;
3218 Quaternion primsRot = prim.RotationOffset; 3579 newRot *= Quaternion.Inverse(axRot);
3219 Quaternion newRot = primsRot * oldParentRot; 3580 prim.RotationOffset = newRot;
3220 newRot *= Quaternion.Inverse(axRot); 3581 prim.ScheduleTerseUpdate();
3221 prim.RotationOffset = newRot; 3582 prim.IgnoreUndoUpdate = false;
3222 prim.ScheduleTerseUpdate();
3223 }
3224 } 3583 }
3225 } 3584 }
3226 foreach (SceneObjectPart childpart in Children.Values) 3585 if (cancelUndo == true)
3227 { 3586 {
3228 if (childpart != m_rootPart) 3587 m_rootPart.Undoing = false;
3229 {
3230 childpart.IgnoreUndoUpdate = false;
3231 childpart.StoreUndoState();
3232 }
3233 } 3588 }
3589 lockPartsForRead(false);
3590
3234 m_rootPart.ScheduleTerseUpdate(); 3591 m_rootPart.ScheduleTerseUpdate();
3235 } 3592 }
3236 3593
@@ -3352,7 +3709,7 @@ namespace OpenSim.Region.Framework.Scenes
3352 if (atTargets.Count > 0) 3709 if (atTargets.Count > 0)
3353 { 3710 {
3354 uint[] localids = new uint[0]; 3711 uint[] localids = new uint[0];
3355 lock (m_parts) 3712 lockPartsForRead(true);
3356 { 3713 {
3357 localids = new uint[m_parts.Count]; 3714 localids = new uint[m_parts.Count];
3358 int cntr = 0; 3715 int cntr = 0;
@@ -3362,6 +3719,7 @@ namespace OpenSim.Region.Framework.Scenes
3362 cntr++; 3719 cntr++;
3363 } 3720 }
3364 } 3721 }
3722 lockPartsForRead(false);
3365 3723
3366 for (int ctr = 0; ctr < localids.Length; ctr++) 3724 for (int ctr = 0; ctr < localids.Length; ctr++)
3367 { 3725 {
@@ -3380,7 +3738,7 @@ namespace OpenSim.Region.Framework.Scenes
3380 { 3738 {
3381 //trigger not_at_target 3739 //trigger not_at_target
3382 uint[] localids = new uint[0]; 3740 uint[] localids = new uint[0];
3383 lock (m_parts) 3741 lockPartsForRead(true);
3384 { 3742 {
3385 localids = new uint[m_parts.Count]; 3743 localids = new uint[m_parts.Count];
3386 int cntr = 0; 3744 int cntr = 0;
@@ -3390,7 +3748,8 @@ namespace OpenSim.Region.Framework.Scenes
3390 cntr++; 3748 cntr++;
3391 } 3749 }
3392 } 3750 }
3393 3751 lockPartsForRead(false);
3752
3394 for (int ctr = 0; ctr < localids.Length; ctr++) 3753 for (int ctr = 0; ctr < localids.Length; ctr++)
3395 { 3754 {
3396 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); 3755 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]);
@@ -3431,7 +3790,8 @@ namespace OpenSim.Region.Framework.Scenes
3431 if (atRotTargets.Count > 0) 3790 if (atRotTargets.Count > 0)
3432 { 3791 {
3433 uint[] localids = new uint[0]; 3792 uint[] localids = new uint[0];
3434 lock (m_parts) 3793 lockPartsForRead(true);
3794 try
3435 { 3795 {
3436 localids = new uint[m_parts.Count]; 3796 localids = new uint[m_parts.Count];
3437 int cntr = 0; 3797 int cntr = 0;
@@ -3441,6 +3801,10 @@ namespace OpenSim.Region.Framework.Scenes
3441 cntr++; 3801 cntr++;
3442 } 3802 }
3443 } 3803 }
3804 finally
3805 {
3806 lockPartsForRead(false);
3807 }
3444 3808
3445 for (int ctr = 0; ctr < localids.Length; ctr++) 3809 for (int ctr = 0; ctr < localids.Length; ctr++)
3446 { 3810 {
@@ -3459,7 +3823,8 @@ namespace OpenSim.Region.Framework.Scenes
3459 { 3823 {
3460 //trigger not_at_target 3824 //trigger not_at_target
3461 uint[] localids = new uint[0]; 3825 uint[] localids = new uint[0];
3462 lock (m_parts) 3826 lockPartsForRead(true);
3827 try
3463 { 3828 {
3464 localids = new uint[m_parts.Count]; 3829 localids = new uint[m_parts.Count];
3465 int cntr = 0; 3830 int cntr = 0;
@@ -3469,6 +3834,10 @@ namespace OpenSim.Region.Framework.Scenes
3469 cntr++; 3834 cntr++;
3470 } 3835 }
3471 } 3836 }
3837 finally
3838 {
3839 lockPartsForRead(false);
3840 }
3472 3841
3473 for (int ctr = 0; ctr < localids.Length; ctr++) 3842 for (int ctr = 0; ctr < localids.Length; ctr++)
3474 { 3843 {
@@ -3482,19 +3851,20 @@ namespace OpenSim.Region.Framework.Scenes
3482 public float GetMass() 3851 public float GetMass()
3483 { 3852 {
3484 float retmass = 0f; 3853 float retmass = 0f;
3485 lock (m_parts) 3854 lockPartsForRead(true);
3486 { 3855 {
3487 foreach (SceneObjectPart part in m_parts.Values) 3856 foreach (SceneObjectPart part in m_parts.Values)
3488 { 3857 {
3489 retmass += part.GetMass(); 3858 retmass += part.GetMass();
3490 } 3859 }
3491 } 3860 }
3861 lockPartsForRead(false);
3492 return retmass; 3862 return retmass;
3493 } 3863 }
3494 3864
3495 public void CheckSculptAndLoad() 3865 public void CheckSculptAndLoad()
3496 { 3866 {
3497 lock (m_parts) 3867 lockPartsForRead(true);
3498 { 3868 {
3499 if (!IsDeleted) 3869 if (!IsDeleted)
3500 { 3870 {
@@ -3519,6 +3889,7 @@ namespace OpenSim.Region.Framework.Scenes
3519 } 3889 }
3520 } 3890 }
3521 } 3891 }
3892 lockPartsForRead(false);
3522 } 3893 }
3523 3894
3524 protected void AssetReceived(string id, Object sender, AssetBase asset) 3895 protected void AssetReceived(string id, Object sender, AssetBase asset)
@@ -3539,7 +3910,7 @@ namespace OpenSim.Region.Framework.Scenes
3539 /// <param name="client"></param> 3910 /// <param name="client"></param>
3540 public void SetGroup(UUID GroupID, IClientAPI client) 3911 public void SetGroup(UUID GroupID, IClientAPI client)
3541 { 3912 {
3542 lock (m_parts) 3913 lockPartsForRead(true);
3543 { 3914 {
3544 foreach (SceneObjectPart part in m_parts.Values) 3915 foreach (SceneObjectPart part in m_parts.Values)
3545 { 3916 {
@@ -3549,6 +3920,7 @@ namespace OpenSim.Region.Framework.Scenes
3549 3920
3550 HasGroupChanged = true; 3921 HasGroupChanged = true;
3551 } 3922 }
3923 lockPartsForRead(false);
3552 3924
3553 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 3925 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
3554 // for the same object with very different properties. The caller must schedule the update. 3926 // for the same object with very different properties. The caller must schedule the update.
@@ -3570,11 +3942,12 @@ namespace OpenSim.Region.Framework.Scenes
3570 3942
3571 public void SetAttachmentPoint(byte point) 3943 public void SetAttachmentPoint(byte point)
3572 { 3944 {
3573 lock (m_parts) 3945 lockPartsForRead(true);
3574 { 3946 {
3575 foreach (SceneObjectPart part in m_parts.Values) 3947 foreach (SceneObjectPart part in m_parts.Values)
3576 part.SetAttachmentPoint(point); 3948 part.SetAttachmentPoint(point);
3577 } 3949 }
3950 lockPartsForRead(false);
3578 } 3951 }
3579 3952
3580 #region ISceneObject 3953 #region ISceneObject
@@ -3608,6 +3981,14 @@ namespace OpenSim.Region.Framework.Scenes
3608 SetFromItemID(uuid); 3981 SetFromItemID(uuid);
3609 } 3982 }
3610 3983
3984 public void ResetOwnerChangeFlag()
3985 {
3986 ForEachPart(delegate(SceneObjectPart part)
3987 {
3988 part.ResetOwnerChangeFlag();
3989 });
3990 }
3991
3611 #endregion 3992 #endregion
3612 } 3993 }
3613} 3994}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index e331bb0..b19c443 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -147,7 +147,7 @@ namespace OpenSim.Region.Framework.Scenes
147 147
148 // TODO: This needs to be persisted in next XML version update! 148 // TODO: This needs to be persisted in next XML version update!
149 [XmlIgnore] 149 [XmlIgnore]
150 public readonly int[] PayPrice = {-2,-2,-2,-2,-2}; 150 public int[] PayPrice = {-2,-2,-2,-2,-2};
151 [XmlIgnore] 151 [XmlIgnore]
152 public PhysicsActor PhysActor; 152 public PhysicsActor PhysActor;
153 153
@@ -182,6 +182,14 @@ namespace OpenSim.Region.Framework.Scenes
182 [XmlIgnore] 182 [XmlIgnore]
183 public UUID FromFolderID; 183 public UUID FromFolderID;
184 184
185 // The following two are to hold the attachment data
186 // while an object is inworld
187 [XmlIgnore]
188 public byte AttachPoint = 0;
189
190 [XmlIgnore]
191 public Vector3 AttachOffset = Vector3.Zero;
192
185 [XmlIgnore] 193 [XmlIgnore]
186 public int STATUS_ROTATE_X; 194 public int STATUS_ROTATE_X;
187 195
@@ -277,6 +285,7 @@ namespace OpenSim.Region.Framework.Scenes
277 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 285 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
278 private Vector3 m_sitTargetPosition; 286 private Vector3 m_sitTargetPosition;
279 private string m_sitAnimation = "SIT"; 287 private string m_sitAnimation = "SIT";
288 private bool m_occupied; // KF if any av is sitting on this prim
280 private string m_text = String.Empty; 289 private string m_text = String.Empty;
281 private string m_touchName = String.Empty; 290 private string m_touchName = String.Empty;
282 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 291 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -360,7 +369,7 @@ namespace OpenSim.Region.Framework.Scenes
360 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 369 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
361 Quaternion rotationOffset, Vector3 offsetPosition) 370 Quaternion rotationOffset, Vector3 offsetPosition)
362 { 371 {
363 m_name = "Primitive"; 372 m_name = "Object";
364 373
365 Rezzed = DateTime.UtcNow; 374 Rezzed = DateTime.UtcNow;
366 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 375 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
@@ -456,12 +465,16 @@ namespace OpenSim.Region.Framework.Scenes
456 } 465 }
457 466
458 /// <value> 467 /// <value>
459 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 468 /// Get the inventory list
460 /// </value> 469 /// </value>
461 public TaskInventoryDictionary TaskInventory 470 public TaskInventoryDictionary TaskInventory
462 { 471 {
463 get { return m_inventory.Items; } 472 get {
464 set { m_inventory.Items = value; } 473 return m_inventory.Items;
474 }
475 set {
476 m_inventory.Items = value;
477 }
465 } 478 }
466 479
467 public uint ObjectFlags 480 public uint ObjectFlags
@@ -590,14 +603,12 @@ namespace OpenSim.Region.Framework.Scenes
590 set { m_LoopSoundSlavePrims = value; } 603 set { m_LoopSoundSlavePrims = value; }
591 } 604 }
592 605
593 [XmlIgnore]
594 public Byte[] TextureAnimation 606 public Byte[] TextureAnimation
595 { 607 {
596 get { return m_TextureAnimation; } 608 get { return m_TextureAnimation; }
597 set { m_TextureAnimation = value; } 609 set { m_TextureAnimation = value; }
598 } 610 }
599 611
600 [XmlIgnore]
601 public Byte[] ParticleSystem 612 public Byte[] ParticleSystem
602 { 613 {
603 get { return m_particleSystem; } 614 get { return m_particleSystem; }
@@ -651,7 +662,6 @@ namespace OpenSim.Region.Framework.Scenes
651 set 662 set
652 { 663 {
653 m_groupPosition = value; 664 m_groupPosition = value;
654
655 PhysicsActor actor = PhysActor; 665 PhysicsActor actor = PhysActor;
656 if (actor != null) 666 if (actor != null)
657 { 667 {
@@ -698,7 +708,7 @@ namespace OpenSim.Region.Framework.Scenes
698 get { return m_offsetPosition; } 708 get { return m_offsetPosition; }
699 set 709 set
700 { 710 {
701 StoreUndoState(); 711 StoreUndoState(UndoType.STATE_PRIM_POSITION);
702 m_offsetPosition = value; 712 m_offsetPosition = value;
703 713
704 if (ParentGroup != null && !ParentGroup.IsDeleted) 714 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -712,6 +722,12 @@ namespace OpenSim.Region.Framework.Scenes
712 // Tell the physics engines that this prim changed. 722 // Tell the physics engines that this prim changed.
713 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 723 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
714 } 724 }
725
726 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
727 foreach (ScenePresence av in avs)
728 {
729 av.SendFullUpdateToAllClients();
730 }
715 } 731 }
716 } 732 }
717 } 733 }
@@ -754,7 +770,7 @@ namespace OpenSim.Region.Framework.Scenes
754 770
755 set 771 set
756 { 772 {
757 StoreUndoState(); 773 StoreUndoState(UndoType.STATE_PRIM_ROTATION);
758 m_rotationOffset = value; 774 m_rotationOffset = value;
759 775
760 PhysicsActor actor = PhysActor; 776 PhysicsActor actor = PhysActor;
@@ -838,7 +854,16 @@ namespace OpenSim.Region.Framework.Scenes
838 /// <summary></summary> 854 /// <summary></summary>
839 public Vector3 Acceleration 855 public Vector3 Acceleration
840 { 856 {
841 get { return m_acceleration; } 857 get
858 {
859 PhysicsActor actor = PhysActor;
860 if (actor != null)
861 {
862 m_acceleration = actor.Acceleration;
863 }
864 return m_acceleration;
865 }
866
842 set { m_acceleration = value; } 867 set { m_acceleration = value; }
843 } 868 }
844 869
@@ -865,7 +890,6 @@ namespace OpenSim.Region.Framework.Scenes
865 set 890 set
866 { 891 {
867 m_color = value; 892 m_color = value;
868 TriggerScriptChangedEvent(Changed.COLOR);
869 893
870 /* ScheduleFullUpdate() need not be called b/c after 894 /* ScheduleFullUpdate() need not be called b/c after
871 * setting the color, the text will be set, so then 895 * setting the color, the text will be set, so then
@@ -944,7 +968,7 @@ namespace OpenSim.Region.Framework.Scenes
944 get { return m_shape.Scale; } 968 get { return m_shape.Scale; }
945 set 969 set
946 { 970 {
947 StoreUndoState(); 971 StoreUndoState(UndoType.STATE_PRIM_SCALE);
948 if (m_shape != null) 972 if (m_shape != null)
949 { 973 {
950 m_shape.Scale = value; 974 m_shape.Scale = value;
@@ -989,7 +1013,8 @@ namespace OpenSim.Region.Framework.Scenes
989 if (IsAttachment) 1013 if (IsAttachment)
990 return GroupPosition; 1014 return GroupPosition;
991 1015
992 return m_offsetPosition + m_groupPosition; } 1016// return m_offsetPosition + m_groupPosition; }
1017 return m_groupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset) ; } //KF: Rotation was ignored!
993 } 1018 }
994 1019
995 public SceneObjectGroup ParentGroup 1020 public SceneObjectGroup ParentGroup
@@ -1140,6 +1165,13 @@ namespace OpenSim.Region.Framework.Scenes
1140 get { return _flags; } 1165 get { return _flags; }
1141 set { _flags = value; } 1166 set { _flags = value; }
1142 } 1167 }
1168
1169 [XmlIgnore]
1170 public bool IsOccupied // KF If an av is sittingon this prim
1171 {
1172 get { return m_occupied; }
1173 set { m_occupied = value; }
1174 }
1143 1175
1144 [XmlIgnore] 1176 [XmlIgnore]
1145 public UUID SitTargetAvatar 1177 public UUID SitTargetAvatar
@@ -1215,14 +1247,6 @@ namespace OpenSim.Region.Framework.Scenes
1215 } 1247 }
1216 } 1248 }
1217 1249
1218 /// <summary>
1219 /// Clear all pending updates of parts to clients
1220 /// </summary>
1221 private void ClearUpdateSchedule()
1222 {
1223 m_updateFlag = 0;
1224 }
1225
1226 private void SendObjectPropertiesToClient(UUID AgentID) 1250 private void SendObjectPropertiesToClient(UUID AgentID)
1227 { 1251 {
1228 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1252 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
@@ -1508,7 +1532,7 @@ namespace OpenSim.Region.Framework.Scenes
1508 { 1532 {
1509 m_redo.Clear(); 1533 m_redo.Clear();
1510 } 1534 }
1511 StoreUndoState(); 1535 StoreUndoState(UndoType.STATE_ALL);
1512 } 1536 }
1513 1537
1514 public byte ConvertScriptUintToByte(uint indata) 1538 public byte ConvertScriptUintToByte(uint indata)
@@ -1611,7 +1635,7 @@ namespace OpenSim.Region.Framework.Scenes
1611 PrimitiveBaseShape shape = PrimitiveBaseShape.Create(); 1635 PrimitiveBaseShape shape = PrimitiveBaseShape.Create();
1612 part.Shape = shape; 1636 part.Shape = shape;
1613 1637
1614 part.Name = "Primitive"; 1638 part.Name = "Object";
1615 part._ownerID = UUID.Random(); 1639 part._ownerID = UUID.Random();
1616 1640
1617 return part; 1641 return part;
@@ -1734,7 +1758,7 @@ namespace OpenSim.Region.Framework.Scenes
1734 // which stops client-side interpolation of deactivated joint proxy objects. 1758 // which stops client-side interpolation of deactivated joint proxy objects.
1735 } 1759 }
1736 1760
1737 if (!UsePhysics && !isNew) 1761 if (!UsePhysics)
1738 { 1762 {
1739 // reset velocity to 0 on physics switch-off. Without that, the client thinks the 1763 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
1740 // prim still has velocity and continues to interpolate its position along the old 1764 // prim still has velocity and continues to interpolate its position along the old
@@ -1969,12 +1993,17 @@ namespace OpenSim.Region.Framework.Scenes
1969 public Vector3 GetWorldPosition() 1993 public Vector3 GetWorldPosition()
1970 { 1994 {
1971 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 1995 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
1972
1973 Vector3 axPos = OffsetPosition; 1996 Vector3 axPos = OffsetPosition;
1974
1975 axPos *= parentRot; 1997 axPos *= parentRot;
1976 Vector3 translationOffsetPosition = axPos; 1998 Vector3 translationOffsetPosition = axPos;
1977 return GroupPosition + translationOffsetPosition; 1999 if(_parentID == 0)
2000 {
2001 return GroupPosition;
2002 }
2003 else
2004 {
2005 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
2006 }
1978 } 2007 }
1979 2008
1980 /// <summary> 2009 /// <summary>
@@ -1985,7 +2014,7 @@ namespace OpenSim.Region.Framework.Scenes
1985 { 2014 {
1986 Quaternion newRot; 2015 Quaternion newRot;
1987 2016
1988 if (this.LinkNum == 0) 2017 if (this.LinkNum < 2) //KF Single or root prim
1989 { 2018 {
1990 newRot = RotationOffset; 2019 newRot = RotationOffset;
1991 } 2020 }
@@ -2631,17 +2660,18 @@ namespace OpenSim.Region.Framework.Scenes
2631 //Trys to fetch sound id from prim's inventory. 2660 //Trys to fetch sound id from prim's inventory.
2632 //Prim's inventory doesn't support non script items yet 2661 //Prim's inventory doesn't support non script items yet
2633 2662
2634 lock (TaskInventory) 2663 TaskInventory.LockItemsForRead(true);
2664
2665 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2635 { 2666 {
2636 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2667 if (item.Value.Name == sound)
2637 { 2668 {
2638 if (item.Value.Name == sound) 2669 soundID = item.Value.ItemID;
2639 { 2670 break;
2640 soundID = item.Value.ItemID;
2641 break;
2642 }
2643 } 2671 }
2644 } 2672 }
2673
2674 TaskInventory.LockItemsForRead(false);
2645 } 2675 }
2646 2676
2647 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2677 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2701,7 +2731,7 @@ namespace OpenSim.Region.Framework.Scenes
2701 /// <param name="scale"></param> 2731 /// <param name="scale"></param>
2702 public void Resize(Vector3 scale) 2732 public void Resize(Vector3 scale)
2703 { 2733 {
2704 StoreUndoState(); 2734 StoreUndoState(UndoType.STATE_PRIM_SCALE);
2705 m_shape.Scale = scale; 2735 m_shape.Scale = scale;
2706 2736
2707 ParentGroup.HasGroupChanged = true; 2737 ParentGroup.HasGroupChanged = true;
@@ -2710,38 +2740,7 @@ namespace OpenSim.Region.Framework.Scenes
2710 2740
2711 public void RotLookAt(Quaternion target, float strength, float damping) 2741 public void RotLookAt(Quaternion target, float strength, float damping)
2712 { 2742 {
2713 rotLookAt(target, strength, damping); 2743 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2714 }
2715
2716 public void rotLookAt(Quaternion target, float strength, float damping)
2717 {
2718 if (IsAttachment)
2719 {
2720 /*
2721 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2722 if (avatar != null)
2723 {
2724 Rotate the Av?
2725 } */
2726 }
2727 else
2728 {
2729 APIDDamp = damping;
2730 APIDStrength = strength;
2731 APIDTarget = target;
2732 }
2733 }
2734
2735 public void startLookAt(Quaternion rot, float damp, float strength)
2736 {
2737 APIDDamp = damp;
2738 APIDStrength = strength;
2739 APIDTarget = rot;
2740 }
2741
2742 public void stopLookAt()
2743 {
2744 APIDTarget = Quaternion.Identity;
2745 } 2744 }
2746 2745
2747 /// <summary> 2746 /// <summary>
@@ -2753,7 +2752,10 @@ namespace OpenSim.Region.Framework.Scenes
2753 2752
2754 if (m_parentGroup != null) 2753 if (m_parentGroup != null)
2755 { 2754 {
2756 m_parentGroup.QueueForUpdateCheck(); 2755 if (!m_parentGroup.areUpdatesSuspended)
2756 {
2757 m_parentGroup.QueueForUpdateCheck();
2758 }
2757 } 2759 }
2758 2760
2759 int timeNow = Util.UnixTimeSinceEpoch(); 2761 int timeNow = Util.UnixTimeSinceEpoch();
@@ -2970,8 +2972,8 @@ namespace OpenSim.Region.Framework.Scenes
2970 { 2972 {
2971 const float ROTATION_TOLERANCE = 0.01f; 2973 const float ROTATION_TOLERANCE = 0.01f;
2972 const float VELOCITY_TOLERANCE = 0.001f; 2974 const float VELOCITY_TOLERANCE = 0.001f;
2973 const float POSITION_TOLERANCE = 0.05f; 2975 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2974 const int TIME_MS_TOLERANCE = 3000; 2976 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2975 2977
2976 if (m_updateFlag == 1) 2978 if (m_updateFlag == 1)
2977 { 2979 {
@@ -2985,7 +2987,7 @@ namespace OpenSim.Region.Framework.Scenes
2985 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 2987 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
2986 { 2988 {
2987 AddTerseUpdateToAllAvatars(); 2989 AddTerseUpdateToAllAvatars();
2988 ClearUpdateSchedule(); 2990
2989 2991
2990 // This causes the Scene to 'poll' physical objects every couple of frames 2992 // This causes the Scene to 'poll' physical objects every couple of frames
2991 // bad, so it's been replaced by an event driven method. 2993 // bad, so it's been replaced by an event driven method.
@@ -3003,16 +3005,18 @@ namespace OpenSim.Region.Framework.Scenes
3003 m_lastAngularVelocity = AngularVelocity; 3005 m_lastAngularVelocity = AngularVelocity;
3004 m_lastTerseSent = Environment.TickCount; 3006 m_lastTerseSent = Environment.TickCount;
3005 } 3007 }
3008 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
3009 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3006 } 3010 }
3007 else 3011 else
3008 { 3012 {
3009 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 3013 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3010 { 3014 {
3011 AddFullUpdateToAllAvatars(); 3015 AddFullUpdateToAllAvatars();
3012 ClearUpdateSchedule(); 3016 m_updateFlag = 0; //Same here
3013 } 3017 }
3014 } 3018 }
3015 ClearUpdateSchedule(); 3019 m_updateFlag = 0;
3016 } 3020 }
3017 3021
3018 /// <summary> 3022 /// <summary>
@@ -3039,17 +3043,16 @@ namespace OpenSim.Region.Framework.Scenes
3039 if (!UUID.TryParse(sound, out soundID)) 3043 if (!UUID.TryParse(sound, out soundID))
3040 { 3044 {
3041 // search sound file from inventory 3045 // search sound file from inventory
3042 lock (TaskInventory) 3046 TaskInventory.LockItemsForRead(true);
3047 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3043 { 3048 {
3044 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3049 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3045 { 3050 {
3046 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3051 soundID = item.Value.ItemID;
3047 { 3052 break;
3048 soundID = item.Value.ItemID;
3049 break;
3050 }
3051 } 3053 }
3052 } 3054 }
3055 TaskInventory.LockItemsForRead(false);
3053 } 3056 }
3054 3057
3055 if (soundID == UUID.Zero) 3058 if (soundID == UUID.Zero)
@@ -3484,7 +3487,7 @@ namespace OpenSim.Region.Framework.Scenes
3484 3487
3485 public void StopLookAt() 3488 public void StopLookAt()
3486 { 3489 {
3487 m_parentGroup.stopLookAt(); 3490 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3488 3491
3489 m_parentGroup.ScheduleGroupForTerseUpdate(); 3492 m_parentGroup.ScheduleGroupForTerseUpdate();
3490 } 3493 }
@@ -3511,10 +3514,9 @@ namespace OpenSim.Region.Framework.Scenes
3511 m_parentGroup.ScheduleGroupForTerseUpdate(); 3514 m_parentGroup.ScheduleGroupForTerseUpdate();
3512 //m_parentGroup.ScheduleGroupForFullUpdate(); 3515 //m_parentGroup.ScheduleGroupForFullUpdate();
3513 } 3516 }
3514 3517 public void StoreUndoState(UndoType type)
3515 public void StoreUndoState()
3516 { 3518 {
3517 if (!Undoing) 3519 if (!Undoing && (m_parentGroup == null || m_parentGroup.RootPart == null || !m_parentGroup.RootPart.Undoing))
3518 { 3520 {
3519 if (!IgnoreUndoUpdate) 3521 if (!IgnoreUndoUpdate)
3520 { 3522 {
@@ -3525,17 +3527,25 @@ namespace OpenSim.Region.Framework.Scenes
3525 if (m_undo.Count > 0) 3527 if (m_undo.Count > 0)
3526 { 3528 {
3527 UndoState last = m_undo.Peek(); 3529 UndoState last = m_undo.Peek();
3528 if (last != null) 3530
3529 {
3530 if (last.Compare(this))
3531 return;
3532 }
3533 } 3531 }
3534 3532
3535 if (m_parentGroup.GetSceneMaxUndo() > 0) 3533 if (m_parentGroup.GetSceneMaxUndo() > 0)
3536 { 3534 {
3537 UndoState nUndo = new UndoState(this); 3535 UndoState lastUndo = m_undo.Peek();
3536
3537 UndoState nUndo = new UndoState(this, type);
3538 3538
3539 if (lastUndo != null)
3540 {
3541 TimeSpan ts = DateTime.Now.Subtract(lastUndo.LastUpdated);
3542 if (ts.TotalMilliseconds < 500)
3543 {
3544 //Delete the last entry since it was less than 500 milliseconds ago
3545 nUndo.Merge(lastUndo);
3546 m_undo.Pop();
3547 }
3548 }
3539 m_undo.Push(nUndo); 3549 m_undo.Push(nUndo);
3540 } 3550 }
3541 3551
@@ -4012,11 +4022,13 @@ namespace OpenSim.Region.Framework.Scenes
4012 if (m_undo.Count > 0) 4022 if (m_undo.Count > 0)
4013 { 4023 {
4014 UndoState nUndo = null; 4024 UndoState nUndo = null;
4025 UndoState goback = m_undo.Pop();
4015 if (m_parentGroup.GetSceneMaxUndo() > 0) 4026 if (m_parentGroup.GetSceneMaxUndo() > 0)
4016 { 4027 {
4017 nUndo = new UndoState(this); 4028 nUndo = new UndoState(this, goback.Type);
4018 } 4029 }
4019 UndoState goback = m_undo.Pop(); 4030
4031
4020 if (goback != null) 4032 if (goback != null)
4021 { 4033 {
4022 goback.PlaybackState(this); 4034 goback.PlaybackState(this);
@@ -4031,13 +4043,13 @@ namespace OpenSim.Region.Framework.Scenes
4031 { 4043 {
4032 lock (m_redo) 4044 lock (m_redo)
4033 { 4045 {
4046 UndoState gofwd = m_redo.Pop();
4034 if (m_parentGroup.GetSceneMaxUndo() > 0) 4047 if (m_parentGroup.GetSceneMaxUndo() > 0)
4035 { 4048 {
4036 UndoState nUndo = new UndoState(this); 4049 UndoState nUndo = new UndoState(this, gofwd.Type);
4037 4050
4038 m_undo.Push(nUndo); 4051 m_undo.Push(nUndo);
4039 } 4052 }
4040 UndoState gofwd = m_redo.Pop();
4041 if (gofwd != null) 4053 if (gofwd != null)
4042 gofwd.PlayfwdState(this); 4054 gofwd.PlayfwdState(this);
4043 } 4055 }
@@ -4485,8 +4497,9 @@ namespace OpenSim.Region.Framework.Scenes
4485 { 4497 {
4486 m_shape.TextureEntry = textureEntry; 4498 m_shape.TextureEntry = textureEntry;
4487 TriggerScriptChangedEvent(Changed.TEXTURE); 4499 TriggerScriptChangedEvent(Changed.TEXTURE);
4488 4500 m_updateFlag = 1;
4489 ParentGroup.HasGroupChanged = true; 4501 ParentGroup.HasGroupChanged = true;
4502
4490 //This is madness.. 4503 //This is madness..
4491 //ParentGroup.ScheduleGroupForFullUpdate(); 4504 //ParentGroup.ScheduleGroupForFullUpdate();
4492 //This is sparta 4505 //This is sparta
@@ -4731,5 +4744,17 @@ namespace OpenSim.Region.Framework.Scenes
4731 Color color = Color; 4744 Color color = Color;
4732 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4745 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4733 } 4746 }
4747
4748 public void ResetOwnerChangeFlag()
4749 {
4750 List<UUID> inv = Inventory.GetInventoryList();
4751
4752 foreach (UUID itemID in inv)
4753 {
4754 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4755 item.OwnerChanged = false;
4756 Inventory.UpdateInventoryItem(item);
4757 }
4758 }
4734 } 4759 }
4735} 4760}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 4ae53a2..8b4f0ed 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -46,6 +46,8 @@ namespace OpenSim.Region.Framework.Scenes
46 46
47 private string m_inventoryFileName = String.Empty; 47 private string m_inventoryFileName = String.Empty;
48 private int m_inventoryFileNameSerial = 0; 48 private int m_inventoryFileNameSerial = 0;
49
50 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
49 51
50 /// <value> 52 /// <value>
51 /// The part to which the inventory belongs. 53 /// The part to which the inventory belongs.
@@ -82,7 +84,9 @@ namespace OpenSim.Region.Framework.Scenes
82 /// </value> 84 /// </value>
83 protected internal TaskInventoryDictionary Items 85 protected internal TaskInventoryDictionary Items
84 { 86 {
85 get { return m_items; } 87 get {
88 return m_items;
89 }
86 set 90 set
87 { 91 {
88 m_items = value; 92 m_items = value;
@@ -118,22 +122,25 @@ namespace OpenSim.Region.Framework.Scenes
118 /// <param name="linkNum">Link number for the part</param> 122 /// <param name="linkNum">Link number for the part</param>
119 public void ResetInventoryIDs() 123 public void ResetInventoryIDs()
120 { 124 {
121 lock (m_items) 125 m_items.LockItemsForWrite(true);
126
127 if (0 == Items.Count)
122 { 128 {
123 if (0 == m_items.Count) 129 m_items.LockItemsForWrite(false);
124 return; 130 return;
131 }
125 132
126 HasInventoryChanged = true; 133 HasInventoryChanged = true;
127 m_part.ParentGroup.HasGroupChanged = true; 134 m_part.ParentGroup.HasGroupChanged = true;
128 IList<TaskInventoryItem> items = GetInventoryItems(); 135 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
129 m_items.Clear(); 136 Items.Clear();
130 137
131 foreach (TaskInventoryItem item in items) 138 foreach (TaskInventoryItem item in items)
132 { 139 {
133 item.ResetIDs(m_part.UUID); 140 item.ResetIDs(m_part.UUID);
134 m_items.Add(item.ItemID, item); 141 Items.Add(item.ItemID, item);
135 }
136 } 142 }
143 m_items.LockItemsForWrite(false);
137 } 144 }
138 145
139 /// <summary> 146 /// <summary>
@@ -142,12 +149,11 @@ namespace OpenSim.Region.Framework.Scenes
142 /// <param name="ownerId"></param> 149 /// <param name="ownerId"></param>
143 public void ChangeInventoryOwner(UUID ownerId) 150 public void ChangeInventoryOwner(UUID ownerId)
144 { 151 {
145 lock (Items) 152 m_items.LockItemsForWrite(true);
153 if (0 == Items.Count)
146 { 154 {
147 if (0 == Items.Count) 155 m_items.LockItemsForWrite(false);
148 { 156 return;
149 return;
150 }
151 } 157 }
152 158
153 HasInventoryChanged = true; 159 HasInventoryChanged = true;
@@ -161,6 +167,7 @@ namespace OpenSim.Region.Framework.Scenes
161 item.OwnerID = ownerId; 167 item.OwnerID = ownerId;
162 } 168 }
163 } 169 }
170 m_items.LockItemsForWrite(false);
164 } 171 }
165 172
166 /// <summary> 173 /// <summary>
@@ -169,22 +176,24 @@ namespace OpenSim.Region.Framework.Scenes
169 /// <param name="groupID"></param> 176 /// <param name="groupID"></param>
170 public void ChangeInventoryGroup(UUID groupID) 177 public void ChangeInventoryGroup(UUID groupID)
171 { 178 {
172 lock (Items) 179 m_items.LockItemsForWrite(true);
180 if (0 == Items.Count)
173 { 181 {
174 if (0 == Items.Count) 182 m_items.LockItemsForWrite(false);
175 { 183 return;
176 return;
177 }
178 } 184 }
179 185
180 HasInventoryChanged = true; 186 HasInventoryChanged = true;
181 m_part.ParentGroup.HasGroupChanged = true; 187 m_part.ParentGroup.HasGroupChanged = true;
182 List<TaskInventoryItem> items = GetInventoryItems(); 188 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
183 foreach (TaskInventoryItem item in items) 189 foreach (TaskInventoryItem item in items)
184 { 190 {
185 if (groupID != item.GroupID) 191 if (groupID != item.GroupID)
192 {
186 item.GroupID = groupID; 193 item.GroupID = groupID;
194 }
187 } 195 }
196 m_items.LockItemsForWrite(false);
188 } 197 }
189 198
190 /// <summary> 199 /// <summary>
@@ -192,9 +201,14 @@ namespace OpenSim.Region.Framework.Scenes
192 /// </summary> 201 /// </summary>
193 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 202 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
194 { 203 {
195 List<TaskInventoryItem> scripts = GetInventoryScripts(); 204 Items.LockItemsForRead(true);
196 foreach (TaskInventoryItem item in scripts) 205 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
197 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 206 Items.LockItemsForRead(false);
207 foreach (TaskInventoryItem item in items)
208 {
209 if ((int)InventoryType.LSL == item.InvType)
210 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
211 }
198 } 212 }
199 213
200 public ArrayList GetScriptErrors(UUID itemID) 214 public ArrayList GetScriptErrors(UUID itemID)
@@ -227,9 +241,18 @@ namespace OpenSim.Region.Framework.Scenes
227 /// </param> 241 /// </param>
228 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 242 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
229 { 243 {
230 List<TaskInventoryItem> scripts = GetInventoryScripts(); 244 Items.LockItemsForRead(true);
231 foreach (TaskInventoryItem item in scripts) 245 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
232 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 246 Items.LockItemsForRead(false);
247
248 foreach (TaskInventoryItem item in items)
249 {
250 if ((int)InventoryType.LSL == item.InvType)
251 {
252 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
253 m_part.RemoveScriptEvents(item.ItemID);
254 }
255 }
233 } 256 }
234 257
235 /// <summary> 258 /// <summary>
@@ -245,7 +268,10 @@ namespace OpenSim.Region.Framework.Scenes
245 // item.Name, item.ItemID, Name, UUID); 268 // item.Name, item.ItemID, Name, UUID);
246 269
247 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 270 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
271 {
272 StoreScriptError(item.ItemID, "no permission");
248 return; 273 return;
274 }
249 275
250 m_part.AddFlag(PrimFlags.Scripted); 276 m_part.AddFlag(PrimFlags.Scripted);
251 277
@@ -254,14 +280,13 @@ namespace OpenSim.Region.Framework.Scenes
254 if (stateSource == 1 && // Prim crossing 280 if (stateSource == 1 && // Prim crossing
255 m_part.ParentGroup.Scene.m_trustBinaries) 281 m_part.ParentGroup.Scene.m_trustBinaries)
256 { 282 {
257 lock (m_items) 283 m_items.LockItemsForWrite(true);
258 { 284 m_items[item.ItemID].PermsMask = 0;
259 m_items[item.ItemID].PermsMask = 0; 285 m_items[item.ItemID].PermsGranter = UUID.Zero;
260 m_items[item.ItemID].PermsGranter = UUID.Zero; 286 m_items.LockItemsForWrite(false);
261 }
262
263 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 287 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
264 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 288 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
289 StoreScriptErrors(item.ItemID, null);
265 m_part.ParentGroup.AddActiveScriptCount(1); 290 m_part.ParentGroup.AddActiveScriptCount(1);
266 m_part.ScheduleFullUpdate(); 291 m_part.ScheduleFullUpdate();
267 return; 292 return;
@@ -270,6 +295,8 @@ namespace OpenSim.Region.Framework.Scenes
270 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 295 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
271 if (null == asset) 296 if (null == asset)
272 { 297 {
298 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
299 StoreScriptError(item.ItemID, msg);
273 m_log.ErrorFormat( 300 m_log.ErrorFormat(
274 "[PRIM INVENTORY]: " + 301 "[PRIM INVENTORY]: " +
275 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 302 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -281,15 +308,17 @@ namespace OpenSim.Region.Framework.Scenes
281 if (m_part.ParentGroup.m_savedScriptState != null) 308 if (m_part.ParentGroup.m_savedScriptState != null)
282 RestoreSavedScriptState(item.OldItemID, item.ItemID); 309 RestoreSavedScriptState(item.OldItemID, item.ItemID);
283 310
284 lock (m_items) 311 m_items.LockItemsForWrite(true);
285 { 312
286 m_items[item.ItemID].PermsMask = 0; 313 m_items[item.ItemID].PermsMask = 0;
287 m_items[item.ItemID].PermsGranter = UUID.Zero; 314 m_items[item.ItemID].PermsGranter = UUID.Zero;
288 } 315
316 m_items.LockItemsForWrite(false);
289 317
290 string script = Utils.BytesToString(asset.Data); 318 string script = Utils.BytesToString(asset.Data);
291 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 319 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
292 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 320 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
321 StoreScriptErrors(item.ItemID, null);
293 m_part.ParentGroup.AddActiveScriptCount(1); 322 m_part.ParentGroup.AddActiveScriptCount(1);
294 m_part.ScheduleFullUpdate(); 323 m_part.ScheduleFullUpdate();
295 } 324 }
@@ -353,21 +382,145 @@ namespace OpenSim.Region.Framework.Scenes
353 382
354 /// <summary> 383 /// <summary>
355 /// Start a script which is in this prim's inventory. 384 /// Start a script which is in this prim's inventory.
385 /// Some processing may occur in the background, but this routine returns asap.
356 /// </summary> 386 /// </summary>
357 /// <param name="itemId"> 387 /// <param name="itemId">
358 /// A <see cref="UUID"/> 388 /// A <see cref="UUID"/>
359 /// </param> 389 /// </param>
360 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 390 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
361 { 391 {
362 TaskInventoryItem item = GetInventoryItem(itemId); 392 lock (m_scriptErrors)
363 if (item != null) 393 {
364 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 394 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
395 m_scriptErrors.Remove(itemId);
396 }
397 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
398 }
399
400 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
401 {
402 m_items.LockItemsForRead(true);
403 if (m_items.ContainsKey(itemId))
404 {
405 if (m_items.ContainsKey(itemId))
406 {
407 m_items.LockItemsForRead(false);
408 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
409 }
410 else
411 {
412 m_items.LockItemsForRead(false);
413 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
414 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
415 StoreScriptError(itemId, msg);
416 m_log.ErrorFormat(
417 "[PRIM INVENTORY]: " +
418 "Couldn't start script with ID {0} since it {1}", itemId, msg);
419 }
420 }
365 else 421 else
422 {
423 m_items.LockItemsForRead(false);
424 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
425 StoreScriptError(itemId, msg);
366 m_log.ErrorFormat( 426 m_log.ErrorFormat(
367 "[PRIM INVENTORY]: " + 427 "[PRIM INVENTORY]: " +
368 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 428 "Couldn't start script with ID {0} since it {1}", itemId, msg);
369 itemId, m_part.Name, m_part.UUID, 429 }
370 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 430
431 }
432
433 /// <summary>
434 /// Start a script which is in this prim's inventory and return any compilation error messages.
435 /// </summary>
436 /// <param name="itemId">
437 /// A <see cref="UUID"/>
438 /// </param>
439 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
440 {
441 ArrayList errors;
442
443 // Indicate to CreateScriptInstanceInternal() we want it to
444 // post any compilation/loading error messages
445 lock (m_scriptErrors)
446 {
447 m_scriptErrors[itemId] = null;
448 }
449
450 // Perform compilation/loading
451 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
452
453 // Wait for and retrieve any errors
454 lock (m_scriptErrors)
455 {
456 while ((errors = m_scriptErrors[itemId]) == null)
457 {
458 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
459 {
460 m_log.ErrorFormat(
461 "[PRIM INVENTORY]: " +
462 "timedout waiting for script {0} errors", itemId);
463 errors = m_scriptErrors[itemId];
464 if (errors == null)
465 {
466 errors = new ArrayList(1);
467 errors.Add("timedout waiting for errors");
468 }
469 break;
470 }
471 }
472 m_scriptErrors.Remove(itemId);
473 }
474 return errors;
475 }
476
477 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
478 private void StoreScriptErrors(UUID itemId, ArrayList errors)
479 {
480 lock (m_scriptErrors)
481 {
482 // If compilation/loading initiated via CreateScriptInstance(),
483 // it does not want the errors, so just get out
484 if (!m_scriptErrors.ContainsKey(itemId))
485 {
486 return;
487 }
488
489 // Initiated via CreateScriptInstanceEr(), if we know what the
490 // errors are, save them and wake CreateScriptInstanceEr().
491 if (errors != null)
492 {
493 m_scriptErrors[itemId] = errors;
494 System.Threading.Monitor.PulseAll(m_scriptErrors);
495 return;
496 }
497 }
498
499 // Initiated via CreateScriptInstanceEr() but we don't know what
500 // the errors are yet, so retrieve them from the script engine.
501 // This may involve some waiting internal to GetScriptErrors().
502 errors = GetScriptErrors(itemId);
503
504 // Get a default non-null value to indicate success.
505 if (errors == null)
506 {
507 errors = new ArrayList();
508 }
509
510 // Post to CreateScriptInstanceEr() and wake it up
511 lock (m_scriptErrors)
512 {
513 m_scriptErrors[itemId] = errors;
514 System.Threading.Monitor.PulseAll(m_scriptErrors);
515 }
516 }
517
518 // Like StoreScriptErrors(), but just posts a single string message
519 private void StoreScriptError(UUID itemId, string message)
520 {
521 ArrayList errors = new ArrayList(1);
522 errors.Add(message);
523 StoreScriptErrors(itemId, errors);
371 } 524 }
372 525
373 /// <summary> 526 /// <summary>
@@ -380,15 +533,7 @@ namespace OpenSim.Region.Framework.Scenes
380 /// </param> 533 /// </param>
381 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 534 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
382 { 535 {
383 bool scriptPresent = false; 536 if (m_items.ContainsKey(itemId))
384
385 lock (m_items)
386 {
387 if (m_items.ContainsKey(itemId))
388 scriptPresent = true;
389 }
390
391 if (scriptPresent)
392 { 537 {
393 if (!sceneObjectBeingDeleted) 538 if (!sceneObjectBeingDeleted)
394 m_part.RemoveScriptEvents(itemId); 539 m_part.RemoveScriptEvents(itemId);
@@ -413,14 +558,16 @@ namespace OpenSim.Region.Framework.Scenes
413 /// <returns></returns> 558 /// <returns></returns>
414 private bool InventoryContainsName(string name) 559 private bool InventoryContainsName(string name)
415 { 560 {
416 lock (m_items) 561 m_items.LockItemsForRead(true);
562 foreach (TaskInventoryItem item in m_items.Values)
417 { 563 {
418 foreach (TaskInventoryItem item in m_items.Values) 564 if (item.Name == name)
419 { 565 {
420 if (item.Name == name) 566 m_items.LockItemsForRead(false);
421 return true; 567 return true;
422 } 568 }
423 } 569 }
570 m_items.LockItemsForRead(false);
424 return false; 571 return false;
425 } 572 }
426 573
@@ -462,8 +609,9 @@ namespace OpenSim.Region.Framework.Scenes
462 /// <param name="item"></param> 609 /// <param name="item"></param>
463 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 610 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
464 { 611 {
465 List<TaskInventoryItem> il = GetInventoryItems(); 612 m_items.LockItemsForRead(true);
466 613 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
614 m_items.LockItemsForRead(false);
467 foreach (TaskInventoryItem i in il) 615 foreach (TaskInventoryItem i in il)
468 { 616 {
469 if (i.Name == item.Name) 617 if (i.Name == item.Name)
@@ -501,14 +649,14 @@ namespace OpenSim.Region.Framework.Scenes
501 item.Name = name; 649 item.Name = name;
502 item.GroupID = m_part.GroupID; 650 item.GroupID = m_part.GroupID;
503 651
504 lock (m_items) 652 m_items.LockItemsForWrite(true);
505 m_items.Add(item.ItemID, item); 653 m_items.Add(item.ItemID, item);
506 654 m_items.LockItemsForWrite(false);
507 if (allowedDrop) 655 if (allowedDrop)
508 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 656 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
509 else 657 else
510 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 658 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
511 659
512 m_inventorySerial++; 660 m_inventorySerial++;
513 //m_inventorySerial += 2; 661 //m_inventorySerial += 2;
514 HasInventoryChanged = true; 662 HasInventoryChanged = true;
@@ -524,15 +672,15 @@ namespace OpenSim.Region.Framework.Scenes
524 /// <param name="items"></param> 672 /// <param name="items"></param>
525 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 673 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
526 { 674 {
527 lock (m_items) 675 m_items.LockItemsForWrite(true);
676 foreach (TaskInventoryItem item in items)
528 { 677 {
529 foreach (TaskInventoryItem item in items) 678 m_items.Add(item.ItemID, item);
530 { 679// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
531 m_items.Add(item.ItemID, item);
532// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
533 }
534 m_inventorySerial++;
535 } 680 }
681 m_items.LockItemsForWrite(false);
682
683 m_inventorySerial++;
536 } 684 }
537 685
538 /// <summary> 686 /// <summary>
@@ -543,10 +691,9 @@ namespace OpenSim.Region.Framework.Scenes
543 public TaskInventoryItem GetInventoryItem(UUID itemId) 691 public TaskInventoryItem GetInventoryItem(UUID itemId)
544 { 692 {
545 TaskInventoryItem item; 693 TaskInventoryItem item;
546 694 m_items.LockItemsForRead(true);
547 lock (m_items) 695 m_items.TryGetValue(itemId, out item);
548 m_items.TryGetValue(itemId, out item); 696 m_items.LockItemsForRead(false);
549
550 return item; 697 return item;
551 } 698 }
552 699
@@ -562,15 +709,16 @@ namespace OpenSim.Region.Framework.Scenes
562 { 709 {
563 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 710 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
564 711
565 lock (m_items) 712 m_items.LockItemsForRead(true);
713
714 foreach (TaskInventoryItem item in m_items.Values)
566 { 715 {
567 foreach (TaskInventoryItem item in m_items.Values) 716 if (item.Name == name)
568 { 717 items.Add(item);
569 if (item.Name == name)
570 items.Add(item);
571 }
572 } 718 }
573 719
720 m_items.LockItemsForRead(false);
721
574 return items; 722 return items;
575 } 723 }
576 724
@@ -587,8 +735,9 @@ namespace OpenSim.Region.Framework.Scenes
587 735
588 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents) 736 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents)
589 { 737 {
590 TaskInventoryItem it = GetInventoryItem(item.ItemID); 738 m_items.LockItemsForWrite(true);
591 if (it != null) 739
740 if (m_items.ContainsKey(item.ItemID))
592 { 741 {
593 item.ParentID = m_part.UUID; 742 item.ParentID = m_part.UUID;
594 item.ParentPartID = m_part.UUID; 743 item.ParentPartID = m_part.UUID;
@@ -600,19 +749,15 @@ namespace OpenSim.Region.Framework.Scenes
600 item.GroupID = m_part.GroupID; 749 item.GroupID = m_part.GroupID;
601 750
602 if (item.AssetID == UUID.Zero) 751 if (item.AssetID == UUID.Zero)
603 item.AssetID = it.AssetID; 752 item.AssetID = m_items[item.ItemID].AssetID;
604
605 lock (m_items)
606 {
607 m_items[item.ItemID] = item;
608 m_inventorySerial++;
609 }
610 753
754 m_items[item.ItemID] = item;
755 m_inventorySerial++;
611 if (fireScriptEvents) 756 if (fireScriptEvents)
612 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 757 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
613
614 HasInventoryChanged = true; 758 HasInventoryChanged = true;
615 m_part.ParentGroup.HasGroupChanged = true; 759 m_part.ParentGroup.HasGroupChanged = true;
760 m_items.LockItemsForWrite(false);
616 return true; 761 return true;
617 } 762 }
618 else 763 else
@@ -623,8 +768,9 @@ namespace OpenSim.Region.Framework.Scenes
623 item.ItemID, m_part.Name, m_part.UUID, 768 item.ItemID, m_part.Name, m_part.UUID,
624 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 769 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
625 } 770 }
626 return false; 771 m_items.LockItemsForWrite(false);
627 772
773 return false;
628 } 774 }
629 775
630 /// <summary> 776 /// <summary>
@@ -635,37 +781,53 @@ namespace OpenSim.Region.Framework.Scenes
635 /// in this prim's inventory.</returns> 781 /// in this prim's inventory.</returns>
636 public int RemoveInventoryItem(UUID itemID) 782 public int RemoveInventoryItem(UUID itemID)
637 { 783 {
638 TaskInventoryItem item = GetInventoryItem(itemID); 784 m_items.LockItemsForRead(true);
639 if (item != null) 785
786 if (m_items.ContainsKey(itemID))
640 { 787 {
641 int type = m_items[itemID].InvType; 788 int type = m_items[itemID].InvType;
789 m_items.LockItemsForRead(false);
642 if (type == 10) // Script 790 if (type == 10) // Script
643 { 791 {
644 m_part.RemoveScriptEvents(itemID);
645 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 792 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
646 } 793 }
794 m_items.LockItemsForWrite(true);
647 m_items.Remove(itemID); 795 m_items.Remove(itemID);
796 m_items.LockItemsForWrite(false);
648 m_inventorySerial++; 797 m_inventorySerial++;
649 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 798 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
650 799
651 HasInventoryChanged = true; 800 HasInventoryChanged = true;
652 m_part.ParentGroup.HasGroupChanged = true; 801 m_part.ParentGroup.HasGroupChanged = true;
653 802
654 if (!ContainsScripts()) 803 int scriptcount = 0;
804 m_items.LockItemsForRead(true);
805 foreach (TaskInventoryItem item in m_items.Values)
806 {
807 if (item.Type == 10)
808 {
809 scriptcount++;
810 }
811 }
812 m_items.LockItemsForRead(false);
813
814
815 if (scriptcount <= 0)
816 {
655 m_part.RemFlag(PrimFlags.Scripted); 817 m_part.RemFlag(PrimFlags.Scripted);
818 }
656 819
657 m_part.ScheduleFullUpdate(); 820 m_part.ScheduleFullUpdate();
658 821
659 return type; 822 return type;
660
661 } 823 }
662 else 824 else
663 { 825 {
826 m_items.LockItemsForRead(false);
664 m_log.ErrorFormat( 827 m_log.ErrorFormat(
665 "[PRIM INVENTORY]: " + 828 "[PRIM INVENTORY]: " +
666 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 829 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
667 itemID, m_part.Name, m_part.UUID, 830 itemID, m_part.Name, m_part.UUID);
668 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
669 } 831 }
670 832
671 return -1; 833 return -1;
@@ -719,8 +881,9 @@ namespace OpenSim.Region.Framework.Scenes
719 // isn't available (such as drag from prim inventory to agent inventory) 881 // isn't available (such as drag from prim inventory to agent inventory)
720 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 882 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
721 883
722 List<TaskInventoryItem> items = GetInventoryItems(); 884 m_items.LockItemsForRead(true);
723 foreach (TaskInventoryItem item in items) 885
886 foreach (TaskInventoryItem item in m_items.Values)
724 { 887 {
725 UUID ownerID = item.OwnerID; 888 UUID ownerID = item.OwnerID;
726 uint everyoneMask = 0; 889 uint everyoneMask = 0;
@@ -764,6 +927,8 @@ namespace OpenSim.Region.Framework.Scenes
764 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 927 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
765 invString.AddSectionEnd(); 928 invString.AddSectionEnd();
766 } 929 }
930 int count = m_items.Count;
931 m_items.LockItemsForRead(false);
767 932
768 fileData = Utils.StringToBytes(invString.BuildString); 933 fileData = Utils.StringToBytes(invString.BuildString);
769 934
@@ -784,10 +949,11 @@ namespace OpenSim.Region.Framework.Scenes
784 { 949 {
785 if (HasInventoryChanged) 950 if (HasInventoryChanged)
786 { 951 {
787 HasInventoryChanged = false; 952 Items.LockItemsForRead(true);
788 List<TaskInventoryItem> items = GetInventoryItems(); 953 datastore.StorePrimInventory(m_part.UUID, Items.Values);
789 datastore.StorePrimInventory(m_part.UUID, items); 954 Items.LockItemsForRead(false);
790 955
956 HasInventoryChanged = false;
791 } 957 }
792 } 958 }
793 959
@@ -854,89 +1020,75 @@ namespace OpenSim.Region.Framework.Scenes
854 { 1020 {
855 uint mask=0x7fffffff; 1021 uint mask=0x7fffffff;
856 1022
857 lock (m_items) 1023 foreach (TaskInventoryItem item in m_items.Values)
858 { 1024 {
859 foreach (TaskInventoryItem item in m_items.Values) 1025 if (item.InvType != (int)InventoryType.Object)
860 { 1026 {
861 if (item.InvType != (int)InventoryType.Object) 1027 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
862 { 1028 mask &= ~((uint)PermissionMask.Copy >> 13);
863 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1029 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
864 mask &= ~((uint)PermissionMask.Copy >> 13); 1030 mask &= ~((uint)PermissionMask.Transfer >> 13);
865 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1031 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
866 mask &= ~((uint)PermissionMask.Transfer >> 13); 1032 mask &= ~((uint)PermissionMask.Modify >> 13);
867 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
868 mask &= ~((uint)PermissionMask.Modify >> 13);
869 }
870 else
871 {
872 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
873 mask &= ~((uint)PermissionMask.Copy >> 13);
874 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
875 mask &= ~((uint)PermissionMask.Transfer >> 13);
876 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
877 mask &= ~((uint)PermissionMask.Modify >> 13);
878 }
879
880 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
881 mask &= ~(uint)PermissionMask.Copy;
882 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
883 mask &= ~(uint)PermissionMask.Transfer;
884 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
885 mask &= ~(uint)PermissionMask.Modify;
886 } 1033 }
1034 else
1035 {
1036 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1037 mask &= ~((uint)PermissionMask.Copy >> 13);
1038 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1039 mask &= ~((uint)PermissionMask.Transfer >> 13);
1040 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1041 mask &= ~((uint)PermissionMask.Modify >> 13);
1042 }
1043
1044 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1045 mask &= ~(uint)PermissionMask.Copy;
1046 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1047 mask &= ~(uint)PermissionMask.Transfer;
1048 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1049 mask &= ~(uint)PermissionMask.Modify;
887 } 1050 }
888
889 return mask; 1051 return mask;
890 } 1052 }
891 1053
892 public void ApplyNextOwnerPermissions() 1054 public void ApplyNextOwnerPermissions()
893 { 1055 {
894 lock (m_items) 1056 foreach (TaskInventoryItem item in m_items.Values)
895 { 1057 {
896 foreach (TaskInventoryItem item in m_items.Values) 1058 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
897 { 1059 {
898 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1060 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
899 { 1061 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
900 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1062 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
901 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1063 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
902 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1064 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
903 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1065 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
904 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
905 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
906 }
907 item.CurrentPermissions &= item.NextPermissions;
908 item.BasePermissions &= item.NextPermissions;
909 item.EveryonePermissions &= item.NextPermissions;
910 item.OwnerChanged = true;
911 } 1066 }
1067 item.OwnerChanged = true;
1068 item.CurrentPermissions &= item.NextPermissions;
1069 item.BasePermissions &= item.NextPermissions;
1070 item.EveryonePermissions &= item.NextPermissions;
912 } 1071 }
913 } 1072 }
914 1073
915 public void ApplyGodPermissions(uint perms) 1074 public void ApplyGodPermissions(uint perms)
916 { 1075 {
917 lock (m_items) 1076 foreach (TaskInventoryItem item in m_items.Values)
918 { 1077 {
919 foreach (TaskInventoryItem item in m_items.Values) 1078 item.CurrentPermissions = perms;
920 { 1079 item.BasePermissions = perms;
921 item.CurrentPermissions = perms;
922 item.BasePermissions = perms;
923 }
924 } 1080 }
925 } 1081 }
926 1082
927 public bool ContainsScripts() 1083 public bool ContainsScripts()
928 { 1084 {
929 lock (m_items) 1085 foreach (TaskInventoryItem item in m_items.Values)
930 { 1086 {
931 foreach (TaskInventoryItem item in m_items.Values) 1087 if (item.InvType == (int)InventoryType.LSL)
932 { 1088 {
933 if (item.InvType == (int)InventoryType.LSL) 1089 return true;
934 {
935 return true;
936 }
937 } 1090 }
938 } 1091 }
939
940 return false; 1092 return false;
941 } 1093 }
942 1094
@@ -944,11 +1096,8 @@ namespace OpenSim.Region.Framework.Scenes
944 { 1096 {
945 List<UUID> ret = new List<UUID>(); 1097 List<UUID> ret = new List<UUID>();
946 1098
947 lock (m_items) 1099 foreach (TaskInventoryItem item in m_items.Values)
948 { 1100 ret.Add(item.ItemID);
949 foreach (TaskInventoryItem item in m_items.Values)
950 ret.Add(item.ItemID);
951 }
952 1101
953 return ret; 1102 return ret;
954 } 1103 }
@@ -979,31 +1128,44 @@ namespace OpenSim.Region.Framework.Scenes
979 1128
980 public Dictionary<UUID, string> GetScriptStates() 1129 public Dictionary<UUID, string> GetScriptStates()
981 { 1130 {
1131 return GetScriptStates(false);
1132 }
1133
1134 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1135 {
982 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>(); 1136 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
983 1137
984 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1138 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
985 if (engines == null) // No engine at all 1139 if (engines == null) // No engine at all
986 return ret; 1140 return ret;
987 1141
988 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1142 foreach (TaskInventoryItem item in m_items.Values)
989
990 foreach (TaskInventoryItem item in scripts)
991 { 1143 {
992 foreach (IScriptModule e in engines) 1144 if (item.InvType == (int)InventoryType.LSL)
993 { 1145 {
994 if (e != null) 1146 foreach (IScriptModule e in engines)
995 { 1147 {
996 string n = e.GetXMLState(item.ItemID); 1148 if (e != null)
997 if (n != String.Empty)
998 { 1149 {
999 if (!ret.ContainsKey(item.ItemID)) 1150 string n = e.GetXMLState(item.ItemID);
1000 ret[item.ItemID] = n; 1151 if (n != String.Empty)
1001 break; 1152 {
1153 if (oldIDs)
1154 {
1155 if (!ret.ContainsKey(item.OldItemID))
1156 ret[item.OldItemID] = n;
1157 }
1158 else
1159 {
1160 if (!ret.ContainsKey(item.ItemID))
1161 ret[item.ItemID] = n;
1162 }
1163 break;
1164 }
1002 } 1165 }
1003 } 1166 }
1004 } 1167 }
1005 } 1168 }
1006
1007 return ret; 1169 return ret;
1008 } 1170 }
1009 1171
@@ -1013,21 +1175,27 @@ namespace OpenSim.Region.Framework.Scenes
1013 if (engines == null) 1175 if (engines == null)
1014 return; 1176 return;
1015 1177
1016 List<TaskInventoryItem> scripts = GetInventoryScripts();
1017 1178
1018 foreach (TaskInventoryItem item in scripts) 1179 Items.LockItemsForRead(true);
1180
1181 foreach (TaskInventoryItem item in m_items.Values)
1019 { 1182 {
1020 foreach (IScriptModule engine in engines) 1183 if (item.InvType == (int)InventoryType.LSL)
1021 { 1184 {
1022 if (engine != null) 1185 foreach (IScriptModule engine in engines)
1023 { 1186 {
1024 if (item.OwnerChanged) 1187 if (engine != null)
1025 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1188 {
1026 item.OwnerChanged = false; 1189 if (item.OwnerChanged)
1027 engine.ResumeScript(item.ItemID); 1190 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1191 item.OwnerChanged = false;
1192 engine.ResumeScript(item.ItemID);
1193 }
1028 } 1194 }
1029 } 1195 }
1030 } 1196 }
1197
1198 Items.LockItemsForRead(false);
1031 } 1199 }
1032 1200
1033 } 1201 }
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 1e8ce22..efe3365 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
@@ -668,7 +721,7 @@ namespace OpenSim.Region.Framework.Scenes
668 CreateSceneViewer(); 721 CreateSceneViewer();
669 m_animator = new ScenePresenceAnimator(this); 722 m_animator = new ScenePresenceAnimator(this);
670 } 723 }
671 724
672 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 725 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
673 { 726 {
674 m_rootRegionHandle = reginfo.RegionHandle; 727 m_rootRegionHandle = reginfo.RegionHandle;
@@ -700,16 +753,16 @@ namespace OpenSim.Region.Framework.Scenes
700 m_reprioritization_timer.AutoReset = false; 753 m_reprioritization_timer.AutoReset = false;
701 754
702 AdjustKnownSeeds(); 755 AdjustKnownSeeds();
703
704 // TODO: I think, this won't send anything, as we are still a child here...
705 Animator.TrySetMovementAnimation("STAND"); 756 Animator.TrySetMovementAnimation("STAND");
706
707 // we created a new ScenePresence (a new child agent) in a fresh region. 757 // we created a new ScenePresence (a new child agent) in a fresh region.
708 // Request info about all the (root) agents in this region 758 // 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) 759 // Note: This won't send data *to* other clients in that region (children don't send)
710 SendInitialFullUpdateToAllClients(); 760 SendInitialFullUpdateToAllClients();
711
712 RegisterToEvents(); 761 RegisterToEvents();
762 if (m_controllingClient != null)
763 {
764 m_controllingClient.ProcessPendingPackets();
765 }
713 SetDirectionVectors(); 766 SetDirectionVectors();
714 } 767 }
715 768
@@ -759,25 +812,47 @@ namespace OpenSim.Region.Framework.Scenes
759 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 812 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
760 Dir_Vectors[4] = Vector3.UnitZ; //UP 813 Dir_Vectors[4] = Vector3.UnitZ; //UP
761 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 814 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
762 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 815 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
763 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 816 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
764 Dir_Vectors[7] = -Vector3.UnitX; //BACK 817 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
818 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
819 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
765 } 820 }
766 821
767 private Vector3[] GetWalkDirectionVectors() 822 private Vector3[] GetWalkDirectionVectors()
768 { 823 {
769 Vector3[] vector = new Vector3[9]; 824 Vector3[] vector = new Vector3[11];
770 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 825 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 826 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
772 vector[2] = Vector3.UnitY; //LEFT 827 vector[2] = Vector3.UnitY; //LEFT
773 vector[3] = -Vector3.UnitY; //RIGHT 828 vector[3] = -Vector3.UnitY; //RIGHT
774 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 829 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 830 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 831 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 832 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 833 vector[8] = Vector3.UnitY; //LEFT_NUDGE
834 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
835 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
779 return vector; 836 return vector;
780 } 837 }
838
839 private bool[] GetDirectionIsNudge()
840 {
841 bool[] isNudge = new bool[11];
842 isNudge[0] = false; //FORWARD
843 isNudge[1] = false; //BACK
844 isNudge[2] = false; //LEFT
845 isNudge[3] = false; //RIGHT
846 isNudge[4] = false; //UP
847 isNudge[5] = false; //DOWN
848 isNudge[6] = true; //FORWARD_NUDGE
849 isNudge[7] = true; //BACK_NUDGE
850 isNudge[8] = true; //LEFT_NUDGE
851 isNudge[9] = true; //RIGHT_NUDGE
852 isNudge[10] = true; //DOWN_Nudge
853 return isNudge;
854 }
855
781 856
782 #endregion 857 #endregion
783 858
@@ -820,7 +895,6 @@ namespace OpenSim.Region.Framework.Scenes
820 m_grouptitle = gm.GetGroupTitle(m_uuid); 895 m_grouptitle = gm.GetGroupTitle(m_uuid);
821 896
822 m_rootRegionHandle = m_scene.RegionInfo.RegionHandle; 897 m_rootRegionHandle = m_scene.RegionInfo.RegionHandle;
823
824 m_scene.SetRootAgentScene(m_uuid); 898 m_scene.SetRootAgentScene(m_uuid);
825 899
826 // Moved this from SendInitialData to ensure that m_appearance is initialized 900 // Moved this from SendInitialData to ensure that m_appearance is initialized
@@ -839,6 +913,52 @@ namespace OpenSim.Region.Framework.Scenes
839 pos.Y = crossedBorder.BorderLine.Z - 1; 913 pos.Y = crossedBorder.BorderLine.Z - 1;
840 } 914 }
841 915
916 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
917 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
918 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
919 if (KnownChildRegionHandles.Count == 0)
920 {
921 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
922 if (land != null)
923 {
924 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
925 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)
926 {
927 pos = land.LandData.UserLocation;
928 }
929 }
930 }
931
932 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
933 {
934 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
935
936 if (pos.X < 0)
937 {
938 emergencyPos.X = (int)Constants.RegionSize + pos.X;
939 if (!(pos.Y < 0))
940 emergencyPos.Y = pos.Y;
941 if (!(pos.Z < 0))
942 emergencyPos.Z = pos.Z;
943 }
944 if (pos.Y < 0)
945 {
946 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
947 if (!(pos.X < 0))
948 emergencyPos.X = pos.X;
949 if (!(pos.Z < 0))
950 emergencyPos.Z = pos.Z;
951 }
952 if (pos.Z < 0)
953 {
954 emergencyPos.Z = 128;
955 if (!(pos.Y < 0))
956 emergencyPos.Y = pos.Y;
957 if (!(pos.X < 0))
958 emergencyPos.X = pos.X;
959 }
960 }
961
842 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 962 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
843 { 963 {
844 m_log.WarnFormat( 964 m_log.WarnFormat(
@@ -971,9 +1091,10 @@ namespace OpenSim.Region.Framework.Scenes
971 public void Teleport(Vector3 pos) 1091 public void Teleport(Vector3 pos)
972 { 1092 {
973 bool isFlying = false; 1093 bool isFlying = false;
1094
974 if (m_physicsActor != null) 1095 if (m_physicsActor != null)
975 isFlying = m_physicsActor.Flying; 1096 isFlying = m_physicsActor.Flying;
976 1097
977 RemoveFromPhysicalScene(); 1098 RemoveFromPhysicalScene();
978 Velocity = Vector3.Zero; 1099 Velocity = Vector3.Zero;
979 AbsolutePosition = pos; 1100 AbsolutePosition = pos;
@@ -985,6 +1106,7 @@ namespace OpenSim.Region.Framework.Scenes
985 } 1106 }
986 1107
987 SendTerseUpdateToAllClients(); 1108 SendTerseUpdateToAllClients();
1109
988 } 1110 }
989 1111
990 public void TeleportWithMomentum(Vector3 pos) 1112 public void TeleportWithMomentum(Vector3 pos)
@@ -1098,7 +1220,6 @@ namespace OpenSim.Region.Framework.Scenes
1098 pos.Z = ground + 1.5f; 1220 pos.Z = ground + 1.5f;
1099 AbsolutePosition = pos; 1221 AbsolutePosition = pos;
1100 } 1222 }
1101
1102 m_isChildAgent = false; 1223 m_isChildAgent = false;
1103 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1224 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1104 MakeRootAgent(AbsolutePosition, m_flying); 1225 MakeRootAgent(AbsolutePosition, m_flying);
@@ -1197,6 +1318,7 @@ namespace OpenSim.Region.Framework.Scenes
1197 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1318 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1198 1319
1199 m_pos = m_LastFinitePos; 1320 m_pos = m_LastFinitePos;
1321
1200 if (!m_pos.IsFinite()) 1322 if (!m_pos.IsFinite())
1201 { 1323 {
1202 m_pos.X = 127f; 1324 m_pos.X = 127f;
@@ -1263,7 +1385,6 @@ namespace OpenSim.Region.Framework.Scenes
1263 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1385 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1264 } 1386 }
1265 } 1387 }
1266
1267 lock (scriptedcontrols) 1388 lock (scriptedcontrols)
1268 { 1389 {
1269 if (scriptedcontrols.Count > 0) 1390 if (scriptedcontrols.Count > 0)
@@ -1278,6 +1399,9 @@ namespace OpenSim.Region.Framework.Scenes
1278 1399
1279 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1400 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1280 { 1401 {
1402 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1403 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1404
1281 // TODO: This doesn't prevent the user from walking yet. 1405 // TODO: This doesn't prevent the user from walking yet.
1282 // Setting parent ID would fix this, if we knew what value 1406 // Setting parent ID would fix this, if we knew what value
1283 // to use. Or we could add a m_isSitting variable. 1407 // to use. Or we could add a m_isSitting variable.
@@ -1332,6 +1456,11 @@ namespace OpenSim.Region.Framework.Scenes
1332 update_rotation = true; 1456 update_rotation = true;
1333 } 1457 }
1334 1458
1459 //guilty until proven innocent..
1460 bool Nudging = true;
1461 //Basically, if there is at least one non-nudge control then we don't need
1462 //to worry about stopping the avatar
1463
1335 if (m_parentID == 0) 1464 if (m_parentID == 0)
1336 { 1465 {
1337 bool bAllowUpdateMoveToPosition = false; 1466 bool bAllowUpdateMoveToPosition = false;
@@ -1346,9 +1475,12 @@ namespace OpenSim.Region.Framework.Scenes
1346 else 1475 else
1347 dirVectors = Dir_Vectors; 1476 dirVectors = Dir_Vectors;
1348 1477
1349 // The fact that m_movementflag is a byte needs to be fixed 1478 bool[] isNudge = GetDirectionIsNudge();
1350 // it really should be a uint 1479
1351 uint nudgehack = 250; 1480
1481
1482
1483
1352 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1484 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1353 { 1485 {
1354 if (((uint)flags & (uint)DCF) != 0) 1486 if (((uint)flags & (uint)DCF) != 0)
@@ -1358,40 +1490,28 @@ namespace OpenSim.Region.Framework.Scenes
1358 try 1490 try
1359 { 1491 {
1360 agent_control_v3 += dirVectors[i]; 1492 agent_control_v3 += dirVectors[i];
1361 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1493 if (isNudge[i] == false)
1494 {
1495 Nudging = false;
1496 }
1362 } 1497 }
1363 catch (IndexOutOfRangeException) 1498 catch (IndexOutOfRangeException)
1364 { 1499 {
1365 // Why did I get this? 1500 // Why did I get this?
1366 } 1501 }
1367 1502
1368 if ((m_movementflag & (byte)(uint)DCF) == 0) 1503 if ((m_movementflag & (uint)DCF) == 0)
1369 { 1504 {
1370 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1371 {
1372 m_movementflag |= (byte)nudgehack;
1373 }
1374 m_movementflag += (byte)(uint)DCF; 1505 m_movementflag += (byte)(uint)DCF;
1375 update_movementflag = true; 1506 update_movementflag = true;
1376 } 1507 }
1377 } 1508 }
1378 else 1509 else
1379 { 1510 {
1380 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1511 if ((m_movementflag & (uint)DCF) != 0)
1381 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1382 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1383 ) // This or is for Nudge forward
1384 { 1512 {
1385 m_movementflag -= ((byte)(uint)DCF); 1513 m_movementflag -= (byte)(uint)DCF;
1386
1387 update_movementflag = true; 1514 update_movementflag = true;
1388 /*
1389 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1390 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1391 {
1392 m_log.Debug("Removed Hack flag");
1393 }
1394 */
1395 } 1515 }
1396 else 1516 else
1397 { 1517 {
@@ -1400,7 +1520,6 @@ namespace OpenSim.Region.Framework.Scenes
1400 } 1520 }
1401 i++; 1521 i++;
1402 } 1522 }
1403
1404 //Paupaw:Do Proper PID for Autopilot here 1523 //Paupaw:Do Proper PID for Autopilot here
1405 if (bResetMoveToPosition) 1524 if (bResetMoveToPosition)
1406 { 1525 {
@@ -1435,6 +1554,9 @@ namespace OpenSim.Region.Framework.Scenes
1435 // Ignore z component of vector 1554 // Ignore z component of vector
1436 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1555 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1437 LocalVectorToTarget2D.Normalize(); 1556 LocalVectorToTarget2D.Normalize();
1557
1558 //We're not nudging
1559 Nudging = false;
1438 agent_control_v3 += LocalVectorToTarget2D; 1560 agent_control_v3 += LocalVectorToTarget2D;
1439 1561
1440 // update avatar movement flags. the avatar coordinate system is as follows: 1562 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1523,13 +1645,13 @@ namespace OpenSim.Region.Framework.Scenes
1523 // m_log.DebugFormat( 1645 // m_log.DebugFormat(
1524 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1646 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1525 1647
1526 AddNewMovement(agent_control_v3, q); 1648 AddNewMovement(agent_control_v3, q, Nudging);
1527 1649
1528 1650
1529 } 1651 }
1530 } 1652 }
1531 1653
1532 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1654 if (update_movementflag && !SitGround)
1533 Animator.UpdateMovementAnimations(); 1655 Animator.UpdateMovementAnimations();
1534 1656
1535 m_scene.EventManager.TriggerOnClientMovement(this); 1657 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1544,7 +1666,6 @@ namespace OpenSim.Region.Framework.Scenes
1544 m_sitAtAutoTarget = false; 1666 m_sitAtAutoTarget = false;
1545 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1667 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1546 //proxy.PCode = (byte)PCode.ParticleSystem; 1668 //proxy.PCode = (byte)PCode.ParticleSystem;
1547
1548 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1669 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1549 proxyObjectGroup.AttachToScene(m_scene); 1670 proxyObjectGroup.AttachToScene(m_scene);
1550 1671
@@ -1586,7 +1707,7 @@ namespace OpenSim.Region.Framework.Scenes
1586 } 1707 }
1587 m_moveToPositionInProgress = true; 1708 m_moveToPositionInProgress = true;
1588 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1709 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1589 } 1710 }
1590 catch (Exception ex) 1711 catch (Exception ex)
1591 { 1712 {
1592 //Why did I get this error? 1713 //Why did I get this error?
@@ -1608,7 +1729,7 @@ namespace OpenSim.Region.Framework.Scenes
1608 Velocity = Vector3.Zero; 1729 Velocity = Vector3.Zero;
1609 SendFullUpdateToAllClients(); 1730 SendFullUpdateToAllClients();
1610 1731
1611 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1732 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1612 } 1733 }
1613 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1734 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1614 m_requestedSitTargetUUID = UUID.Zero; 1735 m_requestedSitTargetUUID = UUID.Zero;
@@ -1645,50 +1766,84 @@ namespace OpenSim.Region.Framework.Scenes
1645 1766
1646 if (m_parentID != 0) 1767 if (m_parentID != 0)
1647 { 1768 {
1648 m_log.Debug("StandupCode Executed"); 1769 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1649 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1650 if (part != null) 1770 if (part != null)
1651 { 1771 {
1772 part.TaskInventory.LockItemsForRead(true);
1652 TaskInventoryDictionary taskIDict = part.TaskInventory; 1773 TaskInventoryDictionary taskIDict = part.TaskInventory;
1653 if (taskIDict != null) 1774 if (taskIDict != null)
1654 { 1775 {
1655 lock (taskIDict) 1776 foreach (UUID taskID in taskIDict.Keys)
1656 { 1777 {
1657 foreach (UUID taskID in taskIDict.Keys) 1778 UnRegisterControlEventsToScript(LocalId, taskID);
1658 { 1779 taskIDict[taskID].PermsMask &= ~(
1659 UnRegisterControlEventsToScript(LocalId, taskID); 1780 2048 | //PERMISSION_CONTROL_CAMERA
1660 taskIDict[taskID].PermsMask &= ~( 1781 4); // PERMISSION_TAKE_CONTROLS
1661 2048 | //PERMISSION_CONTROL_CAMERA
1662 4); // PERMISSION_TAKE_CONTROLS
1663 }
1664 } 1782 }
1665
1666 } 1783 }
1784 part.TaskInventory.LockItemsForRead(false);
1667 // Reset sit target. 1785 // Reset sit target.
1668 if (part.GetAvatarOnSitTarget() == UUID) 1786 if (part.GetAvatarOnSitTarget() == UUID)
1669 part.SetAvatarOnSitTarget(UUID.Zero); 1787 part.SetAvatarOnSitTarget(UUID.Zero);
1670
1671 m_parentPosition = part.GetWorldPosition(); 1788 m_parentPosition = part.GetWorldPosition();
1672 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1789 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1673 } 1790 }
1791 // part.GetWorldRotation() is the rotation of the object being sat on
1792 // Rotation is the sittiing Av's rotation
1793
1794 Quaternion partRot;
1795// if (part.LinkNum == 1)
1796// { // Root prim of linkset
1797// partRot = part.ParentGroup.RootPart.RotationOffset;
1798// }
1799// else
1800// { // single or child prim
1801
1802// }
1803 if (part == null) //CW: Part may be gone. llDie() for example.
1804 {
1805 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1806 }
1807 else
1808 {
1809 partRot = part.GetWorldRotation();
1810 }
1811
1812 Quaternion partIRot = Quaternion.Inverse(partRot);
1674 1813
1814 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1815 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1816
1817
1675 if (m_physicsActor == null) 1818 if (m_physicsActor == null)
1676 { 1819 {
1677 AddToPhysicalScene(false); 1820 AddToPhysicalScene(false);
1678 } 1821 }
1679 1822 //CW: If the part isn't null then we can set the current position
1680 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1823 if (part != null)
1681 m_parentPosition = Vector3.Zero; 1824 {
1682 1825 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1683 m_parentID = 0; 1826 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1827 part.IsOccupied = false;
1828 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1829 }
1830 else
1831 {
1832 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1833 AbsolutePosition = m_lastWorldPosition;
1834 }
1835
1836 m_parentPosition = Vector3.Zero;
1837 m_parentID = 0;
1838 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1684 SendFullUpdateToAllClients(); 1839 SendFullUpdateToAllClients();
1685 m_requestedSitTargetID = 0; 1840 m_requestedSitTargetID = 0;
1841
1686 if ((m_physicsActor != null) && (m_avHeight > 0)) 1842 if ((m_physicsActor != null) && (m_avHeight > 0))
1687 { 1843 {
1688 SetHeight(m_avHeight); 1844 SetHeight(m_avHeight);
1689 } 1845 }
1690 } 1846 }
1691
1692 Animator.TrySetMovementAnimation("STAND"); 1847 Animator.TrySetMovementAnimation("STAND");
1693 } 1848 }
1694 1849
@@ -1719,13 +1874,9 @@ namespace OpenSim.Region.Framework.Scenes
1719 Vector3 avSitOffSet = part.SitTargetPosition; 1874 Vector3 avSitOffSet = part.SitTargetPosition;
1720 Quaternion avSitOrientation = part.SitTargetOrientation; 1875 Quaternion avSitOrientation = part.SitTargetOrientation;
1721 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1876 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1722 1877 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1723 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1878 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1724 bool SitTargetisSet = 1879 if (SitTargetisSet && !SitTargetOccupied)
1725 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1726 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1727
1728 if (SitTargetisSet && SitTargetUnOccupied)
1729 { 1880 {
1730 //switch the target to this prim 1881 //switch the target to this prim
1731 return part; 1882 return part;
@@ -1739,84 +1890,156 @@ namespace OpenSim.Region.Framework.Scenes
1739 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1890 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1740 { 1891 {
1741 bool autopilot = true; 1892 bool autopilot = true;
1893 Vector3 autopilotTarget = new Vector3();
1894 Quaternion sitOrientation = Quaternion.Identity;
1742 Vector3 pos = new Vector3(); 1895 Vector3 pos = new Vector3();
1743 Quaternion sitOrientation = pSitOrientation;
1744 Vector3 cameraEyeOffset = Vector3.Zero; 1896 Vector3 cameraEyeOffset = Vector3.Zero;
1745 Vector3 cameraAtOffset = Vector3.Zero; 1897 Vector3 cameraAtOffset = Vector3.Zero;
1746 bool forceMouselook = false; 1898 bool forceMouselook = false;
1747 1899
1748 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1900 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1749 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1901 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1750 if (part != null) 1902 if (part == null) return;
1751 { 1903
1752 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1904 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1753 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1905 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1754 1906
1755 // Is a sit target available? 1907 // part is the prim to sit on
1756 Vector3 avSitOffSet = part.SitTargetPosition; 1908 // offset is the world-ref vector distance from that prim center to the click-spot
1757 Quaternion avSitOrientation = part.SitTargetOrientation; 1909 // UUID is the UUID of the Avatar doing the clicking
1758 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1910
1759 1911 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1760 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1912
1761 bool SitTargetisSet = 1913 // Is a sit target available?
1762 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1914 Vector3 avSitOffSet = part.SitTargetPosition;
1763 ( 1915 Quaternion avSitOrientation = part.SitTargetOrientation;
1764 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1916
1765 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1917 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1766 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1918 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1767 ) 1919 Quaternion partRot;
1768 )); 1920// if (part.LinkNum == 1)
1769 1921// { // Root prim of linkset
1770 if (SitTargetisSet && SitTargetUnOccupied) 1922// partRot = part.ParentGroup.RootPart.RotationOffset;
1771 { 1923// }
1772 part.SetAvatarOnSitTarget(UUID); 1924// else
1773 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1925// { // single or child prim
1774 sitOrientation = avSitOrientation; 1926 partRot = part.GetWorldRotation();
1775 autopilot = false; 1927// }
1776 } 1928 Quaternion partIRot = Quaternion.Inverse(partRot);
1777 1929//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1778 pos = part.AbsolutePosition + offset; 1930 // Sit analysis rewritten by KF 091125
1779 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1931 if (SitTargetisSet) // scipted sit
1780 //{ 1932 {
1781 // offset = pos; 1933 if (!part.IsOccupied)
1782 //autopilot = false; 1934 {
1783 //} 1935//Console.WriteLine("Scripted, unoccupied");
1784 if (m_physicsActor != null) 1936 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1785 { 1937 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1786 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1938 sitOrientation = avSitOrientation; // Change rotatione to the scripted one
1787 // We can remove the physicsActor until they stand up. 1939 OffsetRotation = avSitOrientation;
1788 m_sitAvatarHeight = m_physicsActor.Size.Z; 1940 autopilot = false; // Jump direct to scripted llSitPos()
1789 1941 }
1790 if (autopilot) 1942 else
1791 { 1943 {
1792 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1944//Console.WriteLine("Scripted, occupied");
1793 { 1945 return;
1794 autopilot = false; 1946 }
1947 }
1948 else // Not Scripted
1949 {
1950 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1951 {
1952 // large prim & offset, ignore if other Avs sitting
1953// offset.Z -= 0.05f;
1954 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1955 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1956
1957//Console.WriteLine(" offset ={0}", offset);
1958//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1959//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1960
1961 }
1962 else // small offset
1963 {
1964//Console.WriteLine("Small offset");
1965 if (!part.IsOccupied)
1966 {
1967 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
1968 autopilotTarget = part.AbsolutePosition;
1969//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
1970 }
1971 else return; // occupied small
1972 } // end large/small
1973 } // end Scripted/not
1974 cameraAtOffset = part.GetCameraAtOffset();
1975 cameraEyeOffset = part.GetCameraEyeOffset();
1976 forceMouselook = part.GetForceMouselook();
1977 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
1978 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
1795 1979
1796 RemoveFromPhysicalScene(); 1980 if (m_physicsActor != null)
1797 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); 1981 {
1798 } 1982 // If we're not using the client autopilot, we're immediately warping the avatar to the location
1799 } 1983 // We can remove the physicsActor until they stand up.
1800 else 1984 m_sitAvatarHeight = m_physicsActor.Size.Z;
1985 if (autopilot)
1986 { // its not a scripted sit
1987// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
1988 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 2.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 2.0f) )
1801 { 1989 {
1990 autopilot = false; // close enough
1991 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
1992 Not using the part's position because returning the AV to the last known standing
1993 position is likely to be more friendly, isn't it? */
1802 RemoveFromPhysicalScene(); 1994 RemoveFromPhysicalScene();
1803 } 1995 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
1996 } // else the autopilot will get us close
1997 }
1998 else
1999 { // its a scripted sit
2000 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2001 I *am* using the part's position this time because we have no real idea how far away
2002 the avatar is from the sit target. */
2003 RemoveFromPhysicalScene();
1804 } 2004 }
1805
1806 cameraAtOffset = part.GetCameraAtOffset();
1807 cameraEyeOffset = part.GetCameraEyeOffset();
1808 forceMouselook = part.GetForceMouselook();
1809 } 2005 }
1810 2006 else return; // physactor is null!
1811 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2007
1812 m_requestedSitTargetUUID = targetID; 2008 Vector3 offsetr; // = offset * partIRot;
2009 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2010 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2011 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2012 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2013 offsetr = offset * partIRot;
2014//
2015 // else
2016 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2017 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2018 // (offset * partRot);
2019 // }
2020
2021//Console.WriteLine(" ");
2022//Console.WriteLine("link number ={0}", part.LinkNum);
2023//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2024//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2025//Console.WriteLine("Click offst ={0}", offset);
2026//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2027//Console.WriteLine("offsetr ={0}", offsetr);
2028//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2029//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2030
2031 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2032 ControllingClient.SendSitResponse(part.ParentGroup.UUID, offsetr + part.OffsetPosition, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2033
2034 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1813 // This calls HandleAgentSit twice, once from here, and the client calls 2035 // This calls HandleAgentSit twice, once from here, and the client calls
1814 // HandleAgentSit itself after it gets to the location 2036 // HandleAgentSit itself after it gets to the location
1815 // It doesn't get to the location until we've moved them there though 2037 // It doesn't get to the location until we've moved them there though
1816 // which happens in HandleAgentSit :P 2038 // which happens in HandleAgentSit :P
1817 m_autopilotMoving = autopilot; 2039 m_autopilotMoving = autopilot;
1818 m_autoPilotTarget = pos; 2040 m_autoPilotTarget = autopilotTarget;
1819 m_sitAtAutoTarget = autopilot; 2041 m_sitAtAutoTarget = autopilot;
2042 m_initialSitTarget = autopilotTarget;
1820 if (!autopilot) 2043 if (!autopilot)
1821 HandleAgentSit(remoteClient, UUID); 2044 HandleAgentSit(remoteClient, UUID);
1822 } 2045 }
@@ -2111,47 +2334,122 @@ namespace OpenSim.Region.Framework.Scenes
2111 { 2334 {
2112 if (part != null) 2335 if (part != null)
2113 { 2336 {
2337//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2114 if (part.GetAvatarOnSitTarget() == UUID) 2338 if (part.GetAvatarOnSitTarget() == UUID)
2115 { 2339 {
2340//Console.WriteLine("Scripted Sit");
2341 // Scripted sit
2116 Vector3 sitTargetPos = part.SitTargetPosition; 2342 Vector3 sitTargetPos = part.SitTargetPosition;
2117 Quaternion sitTargetOrient = part.SitTargetOrientation; 2343 Quaternion sitTargetOrient = part.SitTargetOrientation;
2118
2119 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2120 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2121
2122 //Quaternion result = (sitTargetOrient * vq) * nq;
2123
2124 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2344 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2125 m_pos += SIT_TARGET_ADJUSTMENT; 2345 m_pos += SIT_TARGET_ADJUSTMENT;
2126 m_bodyRot = sitTargetOrient; 2346 m_bodyRot = sitTargetOrient;
2127 //Rotation = sitTargetOrient;
2128 m_parentPosition = part.AbsolutePosition; 2347 m_parentPosition = part.AbsolutePosition;
2129 2348 part.IsOccupied = true;
2130 //SendTerseUpdateToAllClients(); 2349 part.ParentGroup.AddAvatar(agentID);
2350Console.WriteLine("Scripted Sit ofset {0}", m_pos);
2131 } 2351 }
2132 else 2352 else
2133 { 2353 {
2134 m_pos -= part.AbsolutePosition; 2354 // if m_avUnscriptedSitPos is zero then Av sits above center
2355 // Else Av sits at m_avUnscriptedSitPos
2356
2357 // Non-scripted sit by Kitto Flora 21Nov09
2358 // Calculate angle of line from prim to Av
2359 Quaternion partIRot;
2360// if (part.LinkNum == 1)
2361// { // Root prim of linkset
2362// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2363// }
2364// else
2365// { // single or child prim
2366 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2367// }
2368 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2369 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2370 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2371 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2372 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2373 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2374 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2375 // Av sits at world euler <0,0, z>, translated by part rotation
2376 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2377
2135 m_parentPosition = part.AbsolutePosition; 2378 m_parentPosition = part.AbsolutePosition;
2136 } 2379 part.IsOccupied = true;
2380 part.ParentGroup.AddAvatar(agentID);
2381 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2382 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2383 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2384 m_avUnscriptedSitPos; // adds click offset, if any
2385 //Set up raytrace to find top surface of prim
2386 Vector3 size = part.Scale;
2387 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2388 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2389 Vector3 down = new Vector3(0f, 0f, -1f);
2390//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2391 m_scene.PhysicsScene.RaycastWorld(
2392 start, // Vector3 position,
2393 down, // Vector3 direction,
2394 mag, // float length,
2395 SitAltitudeCallback); // retMethod
2396 } // end scripted/not
2137 } 2397 }
2138 else 2398 else // no Av
2139 { 2399 {
2140 return; 2400 return;
2141 } 2401 }
2142 } 2402 }
2143 m_parentID = m_requestedSitTargetID; 2403
2404 //We want our offsets to reference the root prim, not the child we may have sat on
2405 if (!part.IsRoot)
2406 {
2407 m_parentID = part.ParentGroup.RootPart.LocalId;
2408 m_pos += part.OffsetPosition;
2409 }
2410 else
2411 {
2412 m_parentID = m_requestedSitTargetID;
2413 }
2144 2414
2145 Velocity = Vector3.Zero; 2415 Velocity = Vector3.Zero;
2146 RemoveFromPhysicalScene(); 2416 RemoveFromPhysicalScene();
2147 2417
2148 Animator.TrySetMovementAnimation(sitAnimation); 2418 Animator.TrySetMovementAnimation(sitAnimation);
2149 SendFullUpdateToAllClients(); 2419 SendFullUpdateToAllClients();
2150 // This may seem stupid, but Our Full updates don't send avatar rotation :P
2151 // So we're also sending a terse update (which has avatar rotation)
2152 // [Update] We do now.
2153 //SendTerseUpdateToAllClients();
2154 } 2420 }
2421
2422 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2423 {
2424 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2425 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2426 if(hitYN)
2427 {
2428 // m_pos = Av offset from prim center to make look like on center
2429 // m_parentPosition = Actual center pos of prim
2430 // collisionPoint = spot on prim where we want to sit
2431 // collisionPoint.Z = global sit surface height
2432 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2433 Quaternion partIRot;
2434// if (part.LinkNum == 1)
2435/// { // Root prim of linkset
2436// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2437// }
2438// else
2439// { // single or child prim
2440 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2441// }
2442 if (m_initialSitTarget != null)
2443 {
2444 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2445 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2446 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2447 m_pos += offset;
2448 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2449 }
2450
2451 }
2452 } // End SitAltitudeCallback KF.
2155 2453
2156 /// <summary> 2454 /// <summary>
2157 /// Event handler for the 'Always run' setting on the client 2455 /// Event handler for the 'Always run' setting on the client
@@ -2181,7 +2479,7 @@ namespace OpenSim.Region.Framework.Scenes
2181 /// </summary> 2479 /// </summary>
2182 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2480 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2183 /// <param name="rotation">The direction in which this avatar should now face. 2481 /// <param name="rotation">The direction in which this avatar should now face.
2184 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2482 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2185 { 2483 {
2186 if (m_isChildAgent) 2484 if (m_isChildAgent)
2187 { 2485 {
@@ -2222,10 +2520,11 @@ namespace OpenSim.Region.Framework.Scenes
2222 Rotation = rotation; 2520 Rotation = rotation;
2223 Vector3 direc = vec * rotation; 2521 Vector3 direc = vec * rotation;
2224 direc.Normalize(); 2522 direc.Normalize();
2523 PhysicsActor actor = m_physicsActor;
2524 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2225 2525
2226 direc *= 0.03f * 128f * m_speedModifier; 2526 direc *= 0.03f * 128f * m_speedModifier;
2227 2527
2228 PhysicsActor actor = m_physicsActor;
2229 if (actor != null) 2528 if (actor != null)
2230 { 2529 {
2231 if (actor.Flying) 2530 if (actor.Flying)
@@ -2247,18 +2546,25 @@ namespace OpenSim.Region.Framework.Scenes
2247 { 2546 {
2248 if (direc.Z > 2.0f) 2547 if (direc.Z > 2.0f)
2249 { 2548 {
2250 direc.Z *= 3.0f; 2549 if(m_animator.m_animTickJump == -1)
2251 2550 {
2252 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2551 direc.Z *= 3.0f; // jump
2253 Animator.TrySetMovementAnimation("PREJUMP"); 2552 }
2254 Animator.TrySetMovementAnimation("JUMP"); 2553 else
2554 {
2555 direc.Z *= 0.1f; // prejump
2556 }
2557 /* Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2558 Animator.TrySetMovementAnimation("PREJUMP");
2559 Animator.TrySetMovementAnimation("JUMP");
2560 */
2255 } 2561 }
2256 } 2562 }
2257 } 2563 }
2258 2564
2259 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2565 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2260 m_forceToApply = direc; 2566 m_forceToApply = direc;
2261 2567 m_isNudging = Nudging;
2262 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2568 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2263 } 2569 }
2264 2570
@@ -2273,7 +2579,7 @@ namespace OpenSim.Region.Framework.Scenes
2273 const float POSITION_TOLERANCE = 0.05f; 2579 const float POSITION_TOLERANCE = 0.05f;
2274 //const int TIME_MS_TOLERANCE = 3000; 2580 //const int TIME_MS_TOLERANCE = 3000;
2275 2581
2276 SendPrimUpdates(); 2582
2277 2583
2278 if (m_isChildAgent == false) 2584 if (m_isChildAgent == false)
2279 { 2585 {
@@ -2303,6 +2609,9 @@ namespace OpenSim.Region.Framework.Scenes
2303 CheckForBorderCrossing(); 2609 CheckForBorderCrossing();
2304 CheckForSignificantMovement(); // sends update to the modules. 2610 CheckForSignificantMovement(); // sends update to the modules.
2305 } 2611 }
2612
2613 //Sending prim updates AFTER the avatar terse updates are sent
2614 SendPrimUpdates();
2306 } 2615 }
2307 2616
2308 #endregion 2617 #endregion
@@ -3087,6 +3396,7 @@ namespace OpenSim.Region.Framework.Scenes
3087 m_callbackURI = cAgent.CallbackURI; 3396 m_callbackURI = cAgent.CallbackURI;
3088 3397
3089 m_pos = cAgent.Position; 3398 m_pos = cAgent.Position;
3399
3090 m_velocity = cAgent.Velocity; 3400 m_velocity = cAgent.Velocity;
3091 m_CameraCenter = cAgent.Center; 3401 m_CameraCenter = cAgent.Center;
3092 //m_avHeight = cAgent.Size.Z; 3402 //m_avHeight = cAgent.Size.Z;
@@ -3197,14 +3507,25 @@ namespace OpenSim.Region.Framework.Scenes
3197 { 3507 {
3198 if (m_forceToApply.HasValue) 3508 if (m_forceToApply.HasValue)
3199 { 3509 {
3200 Vector3 force = m_forceToApply.Value;
3201 3510
3511 Vector3 force = m_forceToApply.Value;
3202 m_updateflag = true; 3512 m_updateflag = true;
3203// movementvector = force;
3204 Velocity = force; 3513 Velocity = force;
3205 3514
3206 m_forceToApply = null; 3515 m_forceToApply = null;
3207 } 3516 }
3517 else
3518 {
3519 if (m_isNudging)
3520 {
3521 Vector3 force = Vector3.Zero;
3522
3523 m_updateflag = true;
3524 Velocity = force;
3525 m_isNudging = false;
3526 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3527 }
3528 }
3208 } 3529 }
3209 3530
3210 public override void SetText(string text, Vector3 color, double alpha) 3531 public override void SetText(string text, Vector3 color, double alpha)
@@ -3255,18 +3576,29 @@ namespace OpenSim.Region.Framework.Scenes
3255 { 3576 {
3256 if (e == null) 3577 if (e == null)
3257 return; 3578 return;
3258 3579
3259 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3580 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3260 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3261 // as of this comment the interval is set in AddToPhysicalScene 3581 // as of this comment the interval is set in AddToPhysicalScene
3262 if (Animator!=null) 3582 if (Animator!=null)
3263 Animator.UpdateMovementAnimations(); 3583 {
3584 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3585 { // else its will lock out other animation changes, like ground sit.
3586 Animator.UpdateMovementAnimations();
3587 m_updateCount--;
3588 }
3589 }
3264 3590
3265 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3591 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3266 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3592 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3267 3593
3268 CollisionPlane = Vector4.UnitW; 3594 CollisionPlane = Vector4.UnitW;
3269 3595
3596 if (m_lastColCount != coldata.Count)
3597 {
3598 m_updateCount = UPDATE_COUNT;
3599 m_lastColCount = coldata.Count;
3600 }
3601
3270 if (coldata.Count != 0 && Animator != null) 3602 if (coldata.Count != 0 && Animator != null)
3271 { 3603 {
3272 switch (Animator.CurrentMovementAnimation) 3604 switch (Animator.CurrentMovementAnimation)
@@ -3296,6 +3628,148 @@ namespace OpenSim.Region.Framework.Scenes
3296 } 3628 }
3297 } 3629 }
3298 3630
3631 List<uint> thisHitColliders = new List<uint>();
3632 List<uint> endedColliders = new List<uint>();
3633 List<uint> startedColliders = new List<uint>();
3634
3635 foreach (uint localid in coldata.Keys)
3636 {
3637 thisHitColliders.Add(localid);
3638 if (!m_lastColliders.Contains(localid))
3639 {
3640 startedColliders.Add(localid);
3641 }
3642 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3643 }
3644
3645 // calculate things that ended colliding
3646 foreach (uint localID in m_lastColliders)
3647 {
3648 if (!thisHitColliders.Contains(localID))
3649 {
3650 endedColliders.Add(localID);
3651 }
3652 }
3653 //add the items that started colliding this time to the last colliders list.
3654 foreach (uint localID in startedColliders)
3655 {
3656 m_lastColliders.Add(localID);
3657 }
3658 // remove things that ended colliding from the last colliders list
3659 foreach (uint localID in endedColliders)
3660 {
3661 m_lastColliders.Remove(localID);
3662 }
3663
3664 // do event notification
3665 if (startedColliders.Count > 0)
3666 {
3667 ColliderArgs StartCollidingMessage = new ColliderArgs();
3668 List<DetectedObject> colliding = new List<DetectedObject>();
3669 foreach (uint localId in startedColliders)
3670 {
3671 if (localId == 0)
3672 continue;
3673
3674 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3675 string data = "";
3676 if (obj != null)
3677 {
3678 DetectedObject detobj = new DetectedObject();
3679 detobj.keyUUID = obj.UUID;
3680 detobj.nameStr = obj.Name;
3681 detobj.ownerUUID = obj.OwnerID;
3682 detobj.posVector = obj.AbsolutePosition;
3683 detobj.rotQuat = obj.GetWorldRotation();
3684 detobj.velVector = obj.Velocity;
3685 detobj.colliderType = 0;
3686 detobj.groupUUID = obj.GroupID;
3687 colliding.Add(detobj);
3688 }
3689 }
3690
3691 if (colliding.Count > 0)
3692 {
3693 StartCollidingMessage.Colliders = colliding;
3694
3695 foreach (SceneObjectGroup att in Attachments)
3696 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3697 }
3698 }
3699
3700 if (endedColliders.Count > 0)
3701 {
3702 ColliderArgs EndCollidingMessage = new ColliderArgs();
3703 List<DetectedObject> colliding = new List<DetectedObject>();
3704 foreach (uint localId in endedColliders)
3705 {
3706 if (localId == 0)
3707 continue;
3708
3709 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3710 string data = "";
3711 if (obj != null)
3712 {
3713 DetectedObject detobj = new DetectedObject();
3714 detobj.keyUUID = obj.UUID;
3715 detobj.nameStr = obj.Name;
3716 detobj.ownerUUID = obj.OwnerID;
3717 detobj.posVector = obj.AbsolutePosition;
3718 detobj.rotQuat = obj.GetWorldRotation();
3719 detobj.velVector = obj.Velocity;
3720 detobj.colliderType = 0;
3721 detobj.groupUUID = obj.GroupID;
3722 colliding.Add(detobj);
3723 }
3724 }
3725
3726 if (colliding.Count > 0)
3727 {
3728 EndCollidingMessage.Colliders = colliding;
3729
3730 foreach (SceneObjectGroup att in Attachments)
3731 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3732 }
3733 }
3734
3735 if (thisHitColliders.Count > 0)
3736 {
3737 ColliderArgs CollidingMessage = new ColliderArgs();
3738 List<DetectedObject> colliding = new List<DetectedObject>();
3739 foreach (uint localId in thisHitColliders)
3740 {
3741 if (localId == 0)
3742 continue;
3743
3744 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3745 string data = "";
3746 if (obj != null)
3747 {
3748 DetectedObject detobj = new DetectedObject();
3749 detobj.keyUUID = obj.UUID;
3750 detobj.nameStr = obj.Name;
3751 detobj.ownerUUID = obj.OwnerID;
3752 detobj.posVector = obj.AbsolutePosition;
3753 detobj.rotQuat = obj.GetWorldRotation();
3754 detobj.velVector = obj.Velocity;
3755 detobj.colliderType = 0;
3756 detobj.groupUUID = obj.GroupID;
3757 colliding.Add(detobj);
3758 }
3759 }
3760
3761 if (colliding.Count > 0)
3762 {
3763 CollidingMessage.Colliders = colliding;
3764
3765 lock (m_attachments)
3766 {
3767 foreach (SceneObjectGroup att in m_attachments)
3768 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3769 }
3770 }
3771 }
3772
3299 if (m_invulnerable) 3773 if (m_invulnerable)
3300 return; 3774 return;
3301 3775
@@ -3470,7 +3944,10 @@ namespace OpenSim.Region.Framework.Scenes
3470 m_scene = scene; 3944 m_scene = scene;
3471 3945
3472 RegisterToEvents(); 3946 RegisterToEvents();
3473 3947 if (m_controllingClient != null)
3948 {
3949 m_controllingClient.ProcessPendingPackets();
3950 }
3474 /* 3951 /*
3475 AbsolutePosition = client.StartPos; 3952 AbsolutePosition = client.StartPos;
3476 3953
@@ -3700,6 +4177,39 @@ namespace OpenSim.Region.Framework.Scenes
3700 return; 4177 return;
3701 } 4178 }
3702 4179
4180 XmlDocument doc = new XmlDocument();
4181 string stateData = String.Empty;
4182
4183 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4184 if (attServ != null)
4185 {
4186 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4187 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4188 if (stateData != String.Empty)
4189 {
4190 try
4191 {
4192 doc.LoadXml(stateData);
4193 }
4194 catch { }
4195 }
4196 }
4197
4198 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4199
4200 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4201 if (nodes.Count > 0)
4202 {
4203 foreach (XmlNode n in nodes)
4204 {
4205 XmlElement elem = (XmlElement)n;
4206 string itemID = elem.GetAttribute("ItemID");
4207 string xml = elem.InnerXml;
4208
4209 itemData[new UUID(itemID)] = xml;
4210 }
4211 }
4212
3703 List<int> attPoints = m_appearance.GetAttachedPoints(); 4213 List<int> attPoints = m_appearance.GetAttachedPoints();
3704 foreach (int p in attPoints) 4214 foreach (int p in attPoints)
3705 { 4215 {
@@ -3719,9 +4229,26 @@ namespace OpenSim.Region.Framework.Scenes
3719 4229
3720 try 4230 try
3721 { 4231 {
3722 // Rez from inventory 4232 string xmlData;
3723 UUID asset 4233 XmlDocument d = new XmlDocument();
3724 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 4234 UUID asset;
4235 if (itemData.TryGetValue(itemID, out xmlData))
4236 {
4237 d.LoadXml(xmlData);
4238 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4239
4240 // Rez from inventory
4241 asset
4242 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4243
4244 }
4245 else
4246 {
4247 // Rez from inventory (with a null doc to let
4248 // CHANGED_OWNER happen)
4249 asset
4250 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4251 }
3725 4252
3726 m_log.InfoFormat( 4253 m_log.InfoFormat(
3727 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})", 4254 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})",
@@ -3758,5 +4285,16 @@ namespace OpenSim.Region.Framework.Scenes
3758 m_reprioritization_called = false; 4285 m_reprioritization_called = false;
3759 } 4286 }
3760 } 4287 }
4288
4289 private Vector3 Quat2Euler(Quaternion rot){
4290 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4291 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4292 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4293 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4294 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4295 return(new Vector3(x,y,z));
4296 }
4297
4298
3761 } 4299 }
3762} 4300}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 5bdaa17..77e477f 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -105,7 +105,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
105 sceneObject.AddPart(part); 105 sceneObject.AddPart(part);
106 part.LinkNum = linkNum; 106 part.LinkNum = linkNum;
107 part.TrimPermissions(); 107 part.TrimPermissions();
108 part.StoreUndoState(); 108 part.StoreUndoState(UndoType.STATE_ALL);
109 reader.Close(); 109 reader.Close();
110 sr.Close(); 110 sr.Close();
111 } 111 }
@@ -231,7 +231,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
231 if (originalLinkNum != 0) 231 if (originalLinkNum != 0)
232 part.LinkNum = originalLinkNum; 232 part.LinkNum = originalLinkNum;
233 233
234 part.StoreUndoState(); 234 part.StoreUndoState(UndoType.STATE_ALL);
235 reader.Close(); 235 reader.Close();
236 sr.Close(); 236 sr.Close();
237 } 237 }
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 55e407e..f71b507 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,48 +27,125 @@
27 27
28using OpenMetaverse; 28using OpenMetaverse;
29using OpenSim.Region.Framework.Interfaces; 29using OpenSim.Region.Framework.Interfaces;
30using System;
30 31
31namespace OpenSim.Region.Framework.Scenes 32namespace OpenSim.Region.Framework.Scenes
32{ 33{
34 [Flags]
35 public enum UndoType
36 {
37 STATE_PRIM_POSITION = 1,
38 STATE_PRIM_ROTATION = 2,
39 STATE_PRIM_SCALE = 4,
40 STATE_PRIM_ALL = 7,
41 STATE_GROUP_POSITION = 8,
42 STATE_GROUP_ROTATION = 16,
43 STATE_GROUP_SCALE = 32,
44 STATE_GROUP_ALL = 56,
45 STATE_ALL = 63
46 }
47
33 public class UndoState 48 public class UndoState
34 { 49 {
35 public Vector3 Position = Vector3.Zero; 50 public Vector3 Position = Vector3.Zero;
36 public Vector3 Scale = Vector3.Zero; 51 public Vector3 Scale = Vector3.Zero;
37 public Quaternion Rotation = Quaternion.Identity; 52 public Quaternion Rotation = Quaternion.Identity;
53 public Vector3 GroupPosition = Vector3.Zero;
54 public Quaternion GroupRotation = Quaternion.Identity;
55 public Vector3 GroupScale = Vector3.Zero;
56 public DateTime LastUpdated = DateTime.Now;
57 public UndoType Type;
38 58
39 public UndoState(SceneObjectPart part) 59 public UndoState(SceneObjectPart part, UndoType type)
40 { 60 {
61 Type = type;
41 if (part != null) 62 if (part != null)
42 { 63 {
43 if (part.ParentID == 0) 64 if (part.ParentID == 0)
44 { 65 {
45 Position = part.ParentGroup.AbsolutePosition; 66 GroupScale = part.ParentGroup.RootPart.Shape.Scale;
67
68 //FUBAR WARNING: Do NOT get the group's absoluteposition here
69 //or you'll experience a loop and/or a stack issue
70 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
71 GroupRotation = part.ParentGroup.GroupRotation;
72 Position = part.ParentGroup.RootPart.AbsolutePosition;
46 Rotation = part.RotationOffset; 73 Rotation = part.RotationOffset;
47 Scale = part.Shape.Scale; 74 Scale = part.Shape.Scale;
75 LastUpdated = DateTime.Now;
48 } 76 }
49 else 77 else
50 { 78 {
79 GroupScale = part.Shape.Scale;
80
81 //FUBAR WARNING: Do NOT get the group's absoluteposition here
82 //or you'll experience a loop and/or a stack issue
83 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
84 GroupRotation = part.ParentGroup.Rotation;
51 Position = part.OffsetPosition; 85 Position = part.OffsetPosition;
52 Rotation = part.RotationOffset; 86 Rotation = part.RotationOffset;
53 Scale = part.Shape.Scale; 87 Scale = part.Shape.Scale;
88 LastUpdated = DateTime.Now;
54 } 89 }
55 } 90 }
56 } 91 }
57 92 public void Merge(UndoState last)
93 {
94 if ((Type & UndoType.STATE_GROUP_POSITION) == 0 || ((last.Type & UndoType.STATE_GROUP_POSITION) >= (Type & UndoType.STATE_GROUP_POSITION)))
95 {
96 GroupPosition = last.GroupPosition;
97 Position = last.Position;
98 }
99 if ((Type & UndoType.STATE_GROUP_SCALE) == 0 || ((last.Type & UndoType.STATE_GROUP_SCALE) >= (Type & UndoType.STATE_GROUP_SCALE)))
100 {
101 GroupScale = last.GroupScale;
102 Scale = last.Scale;
103 }
104 if ((Type & UndoType.STATE_GROUP_ROTATION) == 0 || ((last.Type & UndoType.STATE_GROUP_ROTATION) >= (Type & UndoType.STATE_GROUP_ROTATION)))
105 {
106 GroupRotation = last.GroupRotation;
107 Rotation = last.Rotation;
108 }
109 if ((Type & UndoType.STATE_PRIM_POSITION) == 0 || ((last.Type & UndoType.STATE_PRIM_POSITION) >= (Type & UndoType.STATE_PRIM_POSITION)))
110 {
111 Position = last.Position;
112 }
113 if ((Type & UndoType.STATE_PRIM_SCALE) == 0 || ((last.Type & UndoType.STATE_PRIM_SCALE) >= (Type & UndoType.STATE_PRIM_SCALE)))
114 {
115 Scale = last.Scale;
116 }
117 if ((Type & UndoType.STATE_PRIM_ROTATION) == 0 || ((last.Type & UndoType.STATE_PRIM_ROTATION) >= (Type & UndoType.STATE_PRIM_ROTATION)))
118 {
119 Rotation = last.Rotation;
120 }
121 Type = Type | last.Type;
122 }
123 public bool Compare(UndoState undo)
124 {
125 if (undo == null || Position == null) return false;
126 if (undo.Position == Position && undo.Rotation == Rotation && undo.Scale == Scale && undo.GroupPosition == GroupPosition && undo.GroupScale == GroupScale && undo.GroupRotation == GroupRotation)
127 {
128 return true;
129 }
130 else
131 {
132 return false;
133 }
134 }
58 public bool Compare(SceneObjectPart part) 135 public bool Compare(SceneObjectPart part)
59 { 136 {
60 if (part != null) 137 if (part != null)
61 { 138 {
62 if (part.ParentID == 0) 139 if (part.ParentID == 0)
63 { 140 {
64 if (Position == part.ParentGroup.AbsolutePosition && Rotation == part.ParentGroup.Rotation) 141 if (Position == part.ParentGroup.RootPart.AbsolutePosition && Rotation == part.ParentGroup.Rotation && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
65 return true; 142 return true;
66 else 143 else
67 return false; 144 return false;
68 } 145 }
69 else 146 else
70 { 147 {
71 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale) 148 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
72 return true; 149 return true;
73 else 150 else
74 return false; 151 return false;
@@ -78,62 +155,70 @@ namespace OpenSim.Region.Framework.Scenes
78 return false; 155 return false;
79 } 156 }
80 157
81 public void PlaybackState(SceneObjectPart part) 158 private void RestoreState(SceneObjectPart part)
82 { 159 {
160 bool GroupChange = false;
161 if ((Type & UndoType.STATE_GROUP_POSITION) != 0
162 || (Type & UndoType.STATE_GROUP_ROTATION) != 0
163 || (Type & UndoType.STATE_GROUP_SCALE) != 0)
164 {
165 GroupChange = true;
166 }
167
83 if (part != null) 168 if (part != null)
84 { 169 {
85 part.Undoing = true; 170 part.Undoing = true;
86 171
87 if (part.ParentID == 0) 172 if (part.ParentID == 0 && GroupChange == false)
88 { 173 {
89 if (Position != Vector3.Zero) 174 if (Position != Vector3.Zero)
90 part.ParentGroup.AbsolutePosition = Position; 175
91 part.RotationOffset = Rotation; 176 part.ParentGroup.UpdateSinglePosition(Position, part.LocalId);
177 part.ParentGroup.UpdateSingleRotation(Rotation, part.LocalId);
92 if (Scale != Vector3.Zero) 178 if (Scale != Vector3.Zero)
93 part.Resize(Scale); 179 part.Resize(Scale);
94 part.ParentGroup.ScheduleGroupForTerseUpdate(); 180 part.ParentGroup.ScheduleGroupForTerseUpdate();
95 } 181 }
96 else 182 else
97 { 183 {
98 if (Position != Vector3.Zero) 184 if (GroupChange)
99 part.OffsetPosition = Position; 185 {
100 part.UpdateRotation(Rotation); 186 part.ParentGroup.RootPart.Undoing = true;
101 if (Scale != Vector3.Zero) 187 if (GroupPosition != Vector3.Zero)
102 part.Resize(Scale); part.ScheduleTerseUpdate(); 188 {
189 //Calculate the scale...
190 Vector3 gs = part.Shape.Scale;
191 float scale = GroupScale.Z / gs.Z;
192
193 //Scale first since it can affect our position
194 part.ParentGroup.GroupResize(gs * scale, part.LocalId);
195 part.ParentGroup.AbsolutePosition = GroupPosition;
196 part.ParentGroup.UpdateGroupRotationR(GroupRotation);
197
198 }
199 part.ParentGroup.RootPart.Undoing = false;
200 }
201 else
202 {
203 if (Position != Vector3.Zero) //We can use this for all the updates since all are set
204 {
205 part.OffsetPosition = Position;
206 part.UpdateRotation(Rotation);
207 part.Resize(Scale); part.ScheduleTerseUpdate();
208 }
209 }
103 } 210 }
104 part.Undoing = false; 211 part.Undoing = false;
105 212
106 } 213 }
107 } 214 }
215 public void PlaybackState(SceneObjectPart part)
216 {
217 RestoreState(part);
218 }
108 public void PlayfwdState(SceneObjectPart part) 219 public void PlayfwdState(SceneObjectPart part)
109 { 220 {
110 if (part != null) 221 RestoreState(part);
111 {
112 part.Undoing = true;
113
114 if (part.ParentID == 0)
115 {
116 if (Position != Vector3.Zero)
117 part.ParentGroup.AbsolutePosition = Position;
118 if (Rotation != Quaternion.Identity)
119 part.UpdateRotation(Rotation);
120 if (Scale != Vector3.Zero)
121 part.Resize(Scale);
122 part.ParentGroup.ScheduleGroupForTerseUpdate();
123 }
124 else
125 {
126 if (Position != Vector3.Zero)
127 part.OffsetPosition = Position;
128 if (Rotation != Quaternion.Identity)
129 part.UpdateRotation(Rotation);
130 if (Scale != Vector3.Zero)
131 part.Resize(Scale);
132 part.ScheduleTerseUpdate();
133 }
134 part.Undoing = false;
135
136 }
137 } 222 }
138 } 223 }
139 public class LandUndoState 224 public class LandUndoState
@@ -161,3 +246,4 @@ namespace OpenSim.Region.Framework.Scenes
161 } 246 }
162 } 247 }
163} 248}
249
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
index ee7aa2da..c7a9484 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -878,6 +878,10 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
878 878
879 } 879 }
880 880
881 public void ProcessPendingPackets()
882 {
883 }
884
881 public void ProcessInPacket(Packet NewPack) 885 public void ProcessInPacket(Packet NewPack)
882 { 886 {
883 887
@@ -885,6 +889,11 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
885 889
886 public void Close() 890 public void Close()
887 { 891 {
892 Close(true);
893 }
894
895 public void Close(bool sendStop)
896 {
888 Disconnect(); 897 Disconnect();
889 } 898 }
890 899
diff --git a/OpenSim/Region/OptionalModules/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 2e0450c..23255fb 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -832,12 +832,21 @@ namespace OpenSim.Region.OptionalModules.World.NPC
832 { 832 {
833 } 833 }
834 834
835 public void ProcessPendingPackets()
836 {
837 }
838
835 public void ProcessInPacket(Packet NewPack) 839 public void ProcessInPacket(Packet NewPack)
836 { 840 {
837 } 841 }
838 842
839 public void Close() 843 public void Close()
840 { 844 {
845 Close(true);
846 }
847
848 public void Close(bool sendStop)
849 {
841 } 850 }
842 851
843 public void Start() 852 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..61c16b8
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -0,0 +1,1421 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using OpenMetaverse;
32using Ode.NET;
33using OpenSim.Framework;
34using OpenSim.Region.Physics.Manager;
35using log4net;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 /// <summary>
40 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
41 /// </summary>
42
43 public enum dParam : int
44 {
45 LowStop = 0,
46 HiStop = 1,
47 Vel = 2,
48 FMax = 3,
49 FudgeFactor = 4,
50 Bounce = 5,
51 CFM = 6,
52 StopERP = 7,
53 StopCFM = 8,
54 LoStop2 = 256,
55 HiStop2 = 257,
56 Vel2 = 258,
57 FMax2 = 259,
58 StopERP2 = 7 + 256,
59 StopCFM2 = 8 + 256,
60 LoStop3 = 512,
61 HiStop3 = 513,
62 Vel3 = 514,
63 FMax3 = 515,
64 StopERP3 = 7 + 512,
65 StopCFM3 = 8 + 512
66 }
67 public class OdeCharacter : PhysicsActor
68 {
69 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
70
71 private Vector3 _position;
72 private d.Vector3 _zeroPosition;
73 // private d.Matrix3 m_StandUpRotation;
74 private bool _zeroFlag = false;
75 private bool m_lastUpdateSent = false;
76 private Vector3 _velocity;
77 private Vector3 _target_velocity;
78 private Vector3 _acceleration;
79 private Vector3 m_rotationalVelocity;
80 private float m_mass = 80f;
81 public float m_density = 60f;
82 private bool m_pidControllerActive = true;
83 public float PID_D = 800.0f;
84 public float PID_P = 900.0f;
85 //private static float POSTURE_SERVO = 10000.0f;
86 public float CAPSULE_RADIUS = 0.37f;
87 public float CAPSULE_LENGTH = 2.140599f;
88 public float m_tensor = 3800000f;
89 public float heightFudgeFactor = 0.52f;
90 public float walkDivisor = 1.3f;
91 public float runDivisor = 0.8f;
92 private bool flying = false;
93 private bool m_iscolliding = false;
94 private bool m_iscollidingGround = false;
95 private bool m_wascolliding = false;
96 private bool m_wascollidingGround = false;
97 private bool m_iscollidingObj = false;
98 private bool m_alwaysRun = false;
99 private bool m_hackSentFall = false;
100 private bool m_hackSentFly = false;
101 private int m_requestedUpdateFrequency = 0;
102 private Vector3 m_taintPosition = Vector3.Zero;
103 public uint m_localID = 0;
104 public bool m_returnCollisions = false;
105 // taints and their non-tainted counterparts
106 public bool m_isPhysical = false; // the current physical status
107 public bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing)
108 public float MinimumGroundFlightOffset = 3f;
109
110 private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
111 private float m_tiltMagnitudeWhenProjectedOnXYPlane = 0.1131371f; // used to introduce a fixed tilt because a straight-up capsule falls through terrain, probably a bug in terrain collider
112
113
114 private float m_buoyancy = 0f;
115
116 // private CollisionLocker ode;
117
118 private string m_name = String.Empty;
119
120 private bool[] m_colliderarr = new bool[11];
121 private bool[] m_colliderGroundarr = new bool[11];
122
123 // Default we're a Character
124 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
125
126 // Default, Collide with Other Geometries, spaces, bodies and characters.
127 private CollisionCategories m_collisionFlags = (CollisionCategories.Geom
128 | CollisionCategories.Space
129 | CollisionCategories.Body
130 | CollisionCategories.Character
131 | CollisionCategories.Land);
132 public IntPtr Body = IntPtr.Zero;
133 private OdeScene _parent_scene;
134 public IntPtr Shell = IntPtr.Zero;
135 public IntPtr Amotor = IntPtr.Zero;
136 public d.Mass ShellMass;
137 public bool collidelock = false;
138
139 public int m_eventsubscription = 0;
140 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
141
142 // unique UUID of this character object
143 public UUID m_uuid;
144 public bool bad = false;
145
146 public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, CollisionLocker dode, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
147 {
148 m_uuid = UUID.Random();
149
150 if (pos.IsFinite())
151 {
152 if (pos.Z > 9999999f)
153 {
154 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
155 }
156 if (pos.Z < -90000f)
157 {
158 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
159 }
160 _position = pos;
161 m_taintPosition.X = pos.X;
162 m_taintPosition.Y = pos.Y;
163 m_taintPosition.Z = pos.Z;
164 }
165 else
166 {
167 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
168 m_taintPosition.X = _position.X;
169 m_taintPosition.Y = _position.Y;
170 m_taintPosition.Z = _position.Z;
171 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
172 }
173
174 _parent_scene = parent_scene;
175
176 PID_D = pid_d;
177 PID_P = pid_p;
178 CAPSULE_RADIUS = capsule_radius;
179 m_tensor = tensor;
180 m_density = density;
181 heightFudgeFactor = height_fudge_factor;
182 walkDivisor = walk_divisor;
183 runDivisor = rundivisor;
184
185 // m_StandUpRotation =
186 // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
187 // 0.5f);
188
189 for (int i = 0; i < 11; i++)
190 {
191 m_colliderarr[i] = false;
192 }
193 CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
194 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
195 m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH;
196
197 m_isPhysical = false; // current status: no ODE information exists
198 m_tainted_isPhysical = true; // new tainted status: need to create ODE information
199
200 _parent_scene.AddPhysicsActorTaint(this);
201
202 m_name = avName;
203 }
204
205 public override int PhysicsActorType
206 {
207 get { return (int) ActorTypes.Agent; }
208 set { return; }
209 }
210
211 /// <summary>
212 /// If this is set, the avatar will move faster
213 /// </summary>
214 public override bool SetAlwaysRun
215 {
216 get { return m_alwaysRun; }
217 set { m_alwaysRun = value; }
218 }
219
220 public override uint LocalID
221 {
222 set { m_localID = value; }
223 }
224
225 public override bool Grabbed
226 {
227 set { return; }
228 }
229
230 public override bool Selected
231 {
232 set { return; }
233 }
234
235 public override float Buoyancy
236 {
237 get { return m_buoyancy; }
238 set { m_buoyancy = value; }
239 }
240
241 public override bool FloatOnWater
242 {
243 set { return; }
244 }
245
246 public override bool IsPhysical
247 {
248 get { return false; }
249 set { return; }
250 }
251
252 public override bool ThrottleUpdates
253 {
254 get { return false; }
255 set { return; }
256 }
257
258 public override bool Flying
259 {
260 get { return flying; }
261 set { flying = value; }
262 }
263
264 /// <summary>
265 /// Returns if the avatar is colliding in general.
266 /// This includes the ground and objects and avatar.
267 /// </summary>
268 public override bool IsColliding
269 {
270 get { return m_iscolliding; }
271 set
272 {
273 int i;
274 int truecount = 0;
275 int falsecount = 0;
276
277 if (m_colliderarr.Length >= 10)
278 {
279 for (i = 0; i < 10; i++)
280 {
281 m_colliderarr[i] = m_colliderarr[i + 1];
282 }
283 }
284 m_colliderarr[10] = value;
285
286 for (i = 0; i < 11; i++)
287 {
288 if (m_colliderarr[i])
289 {
290 truecount++;
291 }
292 else
293 {
294 falsecount++;
295 }
296 }
297
298 // Equal truecounts and false counts means we're colliding with something.
299
300 if (falsecount > 1.2*truecount)
301 {
302 m_iscolliding = false;
303 }
304 else
305 {
306 m_iscolliding = true;
307 }
308 if (m_wascolliding != m_iscolliding)
309 {
310 //base.SendCollisionUpdate(new CollisionEventUpdate());
311 }
312 m_wascolliding = m_iscolliding;
313 }
314 }
315
316 /// <summary>
317 /// Returns if an avatar is colliding with the ground
318 /// </summary>
319 public override bool CollidingGround
320 {
321 get { return m_iscollidingGround; }
322 set
323 {
324 // Collisions against the ground are not really reliable
325 // So, to get a consistant value we have to average the current result over time
326 // Currently we use 1 second = 10 calls to this.
327 int i;
328 int truecount = 0;
329 int falsecount = 0;
330
331 if (m_colliderGroundarr.Length >= 10)
332 {
333 for (i = 0; i < 10; i++)
334 {
335 m_colliderGroundarr[i] = m_colliderGroundarr[i + 1];
336 }
337 }
338 m_colliderGroundarr[10] = value;
339
340 for (i = 0; i < 11; i++)
341 {
342 if (m_colliderGroundarr[i])
343 {
344 truecount++;
345 }
346 else
347 {
348 falsecount++;
349 }
350 }
351
352 // Equal truecounts and false counts means we're colliding with something.
353
354 if (falsecount > 1.2*truecount)
355 {
356 m_iscollidingGround = false;
357 }
358 else
359 {
360 m_iscollidingGround = true;
361 }
362 if (m_wascollidingGround != m_iscollidingGround)
363 {
364 //base.SendCollisionUpdate(new CollisionEventUpdate());
365 }
366 m_wascollidingGround = m_iscollidingGround;
367 }
368 }
369
370 /// <summary>
371 /// Returns if the avatar is colliding with an object
372 /// </summary>
373 public override bool CollidingObj
374 {
375 get { return m_iscollidingObj; }
376 set
377 {
378 m_iscollidingObj = value;
379 if (value)
380 m_pidControllerActive = false;
381 else
382 m_pidControllerActive = true;
383 }
384 }
385
386 /// <summary>
387 /// turn the PID controller on or off.
388 /// The PID Controller will turn on all by itself in many situations
389 /// </summary>
390 /// <param name="status"></param>
391 public void SetPidStatus(bool status)
392 {
393 m_pidControllerActive = status;
394 }
395
396 public override bool Stopped
397 {
398 get { return _zeroFlag; }
399 }
400
401 /// <summary>
402 /// This 'puts' an avatar somewhere in the physics space.
403 /// Not really a good choice unless you 'know' it's a good
404 /// spot otherwise you're likely to orbit the avatar.
405 /// </summary>
406 public override Vector3 Position
407 {
408 get { return _position; }
409 set
410 {
411 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
412 {
413 if (value.IsFinite())
414 {
415 if (value.Z > 9999999f)
416 {
417 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
418 }
419 if (value.Z < -90000f)
420 {
421 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
422 }
423
424 _position.X = value.X;
425 _position.Y = value.Y;
426 _position.Z = value.Z;
427
428 m_taintPosition.X = value.X;
429 m_taintPosition.Y = value.Y;
430 m_taintPosition.Z = value.Z;
431 _parent_scene.AddPhysicsActorTaint(this);
432 }
433 else
434 {
435 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
436 }
437 }
438 }
439 }
440
441 public override Vector3 RotationalVelocity
442 {
443 get { return m_rotationalVelocity; }
444 set { m_rotationalVelocity = value; }
445 }
446
447 /// <summary>
448 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
449 /// and use it to offset landings properly
450 /// </summary>
451 public override Vector3 Size
452 {
453 get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
454 set
455 {
456 if (value.IsFinite())
457 {
458 m_pidControllerActive = true;
459
460 Vector3 SetSize = value;
461 m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f;
462 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
463
464 Velocity = Vector3.Zero;
465
466 _parent_scene.AddPhysicsActorTaint(this);
467 }
468 else
469 {
470 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
471 }
472 }
473 }
474
475 private void AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3 movementVector)
476 {
477 movementVector.Z = 0f;
478 float magnitude = (float)Math.Sqrt((double)(movementVector.X * movementVector.X + movementVector.Y * movementVector.Y));
479 if (magnitude < 0.1f) return;
480
481 // normalize the velocity vector
482 float invMagnitude = 1.0f / magnitude;
483 movementVector.X *= invMagnitude;
484 movementVector.Y *= invMagnitude;
485
486 // if we change the capsule heading too often, the capsule can fall down
487 // therefore we snap movement vector to just 1 of 4 predefined directions (ne, nw, se, sw),
488 // meaning only 4 possible capsule tilt orientations
489 if (movementVector.X > 0)
490 {
491 // east
492 if (movementVector.Y > 0)
493 {
494 // northeast
495 movementVector.X = (float)Math.Sqrt(2.0);
496 movementVector.Y = (float)Math.Sqrt(2.0);
497 }
498 else
499 {
500 // southeast
501 movementVector.X = (float)Math.Sqrt(2.0);
502 movementVector.Y = -(float)Math.Sqrt(2.0);
503 }
504 }
505 else
506 {
507 // west
508 if (movementVector.Y > 0)
509 {
510 // northwest
511 movementVector.X = -(float)Math.Sqrt(2.0);
512 movementVector.Y = (float)Math.Sqrt(2.0);
513 }
514 else
515 {
516 // southwest
517 movementVector.X = -(float)Math.Sqrt(2.0);
518 movementVector.Y = -(float)Math.Sqrt(2.0);
519 }
520 }
521
522
523 // movementVector.Z is zero
524
525 // calculate tilt components based on desired amount of tilt and current (snapped) heading.
526 // the "-" sign is to force the tilt to be OPPOSITE the direction of movement.
527 float xTiltComponent = -movementVector.X * m_tiltMagnitudeWhenProjectedOnXYPlane;
528 float yTiltComponent = -movementVector.Y * m_tiltMagnitudeWhenProjectedOnXYPlane;
529
530 //m_log.Debug("[PHYSICS] changing avatar tilt");
531 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, xTiltComponent);
532 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, xTiltComponent); // must be same as lowstop, else a different, spurious tilt is introduced
533 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, yTiltComponent);
534 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, yTiltComponent); // same as lowstop
535 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
536 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
537 }
538
539 /// <summary>
540 /// This creates the Avatar's physical Surrogate at the position supplied
541 /// </summary>
542 /// <param name="npositionX"></param>
543 /// <param name="npositionY"></param>
544 /// <param name="npositionZ"></param>
545
546 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
547 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
548 // place that is safe to call this routine AvatarGeomAndBodyCreation.
549 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
550 {
551 //CAPSULE_LENGTH = -5;
552 //CAPSULE_RADIUS = -5;
553 int dAMotorEuler = 1;
554 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
555 if (CAPSULE_LENGTH <= 0)
556 {
557 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
558 CAPSULE_LENGTH = 0.01f;
559
560 }
561
562 if (CAPSULE_RADIUS <= 0)
563 {
564 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
565 CAPSULE_RADIUS = 0.01f;
566
567 }
568
569 if(Shell != IntPtr.Zero)
570 {
571 try
572 {
573 d.GeomDestroy(Shell);
574 }
575 catch (System.AccessViolationException)
576 {
577 m_log.Error("[PHYSICS]: PrimGeom dead");
578 }
579 // Remove any old entries
580//string tShell;
581//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
582//Console.WriteLine("**** Remove {0}", tShell);
583 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
584 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
585 }
586
587 Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
588 _parent_scene.geom_name_map[Shell] = m_name;
589 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
590//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, m_name);
591
592 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
593 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
594
595 d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
596 Body = d.BodyCreate(_parent_scene.world);
597 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
598
599 _position.X = npositionX;
600 _position.Y = npositionY;
601 _position.Z = npositionZ;
602
603
604 m_taintPosition.X = npositionX;
605 m_taintPosition.Y = npositionY;
606 m_taintPosition.Z = npositionZ;
607
608 d.BodySetMass(Body, ref ShellMass);
609 d.Matrix3 m_caprot;
610 // 90 Stand up on the cap of the capped cyllinder
611 if (_parent_scene.IsAvCapsuleTilted)
612 {
613 d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2));
614 }
615 else
616 {
617 d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2));
618 }
619
620
621 d.GeomSetRotation(Shell, ref m_caprot);
622 d.BodySetRotation(Body, ref m_caprot);
623
624 d.GeomSetBody(Shell, Body);
625
626
627 // The purpose of the AMotor here is to keep the avatar's physical
628 // surrogate from rotating while moving
629 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
630 d.JointAttach(Amotor, Body, IntPtr.Zero);
631 d.JointSetAMotorMode(Amotor, dAMotorEuler);
632 d.JointSetAMotorNumAxes(Amotor, 3);
633 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
634 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
635 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
636 d.JointSetAMotorAngle(Amotor, 0, 0);
637 d.JointSetAMotorAngle(Amotor, 1, 0);
638 d.JointSetAMotorAngle(Amotor, 2, 0);
639
640 // These lowstops and high stops are effectively (no wiggle room)
641 if (_parent_scene.IsAvCapsuleTilted)
642 {
643 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
644 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
645 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
646 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
647 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
648 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
649 }
650 else
651 {
652 #region Documentation of capsule motor LowStop and HighStop parameters
653 // Intentionally introduce some tilt into the capsule by setting
654 // the motor stops to small epsilon values. This small tilt prevents
655 // the capsule from falling into the terrain; a straight-up capsule
656 // (with -0..0 motor stops) falls into the terrain for reasons yet
657 // to be comprehended in their entirety.
658 #endregion
659 AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero);
660 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f);
661 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
662 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f);
663 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced
664 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
665 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop
666 }
667
668 // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the
669 // capped cyllinder will fall over
670 d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
671 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor);
672
673 //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
674 //d.QfromR(
675 //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068,
676 //
677 //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
678 //standupStraight();
679 }
680
681 //
682 /// <summary>
683 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
684 /// This may be used in calculations in the scene/scenepresence
685 /// </summary>
686 public override float Mass
687 {
688 get
689 {
690 float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
691 return m_density*AVvolume;
692 }
693 }
694 public override void link(PhysicsActor obj)
695 {
696
697 }
698
699 public override void delink()
700 {
701
702 }
703
704 public override void LockAngularMotion(Vector3 axis)
705 {
706
707 }
708
709// This code is very useful. Written by DanX0r. We're just not using it right now.
710// Commented out to prevent a warning.
711//
712// private void standupStraight()
713// {
714// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
715// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
716// // change appearance and when you enter the simulator
717// // After this routine is done, the amotor stabilizes much quicker
718// d.Vector3 feet;
719// d.Vector3 head;
720// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
721// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
722// float posture = head.Z - feet.Z;
723
724// // restoring force proportional to lack of posture:
725// float servo = (2.5f - posture) * POSTURE_SERVO;
726// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
727// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
728// //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
729// //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
730// }
731
732 public override Vector3 Force
733 {
734 get { return _target_velocity; }
735 set { return; }
736 }
737
738 public override int VehicleType
739 {
740 get { return 0; }
741 set { return; }
742 }
743
744 public override void VehicleFloatParam(int param, float value)
745 {
746
747 }
748
749 public override void VehicleVectorParam(int param, Vector3 value)
750 {
751
752 }
753
754 public override void VehicleRotationParam(int param, Quaternion rotation)
755 {
756
757 }
758
759 public override void VehicleFlags(int flags, bool remove)
760 {
761 }
762
763 public override void SetVolumeDetect(int param)
764 {
765
766 }
767
768 public override Vector3 CenterOfMass
769 {
770 get { return Vector3.Zero; }
771 }
772
773 public override Vector3 GeometricCenter
774 {
775 get { return Vector3.Zero; }
776 }
777
778 public override PrimitiveBaseShape Shape
779 {
780 set { return; }
781 }
782
783 public override Vector3 Velocity
784 {
785 get {
786 // There's a problem with Vector3.Zero! Don't Use it Here!
787 if (_zeroFlag)
788 return Vector3.Zero;
789 m_lastUpdateSent = false;
790 return _velocity;
791 }
792 set
793 {
794 if (value.IsFinite())
795 {
796 m_pidControllerActive = true;
797 _target_velocity = value;
798 }
799 else
800 {
801 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
802 }
803 }
804 }
805
806 public override Vector3 Torque
807 {
808 get { return Vector3.Zero; }
809 set { return; }
810 }
811
812 public override float CollisionScore
813 {
814 get { return 0f; }
815 set { }
816 }
817
818 public override bool Kinematic
819 {
820 get { return false; }
821 set { }
822 }
823
824 public override Quaternion Orientation
825 {
826 get { return Quaternion.Identity; }
827 set {
828 //Matrix3 or = Orientation.ToRotationMatrix();
829 //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22);
830 //d.BodySetRotation(Body, ref ord);
831 }
832 }
833
834 public override Vector3 Acceleration
835 {
836 get { return _acceleration; }
837 }
838
839 public void SetAcceleration(Vector3 accel)
840 {
841 m_pidControllerActive = true;
842 _acceleration = accel;
843 }
844
845 /// <summary>
846 /// Adds the force supplied to the Target Velocity
847 /// The PID controller takes this target velocity and tries to make it a reality
848 /// </summary>
849 /// <param name="force"></param>
850 public override void AddForce(Vector3 force, bool pushforce)
851 {
852 if (force.IsFinite())
853 {
854 if (pushforce)
855 {
856 m_pidControllerActive = false;
857 force *= 100f;
858 doForce(force);
859 // If uncommented, things get pushed off world
860 //
861 // m_log.Debug("Push!");
862 // _target_velocity.X += force.X;
863 // _target_velocity.Y += force.Y;
864 // _target_velocity.Z += force.Z;
865 }
866 else
867 {
868 m_pidControllerActive = true;
869 _target_velocity.X += force.X;
870 _target_velocity.Y += force.Y;
871 _target_velocity.Z += force.Z;
872 }
873 }
874 else
875 {
876 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
877 }
878 //m_lastUpdateSent = false;
879 }
880
881 public override void AddAngularForce(Vector3 force, bool pushforce)
882 {
883
884 }
885
886 /// <summary>
887 /// After all of the forces add up with 'add force' we apply them with doForce
888 /// </summary>
889 /// <param name="force"></param>
890 public void doForce(Vector3 force)
891 {
892 if (!collidelock)
893 {
894 d.BodyAddForce(Body, force.X, force.Y, force.Z);
895 //d.BodySetRotation(Body, ref m_StandUpRotation);
896 //standupStraight();
897
898 }
899 }
900
901 public override void SetMomentum(Vector3 momentum)
902 {
903 }
904
905
906 /// <summary>
907 /// Called from Simulate
908 /// This is the avatar's movement control + PID Controller
909 /// </summary>
910 /// <param name="timeStep"></param>
911 public void Move(float timeStep, List<OdeCharacter> defects)
912 {
913 // no lock; for now it's only called from within Simulate()
914
915 // If the PID Controller isn't active then we set our force
916 // calculating base velocity to the current position
917
918 if (Body == IntPtr.Zero)
919 return;
920
921 if (m_pidControllerActive == false)
922 {
923 _zeroPosition = d.BodyGetPosition(Body);
924 }
925 //PidStatus = true;
926
927 d.Vector3 localpos = d.BodyGetPosition(Body);
928 Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
929
930 if (!localPos.IsFinite())
931 {
932
933 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
934 defects.Add(this);
935 // _parent_scene.RemoveCharacter(this);
936
937 // destroy avatar capsule and related ODE data
938 if (Amotor != IntPtr.Zero)
939 {
940 // Kill the Amotor
941 d.JointDestroy(Amotor);
942 Amotor = IntPtr.Zero;
943 }
944
945 //kill the Geometry
946 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
947
948 if (Body != IntPtr.Zero)
949 {
950 //kill the body
951 d.BodyDestroy(Body);
952
953 Body = IntPtr.Zero;
954 }
955
956 if(Shell != IntPtr.Zero)
957 {
958 try
959 {
960 d.GeomDestroy(Shell);
961 }
962 catch (System.AccessViolationException)
963 {
964 m_log.Error("[PHYSICS]: PrimGeom dead");
965 }
966 // Remove any old entries
967//string tShell;
968//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
969//Console.WriteLine("**** Remove {0}", tShell);
970
971 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
972 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
973 Shell = IntPtr.Zero;
974 }
975
976 return;
977 }
978
979 Vector3 vec = Vector3.Zero;
980 d.Vector3 vel = d.BodyGetLinearVel(Body);
981
982 float movementdivisor = 1f;
983
984 if (!m_alwaysRun)
985 {
986 movementdivisor = walkDivisor;
987 }
988 else
989 {
990 movementdivisor = runDivisor;
991 }
992
993 // if velocity is zero, use position control; otherwise, velocity control
994 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
995 {
996 // keep track of where we stopped. No more slippin' & slidin'
997 if (!_zeroFlag)
998 {
999 _zeroFlag = true;
1000 _zeroPosition = d.BodyGetPosition(Body);
1001 }
1002 if (m_pidControllerActive)
1003 {
1004 // We only want to deactivate the PID Controller if we think we want to have our surrogate
1005 // react to the physics scene by moving it's position.
1006 // Avatar to Avatar collisions
1007 // Prim to avatar collisions
1008
1009 d.Vector3 pos = d.BodyGetPosition(Body);
1010 float errX = _zeroPosition.X - pos.X;
1011 float errY = _zeroPosition.Y - pos.Y;
1012 if( (Math.Abs(errX) > 0.1f) || (Math.Abs(errY) > 0.1f) )
1013 {
1014 vec.X = (_target_velocity.X - vel.X) * (PID_D) + (errX) * (PID_P * 2);
1015 vec.Y = (_target_velocity.Y - vel.Y) * (PID_D) + (errY) * (PID_P * 2);
1016 }
1017 else
1018 { // close, jump to lateral destination
1019 d.BodySetPosition(Body, _zeroPosition.X, _zeroPosition.Y, pos.Z);
1020 }
1021 if (flying)
1022 {
1023 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
1024 }
1025 }
1026 //PidStatus = true;
1027 }
1028 else
1029 {
1030 m_pidControllerActive = true;
1031 _zeroFlag = false;
1032 if (m_iscolliding && !flying)
1033 {
1034 // We're standing on something
1035 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
1036 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
1037 }
1038 else if (m_iscolliding && flying)
1039 {
1040 // We're flying and colliding with something
1041 vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
1042 vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
1043 }
1044 else if (!m_iscolliding && flying)
1045 {
1046 // we're in mid air suspended
1047 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
1048 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
1049 }
1050
1051 if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
1052 {
1053 // We're colliding with something and we're not flying but we're moving
1054 // This means we're walking or running.
1055 d.Vector3 pos = d.BodyGetPosition(Body);
1056 vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
1057 if (_target_velocity.X > 0)
1058 {
1059 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1060 }
1061 if (_target_velocity.Y > 0)
1062 {
1063 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1064 }
1065 }
1066 else if (!m_iscolliding && !flying)
1067 {
1068 // we're not colliding and we're not flying so that means we're falling!
1069 // m_iscolliding includes collisions with the ground.
1070
1071 // d.Vector3 pos = d.BodyGetPosition(Body);
1072 if (Math.Abs(_target_velocity.X) > 0)
1073 {
1074 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1075 }
1076 if (Math.Abs(_target_velocity.Y) > 0)
1077 {
1078 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1079 }
1080 }
1081
1082 if (flying)
1083 {
1084 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
1085 }
1086 }
1087 if (flying)
1088 {
1089 vec.Z += ((-1 * _parent_scene.gravityz)*m_mass);
1090
1091 //Added for auto fly height. Kitto Flora
1092 //d.Vector3 pos = d.BodyGetPosition(Body);
1093 float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
1094
1095 if (_position.Z < target_altitude)
1096 {
1097 vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
1098 }
1099 // end add Kitto Flora
1100 }
1101 if (vec.IsFinite())
1102 {
1103 if (!vec.ApproxEquals(Vector3.Zero, 0.01f))
1104 {
1105 doForce(vec);
1106 if (!_zeroFlag)
1107 {
1108 AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
1109 }
1110 }
1111 }
1112 else
1113 {
1114 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1115 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1116 defects.Add(this);
1117 // _parent_scene.RemoveCharacter(this);
1118 // destroy avatar capsule and related ODE data
1119 if (Amotor != IntPtr.Zero)
1120 {
1121 // Kill the Amotor
1122 d.JointDestroy(Amotor);
1123 Amotor = IntPtr.Zero;
1124 }
1125 //kill the Geometry
1126 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1127
1128 if (Body != IntPtr.Zero)
1129 {
1130 //kill the body
1131 d.BodyDestroy(Body);
1132
1133 Body = IntPtr.Zero;
1134 }
1135
1136 if(Shell != IntPtr.Zero)
1137 {
1138 try
1139 {
1140 d.GeomDestroy(Shell);
1141 }
1142 catch (System.AccessViolationException)
1143 {
1144 m_log.Error("[PHYSICS]: PrimGeom dead");
1145 }
1146 // Remove any old entries
1147//string tShell;
1148//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1149//Console.WriteLine("**** Remove {0}", tShell);
1150
1151 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1152 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1153 Shell = IntPtr.Zero;
1154 }
1155 }
1156 }
1157
1158 /// <summary>
1159 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1160 /// </summary>
1161 public void UpdatePositionAndVelocity()
1162 {
1163 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1164 d.Vector3 vec;
1165 try
1166 {
1167 vec = d.BodyGetPosition(Body);
1168 }
1169 catch (NullReferenceException)
1170 {
1171 bad = true;
1172 _parent_scene.BadCharacter(this);
1173 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1174 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1175 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1176 }
1177
1178
1179 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
1180 if (vec.X < 0.0f) vec.X = 0.0f;
1181 if (vec.Y < 0.0f) vec.Y = 0.0f;
1182 if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
1183 if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
1184
1185 _position.X = vec.X;
1186 _position.Y = vec.Y;
1187 _position.Z = vec.Z;
1188
1189 // Did we move last? = zeroflag
1190 // This helps keep us from sliding all over
1191
1192 if (_zeroFlag)
1193 {
1194 _velocity.X = 0.0f;
1195 _velocity.Y = 0.0f;
1196 _velocity.Z = 0.0f;
1197
1198 // Did we send out the 'stopped' message?
1199 if (!m_lastUpdateSent)
1200 {
1201 m_lastUpdateSent = true;
1202 //base.RequestPhysicsterseUpdate();
1203
1204 }
1205 }
1206 else
1207 {
1208 m_lastUpdateSent = false;
1209 try
1210 {
1211 vec = d.BodyGetLinearVel(Body);
1212 }
1213 catch (NullReferenceException)
1214 {
1215 vec.X = _velocity.X;
1216 vec.Y = _velocity.Y;
1217 vec.Z = _velocity.Z;
1218 }
1219 _velocity.X = (vec.X);
1220 _velocity.Y = (vec.Y);
1221
1222 _velocity.Z = (vec.Z);
1223
1224 if (_velocity.Z < -6 && !m_hackSentFall)
1225 {
1226 m_hackSentFall = true;
1227 m_pidControllerActive = false;
1228 }
1229 else if (flying && !m_hackSentFly)
1230 {
1231 //m_hackSentFly = true;
1232 //base.SendCollisionUpdate(new CollisionEventUpdate());
1233 }
1234 else
1235 {
1236 m_hackSentFly = false;
1237 m_hackSentFall = false;
1238 }
1239 }
1240 }
1241
1242 /// <summary>
1243 /// Cleanup the things we use in the scene.
1244 /// </summary>
1245 public void Destroy()
1246 {
1247 m_tainted_isPhysical = false;
1248 _parent_scene.AddPhysicsActorTaint(this);
1249 }
1250
1251 public override void CrossingFailure()
1252 {
1253 }
1254
1255 public override Vector3 PIDTarget { set { return; } }
1256 public override bool PIDActive { set { return; } }
1257 public override float PIDTau { set { return; } }
1258
1259 public override float PIDHoverHeight { set { return; } }
1260 public override bool PIDHoverActive { set { return; } }
1261 public override PIDHoverType PIDHoverType { set { return; } }
1262 public override float PIDHoverTau { set { return; } }
1263
1264 public override Quaternion APIDTarget{ set { return; } }
1265
1266 public override bool APIDActive{ set { return; } }
1267
1268 public override float APIDStrength{ set { return; } }
1269
1270 public override float APIDDamping{ set { return; } }
1271
1272
1273 public override void SubscribeEvents(int ms)
1274 {
1275 m_requestedUpdateFrequency = ms;
1276 m_eventsubscription = ms;
1277 _parent_scene.addCollisionEventReporting(this);
1278 }
1279 public override void UnSubscribeEvents()
1280 {
1281 _parent_scene.remCollisionEventReporting(this);
1282 m_requestedUpdateFrequency = 0;
1283 m_eventsubscription = 0;
1284 }
1285 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1286 {
1287 if (m_eventsubscription > 0)
1288 {
1289 CollisionEventsThisFrame.addCollider(CollidedWith, contact);
1290 }
1291 }
1292
1293 public void SendCollisions()
1294 {
1295 if (m_eventsubscription > m_requestedUpdateFrequency)
1296 {
1297 if (CollisionEventsThisFrame != null)
1298 {
1299 base.SendCollisionUpdate(CollisionEventsThisFrame);
1300 }
1301 CollisionEventsThisFrame = new CollisionEventUpdate();
1302 m_eventsubscription = 0;
1303 }
1304 }
1305 public override bool SubscribedEvents()
1306 {
1307 if (m_eventsubscription > 0)
1308 return true;
1309 return false;
1310 }
1311
1312 public void ProcessTaints(float timestep)
1313 {
1314
1315 if (m_tainted_isPhysical != m_isPhysical)
1316 {
1317 if (m_tainted_isPhysical)
1318 {
1319 // Create avatar capsule and related ODE data
1320 if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
1321 {
1322 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1323 + (Shell!=IntPtr.Zero ? "Shell ":"")
1324 + (Body!=IntPtr.Zero ? "Body ":"")
1325 + (Amotor!=IntPtr.Zero ? "Amotor ":""));
1326 }
1327 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
1328 _parent_scene.AddCharacter(this);
1329 }
1330 else
1331 {
1332 _parent_scene.RemoveCharacter(this);
1333 // destroy avatar capsule and related ODE data
1334 if (Amotor != IntPtr.Zero)
1335 {
1336 // Kill the Amotor
1337 d.JointDestroy(Amotor);
1338 Amotor = IntPtr.Zero;
1339 }
1340 //kill the Geometry
1341 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1342
1343 if (Body != IntPtr.Zero)
1344 {
1345 //kill the body
1346 d.BodyDestroy(Body);
1347 Body = IntPtr.Zero;
1348 }
1349
1350 if(Shell != IntPtr.Zero)
1351 {
1352 try
1353 {
1354 d.GeomDestroy(Shell);
1355 }
1356 catch (System.AccessViolationException)
1357 {
1358 m_log.Error("[PHYSICS]: PrimGeom dead");
1359 }
1360 // Remove any old entries
1361//string tShell;
1362//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1363//Console.WriteLine("**** Remove {0}", tShell);
1364
1365 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1366 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1367 Shell = IntPtr.Zero;
1368 }
1369 }
1370
1371 m_isPhysical = m_tainted_isPhysical;
1372 }
1373
1374 if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
1375 {
1376 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1377 {
1378
1379 m_pidControllerActive = true;
1380 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
1381 d.JointDestroy(Amotor);
1382 float prevCapsule = CAPSULE_LENGTH;
1383 CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
1384 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
1385 d.BodyDestroy(Body);
1386 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1387 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
1388 Velocity = Vector3.Zero;
1389 }
1390 else
1391 {
1392 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1393 + (Shell==IntPtr.Zero ? "Shell ":"")
1394 + (Body==IntPtr.Zero ? "Body ":"")
1395 + (Amotor==IntPtr.Zero ? "Amotor ":""));
1396 }
1397 }
1398
1399 if (!m_taintPosition.ApproxEquals(_position, 0.05f))
1400 {
1401 if (Body != IntPtr.Zero)
1402 {
1403 d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
1404
1405 _position.X = m_taintPosition.X;
1406 _position.Y = m_taintPosition.Y;
1407 _position.Z = m_taintPosition.Z;
1408 }
1409 }
1410
1411 }
1412
1413 internal void AddCollisionFrameTime(int p)
1414 {
1415 // protect it from overflow crashing
1416 if (m_eventsubscription + p >= int.MaxValue)
1417 m_eventsubscription = 0;
1418 m_eventsubscription += p;
1419 }
1420 }
1421}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..7e70db9
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,3910 @@
1/* Copyright (c) Contributors, http://opensimulator.org/
2 * See CONTRIBUTORS.TXT for a full list of copyright holders.
3 * Redistribution and use in source and binary forms, with or without
4 * modification, are permitted provided that the following conditions are met:
5 * * Redistributions of source code must retain the above copyright
6 * notice, this list of conditions and the following disclaimer.
7 * * Redistributions in binary form must reproduce the above copyright
8 * notice, this list of conditions and the following disclaimer in the
9 * documentation and/or other materials provided with the distribution.
10 * * Neither the name of the OpenSimulator Project nor the
11 * names of its contributors may be used to endorse or promote products
12 * derived from this software without specific prior written permission.
13 *
14 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
15 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
16 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
17 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
18 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
19 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
20 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
21 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
23 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24 *
25 * Revised March 5th 2010 by Kitto Flora. ODEDynamics.cs
26 * rolled into ODEPrim.cs
27 */
28
29using System;
30using System.Collections.Generic;
31using System.Reflection;
32using System.Runtime.InteropServices;
33using System.Threading;
34using log4net;
35using OpenMetaverse;
36using Ode.NET;
37using OpenSim.Framework;
38using OpenSim.Region.Physics.Manager;
39
40
41namespace OpenSim.Region.Physics.OdePlugin
42{
43 /// <summary>
44 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
45 /// </summary>
46
47 public class OdePrim : PhysicsActor
48 {
49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
50
51 private Vector3 _position;
52 private Vector3 _velocity;
53 private Vector3 _torque;
54 private Vector3 m_lastVelocity;
55 private Vector3 m_lastposition;
56 private Quaternion m_lastorientation = new Quaternion();
57 private Vector3 m_rotationalVelocity;
58 private Vector3 _size;
59 private Vector3 _acceleration;
60 // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
61 private Quaternion _orientation;
62 private Vector3 m_taintposition;
63 private Vector3 m_taintsize;
64 private Vector3 m_taintVelocity;
65 private Vector3 m_taintTorque;
66 private Quaternion m_taintrot;
67 private Vector3 m_rotateEnable = Vector3.One; // Current setting
68 private Vector3 m_rotateEnableRequest = Vector3.One; // Request from LSL
69 private bool m_rotateEnableUpdate = false;
70 private Vector3 m_lockX;
71 private Vector3 m_lockY;
72 private Vector3 m_lockZ;
73 private IntPtr Amotor = IntPtr.Zero;
74 private IntPtr AmotorX = IntPtr.Zero;
75 private IntPtr AmotorY = IntPtr.Zero;
76 private IntPtr AmotorZ = IntPtr.Zero;
77
78 private Vector3 m_PIDTarget;
79 private float m_PIDTau;
80 private float PID_D = 35f;
81 private float PID_G = 25f;
82 private bool m_usePID = false;
83
84 private Quaternion m_APIDTarget = new Quaternion();
85 private float m_APIDStrength = 0.5f;
86 private float m_APIDDamping = 0.5f;
87 private bool m_useAPID = false;
88
89 // These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
90 // do not confuse with VEHICLE HOVER
91
92 private float m_PIDHoverHeight;
93 private float m_PIDHoverTau;
94 private bool m_useHoverPID;
95 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
96 private float m_targetHoverHeight;
97 private float m_groundHeight;
98 private float m_waterHeight;
99 private float m_buoyancy; //m_buoyancy set by llSetBuoyancy()
100
101 // private float m_tensor = 5f;
102 private int body_autodisable_frames = 20;
103
104
105 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
106 | CollisionCategories.Space
107 | CollisionCategories.Body
108 | CollisionCategories.Character
109 );
110 private bool m_taintshape;
111 private bool m_taintPhysics;
112 private bool m_collidesLand = true;
113 private bool m_collidesWater;
114 public bool m_returnCollisions;
115
116 // Default we're a Geometry
117 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
118
119 // Default, Collide with Other Geometries, spaces and Bodies
120 private CollisionCategories m_collisionFlags = m_default_collisionFlags;
121
122 public bool m_taintremove;
123 public bool m_taintdisable;
124 public bool m_disabled;
125 public bool m_taintadd;
126 public bool m_taintselected;
127 public bool m_taintCollidesWater;
128
129 public uint m_localID;
130
131 //public GCHandle gc;
132 private CollisionLocker ode;
133
134 private bool m_taintforce = false;
135 private bool m_taintaddangularforce = false;
136 private Vector3 m_force;
137 private List<Vector3> m_forcelist = new List<Vector3>();
138 private List<Vector3> m_angularforcelist = new List<Vector3>();
139
140 private IMesh _mesh;
141 private PrimitiveBaseShape _pbs;
142 private OdeScene _parent_scene;
143 public IntPtr m_targetSpace = IntPtr.Zero;
144 public IntPtr prim_geom;
145// public IntPtr prev_geom;
146 public IntPtr _triMeshData;
147
148 private IntPtr _linkJointGroup = IntPtr.Zero;
149 private PhysicsActor _parent;
150 private PhysicsActor m_taintparent;
151
152 private List<OdePrim> childrenPrim = new List<OdePrim>();
153
154 private bool iscolliding;
155 private bool m_isphysical;
156 private bool m_isSelected;
157
158 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
159
160 private bool m_throttleUpdates;
161 private int throttleCounter;
162 public int m_interpenetrationcount;
163 public float m_collisionscore;
164 public int m_roundsUnderMotionThreshold;
165 private int m_crossingfailures;
166
167 public bool outofBounds;
168 private float m_density = 10.000006836f; // Aluminum g/cm3;
169
170 public bool _zeroFlag; // if body has been stopped
171 private bool m_lastUpdateSent;
172
173 public IntPtr Body = IntPtr.Zero;
174 public String m_primName;
175 private Vector3 _target_velocity;
176 public d.Mass pMass;
177
178 public int m_eventsubscription;
179 private CollisionEventUpdate CollisionEventsThisFrame;
180
181 private IntPtr m_linkJoint = IntPtr.Zero;
182
183 public volatile bool childPrim;
184
185 internal int m_material = (int)Material.Wood;
186
187 private int frcount = 0; // Used to limit dynamics debug output to
188 private int revcount = 0; // Reverse motion while > 0
189
190 private IntPtr m_body = IntPtr.Zero;
191
192 // Vehicle properties ============================================================================================
193 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
194 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
195 private VehicleFlag m_flags = (VehicleFlag) 0; // Bit settings:
196 // HOVER_TERRAIN_ONLY
197 // HOVER_GLOBAL_HEIGHT
198 // NO_DEFLECTION_UP
199 // HOVER_WATER_ONLY
200 // HOVER_UP_ONLY
201 // LIMIT_MOTOR_UP
202 // LIMIT_ROLL_ONLY
203
204 // Linear properties
205 private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
206 //requested by LSL
207 private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
208 private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
209 private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
210
211 private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
212 private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
213 private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
214
215 //Angular properties
216 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
217
218 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
219 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
220 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
221
222 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
223// private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity
224 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
225
226 //Deflection properties
227 // private float m_angularDeflectionEfficiency = 0;
228 // private float m_angularDeflectionTimescale = 0;
229 // private float m_linearDeflectionEfficiency = 0;
230 // private float m_linearDeflectionTimescale = 0;
231
232 //Banking properties
233 // private float m_bankingEfficiency = 0;
234 // private float m_bankingMix = 0;
235 // private float m_bankingTimescale = 0;
236
237 //Hover and Buoyancy properties
238 private float m_VhoverHeight = 0f;
239// private float m_VhoverEfficiency = 0f;
240 private float m_VhoverTimescale = 0f;
241 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
242 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
243 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
244 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
245 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
246
247 //Attractor properties
248 private float m_verticalAttractionEfficiency = 1.0f; // damped
249 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
250
251
252
253
254
255
256 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
257 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
258 {
259 ode = dode;
260 if (!pos.IsFinite())
261 {
262 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
263 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
264 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
265 }
266
267 _position = pos;
268 m_taintposition = pos;
269 PID_D = parent_scene.bodyPIDD;
270 PID_G = parent_scene.bodyPIDG;
271 m_density = parent_scene.geomDefaultDensity;
272 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
273 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
274
275
276 prim_geom = IntPtr.Zero;
277// prev_geom = IntPtr.Zero;
278
279 if (!pos.IsFinite())
280 {
281 size = new Vector3(0.5f, 0.5f, 0.5f);
282 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
283 }
284
285 if (size.X <= 0) size.X = 0.01f;
286 if (size.Y <= 0) size.Y = 0.01f;
287 if (size.Z <= 0) size.Z = 0.01f;
288
289 _size = size;
290 m_taintsize = _size;
291
292 if (!QuaternionIsFinite(rotation))
293 {
294 rotation = Quaternion.Identity;
295 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
296 }
297
298 _orientation = rotation;
299 m_taintrot = _orientation;
300 _mesh = mesh;
301 _pbs = pbs;
302
303 _parent_scene = parent_scene;
304 m_targetSpace = (IntPtr)0;
305
306// if (pos.Z < 0)
307 if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
308 m_isphysical = false;
309 else
310 {
311 m_isphysical = pisPhysical;
312 // If we're physical, we need to be in the master space for now.
313 // linksets *should* be in a space together.. but are not currently
314 if (m_isphysical)
315 m_targetSpace = _parent_scene.space;
316 }
317 m_primName = primName;
318 m_taintadd = true;
319 _parent_scene.AddPhysicsActorTaint(this);
320 // don't do .add() here; old geoms get recycled with the same hash
321 }
322
323 public override int PhysicsActorType
324 {
325 get { return (int) ActorTypes.Prim; }
326 set { return; }
327 }
328
329 public override bool SetAlwaysRun
330 {
331 get { return false; }
332 set { return; }
333 }
334
335 public override uint LocalID
336 {
337 set {
338 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
339 m_localID = value; }
340 }
341
342 public override bool Grabbed
343 {
344 set { return; }
345 }
346
347 public override bool Selected
348 {
349 set {
350
351//Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
352 // This only makes the object not collidable if the object
353 // is physical or the object is modified somehow *IN THE FUTURE*
354 // without this, if an avatar selects prim, they can walk right
355 // through it while it's selected
356 m_collisionscore = 0;
357 if ((m_isphysical && !_zeroFlag) || !value)
358 {
359 m_taintselected = value;
360 _parent_scene.AddPhysicsActorTaint(this);
361 }
362 else
363 {
364 m_taintselected = value;
365 m_isSelected = value;
366 }
367 if(m_isSelected) disableBodySoft();
368 }
369 }
370
371 public override bool IsPhysical
372 {
373 get { return m_isphysical; }
374 set
375 {
376 m_isphysical = value;
377 if (!m_isphysical)
378 { // Zero the remembered last velocity
379 m_lastVelocity = Vector3.Zero;
380 if (m_type != Vehicle.TYPE_NONE) Halt();
381 }
382 }
383 }
384
385 public void setPrimForRemoval()
386 {
387 m_taintremove = true;
388 }
389
390 public override bool Flying
391 {
392 // no flying prims for you
393 get { return false; }
394 set { }
395 }
396
397 public override bool IsColliding
398 {
399 get { return iscolliding; }
400 set { iscolliding = value; }
401 }
402
403 public override bool CollidingGround
404 {
405 get { return false; }
406 set { return; }
407 }
408
409 public override bool CollidingObj
410 {
411 get { return false; }
412 set { return; }
413 }
414
415 public override bool ThrottleUpdates
416 {
417 get { return m_throttleUpdates; }
418 set { m_throttleUpdates = value; }
419 }
420
421 public override bool Stopped
422 {
423 get { return _zeroFlag; }
424 }
425
426 public override Vector3 Position
427 {
428 get { return _position; }
429
430 set { _position = value;
431 //m_log.Info("[PHYSICS]: " + _position.ToString());
432 }
433 }
434
435 public override Vector3 Size
436 {
437 get { return _size; }
438 set
439 {
440 if (value.IsFinite())
441 {
442 _size = value;
443 }
444 else
445 {
446 m_log.Warn("[PHYSICS]: Got NaN Size on object");
447 }
448 }
449 }
450
451 public override float Mass
452 {
453 get { return CalculateMass(); }
454 }
455
456 public override Vector3 Force
457 {
458 //get { return Vector3.Zero; }
459 get { return m_force; }
460 set
461 {
462 if (value.IsFinite())
463 {
464 m_force = value;
465 }
466 else
467 {
468 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
469 }
470 }
471 }
472
473 public override int VehicleType
474 {
475 get { return (int)m_type; }
476 set { ProcessTypeChange((Vehicle)value); }
477 }
478
479 public override void VehicleFloatParam(int param, float value)
480 {
481 ProcessFloatVehicleParam((Vehicle) param, value);
482 }
483
484 public override void VehicleVectorParam(int param, Vector3 value)
485 {
486 ProcessVectorVehicleParam((Vehicle) param, value);
487 }
488
489 public override void VehicleRotationParam(int param, Quaternion rotation)
490 {
491 ProcessRotationVehicleParam((Vehicle) param, rotation);
492 }
493
494 public override void VehicleFlags(int param, bool remove)
495 {
496 ProcessVehicleFlags(param, remove);
497 }
498
499 public override void SetVolumeDetect(int param)
500 {
501 lock (_parent_scene.OdeLock)
502 {
503 m_isVolumeDetect = (param!=0);
504 }
505 }
506
507 public override Vector3 CenterOfMass
508 {
509 get { return Vector3.Zero; }
510 }
511
512 public override Vector3 GeometricCenter
513 {
514 get { return Vector3.Zero; }
515 }
516
517 public override PrimitiveBaseShape Shape
518 {
519 set
520 {
521 _pbs = value;
522 m_taintshape = true;
523 }
524 }
525
526 public override Vector3 Velocity
527 {
528 get
529 {
530 // Averate previous velocity with the new one so
531 // client object interpolation works a 'little' better
532 if (_zeroFlag)
533 return Vector3.Zero;
534
535 Vector3 returnVelocity = Vector3.Zero;
536 returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2;
537 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2;
538 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2;
539 return returnVelocity;
540 }
541 set
542 {
543 if (value.IsFinite())
544 {
545 _velocity = value;
546
547 m_taintVelocity = value;
548 _parent_scene.AddPhysicsActorTaint(this);
549 }
550 else
551 {
552 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
553 }
554
555 }
556 }
557
558 public override Vector3 Torque
559 {
560 get
561 {
562 if (!m_isphysical || Body == IntPtr.Zero)
563 return Vector3.Zero;
564
565 return _torque;
566 }
567
568 set
569 {
570 if (value.IsFinite())
571 {
572 m_taintTorque = value;
573 _parent_scene.AddPhysicsActorTaint(this);
574 }
575 else
576 {
577 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
578 }
579 }
580 }
581
582 public override float CollisionScore
583 {
584 get { return m_collisionscore; }
585 set { m_collisionscore = value; }
586 }
587
588 public override bool Kinematic
589 {
590 get { return false; }
591 set { }
592 }
593
594 public override Quaternion Orientation
595 {
596 get { return _orientation; }
597 set
598 {
599 if (QuaternionIsFinite(value))
600 {
601 _orientation = value;
602 }
603 else
604 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
605
606 }
607 }
608
609
610 public override bool FloatOnWater
611 {
612 set {
613 m_taintCollidesWater = value;
614 _parent_scene.AddPhysicsActorTaint(this);
615 }
616 }
617
618 public override void SetMomentum(Vector3 momentum)
619 {
620 }
621
622 public override Vector3 PIDTarget
623 {
624 set
625 {
626 if (value.IsFinite())
627 {
628 m_PIDTarget = value;
629 }
630 else
631 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
632 }
633 }
634 public override bool PIDActive { set { m_usePID = value; } }
635 public override float PIDTau { set { m_PIDTau = value; } }
636
637 // For RotLookAt
638 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
639 public override bool APIDActive { set { m_useAPID = value; } }
640 public override float APIDStrength { set { m_APIDStrength = value; } }
641 public override float APIDDamping { set { m_APIDDamping = value; } }
642
643 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
644 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
645 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
646 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
647
648 internal static bool QuaternionIsFinite(Quaternion q)
649 {
650 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
651 return false;
652 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
653 return false;
654 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
655 return false;
656 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
657 return false;
658 return true;
659 }
660
661 public override Vector3 Acceleration // client updates read data via here
662 {
663 get { return _acceleration; }
664 }
665
666
667 public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything.
668 {
669 _acceleration = accel;
670 }
671
672 public override void AddForce(Vector3 force, bool pushforce)
673 {
674 if (force.IsFinite())
675 {
676 lock (m_forcelist)
677 m_forcelist.Add(force);
678
679 m_taintforce = true;
680 }
681 else
682 {
683 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
684 }
685 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
686 }
687
688 public override void AddAngularForce(Vector3 force, bool pushforce)
689 {
690 if (force.IsFinite())
691 {
692 m_angularforcelist.Add(force);
693 m_taintaddangularforce = true;
694 }
695 else
696 {
697 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
698 }
699 }
700
701 public override Vector3 RotationalVelocity
702 {
703 get
704 {
705 return m_rotationalVelocity;
706 }
707 set
708 {
709 if (value.IsFinite())
710 {
711 m_rotationalVelocity = value;
712 }
713 else
714 {
715 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
716 }
717 }
718 }
719
720 public override void CrossingFailure()
721 {
722 m_crossingfailures++;
723 if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
724 {
725 base.RaiseOutOfBounds(_position);
726 return;
727 }
728 else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
729 {
730 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
731 }
732 }
733
734 public override float Buoyancy
735 {
736 get { return m_buoyancy; }
737// set { m_buoyancy = value; }
738 set {
739 m_buoyancy = value;
740
741 Console.WriteLine("m_buoyancy={0}", m_buoyancy);
742 }
743 }
744
745 public override void link(PhysicsActor obj)
746 {
747 m_taintparent = obj;
748 }
749
750 public override void delink()
751 {
752 m_taintparent = null;
753 }
754
755 public override void LockAngularMotion(Vector3 axis)
756 {
757 // This is actually ROTATION ENABLE, not a lock.
758 // default is <1,1,1> which is all enabled.
759 // The lock value is updated inside Move(), no point in using the taint system.
760 // OS 'm_taintAngularLock' etc change to m_rotateEnable.
761 if (axis.IsFinite())
762 {
763 axis.X = (axis.X > 0) ? 1f : 0f;
764 axis.Y = (axis.Y > 0) ? 1f : 0f;
765 axis.Z = (axis.Z > 0) ? 1f : 0f;
766 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
767 m_rotateEnableRequest = axis;
768 m_rotateEnableUpdate = true;
769 }
770 else
771 {
772 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
773 }
774 }
775
776
777 public void SetGeom(IntPtr geom)
778 {
779 if(prim_geom != IntPtr.Zero)
780 {
781 // Remove any old entries
782//string tPA;
783//_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA);
784//Console.WriteLine("**** Remove {0}", tPA);
785 if(_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom);
786 if(_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom);
787 d.GeomDestroy(prim_geom);
788 }
789
790 prim_geom = geom;
791//Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
792 if (prim_geom != IntPtr.Zero)
793 {
794 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
795 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
796 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
797 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
798//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName);
799 }
800
801 if (childPrim)
802 {
803 if (_parent != null && _parent is OdePrim)
804 {
805 OdePrim parent = (OdePrim)_parent;
806//Console.WriteLine("SetGeom calls ChildSetGeom");
807 parent.ChildSetGeom(this);
808 }
809 }
810 //m_log.Warn("Setting Geom to: " + prim_geom);
811 }
812
813 public void enableBodySoft()
814 {
815 if (!childPrim)
816 {
817 if (m_isphysical && Body != IntPtr.Zero)
818 {
819 d.BodyEnable(Body);
820 if (m_type != Vehicle.TYPE_NONE)
821 Enable(Body, _parent_scene);
822 }
823
824 m_disabled = false;
825 }
826 }
827
828 public void disableBodySoft()
829 {
830 m_disabled = true;
831
832 if (m_isphysical && Body != IntPtr.Zero)
833 {
834 d.BodyDisable(Body);
835 Halt();
836 }
837 }
838
839 public void enableBody()
840 {
841 // Don't enable this body if we're a child prim
842 // this should be taken care of in the parent function not here
843 if (!childPrim)
844 {
845 // Sets the geom to a body
846 Body = d.BodyCreate(_parent_scene.world);
847
848 setMass();
849 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
850 d.Quaternion myrot = new d.Quaternion();
851 myrot.X = _orientation.X;
852 myrot.Y = _orientation.Y;
853 myrot.Z = _orientation.Z;
854 myrot.W = _orientation.W;
855 d.BodySetQuaternion(Body, ref myrot);
856 d.GeomSetBody(prim_geom, Body);
857 m_collisionCategories |= CollisionCategories.Body;
858 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
859
860 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
861 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
862
863 d.BodySetAutoDisableFlag(Body, true);
864 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
865
866 // disconnect from world gravity so we can apply buoyancy
867 d.BodySetGravityMode (Body, false);
868
869 m_interpenetrationcount = 0;
870 m_collisionscore = 0;
871 m_disabled = false;
872
873 if (m_type != Vehicle.TYPE_NONE)
874 {
875 Enable(Body, _parent_scene);
876 }
877
878 _parent_scene.addActivePrim(this);
879 }
880 }
881
882 #region Mass Calculation
883
884 private float CalculateMass()
885 {
886 float volume = 0;
887
888 // No material is passed to the physics engines yet.. soo..
889 // we're using the m_density constant in the class definition
890
891 float returnMass = 0;
892
893 switch (_pbs.ProfileShape)
894 {
895 case ProfileShape.Square:
896 // Profile Volume
897
898 volume = _size.X*_size.Y*_size.Z;
899
900 // If the user has 'hollowed out'
901 // ProfileHollow is one of those 0 to 50000 values :P
902 // we like percentages better.. so turning into a percentage
903
904 if (((float) _pbs.ProfileHollow/50000f) > 0.0)
905 {
906 float hollowAmount = (float) _pbs.ProfileHollow/50000f;
907
908 // calculate the hollow volume by it's shape compared to the prim shape
909 float hollowVolume = 0;
910 switch (_pbs.HollowShape)
911 {
912 case HollowShape.Square:
913 case HollowShape.Same:
914 // Cube Hollow volume calculation
915 float hollowsizex = _size.X*hollowAmount;
916 float hollowsizey = _size.Y*hollowAmount;
917 float hollowsizez = _size.Z*hollowAmount;
918 hollowVolume = hollowsizex*hollowsizey*hollowsizez;
919 break;
920
921 case HollowShape.Circle:
922 // Hollow shape is a perfect cyllinder in respect to the cube's scale
923 // Cyllinder hollow volume calculation
924 float hRadius = _size.X/2;
925 float hLength = _size.Z;
926
927 // pi * r2 * h
928 hollowVolume = ((float) (Math.PI*Math.Pow(hRadius, 2)*hLength)*hollowAmount);
929 break;
930
931 case HollowShape.Triangle:
932 // Equilateral Triangular Prism volume hollow calculation
933 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
934
935 float aLength = _size.Y;
936 // 1/2 abh
937 hollowVolume = (float) ((0.5*aLength*_size.X*_size.Z)*hollowAmount);
938 break;
939
940 default:
941 hollowVolume = 0;
942 break;
943 }
944 volume = volume - hollowVolume;
945 }
946
947 break;
948 case ProfileShape.Circle:
949 if (_pbs.PathCurve == (byte)Extrusion.Straight)
950 {
951 // Cylinder
952 float volume1 = (float)(Math.PI * Math.Pow(_size.X/2, 2) * _size.Z);
953 float volume2 = (float)(Math.PI * Math.Pow(_size.Y/2, 2) * _size.Z);
954
955 // Approximating the cylinder's irregularity.
956 if (volume1 > volume2)
957 {
958 volume = (float)volume1 - (volume1 - volume2);
959 }
960 else if (volume2 > volume1)
961 {
962 volume = (float)volume2 - (volume2 - volume1);
963 }
964 else
965 {
966 // Regular cylinder
967 volume = volume1;
968 }
969 }
970 else
971 {
972 // We don't know what the shape is yet, so use default
973 volume = _size.X * _size.Y * _size.Z;
974 }
975 // If the user has 'hollowed out'
976 // ProfileHollow is one of those 0 to 50000 values :P
977 // we like percentages better.. so turning into a percentage
978
979 if (((float)_pbs.ProfileHollow / 50000f) > 0.0)
980 {
981 float hollowAmount = (float)_pbs.ProfileHollow / 50000f;
982
983 // calculate the hollow volume by it's shape compared to the prim shape
984 float hollowVolume = 0;
985 switch (_pbs.HollowShape)
986 {
987 case HollowShape.Same:
988 case HollowShape.Circle:
989 // Hollow shape is a perfect cyllinder in respect to the cube's scale
990 // Cyllinder hollow volume calculation
991 float hRadius = _size.X / 2;
992 float hLength = _size.Z;
993
994 // pi * r2 * h
995 hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount);
996 break;
997
998 case HollowShape.Square:
999 // Cube Hollow volume calculation
1000 float hollowsizex = _size.X * hollowAmount;
1001 float hollowsizey = _size.Y * hollowAmount;
1002 float hollowsizez = _size.Z * hollowAmount;
1003 hollowVolume = hollowsizex * hollowsizey * hollowsizez;
1004 break;
1005
1006 case HollowShape.Triangle:
1007 // Equilateral Triangular Prism volume hollow calculation
1008 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
1009
1010 float aLength = _size.Y;
1011 // 1/2 abh
1012 hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
1013 break;
1014
1015 default:
1016 hollowVolume = 0;
1017 break;
1018 }
1019 volume = volume - hollowVolume;
1020 }
1021 break;
1022
1023 case ProfileShape.HalfCircle:
1024 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1025 {
1026 if (_size.X == _size.Y && _size.Y == _size.Z)
1027 {
1028 // regular sphere
1029 // v = 4/3 * pi * r^3
1030 float sradius3 = (float)Math.Pow((_size.X / 2), 3);
1031 volume = (float)((4f / 3f) * Math.PI * sradius3);
1032 }
1033 else
1034 {
1035 // we treat this as a box currently
1036 volume = _size.X * _size.Y * _size.Z;
1037 }
1038 }
1039 else
1040 {
1041 // We don't know what the shape is yet, so use default
1042 volume = _size.X * _size.Y * _size.Z;
1043 }
1044 break;
1045
1046 case ProfileShape.EquilateralTriangle:
1047 /*
1048 v = (abs((xB*yA-xA*yB)+(xC*yB-xB*yC)+(xA*yC-xC*yA))/2) * h
1049
1050 // seed mesh
1051 Vertex MM = new Vertex(-0.25f, -0.45f, 0.0f);
1052 Vertex PM = new Vertex(+0.5f, 0f, 0.0f);
1053 Vertex PP = new Vertex(-0.25f, +0.45f, 0.0f);
1054 */
1055 float xA = -0.25f * _size.X;
1056 float yA = -0.45f * _size.Y;
1057
1058 float xB = 0.5f * _size.X;
1059 float yB = 0;
1060
1061 float xC = -0.25f * _size.X;
1062 float yC = 0.45f * _size.Y;
1063
1064 volume = (float)((Math.Abs((xB * yA - xA * yB) + (xC * yB - xB * yC) + (xA * yC - xC * yA)) / 2) * _size.Z);
1065
1066 // If the user has 'hollowed out'
1067 // ProfileHollow is one of those 0 to 50000 values :P
1068 // we like percentages better.. so turning into a percentage
1069 float fhollowFactor = ((float)_pbs.ProfileHollow / 1.9f);
1070 if (((float)fhollowFactor / 50000f) > 0.0)
1071 {
1072 float hollowAmount = (float)fhollowFactor / 50000f;
1073
1074 // calculate the hollow volume by it's shape compared to the prim shape
1075 float hollowVolume = 0;
1076 switch (_pbs.HollowShape)
1077 {
1078 case HollowShape.Same:
1079 case HollowShape.Triangle:
1080 // Equilateral Triangular Prism volume hollow calculation
1081 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
1082
1083 float aLength = _size.Y;
1084 // 1/2 abh
1085 hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
1086 break;
1087
1088 case HollowShape.Square:
1089 // Cube Hollow volume calculation
1090 float hollowsizex = _size.X * hollowAmount;
1091 float hollowsizey = _size.Y * hollowAmount;
1092 float hollowsizez = _size.Z * hollowAmount;
1093 hollowVolume = hollowsizex * hollowsizey * hollowsizez;
1094 break;
1095
1096 case HollowShape.Circle:
1097 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1098 // Cyllinder hollow volume calculation
1099 float hRadius = _size.X / 2;
1100 float hLength = _size.Z;
1101
1102 // pi * r2 * h
1103 hollowVolume = ((float)((Math.PI * Math.Pow(hRadius, 2) * hLength)/2) * hollowAmount);
1104 break;
1105
1106 default:
1107 hollowVolume = 0;
1108 break;
1109 }
1110 volume = volume - hollowVolume;
1111 }
1112 break;
1113
1114 default:
1115 // we don't have all of the volume formulas yet so
1116 // use the common volume formula for all
1117 volume = _size.X*_size.Y*_size.Z;
1118 break;
1119 }
1120
1121 // Calculate Path cut effect on volume
1122 // Not exact, in the triangle hollow example
1123 // They should never be zero or less then zero..
1124 // we'll ignore it if it's less then zero
1125
1126 // ProfileEnd and ProfileBegin are values
1127 // from 0 to 50000
1128
1129 // Turning them back into percentages so that I can cut that percentage off the volume
1130
1131 float PathCutEndAmount = _pbs.ProfileEnd;
1132 float PathCutStartAmount = _pbs.ProfileBegin;
1133 if (((PathCutStartAmount + PathCutEndAmount)/50000f) > 0.0f)
1134 {
1135 float pathCutAmount = ((PathCutStartAmount + PathCutEndAmount)/50000f);
1136
1137 // Check the return amount for sanity
1138 if (pathCutAmount >= 0.99f)
1139 pathCutAmount = 0.99f;
1140
1141 volume = volume - (volume*pathCutAmount);
1142 }
1143 UInt16 taperX = _pbs.PathScaleX;
1144 UInt16 taperY = _pbs.PathScaleY;
1145 float taperFactorX = 0;
1146 float taperFactorY = 0;
1147
1148 // Mass = density * volume
1149 if (taperX != 100)
1150 {
1151 if (taperX > 100)
1152 {
1153 taperFactorX = 1.0f - ((float)taperX / 200);
1154 //m_log.Warn("taperTopFactorX: " + extr.taperTopFactorX.ToString());
1155 }
1156 else
1157 {
1158 taperFactorX = 1.0f - ((100 - (float)taperX) / 100);
1159 //m_log.Warn("taperBotFactorX: " + extr.taperBotFactorX.ToString());
1160 }
1161 volume = (float)volume * ((taperFactorX / 3f) + 0.001f);
1162 }
1163
1164 if (taperY != 100)
1165 {
1166 if (taperY > 100)
1167 {
1168 taperFactorY = 1.0f - ((float)taperY / 200);
1169 //m_log.Warn("taperTopFactorY: " + extr.taperTopFactorY.ToString());
1170 }
1171 else
1172 {
1173 taperFactorY = 1.0f - ((100 - (float)taperY) / 100);
1174 //m_log.Warn("taperBotFactorY: " + extr.taperBotFactorY.ToString());
1175 }
1176 volume = (float)volume * ((taperFactorY / 3f) + 0.001f);
1177 }
1178 returnMass = m_density*volume;
1179 if (returnMass <= 0) returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1180
1181
1182
1183 // Recursively calculate mass
1184 bool HasChildPrim = false;
1185 lock (childrenPrim)
1186 {
1187 if (childrenPrim.Count > 0)
1188 {
1189 HasChildPrim = true;
1190 }
1191
1192 }
1193 if (HasChildPrim)
1194 {
1195 OdePrim[] childPrimArr = new OdePrim[0];
1196
1197 lock (childrenPrim)
1198 childPrimArr = childrenPrim.ToArray();
1199
1200 for (int i = 0; i < childPrimArr.Length; i++)
1201 {
1202 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
1203 returnMass += childPrimArr[i].CalculateMass();
1204 // failsafe, this shouldn't happen but with OpenSim, you never know :)
1205 if (i > 256)
1206 break;
1207 }
1208 }
1209 if (returnMass > _parent_scene.maximumMassObject)
1210 returnMass = _parent_scene.maximumMassObject;
1211 return returnMass;
1212 }// end CalculateMass
1213
1214 #endregion
1215
1216 public void setMass()
1217 {
1218 if (Body != (IntPtr) 0)
1219 {
1220 float newmass = CalculateMass();
1221
1222 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
1223
1224 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
1225 d.BodySetMass(Body, ref pMass);
1226 }
1227 }
1228
1229 public void disableBody()
1230 {
1231 //this kills the body so things like 'mesh' can re-create it.
1232 lock (this)
1233 {
1234 if (!childPrim)
1235 {
1236 if (Body != IntPtr.Zero)
1237 {
1238 _parent_scene.remActivePrim(this);
1239 m_collisionCategories &= ~CollisionCategories.Body;
1240 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1241
1242 if (prim_geom != IntPtr.Zero)
1243 {
1244 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1245 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1246 }
1247
1248
1249 d.BodyDestroy(Body);
1250 lock (childrenPrim)
1251 {
1252 if (childrenPrim.Count > 0)
1253 {
1254 foreach (OdePrim prm in childrenPrim)
1255 {
1256 _parent_scene.remActivePrim(prm);
1257 prm.Body = IntPtr.Zero;
1258 }
1259 }
1260 }
1261 Body = IntPtr.Zero;
1262 }
1263 }
1264 else
1265 {
1266 _parent_scene.remActivePrim(this);
1267
1268 m_collisionCategories &= ~CollisionCategories.Body;
1269 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1270
1271 if (prim_geom != IntPtr.Zero)
1272 {
1273 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1274 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1275 }
1276
1277
1278 Body = IntPtr.Zero;
1279 }
1280 }
1281 m_disabled = true;
1282 m_collisionscore = 0;
1283 }
1284
1285 private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
1286
1287 public void setMesh(OdeScene parent_scene, IMesh mesh)
1288 {
1289 // This sleeper is there to moderate how long it takes between
1290 // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
1291
1292 //Thread.Sleep(10);
1293
1294 //Kill Body so that mesh can re-make the geom
1295 if (IsPhysical && Body != IntPtr.Zero)
1296 {
1297 if (childPrim)
1298 {
1299 if (_parent != null)
1300 {
1301 OdePrim parent = (OdePrim)_parent;
1302 parent.ChildDelink(this);
1303 }
1304 }
1305 else
1306 {
1307 disableBody();
1308 }
1309 }
1310
1311 IntPtr vertices, indices;
1312 int vertexCount, indexCount;
1313 int vertexStride, triStride;
1314 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1315 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1316
1317 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
1318 if (m_MeshToTriMeshMap.ContainsKey(mesh))
1319 {
1320 _triMeshData = m_MeshToTriMeshMap[mesh];
1321 }
1322 else
1323 {
1324 _triMeshData = d.GeomTriMeshDataCreate();
1325
1326 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1327 d.GeomTriMeshDataPreprocess(_triMeshData);
1328 m_MeshToTriMeshMap[mesh] = _triMeshData;
1329 }
1330
1331 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1332 try
1333 {
1334 if (prim_geom == IntPtr.Zero)
1335 {
1336 SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
1337 }
1338 }
1339 catch (AccessViolationException)
1340 {
1341 m_log.Error("[PHYSICS]: MESH LOCKED");
1342 return;
1343 }
1344
1345
1346 // if (IsPhysical && Body == (IntPtr) 0)
1347 // {
1348 // Recreate the body
1349 // m_interpenetrationcount = 0;
1350 // m_collisionscore = 0;
1351
1352 // enableBody();
1353 // }
1354 }
1355
1356 public void ProcessTaints(float timestep) //=============================================================================
1357 {
1358 if (m_taintadd)
1359 {
1360 changeadd(timestep);
1361 }
1362
1363 if (prim_geom != IntPtr.Zero)
1364 {
1365 if (!_position.ApproxEquals(m_taintposition, 0f))
1366 changemove(timestep);
1367
1368 if (m_taintrot != _orientation)
1369 {
1370 if(childPrim && IsPhysical) // For physical child prim...
1371 {
1372 rotate(timestep);
1373 // KF: ODE will also rotate the parent prim!
1374 // so rotate the root back to where it was
1375 OdePrim parent = (OdePrim)_parent;
1376 parent.rotate(timestep);
1377 }
1378 else
1379 {
1380 //Just rotate the prim
1381 rotate(timestep);
1382 }
1383 }
1384 //
1385
1386 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
1387 changePhysicsStatus(timestep);
1388 //
1389
1390 if (!_size.ApproxEquals(m_taintsize,0f))
1391 changesize(timestep);
1392 //
1393
1394 if (m_taintshape)
1395 changeshape(timestep);
1396 //
1397
1398 if (m_taintforce)
1399 changeAddForce(timestep);
1400
1401 if (m_taintaddangularforce)
1402 changeAddAngularForce(timestep);
1403
1404 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
1405 changeSetTorque(timestep);
1406
1407 if (m_taintdisable)
1408 changedisable(timestep);
1409
1410 if (m_taintselected != m_isSelected)
1411 changeSelectedStatus(timestep);
1412
1413 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
1414 changevelocity(timestep);
1415
1416 if (m_taintparent != _parent)
1417 changelink(timestep);
1418
1419 if (m_taintCollidesWater != m_collidesWater)
1420 changefloatonwater(timestep);
1421/* obsolete
1422 if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f))
1423 changeAngularLock(timestep);
1424 */
1425 }
1426 else
1427 {
1428 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.)");
1429 }
1430 }
1431
1432/* obsolete
1433 private void changeAngularLock(float timestep)
1434 {
1435 if (_parent == null)
1436 {
1437 m_angularLock = m_taintAngularLock;
1438 m_angularLockSet = true;
1439 }
1440 }
1441 */
1442 private void changelink(float timestep)
1443 {
1444 // If the newly set parent is not null
1445 // create link
1446 if (_parent == null && m_taintparent != null)
1447 {
1448 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1449 {
1450 OdePrim obj = (OdePrim)m_taintparent;
1451 //obj.disableBody();
1452 obj.ParentPrim(this);
1453
1454 /*
1455 if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body)
1456 {
1457 _linkJointGroup = d.JointGroupCreate(0);
1458 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1459 d.JointAttach(m_linkJoint, obj.Body, Body);
1460 d.JointSetFixed(m_linkJoint);
1461 }
1462 */
1463 }
1464 }
1465 // If the newly set parent is null
1466 // destroy link
1467 else if (_parent != null && m_taintparent == null)
1468 {
1469 if (_parent is OdePrim)
1470 {
1471 OdePrim obj = (OdePrim)_parent;
1472 obj.ChildDelink(this);
1473 childPrim = false;
1474 //_parent = null;
1475 }
1476
1477 /*
1478 if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0)
1479 d.JointGroupDestroy(_linkJointGroup);
1480
1481 _linkJointGroup = (IntPtr)0;
1482 m_linkJoint = (IntPtr)0;
1483 */
1484 }
1485
1486 _parent = m_taintparent;
1487 m_taintPhysics = m_isphysical;
1488 }
1489
1490 // I'm the parent
1491 // prim is the child
1492 public void ParentPrim(OdePrim prim)
1493 {
1494 if (this.m_localID != prim.m_localID)
1495 {
1496 if (Body == IntPtr.Zero)
1497 {
1498 Body = d.BodyCreate(_parent_scene.world);
1499 setMass();
1500 }
1501 if (Body != IntPtr.Zero)
1502 {
1503 lock (childrenPrim)
1504 {
1505 if (!childrenPrim.Contains(prim))
1506 {
1507 childrenPrim.Add(prim);
1508
1509 foreach (OdePrim prm in childrenPrim)
1510 {
1511 d.Mass m2;
1512 d.MassSetZero(out m2);
1513 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
1514
1515
1516 d.Quaternion quat = new d.Quaternion();
1517 quat.W = prm._orientation.W;
1518 quat.X = prm._orientation.X;
1519 quat.Y = prm._orientation.Y;
1520 quat.Z = prm._orientation.Z;
1521
1522 d.Matrix3 mat = new d.Matrix3();
1523 d.RfromQ(out mat, ref quat);
1524 d.MassRotate(ref m2, ref mat);
1525 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
1526 d.MassAdd(ref pMass, ref m2);
1527 }
1528 foreach (OdePrim prm in childrenPrim)
1529 {
1530
1531 prm.m_collisionCategories |= CollisionCategories.Body;
1532 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1533
1534 if (prm.prim_geom == IntPtr.Zero)
1535 {
1536 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
1537 continue;
1538 }
1539//Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + m_primName);
1540 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1541 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1542
1543
1544 d.Quaternion quat = new d.Quaternion();
1545 quat.W = prm._orientation.W;
1546 quat.X = prm._orientation.X;
1547 quat.Y = prm._orientation.Y;
1548 quat.Z = prm._orientation.Z;
1549
1550 d.Matrix3 mat = new d.Matrix3();
1551 d.RfromQ(out mat, ref quat);
1552 if (Body != IntPtr.Zero)
1553 {
1554 d.GeomSetBody(prm.prim_geom, Body);
1555 prm.childPrim = true;
1556 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z);
1557 //d.GeomSetOffsetPosition(prim.prim_geom,
1558 // (Position.X - prm.Position.X) - pMass.c.X,
1559 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1560 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1561 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
1562 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
1563 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1564 d.BodySetMass(Body, ref pMass);
1565 }
1566 else
1567 {
1568 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
1569 }
1570
1571
1572 prm.m_interpenetrationcount = 0;
1573 prm.m_collisionscore = 0;
1574 prm.m_disabled = false;
1575
1576 prm.Body = Body;
1577 _parent_scene.addActivePrim(prm);
1578 }
1579 m_collisionCategories |= CollisionCategories.Body;
1580 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1581
1582//Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + m_primName);
1583 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1584//Console.WriteLine(" Post GeomSetCategoryBits 2");
1585 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1586
1587
1588 d.Quaternion quat2 = new d.Quaternion();
1589 quat2.W = _orientation.W;
1590 quat2.X = _orientation.X;
1591 quat2.Y = _orientation.Y;
1592 quat2.Z = _orientation.Z;
1593
1594 d.Matrix3 mat2 = new d.Matrix3();
1595 d.RfromQ(out mat2, ref quat2);
1596 d.GeomSetBody(prim_geom, Body);
1597 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
1598 //d.GeomSetOffsetPosition(prim.prim_geom,
1599 // (Position.X - prm.Position.X) - pMass.c.X,
1600 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1601 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1602 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
1603 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1604 d.BodySetMass(Body, ref pMass);
1605
1606 d.BodySetAutoDisableFlag(Body, true);
1607 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1608
1609
1610 m_interpenetrationcount = 0;
1611 m_collisionscore = 0;
1612 m_disabled = false;
1613
1614 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
1615 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
1616 _parent_scene.addActivePrim(this);
1617 }
1618 }
1619 }
1620 }
1621
1622 }
1623
1624 private void ChildSetGeom(OdePrim odePrim)
1625 {
1626 //if (m_isphysical && Body != IntPtr.Zero)
1627 lock (childrenPrim)
1628 {
1629 foreach (OdePrim prm in childrenPrim)
1630 {
1631 //prm.childPrim = true;
1632 prm.disableBody();
1633 //prm.m_taintparent = null;
1634 //prm._parent = null;
1635 //prm.m_taintPhysics = false;
1636 //prm.m_disabled = true;
1637 //prm.childPrim = false;
1638 }
1639 }
1640 disableBody();
1641
1642
1643 if (Body != IntPtr.Zero)
1644 {
1645 _parent_scene.remActivePrim(this);
1646 }
1647
1648 lock (childrenPrim)
1649 {
1650 foreach (OdePrim prm in childrenPrim)
1651 {
1652 ParentPrim(prm);
1653 }
1654 }
1655
1656 }
1657
1658 private void ChildDelink(OdePrim odePrim)
1659 {
1660 // Okay, we have a delinked child.. need to rebuild the body.
1661 lock (childrenPrim)
1662 {
1663 foreach (OdePrim prm in childrenPrim)
1664 {
1665 prm.childPrim = true;
1666 prm.disableBody();
1667 //prm.m_taintparent = null;
1668 //prm._parent = null;
1669 //prm.m_taintPhysics = false;
1670 //prm.m_disabled = true;
1671 //prm.childPrim = false;
1672 }
1673 }
1674 disableBody();
1675
1676 lock (childrenPrim)
1677 {
1678 childrenPrim.Remove(odePrim);
1679 }
1680
1681 if (Body != IntPtr.Zero)
1682 {
1683 _parent_scene.remActivePrim(this);
1684 }
1685
1686 lock (childrenPrim)
1687 {
1688 foreach (OdePrim prm in childrenPrim)
1689 {
1690 ParentPrim(prm);
1691 }
1692 }
1693 }
1694
1695 private void changeSelectedStatus(float timestep)
1696 {
1697 if (m_taintselected)
1698 {
1699 m_collisionCategories = CollisionCategories.Selected;
1700 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1701
1702 // We do the body disable soft twice because 'in theory' a collision could have happened
1703 // in between the disabling and the collision properties setting
1704 // which would wake the physical body up from a soft disabling and potentially cause it to fall
1705 // through the ground.
1706
1707 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
1708 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
1709 // so that causes the selected part to wake up and continue moving.
1710
1711 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
1712 // assembly will stop simulating during the selection, because of the lack of atomicity
1713 // of select operations (their processing could be interrupted by a thread switch, causing
1714 // simulation to continue before all of the selected object notifications trickle down to
1715 // the physics engine).
1716
1717 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
1718 // selected and disabled. then, due to a thread switch, the selection processing is
1719 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
1720 // selection was not yet processed, continues to simulate. this wakes up ALL of the
1721 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
1722 // up, start simulating again, which in turn wakes up the last 50.
1723
1724 if (m_isphysical)
1725 {
1726 disableBodySoft();
1727 }
1728
1729 if (prim_geom != IntPtr.Zero)
1730 {
1731 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1732 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1733 }
1734
1735 if (m_isphysical)
1736 {
1737 disableBodySoft();
1738
1739 if (Body != IntPtr.Zero)
1740 {
1741 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1742 d.BodySetForce(Body, 0, 0, 0);
1743 enableBodySoft();
1744 }
1745 }
1746 }
1747 else
1748 {
1749 m_collisionCategories = CollisionCategories.Geom;
1750
1751 if (m_isphysical)
1752 m_collisionCategories |= CollisionCategories.Body;
1753
1754 m_collisionFlags = m_default_collisionFlags;
1755
1756 if (m_collidesLand)
1757 m_collisionFlags |= CollisionCategories.Land;
1758 if (m_collidesWater)
1759 m_collisionFlags |= CollisionCategories.Water;
1760
1761 if (prim_geom != IntPtr.Zero)
1762 {
1763 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1764 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1765 }
1766/* Uhhh - stop the motion if the object is _selected_!!
1767 if (m_isphysical)
1768 {
1769 if (Body != IntPtr.Zero)
1770 {
1771 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1772 d.BodySetForce(Body, 0, 0, 0);
1773 enableBodySoft();
1774 }
1775 }
1776*/
1777 }
1778
1779 resetCollisionAccounting();
1780 m_isSelected = m_taintselected;
1781 }//end changeSelectedStatus
1782
1783 public void ResetTaints()
1784 {
1785 m_taintposition = _position;
1786 m_taintrot = _orientation;
1787 m_taintPhysics = m_isphysical;
1788 m_taintselected = m_isSelected;
1789 m_taintsize = _size;
1790 m_taintshape = false;
1791 m_taintforce = false;
1792 m_taintdisable = false;
1793 m_taintVelocity = Vector3.Zero;
1794 }
1795
1796 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
1797 {
1798//Console.WriteLine("CreateGeom:");
1799 if (_mesh != null) // Special - make mesh
1800 {
1801 setMesh(_parent_scene, _mesh);
1802 }
1803 else // not a mesh
1804 {
1805 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) // special profile??
1806 {
1807 if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) // Equi-size
1808 {
1809 if (((_size.X / 2f) > 0f)) // Has size
1810 {
1811 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1812 try
1813 {
1814//Console.WriteLine(" CreateGeom 1");
1815 SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
1816 }
1817 catch (AccessViolationException)
1818 {
1819 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1820 ode.dunlock(_parent_scene.world);
1821 return;
1822 }
1823 }
1824 else
1825 {
1826 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1827 try
1828 {
1829//Console.WriteLine(" CreateGeom 2");
1830 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1831 }
1832 catch (AccessViolationException)
1833 {
1834 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1835 ode.dunlock(_parent_scene.world);
1836 return;
1837 }
1838 }
1839 }
1840 else // not equi-size
1841 {
1842 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1843 try
1844 {
1845//Console.WriteLine(" CreateGeom 3");
1846 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1847 }
1848 catch (AccessViolationException)
1849 {
1850 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1851 ode.dunlock(_parent_scene.world);
1852 return;
1853 }
1854 }
1855 }
1856
1857 else // not special profile
1858 {
1859 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1860 try
1861 {
1862//Console.WriteLine(" CreateGeom 4");
1863 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1864 }
1865 catch (AccessViolationException)
1866 {
1867 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1868 ode.dunlock(_parent_scene.world);
1869 return;
1870 }
1871 }
1872 }
1873 }
1874
1875 public void changeadd(float timestep)
1876 {
1877 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1878 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
1879
1880 if (targetspace == IntPtr.Zero)
1881 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
1882
1883 m_targetSpace = targetspace;
1884
1885 if (_mesh == null)
1886 {
1887 if (_parent_scene.needsMeshing(_pbs))
1888 {
1889 // Don't need to re-enable body.. it's done in SetMesh
1890 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
1891 // createmesh returns null when it's a shape that isn't a cube.
1892 // m_log.Debug(m_localID);
1893 }
1894 }
1895
1896
1897 lock (_parent_scene.OdeLock)
1898 {
1899//Console.WriteLine("changeadd 1");
1900 CreateGeom(m_targetSpace, _mesh);
1901
1902 if (prim_geom != IntPtr.Zero)
1903 {
1904 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1905 d.Quaternion myrot = new d.Quaternion();
1906 myrot.X = _orientation.X;
1907 myrot.Y = _orientation.Y;
1908 myrot.Z = _orientation.Z;
1909 myrot.W = _orientation.W;
1910 d.GeomSetQuaternion(prim_geom, ref myrot);
1911 }
1912
1913 if (m_isphysical && Body == IntPtr.Zero)
1914 {
1915 enableBody();
1916 }
1917 }
1918
1919 changeSelectedStatus(timestep);
1920
1921 m_taintadd = false;
1922 }
1923
1924 public void changemove(float timestep)
1925 {
1926//Console.WriteLine("changemove sing/root {0} to {1}", m_primName, _position );
1927 if (m_isphysical)
1928 {
1929//Console.WriteLine("phys {0} {1} {2}", m_disabled, m_taintremove, childPrim);
1930// if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
1931 if (!m_taintremove && !childPrim)
1932 {
1933 if (Body == IntPtr.Zero)
1934 enableBody();
1935 //Prim auto disable after 20 frames,
1936 //if you move it, re-enable the prim manually.
1937 if (_parent != null)
1938 {
1939 if (m_linkJoint != IntPtr.Zero)
1940 {
1941 d.JointDestroy(m_linkJoint);
1942 m_linkJoint = IntPtr.Zero;
1943 }
1944 }
1945 if (Body != IntPtr.Zero)
1946 {
1947 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1948
1949 if (_parent != null)
1950 {
1951 OdePrim odParent = (OdePrim)_parent;
1952 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
1953 {
1954// KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
1955Console.WriteLine(" JointCreateFixed");
1956 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1957 d.JointAttach(m_linkJoint, Body, odParent.Body);
1958 d.JointSetFixed(m_linkJoint);
1959 }
1960 }
1961 d.BodyEnable(Body);
1962 if (m_type != Vehicle.TYPE_NONE)
1963 {
1964 Enable(Body, _parent_scene);
1965 }
1966 }
1967 else
1968 {
1969 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
1970 }
1971 }
1972 //else
1973 // {
1974 //m_log.Debug("[BUG]: race!");
1975 //}
1976 }
1977 else
1978 {
1979 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
1980 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1981 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1982
1983 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
1984 m_targetSpace = tempspace;
1985
1986 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1987 if (prim_geom != IntPtr.Zero)
1988 {
1989 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1990
1991 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1992 d.SpaceAdd(m_targetSpace, prim_geom);
1993 }
1994 }
1995
1996 changeSelectedStatus(timestep);
1997
1998 resetCollisionAccounting();
1999 m_taintposition = _position;
2000 }
2001
2002
2003
2004 public void rotate(float timestep)
2005 {
2006 d.Quaternion myrot = new d.Quaternion();
2007 myrot.X = _orientation.X;
2008 myrot.Y = _orientation.Y;
2009 myrot.Z = _orientation.Z;
2010 myrot.W = _orientation.W;
2011 if (Body != IntPtr.Zero)
2012 {
2013 // KF: If this is a root prim do BodySet
2014 d.BodySetQuaternion(Body, ref myrot);
2015 }
2016 else
2017 {
2018 // daughter prim, do Geom set
2019 d.GeomSetQuaternion(prim_geom, ref myrot);
2020 }
2021
2022 resetCollisionAccounting();
2023 m_taintrot = _orientation;
2024 }
2025
2026 private void resetCollisionAccounting()
2027 {
2028 m_collisionscore = 0;
2029 m_interpenetrationcount = 0;
2030 m_disabled = false;
2031 }
2032
2033 public void changedisable(float timestep)
2034 {
2035 m_disabled = true;
2036 if (Body != IntPtr.Zero)
2037 {
2038 d.BodyDisable(Body);
2039 Body = IntPtr.Zero;
2040 }
2041
2042 m_taintdisable = false;
2043 }
2044
2045 public void changePhysicsStatus(float timestep)
2046 {
2047 if (m_isphysical == true)
2048 {
2049 if (Body == IntPtr.Zero)
2050 {
2051 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2052 {
2053 changeshape(2f);
2054 }
2055 else
2056 {
2057 enableBody();
2058 }
2059 }
2060 }
2061 else
2062 {
2063 if (Body != IntPtr.Zero)
2064 {
2065 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2066 {
2067 _mesh = null;
2068//Console.WriteLine("changePhysicsStatus for " + m_primName );
2069 changeadd(2f);
2070 }
2071 if (childPrim)
2072 {
2073 if (_parent != null)
2074 {
2075 OdePrim parent = (OdePrim)_parent;
2076 parent.ChildDelink(this);
2077 }
2078 }
2079 else
2080 {
2081 disableBody();
2082 }
2083 }
2084 }
2085
2086 changeSelectedStatus(timestep);
2087
2088 resetCollisionAccounting();
2089 m_taintPhysics = m_isphysical;
2090 }
2091
2092 public void changesize(float timestamp)
2093 {
2094
2095 string oldname = _parent_scene.geom_name_map[prim_geom];
2096
2097 if (_size.X <= 0) _size.X = 0.01f;
2098 if (_size.Y <= 0) _size.Y = 0.01f;
2099 if (_size.Z <= 0) _size.Z = 0.01f;
2100
2101 // Cleanup of old prim geometry
2102 if (_mesh != null)
2103 {
2104 // Cleanup meshing here
2105 }
2106 //kill body to rebuild
2107 if (IsPhysical && Body != IntPtr.Zero)
2108 {
2109 if (childPrim)
2110 {
2111 if (_parent != null)
2112 {
2113 OdePrim parent = (OdePrim)_parent;
2114 parent.ChildDelink(this);
2115 }
2116 }
2117 else
2118 {
2119 disableBody();
2120 }
2121 }
2122 if (d.SpaceQuery(m_targetSpace, prim_geom))
2123 {
2124 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2125 d.SpaceRemove(m_targetSpace, prim_geom);
2126 }
2127 // we don't need to do space calculation because the client sends a position update also.
2128
2129 // Construction of new prim
2130 if (_parent_scene.needsMeshing(_pbs))
2131 {
2132 float meshlod = _parent_scene.meshSculptLOD;
2133
2134 if (IsPhysical)
2135 meshlod = _parent_scene.MeshSculptphysicalLOD;
2136 // Don't need to re-enable body.. it's done in SetMesh
2137
2138 IMesh mesh = null;
2139
2140 if (_parent_scene.needsMeshing(_pbs))
2141 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2142
2143 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2144//Console.WriteLine("changesize 1");
2145 CreateGeom(m_targetSpace, mesh);
2146
2147
2148 }
2149 else
2150 {
2151 _mesh = null;
2152//Console.WriteLine("changesize 2");
2153 CreateGeom(m_targetSpace, _mesh);
2154 }
2155
2156 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2157 d.Quaternion myrot = new d.Quaternion();
2158 myrot.X = _orientation.X;
2159 myrot.Y = _orientation.Y;
2160 myrot.Z = _orientation.Z;
2161 myrot.W = _orientation.W;
2162 d.GeomSetQuaternion(prim_geom, ref myrot);
2163
2164 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2165 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2166 {
2167 // Re creates body on size.
2168 // EnableBody also does setMass()
2169 enableBody();
2170 d.BodyEnable(Body);
2171 }
2172
2173 _parent_scene.geom_name_map[prim_geom] = oldname;
2174
2175 changeSelectedStatus(timestamp);
2176 if (childPrim)
2177 {
2178 if (_parent is OdePrim)
2179 {
2180 OdePrim parent = (OdePrim)_parent;
2181 parent.ChildSetGeom(this);
2182 }
2183 }
2184 resetCollisionAccounting();
2185 m_taintsize = _size;
2186 }
2187
2188
2189
2190 public void changefloatonwater(float timestep)
2191 {
2192 m_collidesWater = m_taintCollidesWater;
2193
2194 if (prim_geom != IntPtr.Zero)
2195 {
2196 if (m_collidesWater)
2197 {
2198 m_collisionFlags |= CollisionCategories.Water;
2199 }
2200 else
2201 {
2202 m_collisionFlags &= ~CollisionCategories.Water;
2203 }
2204 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2205 }
2206 }
2207
2208 public void changeshape(float timestamp)
2209 {
2210 string oldname = _parent_scene.geom_name_map[prim_geom];
2211
2212 // Cleanup of old prim geometry and Bodies
2213 if (IsPhysical && Body != IntPtr.Zero)
2214 {
2215 if (childPrim)
2216 {
2217 if (_parent != null)
2218 {
2219 OdePrim parent = (OdePrim)_parent;
2220 parent.ChildDelink(this);
2221 }
2222 }
2223 else
2224 {
2225 disableBody();
2226 }
2227 }
2228
2229
2230 // we don't need to do space calculation because the client sends a position update also.
2231 if (_size.X <= 0) _size.X = 0.01f;
2232 if (_size.Y <= 0) _size.Y = 0.01f;
2233 if (_size.Z <= 0) _size.Z = 0.01f;
2234 // Construction of new prim
2235
2236 if (_parent_scene.needsMeshing(_pbs))
2237 {
2238 // Don't need to re-enable body.. it's done in SetMesh
2239 float meshlod = _parent_scene.meshSculptLOD;
2240
2241 if (IsPhysical)
2242 meshlod = _parent_scene.MeshSculptphysicalLOD;
2243
2244 IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2245 // createmesh returns null when it doesn't mesh.
2246 CreateGeom(m_targetSpace, mesh);
2247 }
2248 else
2249 {
2250 _mesh = null;
2251//Console.WriteLine("changeshape");
2252 CreateGeom(m_targetSpace, null);
2253 }
2254
2255 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2256 d.Quaternion myrot = new d.Quaternion();
2257 //myrot.W = _orientation.w;
2258 myrot.W = _orientation.W;
2259 myrot.X = _orientation.X;
2260 myrot.Y = _orientation.Y;
2261 myrot.Z = _orientation.Z;
2262 d.GeomSetQuaternion(prim_geom, ref myrot);
2263
2264 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2265 if (IsPhysical && Body == IntPtr.Zero)
2266 {
2267 // Re creates body on size.
2268 // EnableBody also does setMass()
2269 enableBody();
2270 if (Body != IntPtr.Zero)
2271 {
2272 d.BodyEnable(Body);
2273 }
2274 }
2275 _parent_scene.geom_name_map[prim_geom] = oldname;
2276
2277 changeSelectedStatus(timestamp);
2278 if (childPrim)
2279 {
2280 if (_parent is OdePrim)
2281 {
2282 OdePrim parent = (OdePrim)_parent;
2283 parent.ChildSetGeom(this);
2284 }
2285 }
2286 resetCollisionAccounting();
2287 m_taintshape = false;
2288 }
2289
2290 public void changeAddForce(float timestamp)
2291 {
2292 if (!m_isSelected)
2293 {
2294 lock (m_forcelist)
2295 {
2296 //m_log.Info("[PHYSICS]: dequeing forcelist");
2297 if (IsPhysical)
2298 {
2299 Vector3 iforce = Vector3.Zero;
2300 int i = 0;
2301 try
2302 {
2303 for (i = 0; i < m_forcelist.Count; i++)
2304 {
2305
2306 iforce = iforce + (m_forcelist[i] * 100);
2307 }
2308 }
2309 catch (IndexOutOfRangeException)
2310 {
2311 m_forcelist = new List<Vector3>();
2312 m_collisionscore = 0;
2313 m_interpenetrationcount = 0;
2314 m_taintforce = false;
2315 return;
2316 }
2317 catch (ArgumentOutOfRangeException)
2318 {
2319 m_forcelist = new List<Vector3>();
2320 m_collisionscore = 0;
2321 m_interpenetrationcount = 0;
2322 m_taintforce = false;
2323 return;
2324 }
2325 d.BodyEnable(Body);
2326 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2327 }
2328 m_forcelist.Clear();
2329 }
2330
2331 m_collisionscore = 0;
2332 m_interpenetrationcount = 0;
2333 }
2334
2335 m_taintforce = false;
2336
2337 }
2338
2339
2340
2341 public void changeSetTorque(float timestamp)
2342 {
2343 if (!m_isSelected)
2344 {
2345 if (IsPhysical && Body != IntPtr.Zero)
2346 {
2347 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2348 }
2349 }
2350
2351 m_taintTorque = Vector3.Zero;
2352 }
2353
2354 public void changeAddAngularForce(float timestamp)
2355 {
2356 if (!m_isSelected)
2357 {
2358 lock (m_angularforcelist)
2359 {
2360 //m_log.Info("[PHYSICS]: dequeing forcelist");
2361 if (IsPhysical)
2362 {
2363 Vector3 iforce = Vector3.Zero;
2364 for (int i = 0; i < m_angularforcelist.Count; i++)
2365 {
2366 iforce = iforce + (m_angularforcelist[i] * 100);
2367 }
2368 d.BodyEnable(Body);
2369 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2370
2371 }
2372 m_angularforcelist.Clear();
2373 }
2374
2375 m_collisionscore = 0;
2376 m_interpenetrationcount = 0;
2377 }
2378
2379 m_taintaddangularforce = false;
2380 }
2381
2382 private void changevelocity(float timestep)
2383 {
2384 if (!m_isSelected)
2385 {
2386 Thread.Sleep(20);
2387 if (IsPhysical)
2388 {
2389 if (Body != IntPtr.Zero)
2390 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2391 }
2392
2393 //resetCollisionAccounting();
2394 }
2395 m_taintVelocity = Vector3.Zero;
2396 }
2397
2398 public void UpdatePositionAndVelocity()
2399 {
2400 return; // moved to the Move () method
2401 }
2402
2403 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
2404 {
2405 obj.I.M00 = pMat[0, 0];
2406 obj.I.M01 = pMat[0, 1];
2407 obj.I.M02 = pMat[0, 2];
2408 obj.I.M10 = pMat[1, 0];
2409 obj.I.M11 = pMat[1, 1];
2410 obj.I.M12 = pMat[1, 2];
2411 obj.I.M20 = pMat[2, 0];
2412 obj.I.M21 = pMat[2, 1];
2413 obj.I.M22 = pMat[2, 2];
2414 return obj;
2415 }
2416
2417 public override void SubscribeEvents(int ms)
2418 {
2419 m_eventsubscription = ms;
2420 _parent_scene.addCollisionEventReporting(this);
2421 }
2422
2423 public override void UnSubscribeEvents()
2424 {
2425 _parent_scene.remCollisionEventReporting(this);
2426 m_eventsubscription = 0;
2427 }
2428
2429 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
2430 {
2431 if (CollisionEventsThisFrame == null)
2432 CollisionEventsThisFrame = new CollisionEventUpdate();
2433 CollisionEventsThisFrame.addCollider(CollidedWith, contact);
2434 }
2435
2436 public void SendCollisions()
2437 {
2438 if (CollisionEventsThisFrame == null)
2439 return;
2440
2441 base.SendCollisionUpdate(CollisionEventsThisFrame);
2442
2443 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
2444 CollisionEventsThisFrame = null;
2445 else
2446 CollisionEventsThisFrame = new CollisionEventUpdate();
2447 }
2448
2449 public override bool SubscribedEvents()
2450 {
2451 if (m_eventsubscription > 0)
2452 return true;
2453 return false;
2454 }
2455
2456 public static Matrix4 Inverse(Matrix4 pMat)
2457 {
2458 if (determinant3x3(pMat) == 0)
2459 {
2460 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
2461 }
2462
2463
2464
2465 return (Adjoint(pMat) / determinant3x3(pMat));
2466 }
2467
2468 public static Matrix4 Adjoint(Matrix4 pMat)
2469 {
2470 Matrix4 adjointMatrix = new Matrix4();
2471 for (int i=0; i<4; i++)
2472 {
2473 for (int j=0; j<4; j++)
2474 {
2475 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
2476 }
2477 }
2478
2479 adjointMatrix = Transpose(adjointMatrix);
2480 return adjointMatrix;
2481 }
2482
2483 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
2484 {
2485 Matrix4 minor = new Matrix4();
2486 int m = 0, n = 0;
2487 for (int i = 0; i < 4; i++)
2488 {
2489 if (i == iRow)
2490 continue;
2491 n = 0;
2492 for (int j = 0; j < 4; j++)
2493 {
2494 if (j == iCol)
2495 continue;
2496 Matrix4SetValue(ref minor, m,n, matrix[i, j]);
2497 n++;
2498 }
2499 m++;
2500 }
2501 return minor;
2502 }
2503
2504 public static Matrix4 Transpose(Matrix4 pMat)
2505 {
2506 Matrix4 transposeMatrix = new Matrix4();
2507 for (int i = 0; i < 4; i++)
2508 for (int j = 0; j < 4; j++)
2509 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
2510 return transposeMatrix;
2511 }
2512
2513 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
2514 {
2515 switch (r)
2516 {
2517 case 0:
2518 switch (c)
2519 {
2520 case 0:
2521 pMat.M11 = val;
2522 break;
2523 case 1:
2524 pMat.M12 = val;
2525 break;
2526 case 2:
2527 pMat.M13 = val;
2528 break;
2529 case 3:
2530 pMat.M14 = val;
2531 break;
2532 }
2533
2534 break;
2535 case 1:
2536 switch (c)
2537 {
2538 case 0:
2539 pMat.M21 = val;
2540 break;
2541 case 1:
2542 pMat.M22 = val;
2543 break;
2544 case 2:
2545 pMat.M23 = val;
2546 break;
2547 case 3:
2548 pMat.M24 = val;
2549 break;
2550 }
2551
2552 break;
2553 case 2:
2554 switch (c)
2555 {
2556 case 0:
2557 pMat.M31 = val;
2558 break;
2559 case 1:
2560 pMat.M32 = val;
2561 break;
2562 case 2:
2563 pMat.M33 = val;
2564 break;
2565 case 3:
2566 pMat.M34 = val;
2567 break;
2568 }
2569
2570 break;
2571 case 3:
2572 switch (c)
2573 {
2574 case 0:
2575 pMat.M41 = val;
2576 break;
2577 case 1:
2578 pMat.M42 = val;
2579 break;
2580 case 2:
2581 pMat.M43 = val;
2582 break;
2583 case 3:
2584 pMat.M44 = val;
2585 break;
2586 }
2587
2588 break;
2589 }
2590 }
2591 private static float determinant3x3(Matrix4 pMat)
2592 {
2593 float det = 0;
2594 float diag1 = pMat[0, 0]*pMat[1, 1]*pMat[2, 2];
2595 float diag2 = pMat[0, 1]*pMat[2, 1]*pMat[2, 0];
2596 float diag3 = pMat[0, 2]*pMat[1, 0]*pMat[2, 1];
2597 float diag4 = pMat[2, 0]*pMat[1, 1]*pMat[0, 2];
2598 float diag5 = pMat[2, 1]*pMat[1, 2]*pMat[0, 0];
2599 float diag6 = pMat[2, 2]*pMat[1, 0]*pMat[0, 1];
2600
2601 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
2602 return det;
2603
2604 }
2605
2606 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
2607 {
2608 dst.c.W = src.c.W;
2609 dst.c.X = src.c.X;
2610 dst.c.Y = src.c.Y;
2611 dst.c.Z = src.c.Z;
2612 dst.mass = src.mass;
2613 dst.I.M00 = src.I.M00;
2614 dst.I.M01 = src.I.M01;
2615 dst.I.M02 = src.I.M02;
2616 dst.I.M10 = src.I.M10;
2617 dst.I.M11 = src.I.M11;
2618 dst.I.M12 = src.I.M12;
2619 dst.I.M20 = src.I.M20;
2620 dst.I.M21 = src.I.M21;
2621 dst.I.M22 = src.I.M22;
2622 }
2623
2624 public override void SetMaterial(int pMaterial)
2625 {
2626 m_material = pMaterial;
2627 }
2628
2629 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
2630 {
2631 switch (pParam)
2632 {
2633 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
2634 if (pValue < 0.01f) pValue = 0.01f;
2635 // m_angularDeflectionEfficiency = pValue;
2636 break;
2637 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
2638 if (pValue < 0.1f) pValue = 0.1f;
2639 // m_angularDeflectionTimescale = pValue;
2640 break;
2641 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
2642 if (pValue < 0.3f) pValue = 0.3f;
2643 m_angularMotorDecayTimescale = pValue;
2644 break;
2645 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
2646 if (pValue < 0.3f) pValue = 0.3f;
2647 m_angularMotorTimescale = pValue;
2648 break;
2649 case Vehicle.BANKING_EFFICIENCY:
2650 if (pValue < 0.01f) pValue = 0.01f;
2651 // m_bankingEfficiency = pValue;
2652 break;
2653 case Vehicle.BANKING_MIX:
2654 if (pValue < 0.01f) pValue = 0.01f;
2655 // m_bankingMix = pValue;
2656 break;
2657 case Vehicle.BANKING_TIMESCALE:
2658 if (pValue < 0.01f) pValue = 0.01f;
2659 // m_bankingTimescale = pValue;
2660 break;
2661 case Vehicle.BUOYANCY:
2662 if (pValue < -1f) pValue = -1f;
2663 if (pValue > 1f) pValue = 1f;
2664 m_VehicleBuoyancy = pValue;
2665 break;
2666// case Vehicle.HOVER_EFFICIENCY:
2667// if (pValue < 0f) pValue = 0f;
2668// if (pValue > 1f) pValue = 1f;
2669// m_VhoverEfficiency = pValue;
2670// break;
2671 case Vehicle.HOVER_HEIGHT:
2672 m_VhoverHeight = pValue;
2673 break;
2674 case Vehicle.HOVER_TIMESCALE:
2675 if (pValue < 0.1f) pValue = 0.1f;
2676 m_VhoverTimescale = pValue;
2677 break;
2678 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
2679 if (pValue < 0.01f) pValue = 0.01f;
2680 // m_linearDeflectionEfficiency = pValue;
2681 break;
2682 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
2683 if (pValue < 0.01f) pValue = 0.01f;
2684 // m_linearDeflectionTimescale = pValue;
2685 break;
2686 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
2687 if (pValue < 0.3f) pValue = 0.3f;
2688 m_linearMotorDecayTimescale = pValue;
2689 break;
2690 case Vehicle.LINEAR_MOTOR_TIMESCALE:
2691 if (pValue < 0.1f) pValue = 0.1f;
2692 m_linearMotorTimescale = pValue;
2693 break;
2694 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
2695 if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
2696 if (pValue > 1.0f) pValue = 1.0f;
2697 m_verticalAttractionEfficiency = pValue;
2698 break;
2699 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
2700 if (pValue < 0.1f) pValue = 0.1f;
2701 m_verticalAttractionTimescale = pValue;
2702 break;
2703
2704 // These are vector properties but the engine lets you use a single float value to
2705 // set all of the components to the same value
2706 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2707 if (pValue > 30f) pValue = 30f;
2708 if (pValue < 0.1f) pValue = 0.1f;
2709 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
2710 break;
2711 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2712 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
2713 UpdateAngDecay();
2714 break;
2715 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2716 if (pValue < 0.1f) pValue = 0.1f;
2717 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
2718 break;
2719 case Vehicle.LINEAR_MOTOR_DIRECTION:
2720 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
2721 UpdateLinDecay();
2722 break;
2723 case Vehicle.LINEAR_MOTOR_OFFSET:
2724 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
2725 break;
2726
2727 }
2728
2729 }//end ProcessFloatVehicleParam
2730
2731 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
2732 {
2733 switch (pParam)
2734 {
2735 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2736 if (pValue.X > 30f) pValue.X = 30f;
2737 if (pValue.X < 0.1f) pValue.X = 0.1f;
2738 if (pValue.Y > 30f) pValue.Y = 30f;
2739 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2740 if (pValue.Z > 30f) pValue.Z = 30f;
2741 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2742 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2743 break;
2744 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2745 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
2746 // Limit requested angular speed to 2 rps= 4 pi rads/sec
2747 if(m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
2748 if(m_angularMotorDirection.X < - 12.56f) m_angularMotorDirection.X = - 12.56f;
2749 if(m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
2750 if(m_angularMotorDirection.Y < - 12.56f) m_angularMotorDirection.Y = - 12.56f;
2751 if(m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
2752 if(m_angularMotorDirection.Z < - 12.56f) m_angularMotorDirection.Z = - 12.56f;
2753 UpdateAngDecay();
2754 break;
2755 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2756 if (pValue.X < 0.1f) pValue.X = 0.1f;
2757 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2758 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2759 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2760 break;
2761 case Vehicle.LINEAR_MOTOR_DIRECTION:
2762 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
2763 UpdateLinDecay();
2764 break;
2765 case Vehicle.LINEAR_MOTOR_OFFSET:
2766 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
2767 break;
2768 }
2769
2770 }//end ProcessVectorVehicleParam
2771
2772 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
2773 {
2774 switch (pParam)
2775 {
2776 case Vehicle.REFERENCE_FRAME:
2777 // m_referenceFrame = pValue;
2778 break;
2779 }
2780
2781 }//end ProcessRotationVehicleParam
2782
2783 internal void ProcessVehicleFlags(int pParam, bool remove)
2784 {
2785 if (remove)
2786 {
2787 m_flags &= ~((VehicleFlag)pParam);
2788 }
2789 else
2790 {
2791 m_flags |= (VehicleFlag)pParam;
2792 }
2793 }
2794
2795 internal void ProcessTypeChange(Vehicle pType)
2796 {
2797 // Set Defaults For Type
2798 m_type = pType;
2799 switch (pType)
2800 {
2801 case Vehicle.TYPE_SLED:
2802 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
2803 m_angularFrictionTimescale = new Vector3(30, 30, 30);
2804// m_lLinMotorVel = Vector3.Zero;
2805 m_linearMotorTimescale = 1000;
2806 m_linearMotorDecayTimescale = 120;
2807 m_angularMotorDirection = Vector3.Zero;
2808 m_angularMotorDVel = Vector3.Zero;
2809 m_angularMotorTimescale = 1000;
2810 m_angularMotorDecayTimescale = 120;
2811 m_VhoverHeight = 0;
2812// m_VhoverEfficiency = 1;
2813 m_VhoverTimescale = 10;
2814 m_VehicleBuoyancy = 0;
2815 // m_linearDeflectionEfficiency = 1;
2816 // m_linearDeflectionTimescale = 1;
2817 // m_angularDeflectionEfficiency = 1;
2818 // m_angularDeflectionTimescale = 1000;
2819 // m_bankingEfficiency = 0;
2820 // m_bankingMix = 1;
2821 // m_bankingTimescale = 10;
2822 // m_referenceFrame = Quaternion.Identity;
2823 m_flags &=
2824 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2825 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
2826 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2827 break;
2828 case Vehicle.TYPE_CAR:
2829 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
2830 m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30.
2831// m_lLinMotorVel = Vector3.Zero;
2832 m_linearMotorTimescale = 1;
2833 m_linearMotorDecayTimescale = 60;
2834 m_angularMotorDirection = Vector3.Zero;
2835 m_angularMotorDVel = Vector3.Zero;
2836 m_angularMotorTimescale = 1;
2837 m_angularMotorDecayTimescale = 0.8f;
2838 m_VhoverHeight = 0;
2839// m_VhoverEfficiency = 0;
2840 m_VhoverTimescale = 1000;
2841 m_VehicleBuoyancy = 0;
2842 // // m_linearDeflectionEfficiency = 1;
2843 // // m_linearDeflectionTimescale = 2;
2844 // // m_angularDeflectionEfficiency = 0;
2845 // m_angularDeflectionTimescale = 10;
2846 m_verticalAttractionEfficiency = 1f;
2847 m_verticalAttractionTimescale = 10f;
2848 // m_bankingEfficiency = -0.2f;
2849 // m_bankingMix = 1;
2850 // m_bankingTimescale = 1;
2851 // m_referenceFrame = Quaternion.Identity;
2852 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
2853 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
2854 VehicleFlag.LIMIT_MOTOR_UP);
2855 break;
2856 case Vehicle.TYPE_BOAT:
2857 m_linearFrictionTimescale = new Vector3(10, 3, 2);
2858 m_angularFrictionTimescale = new Vector3(10,10,10);
2859// m_lLinMotorVel = Vector3.Zero;
2860 m_linearMotorTimescale = 5;
2861 m_linearMotorDecayTimescale = 60;
2862 m_angularMotorDirection = Vector3.Zero;
2863 m_angularMotorDVel = Vector3.Zero;
2864 m_angularMotorTimescale = 4;
2865 m_angularMotorDecayTimescale = 4;
2866 m_VhoverHeight = 0;
2867// m_VhoverEfficiency = 0.5f;
2868 m_VhoverTimescale = 2;
2869 m_VehicleBuoyancy = 1;
2870 // m_linearDeflectionEfficiency = 0.5f;
2871 // m_linearDeflectionTimescale = 3;
2872 // m_angularDeflectionEfficiency = 0.5f;
2873 // m_angularDeflectionTimescale = 5;
2874 m_verticalAttractionEfficiency = 0.5f;
2875 m_verticalAttractionTimescale = 5f;
2876 // m_bankingEfficiency = -0.3f;
2877 // m_bankingMix = 0.8f;
2878 // m_bankingTimescale = 1;
2879 // m_referenceFrame = Quaternion.Identity;
2880 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
2881 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
2882 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
2883 VehicleFlag.LIMIT_MOTOR_UP);
2884 break;
2885 case Vehicle.TYPE_AIRPLANE:
2886 m_linearFrictionTimescale = new Vector3(200, 10, 5);
2887 m_angularFrictionTimescale = new Vector3(20, 20, 20);
2888// m_lLinMotorVel = Vector3.Zero;
2889 m_linearMotorTimescale = 2;
2890 m_linearMotorDecayTimescale = 60;
2891 m_angularMotorDirection = Vector3.Zero;
2892 m_angularMotorDVel = Vector3.Zero;
2893 m_angularMotorTimescale = 4;
2894 m_angularMotorDecayTimescale = 4;
2895 m_VhoverHeight = 0;
2896// m_VhoverEfficiency = 0.5f;
2897 m_VhoverTimescale = 1000;
2898 m_VehicleBuoyancy = 0;
2899 // m_linearDeflectionEfficiency = 0.5f;
2900 // m_linearDeflectionTimescale = 3;
2901 // m_angularDeflectionEfficiency = 1;
2902 // m_angularDeflectionTimescale = 2;
2903 m_verticalAttractionEfficiency = 0.9f;
2904 m_verticalAttractionTimescale = 2f;
2905 // m_bankingEfficiency = 1;
2906 // m_bankingMix = 0.7f;
2907 // m_bankingTimescale = 2;
2908 // m_referenceFrame = Quaternion.Identity;
2909 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2910 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2911 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
2912 break;
2913 case Vehicle.TYPE_BALLOON:
2914 m_linearFrictionTimescale = new Vector3(5, 5, 5);
2915 m_angularFrictionTimescale = new Vector3(10, 10, 10);
2916 m_linearMotorTimescale = 5;
2917 m_linearMotorDecayTimescale = 60;
2918 m_angularMotorDirection = Vector3.Zero;
2919 m_angularMotorDVel = Vector3.Zero;
2920 m_angularMotorTimescale = 6;
2921 m_angularMotorDecayTimescale = 10;
2922 m_VhoverHeight = 5;
2923// m_VhoverEfficiency = 0.8f;
2924 m_VhoverTimescale = 10;
2925 m_VehicleBuoyancy = 1;
2926 // m_linearDeflectionEfficiency = 0;
2927 // m_linearDeflectionTimescale = 5;
2928 // m_angularDeflectionEfficiency = 0;
2929 // m_angularDeflectionTimescale = 5;
2930 m_verticalAttractionEfficiency = 1f;
2931 m_verticalAttractionTimescale = 100f;
2932 // m_bankingEfficiency = 0;
2933 // m_bankingMix = 0.7f;
2934 // m_bankingTimescale = 5;
2935 // m_referenceFrame = Quaternion.Identity;
2936 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2937 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2938 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
2939 break;
2940
2941 }
2942 }//end SetDefaultsForType
2943
2944 internal void Enable(IntPtr pBody, OdeScene pParentScene)
2945 {
2946 if (m_type == Vehicle.TYPE_NONE)
2947 return;
2948
2949 m_body = pBody;
2950 }
2951
2952
2953 internal void Halt()
2954 { // Kill all motions, when non-physical
2955 // m_linearMotorDirection = Vector3.Zero;
2956 m_lLinMotorDVel = Vector3.Zero;
2957 m_lLinObjectVel = Vector3.Zero;
2958 m_wLinObjectVel = Vector3.Zero;
2959 m_angularMotorDirection = Vector3.Zero;
2960 m_lastAngularVelocity = Vector3.Zero;
2961 m_angularMotorDVel = Vector3.Zero;
2962 _acceleration = Vector3.Zero;
2963 }
2964
2965 private void UpdateLinDecay()
2966 {
2967// if (Math.Abs(m_linearMotorDirection.X) > Math.Abs(m_lLinMotorDVel.X)) m_lLinMotorDVel.X = m_linearMotorDirection.X;
2968// if (Math.Abs(m_linearMotorDirection.Y) > Math.Abs(m_lLinMotorDVel.Y)) m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
2969// if (Math.Abs(m_linearMotorDirection.Z) > Math.Abs(m_lLinMotorDVel.Z)) m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
2970 m_lLinMotorDVel.X = m_linearMotorDirection.X;
2971 m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
2972 m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
2973 } // else let the motor decay on its own
2974
2975 private void UpdateAngDecay()
2976 {
2977// if (Math.Abs(m_angularMotorDirection.X) > Math.Abs(m_angularMotorDVel.X)) m_angularMotorDVel.X = m_angularMotorDirection.X;
2978// if (Math.Abs(m_angularMotorDirection.Y) > Math.Abs(m_angularMotorDVel.Y)) m_angularMotorDVel.Y = m_angularMotorDirection.Y;
2979// if (Math.Abs(m_angularMotorDirection.Z) > Math.Abs(m_angularMotorDVel.Z)) m_angularMotorDVel.Z = m_angularMotorDirection.Z;
2980 m_angularMotorDVel.X = m_angularMotorDirection.X;
2981 m_angularMotorDVel.Y = m_angularMotorDirection.Y;
2982 m_angularMotorDVel.Z = m_angularMotorDirection.Z;
2983 } // else let the motor decay on its own
2984
2985 public void Move(float timestep)
2986 {
2987 float fx = 0;
2988 float fy = 0;
2989 float fz = 0;
2990 Vector3 linvel; // velocity applied, including any reversal
2991 int outside = 0;
2992
2993 // If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders.
2994 // This is a temp patch until proper region crossing is developed.
2995
2996 int failureLimit = _parent_scene.geomCrossingFailuresBeforeOutofbounds;
2997 int fence = _parent_scene.geomRegionFence;
2998
2999 float border_limit = 0.05f; // original limit
3000 if (fence == 1) border_limit = 0.5f; // bounce point
3001
3002 frcount++; // used to limit debug comment output
3003 if (frcount > 50)
3004 frcount = 0;
3005
3006 if(revcount > 0) revcount--;
3007
3008 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // Only move root prims.
3009 {
3010 // Old public void UpdatePositionAndVelocity(), more accuratley calculated here
3011 bool lastZeroFlag = _zeroFlag; // was it stopped
3012
3013 d.Vector3 vec = d.BodyGetPosition(Body);
3014 Vector3 l_position = Vector3.Zero;
3015 l_position.X = vec.X;
3016 l_position.Y = vec.Y;
3017 l_position.Z = vec.Z;
3018 m_lastposition = _position;
3019 _position = l_position;
3020
3021 d.Quaternion ori = d.BodyGetQuaternion(Body);
3022 // Quaternion l_orientation = Quaternion.Identity;
3023 _orientation.X = ori.X;
3024 _orientation.Y = ori.Y;
3025 _orientation.Z = ori.Z;
3026 _orientation.W = ori.W;
3027 m_lastorientation = _orientation;
3028
3029 d.Vector3 vel = d.BodyGetLinearVel(Body);
3030 m_lastVelocity = _velocity;
3031 _velocity.X = vel.X;
3032 _velocity.Y = vel.Y;
3033 _velocity.Z = vel.Z;
3034 _acceleration = ((_velocity - m_lastVelocity) / timestep);
3035
3036 d.Vector3 torque = d.BodyGetTorque(Body);
3037 _torque = new Vector3(torque.X, torque.Y, torque.Z);
3038
3039 base.RequestPhysicsterseUpdate();
3040
3041//Console.WriteLine("Move {0} at {1}", m_primName, l_position);
3042
3043 // Check if outside region
3044 // In Scene.cs/CrossPrimGroupIntoNewRegion the object is checked for 0.1M from border!
3045 if (l_position.X > ((float)_parent_scene.WorldExtents.X - border_limit))
3046 {
3047 l_position.X = ((float)_parent_scene.WorldExtents.X - border_limit);
3048 outside = 1;
3049 }
3050
3051 if (l_position.X < border_limit)
3052 {
3053 l_position.X = border_limit;
3054 outside = 2;
3055 }
3056 if (l_position.Y > ((float)_parent_scene.WorldExtents.Y - border_limit))
3057 {
3058 l_position.Y = ((float)_parent_scene.WorldExtents.Y - border_limit);
3059 outside = 3;
3060 }
3061
3062 if (l_position.Y < border_limit)
3063 {
3064 l_position.Y = border_limit;
3065 outside = 4;
3066 }
3067
3068 if (outside > 0)
3069 {
3070//Console.WriteLine(" fence = {0}",fence);
3071
3072//Console.WriteLine("Border {0}", l_position);
3073 if (fence == 1) // bounce object off boundary
3074 {
3075 if (revcount == 0)
3076 {
3077 if (outside < 3)
3078 {
3079 _velocity.X = -_velocity.X;
3080 }
3081 else
3082 {
3083 _velocity.Y = -_velocity.Y;
3084 }
3085 if (m_type != Vehicle.TYPE_NONE) Halt();
3086 _position = l_position;
3087 m_taintposition = _position;
3088 m_lastVelocity = _velocity;
3089 _acceleration = Vector3.Zero;
3090 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
3091 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
3092 base.RequestPhysicsterseUpdate();
3093
3094 revcount = 25; // wait for object to move away from border
3095 }
3096 } // else old crossing mode
3097 else if (m_crossingfailures < failureLimit)
3098 { // keep trying to cross?
3099 _position = l_position;
3100 //_parent_scene.remActivePrim(this);
3101 if (_parent == null) base.RequestPhysicsterseUpdate();
3102 return; // Dont process any other motion?
3103 }
3104 else
3105 { // Too many tries
3106 if (_parent == null) base.RaiseOutOfBounds(l_position);
3107//Console.WriteLine("ROOB 2");
3108
3109 return; // Dont process any other motion?
3110 } // end various methods
3111 } // end outside region horizontally
3112
3113
3114 if (l_position.Z < 0)
3115 {
3116 // This is so prim that get lost underground don't fall forever and suck up
3117 //
3118 // Sim resources and memory.
3119 // Disables the prim's movement physics....
3120 // It's a hack and will generate a console message if it fails.
3121
3122 //IsPhysical = false;
3123 if (_parent == null) base.RaiseOutOfBounds(_position);
3124//Console.WriteLine("ROOB 3");
3125
3126
3127 _acceleration.X = 0; // This stuff may stop client display but it has no
3128 _acceleration.Y = 0; // effect on the object in phys engine!
3129 _acceleration.Z = 0;
3130
3131 _velocity.X = 0;
3132 _velocity.Y = 0;
3133 _velocity.Z = 0;
3134 m_rotationalVelocity.X = 0;
3135 m_rotationalVelocity.Y = 0;
3136 m_rotationalVelocity.Z = 0;
3137
3138 if (_parent == null) base.RequestPhysicsterseUpdate();
3139
3140 m_throttleUpdates = false;
3141 throttleCounter = 0;
3142 _zeroFlag = true;
3143 //outofBounds = true;
3144 } // end neg Z check
3145
3146 // Is it moving?
3147 if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
3148 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
3149 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02)
3150 && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001)) // KF 0.01 is far to large
3151 {
3152 _zeroFlag = true;
3153 m_throttleUpdates = false;
3154 }
3155 else
3156 {
3157 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3158 _zeroFlag = false;
3159 m_lastUpdateSent = false;
3160 //m_throttleUpdates = false;
3161 }
3162
3163 if (_zeroFlag)
3164 { // Its stopped
3165 _velocity.X = 0.0f;
3166 _velocity.Y = 0.0f;
3167 _velocity.Z = 0.0f;
3168
3169 _acceleration.X = 0;
3170 _acceleration.Y = 0;
3171 _acceleration.Z = 0;
3172
3173 m_rotationalVelocity.X = 0;
3174 m_rotationalVelocity.Y = 0;
3175 m_rotationalVelocity.Z = 0;
3176 if (!m_lastUpdateSent)
3177 {
3178 m_throttleUpdates = false;
3179 throttleCounter = 0;
3180 if (_parent == null)
3181 {
3182 base.RequestPhysicsterseUpdate();
3183 }
3184
3185 m_lastUpdateSent = true;
3186 }
3187 }
3188 else
3189 { // Its moving
3190 if (lastZeroFlag != _zeroFlag)
3191 {
3192 if (_parent == null)
3193 {
3194 base.RequestPhysicsterseUpdate();
3195 }
3196 }
3197 m_lastUpdateSent = false;
3198 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3199 {
3200 if (_parent == null)
3201 {
3202 base.RequestPhysicsterseUpdate();
3203 }
3204 }
3205 else
3206 {
3207 throttleCounter++;
3208 }
3209 }
3210 m_lastposition = l_position;
3211
3212 /// End UpdatePositionAndVelocity insert
3213
3214
3215 // Rotation lock =====================================
3216 if(m_rotateEnableUpdate)
3217 {
3218 // Snapshot current angles, set up Amotor(s)
3219 m_rotateEnableUpdate = false;
3220 m_rotateEnable = m_rotateEnableRequest;
3221Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable);
3222
3223 if (Amotor != IntPtr.Zero)
3224 {
3225 d.JointDestroy(Amotor);
3226 Amotor = IntPtr.Zero;
3227Console.WriteLine("Old Amotor Destroyed");
3228 }
3229
3230 if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f))
3231 { // not all are enabled
3232 d.Quaternion r = d.BodyGetQuaternion(Body);
3233 Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W);
3234 // extract the axes vectors
3235 Vector3 vX = new Vector3(1f,0f,0f);
3236 Vector3 vY = new Vector3(0f,1f,0f);
3237 Vector3 vZ = new Vector3(0f,0f,1f);
3238 vX = vX * locrot;
3239 vY = vY * locrot;
3240 vZ = vZ * locrot;
3241 // snapshot the current angle vectors
3242 m_lockX = vX;
3243 m_lockY = vY;
3244 m_lockZ = vZ;
3245 // m_lockRot = locrot;
3246 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
3247 d.JointAttach(Amotor, Body, IntPtr.Zero);
3248 d.JointSetAMotorMode(Amotor, 0); // User mode??
3249Console.WriteLine("New Amotor Created for {0}", m_primName);
3250
3251 float axisnum = 3; // how many to lock
3252 axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z));
3253 d.JointSetAMotorNumAxes(Amotor,(int)axisnum);
3254Console.WriteLine("AxisNum={0}",(int)axisnum);
3255
3256 int i = 0;
3257
3258 if (m_rotateEnable.X == 0)
3259 {
3260 d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z);
3261Console.WriteLine("AxisX {0} set to {1}", i, m_lockX);
3262 i++;
3263 }
3264
3265 if (m_rotateEnable.Y == 0)
3266 {
3267 d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z);
3268Console.WriteLine("AxisY {0} set to {1}", i, m_lockY);
3269 i++;
3270 }
3271
3272 if (m_rotateEnable.Z == 0)
3273 {
3274 d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z);
3275Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ);
3276 i++;
3277 }
3278
3279 // These lowstops and high stops are effectively (no wiggle room)
3280 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0f);
3281 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
3282 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0f);
3283 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3284 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3285 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3286 d.JointSetAMotorParam(Amotor, (int) dParam.Vel, 0f);
3287 d.JointSetAMotorParam(Amotor, (int) dParam.Vel3, 0f);
3288 d.JointSetAMotorParam(Amotor, (int) dParam.Vel2, 0f);
3289 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f);
3290 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
3291 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
3292 } // else none are locked
3293 } // end Rotation Update
3294
3295
3296 // VEHICLE processing ==========================================
3297 if (m_type != Vehicle.TYPE_NONE)
3298 {
3299 // get body attitude
3300 d.Quaternion rot = d.BodyGetQuaternion(Body);
3301 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
3302 Quaternion irotq = Quaternion.Inverse(rotq);
3303
3304 // VEHICLE Linear Motion
3305 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
3306 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
3307 m_lLinObjectVel = vel_now * irotq;
3308
3309 if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
3310 {
3311 if ( Vector3.Mag(m_lLinMotorDVel) < 1.0f)
3312 {
3313 float decayfactor = m_linearMotorDecayTimescale/timestep;
3314 Vector3 decayAmount = (m_lLinMotorDVel/decayfactor);
3315 m_lLinMotorDVel -= decayAmount;
3316 }
3317 else
3318 {
3319 float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
3320 Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep;
3321 m_lLinMotorDVel -= decel;
3322 }
3323 if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3324 {
3325 m_lLinMotorDVel = Vector3.Zero;
3326 }
3327
3328 /* else
3329 {
3330 if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
3331 if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
3332 if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
3333 } */
3334 } // end linear motor decay
3335
3336 if ( (! m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
3337 {
3338 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
3339 if (m_linearMotorTimescale < 300.0f)
3340 {
3341 Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
3342 float linfactor = m_linearMotorTimescale/timestep;
3343 Vector3 attackAmount = (attack_error/linfactor) * 1.3f;
3344 m_lLinObjectVel += attackAmount;
3345 }
3346 if (m_linearFrictionTimescale.X < 300.0f)
3347 {
3348 float fricfactor = m_linearFrictionTimescale.X / timestep;
3349 float fricX = m_lLinObjectVel.X / fricfactor;
3350 m_lLinObjectVel.X -= fricX;
3351 }
3352 if (m_linearFrictionTimescale.Y < 300.0f)
3353 {
3354 float fricfactor = m_linearFrictionTimescale.Y / timestep;
3355 float fricY = m_lLinObjectVel.Y / fricfactor;
3356 m_lLinObjectVel.Y -= fricY;
3357 }
3358 if (m_linearFrictionTimescale.Z < 300.0f)
3359 {
3360 float fricfactor = m_linearFrictionTimescale.Z / timestep;
3361 float fricZ = m_lLinObjectVel.Z / fricfactor;
3362 m_lLinObjectVel.Z -= fricZ;
3363 }
3364 }
3365 m_wLinObjectVel = m_lLinObjectVel * rotq;
3366
3367 // Gravity and Buoyancy
3368 Vector3 grav = Vector3.Zero;
3369 if(m_VehicleBuoyancy < 1.0f)
3370 {
3371 // There is some gravity, make a gravity force vector
3372 // that is applied after object velocity.
3373 d.Mass objMass;
3374 d.BodyGetMass(Body, out objMass);
3375 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
3376 grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
3377 } // else its 1.0, no gravity.
3378
3379 // Hovering
3380 if( (m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
3381 {
3382 // We should hover, get the target height
3383 d.Vector3 pos = d.BodyGetPosition(Body);
3384 if((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
3385 {
3386 m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight;
3387 }
3388 else if((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
3389 {
3390 m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
3391 }
3392 else if((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
3393 {
3394 m_VhoverTargetHeight = m_VhoverHeight;
3395 }
3396
3397 if((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
3398 {
3399 // If body is aready heigher, use its height as target height
3400 if(pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
3401 }
3402
3403// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
3404// m_VhoverTimescale = 0f; // time to acheive height
3405// timestep is time since last frame,in secs
3406 float herr0 = pos.Z - m_VhoverTargetHeight;
3407 // Replace Vertical speed with correction figure if significant
3408 if(Math.Abs(herr0) > 0.01f )
3409 {
3410 //? d.Mass objMass;
3411 //? d.BodyGetMass(Body, out objMass);
3412 m_wLinObjectVel.Z = - ( (herr0 * timestep * 50.0f) / m_VhoverTimescale);
3413 //KF: m_VhoverEfficiency is not yet implemented
3414 }
3415 else
3416 {
3417 m_wLinObjectVel.Z = 0f;
3418 }
3419 }
3420 else
3421 { // not hovering
3422 if (m_wLinObjectVel.Z == 0f)
3423 { // Gravity rules
3424 m_wLinObjectVel.Z = vel_now.Z;
3425 } // else the motor has it
3426 }
3427 linvel = m_wLinObjectVel;
3428
3429 // Vehicle Linear Motion done =======================================
3430 // Apply velocity
3431 d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z);
3432 // apply gravity force
3433 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
3434//if(frcount == 0) Console.WriteLine("Grav {0}", grav);
3435 // end MoveLinear()
3436
3437
3438 // MoveAngular
3439 /*
3440 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
3441
3442 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
3443 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
3444 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
3445
3446 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
3447 private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body
3448 */
3449//if(frcount == 0) Console.WriteLine("MoveAngular ");
3450
3451 d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body);
3452 Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z);
3453 angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation
3454
3455//if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel);
3456
3457 // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack.
3458 float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep);
3459 m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor;
3460 // Decay Angular Motor 2.
3461 if (m_angularMotorDecayTimescale < 300.0f)
3462 {
3463 if ( Vector3.Mag(m_angularMotorDVel) < 1.0f)
3464 {
3465 float decayfactor = (m_angularMotorDecayTimescale)/timestep;
3466 Vector3 decayAmount = (m_angularMotorDVel/decayfactor);
3467 m_angularMotorDVel -= decayAmount;
3468 }
3469 else
3470 {
3471 Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale;
3472 m_angularMotorDVel -= decel;
3473 }
3474
3475 if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3476 {
3477 m_angularMotorDVel = Vector3.Zero;
3478 }
3479 else
3480 {
3481 if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X;
3482 if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y;
3483 if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z;
3484 }
3485 } // end decay angular motor
3486//if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3487
3488//if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
3489
3490 if ( (! m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
3491 { // if motor or object have motion
3492 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
3493
3494 if (m_angularMotorTimescale < 300.0f)
3495 {
3496 Vector3 attack_error = m_angularMotorDVel - angObjectVel;
3497 float angfactor = m_angularMotorTimescale/timestep;
3498 Vector3 attackAmount = (attack_error/angfactor);
3499 angObjectVel += attackAmount;
3500//if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
3501//if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
3502 }
3503
3504 angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
3505 angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
3506 angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
3507 } // else no signif. motion
3508
3509//if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3510 // Bank section tba
3511 // Deflection section tba
3512//if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
3513
3514
3515 /* // Rotation Axis Disables:
3516 if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
3517 {
3518 if (m_angularEnable.X == 0)
3519 angObjectVel.X = 0f;
3520 if (m_angularEnable.Y == 0)
3521 angObjectVel.Y = 0f;
3522 if (m_angularEnable.Z == 0)
3523 angObjectVel.Z = 0f;
3524 }
3525 */
3526 angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation
3527
3528 // Vertical attractor section
3529 Vector3 vertattr = Vector3.Zero;
3530
3531 if(m_verticalAttractionTimescale < 300)
3532 {
3533 float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep);
3534 // make a vector pointing up
3535 Vector3 verterr = Vector3.Zero;
3536 verterr.Z = 1.0f;
3537 // rotate it to Body Angle
3538 verterr = verterr * rotq;
3539 // 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.
3540 // 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
3541 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
3542
3543 if (verterr.Z < 0.0f)
3544 { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to
3545 // vertical, BUT for some reason a z-rotation is imparted to the object. TBI.
3546//Console.WriteLine("InvertFlip");
3547 verterr.X = 2.0f - verterr.X;
3548 verterr.Y = 2.0f - verterr.Y;
3549 }
3550 verterr *= 0.5f;
3551 // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
3552 Vector3 xyav = angObjectVel;
3553 xyav.Z = 0.0f;
3554 if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
3555 {
3556 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
3557 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
3558 vertattr.X = verterr.Y;
3559 vertattr.Y = - verterr.X;
3560 vertattr.Z = 0f;
3561//if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
3562
3563 // scaling appears better usingsquare-law
3564 float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
3565 float bounce = 1.0f - damped;
3566 // 0 = crit damp, 1 = bouncy
3567 float oavz = angObjectVel.Z; // retain z velocity
3568 // time-scaled correction, which sums, therefore is bouncy:
3569 angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce;
3570 // damped, good @ < 90:
3571 angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped);
3572 angObjectVel.Z = oavz;
3573//if(frcount == 0) Console.WriteLine("VA+");
3574//Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel);
3575 }
3576 else
3577 {
3578 // else error is very small
3579 angObjectVel.X = 0f;
3580 angObjectVel.Y = 0f;
3581//if(frcount == 0) Console.WriteLine("VA0");
3582 }
3583 } // else vertical attractor is off
3584//if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
3585
3586
3587 m_lastAngularVelocity = angObjectVel;
3588 // apply Angular Velocity to body
3589 d.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
3590//if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
3591
3592 } // end VEHICLES
3593 else
3594 {
3595 // Dyamics (NON-'VEHICLES') are dealt with here ================================================================
3596
3597 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009
3598
3599 /// Dynamics Buoyancy
3600 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
3601 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
3602 // NB Prims in ODE are no subject to global gravity
3603 // This should only affect gravity operations
3604
3605 float m_mass = CalculateMass();
3606 // calculate z-force due togravity on object.
3607 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
3608
3609 if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget.
3610 {
3611 fz = 0; // llMoveToTarget ignores gravity.
3612 // it also ignores mass of object, and any physical resting on it.
3613 // Vector3 m_PIDTarget is where we are going
3614 // float m_PIDTau is time to get there
3615 fx = 0;
3616 fy = 0;
3617 d.Vector3 pos = d.BodyGetPosition(Body);
3618 Vector3 error = new Vector3(
3619 (m_PIDTarget.X - pos.X),
3620 (m_PIDTarget.Y - pos.Y),
3621 (m_PIDTarget.Z - pos.Z));
3622 if (error.ApproxEquals(Vector3.Zero,0.01f))
3623 { // Very close, Jump there and quit move
3624 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3625 _target_velocity = Vector3.Zero;
3626 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3627 }
3628 else
3629 {
3630 float scale = 50.0f * timestep / m_PIDTau;
3631 if ((error.ApproxEquals(Vector3.Zero,0.5f)) && (_target_velocity != Vector3.Zero))
3632 {
3633 // Nearby, quit update of velocity
3634 }
3635 else
3636 { // Far, calc damped velocity
3637 _target_velocity = error * scale;
3638 }
3639 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3640 }
3641 } // end PID MoveToTarget
3642
3643 /* Original OS implementation: Does not work correctly as another phys object resting on THIS object purturbs its position.
3644 This is incorrect behavior. llMoveToTarget must move the Body no matter what phys object is resting on it.
3645
3646 //if (!d.BodyIsEnabled(Body))
3647 //d.BodySetForce(Body, 0f, 0f, 0f);
3648
3649 // no lock; for now it's only called from within Simulate()
3650
3651 // If the PID Controller isn't active then we set our force
3652 // calculating base velocity to the current position
3653
3654 if ((m_PIDTau < 1) && (m_PIDTau != 0))
3655 {
3656 //PID_G = PID_G / m_PIDTau;
3657 m_PIDTau = 1;
3658 }
3659
3660 if ((PID_G - m_PIDTau) <= 0)
3661 {
3662 PID_G = m_PIDTau + 1;
3663 }
3664 //PidStatus = true;
3665
3666 // PhysicsVector vec = new PhysicsVector();
3667// d.Vector3 vel = d.BodyGetLinearVel(Body);
3668
3669 d.Vector3 pos = d.BodyGetPosition(Body);
3670 _target_velocity =
3671 new Vector3(
3672 (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep),
3673 (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep),
3674 (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep)
3675 );
3676
3677if(frcount == 0) Console.WriteLine("PID {0} b={1} fz={2} vel={3}", m_primName, m_buoyancy, fz, _target_velocity);
3678 // if velocity is zero, use position control; otherwise, velocity control
3679
3680 if (_target_velocity.ApproxEquals(Vector3.Zero,0.1f))
3681 {
3682 // keep track of where we stopped. No more slippin' & slidin'
3683
3684 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3685 // react to the physics scene by moving it's position.
3686 // Avatar to Avatar collisions
3687 // Prim to avatar collisions
3688
3689 //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
3690 //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2);
3691 //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
3692 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3693 d.BodySetLinearVel(Body, 0, 0, 0);
3694 d.BodyAddForce(Body, 0, 0, fz);
3695 // return;
3696 }
3697 else
3698 {
3699 _zeroFlag = false;
3700
3701 // We're flying and colliding with something
3702 fx = ((_target_velocity.X) - vel.X) * (PID_D);
3703 fy = ((_target_velocity.Y) - vel.Y) * (PID_D);
3704
3705 // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
3706
3707 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3708 }
3709 } // end if (m_usePID)
3710 End of old PID system */
3711
3712
3713 /// Dynamics Hover ===================================================================================
3714 // Hover PID Controller can only run if the PIDcontroller is not in use.
3715 if (m_useHoverPID && !m_usePID)
3716 {
3717//Console.WriteLine("Hover " + m_primName);
3718
3719 // If we're using the PID controller, then we have no gravity
3720 fz = (-1 * _parent_scene.gravityz) * m_mass;
3721
3722 // no lock; for now it's only called from within Simulate()
3723
3724 // If the PID Controller isn't active then we set our force
3725 // calculating base velocity to the current position
3726
3727 if ((m_PIDTau < 1))
3728 {
3729 PID_G = PID_G / m_PIDTau;
3730 }
3731
3732 if ((PID_G - m_PIDTau) <= 0)
3733 {
3734 PID_G = m_PIDTau + 1;
3735 }
3736
3737
3738 // Where are we, and where are we headed?
3739 d.Vector3 pos = d.BodyGetPosition(Body);
3740// d.Vector3 vel = d.BodyGetLinearVel(Body);
3741
3742
3743 // Non-Vehicles have a limited set of Hover options.
3744 // determine what our target height really is based on HoverType
3745 switch (m_PIDHoverType)
3746 {
3747 case PIDHoverType.Ground:
3748 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3749 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3750 break;
3751 case PIDHoverType.GroundAndWater:
3752 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3753 m_waterHeight = _parent_scene.GetWaterLevel();
3754 if (m_groundHeight > m_waterHeight)
3755 {
3756 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3757 }
3758 else
3759 {
3760 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3761 }
3762 break;
3763
3764 } // end switch (m_PIDHoverType)
3765
3766
3767 _target_velocity =
3768 new Vector3(0.0f, 0.0f,
3769 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
3770 );
3771
3772 // if velocity is zero, use position control; otherwise, velocity control
3773
3774 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3775 {
3776 // keep track of where we stopped. No more slippin' & slidin'
3777
3778 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3779 // react to the physics scene by moving it's position.
3780 // Avatar to Avatar collisions
3781 // Prim to avatar collisions
3782 d.Vector3 dlinvel = vel;
3783
3784 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
3785 d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
3786 d.BodyAddForce(Body, 0, 0, fz);
3787 //KF this prevents furthur motions return;
3788 }
3789 else
3790 {
3791 _zeroFlag = false;
3792
3793 // We're flying and colliding with something
3794 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3795 }
3796 } // end m_useHoverPID && !m_usePID
3797
3798 /// Dynamics RotLookAt =================================================================================
3799 if (m_useAPID)
3800 {
3801 // RotLookAt, apparently overrides all other rotation sources. Inputs:
3802 // Quaternion m_APIDTarget
3803 // float m_APIDStrength // From SL experiments, this is the time to get there
3804 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
3805 // Also in SL the mass of the object has no effect on time to get there.
3806 // Factors:
3807 // get present body rotation
3808 float limit = 1.0f;
3809 float scaler = 50f; // adjusts damping time
3810 float RLAservo = 0f;
3811
3812 d.Quaternion rot = d.BodyGetQuaternion(Body);
3813 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
3814 Quaternion rot_diff = Quaternion.Inverse(rotq) * m_APIDTarget;
3815 float diff_angle;
3816 Vector3 diff_axis;
3817 rot_diff.GetAxisAngle(out diff_axis, out diff_angle);
3818 diff_axis.Normalize();
3819 if(diff_angle > 0.01f) // diff_angle is always +ve
3820 {
3821// PhysicsVector rotforce = new PhysicsVector(diff_axis.X, diff_axis.Y, diff_axis.Z);
3822 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
3823 rotforce = rotforce * rotq;
3824 if(diff_angle > limit) diff_angle = limit; // cap the rotate rate
3825// RLAservo = timestep / m_APIDStrength * m_mass * scaler;
3826 // rotforce = rotforce * RLAservo * diff_angle ;
3827 // d.BodyAddRelTorque(Body, rotforce.X, rotforce.Y, rotforce.Z);
3828 RLAservo = timestep / m_APIDStrength * scaler;
3829 rotforce = rotforce * RLAservo * diff_angle ;
3830 /*
3831 if (m_angularEnable.X == 0)
3832 rotforce.X = 0;
3833 if (m_angularEnable.Y == 0)
3834 rotforce.Y = 0;
3835 if (m_angularEnable.Z == 0)
3836 rotforce.Z = 0;
3837 */
3838 d.BodySetAngularVel (Body, rotforce.X, rotforce.Y, rotforce.Z);
3839//Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
3840 }
3841//if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
3842 } // end m_useAPID
3843
3844 /// Dynamics Apply Forces ===================================================================================
3845 fx *= m_mass;
3846 fy *= m_mass;
3847 //fz *= m_mass;
3848
3849 fx += m_force.X;
3850 fy += m_force.Y;
3851 fz += m_force.Z;
3852
3853 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3854 if (fx != 0 || fy != 0 || fz != 0)
3855 {
3856 //m_taintdisable = true;
3857 //base.RaiseOutOfBounds(Position);
3858 //d.BodySetLinearVel(Body, fx, fy, 0f);
3859 if (!d.BodyIsEnabled(Body))
3860 {
3861 // A physical body at rest on a surface will auto-disable after a while,
3862 // this appears to re-enable it incase the surface it is upon vanishes,
3863 // and the body should fall again.
3864 d.BodySetLinearVel(Body, 0f, 0f, 0f);
3865 d.BodySetForce(Body, 0, 0, 0);
3866 enableBodySoft();
3867 }
3868
3869 // 35x10 = 350n times the mass per second applied maximum.
3870 float nmax = 35f * m_mass;
3871 float nmin = -35f * m_mass;
3872
3873
3874 if (fx > nmax)
3875 fx = nmax;
3876 if (fx < nmin)
3877 fx = nmin;
3878 if (fy > nmax)
3879 fy = nmax;
3880 if (fy < nmin)
3881 fy = nmin;
3882 d.BodyAddForce(Body, fx, fy, fz);
3883//Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
3884 } // end apply forces
3885 } // end Dynamics
3886
3887/* obsolete?
3888 else
3889 { // is not physical, or is not a body or is selected
3890 // from old UpdatePositionAndVelocity, ... Not a body.. so Make sure the client isn't interpolating
3891 _velocity.X = 0;
3892 _velocity.Y = 0;
3893 _velocity.Z = 0;
3894
3895 _acceleration.X = 0;
3896 _acceleration.Y = 0;
3897 _acceleration.Z = 0;
3898
3899 m_rotationalVelocity.X = 0;
3900 m_rotationalVelocity.Y = 0;
3901 m_rotationalVelocity.Z = 0;
3902 _zeroFlag = true;
3903 return;
3904 }
3905 */
3906 } // end root prims
3907
3908 } // end Move()
3909 } // end class
3910}
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..ab084fd
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -0,0 +1,3859 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28//#define USE_DRAWSTUFF
29
30using System;
31using System.Collections.Generic;
32using System.Reflection;
33using System.Runtime.InteropServices;
34using System.Threading;
35using System.IO;
36using System.Diagnostics;
37using log4net;
38using Nini.Config;
39using Ode.NET;
40#if USE_DRAWSTUFF
41using Drawstuff.NET;
42#endif
43using OpenSim.Framework;
44using OpenSim.Region.Physics.Manager;
45using OpenMetaverse;
46
47//using OpenSim.Region.Physics.OdePlugin.Meshing;
48
49namespace OpenSim.Region.Physics.OdePlugin
50{
51 /// <summary>
52 /// ODE plugin
53 /// </summary>
54 public class OdePlugin : IPhysicsPlugin
55 {
56 //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
57
58 private CollisionLocker ode;
59 private OdeScene _mScene;
60
61 public OdePlugin()
62 {
63 ode = new CollisionLocker();
64 }
65
66 public bool Init()
67 {
68 return true;
69 }
70
71 public PhysicsScene GetScene(String sceneIdentifier)
72 {
73 if (_mScene == null)
74 {
75 // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
76 // http://opensimulator.org/mantis/view.php?id=2750).
77 d.InitODE();
78
79 _mScene = new OdeScene(ode, sceneIdentifier);
80 }
81 return (_mScene);
82 }
83
84 public string GetName()
85 {
86 return ("ChODE");
87 }
88
89 public void Dispose()
90 {
91 }
92 }
93
94 public enum StatusIndicators : int
95 {
96 Generic = 0,
97 Start = 1,
98 End = 2
99 }
100
101 public struct sCollisionData
102 {
103 public uint ColliderLocalId;
104 public uint CollidedWithLocalId;
105 public int NumberOfCollisions;
106 public int CollisionType;
107 public int StatusIndicator;
108 public int lastframe;
109 }
110
111 [Flags]
112 public enum CollisionCategories : int
113 {
114 Disabled = 0,
115 Geom = 0x00000001,
116 Body = 0x00000002,
117 Space = 0x00000004,
118 Character = 0x00000008,
119 Land = 0x00000010,
120 Water = 0x00000020,
121 Wind = 0x00000040,
122 Sensor = 0x00000080,
123 Selected = 0x00000100
124 }
125
126 /// <summary>
127 /// Material type for a primitive
128 /// </summary>
129 public enum Material : int
130 {
131 /// <summary></summary>
132 Stone = 0,
133 /// <summary></summary>
134 Metal = 1,
135 /// <summary></summary>
136 Glass = 2,
137 /// <summary></summary>
138 Wood = 3,
139 /// <summary></summary>
140 Flesh = 4,
141 /// <summary></summary>
142 Plastic = 5,
143 /// <summary></summary>
144 Rubber = 6
145
146 }
147
148 public sealed class OdeScene : PhysicsScene
149 {
150 private readonly ILog m_log;
151 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
152
153 CollisionLocker ode;
154
155 private Random fluidRandomizer = new Random(Environment.TickCount);
156
157 private const uint m_regionWidth = Constants.RegionSize;
158 private const uint m_regionHeight = Constants.RegionSize;
159
160 private float ODE_STEPSIZE = 0.020f;
161 private float metersInSpace = 29.9f;
162 private float m_timeDilation = 1.0f;
163
164 public float gravityx = 0f;
165 public float gravityy = 0f;
166 public float gravityz = -9.8f;
167
168 private float contactsurfacelayer = 0.001f;
169
170 private int worldHashspaceLow = -4;
171 private int worldHashspaceHigh = 128;
172
173 private int smallHashspaceLow = -4;
174 private int smallHashspaceHigh = 66;
175
176 private float waterlevel = 0f;
177 private int framecount = 0;
178 //private int m_returncollisions = 10;
179
180 private readonly IntPtr contactgroup;
181
182 internal IntPtr LandGeom;
183 internal IntPtr WaterGeom;
184
185 private float nmTerrainContactFriction = 255.0f;
186 private float nmTerrainContactBounce = 0.1f;
187 private float nmTerrainContactERP = 0.1025f;
188
189 private float mTerrainContactFriction = 75f;
190 private float mTerrainContactBounce = 0.1f;
191 private float mTerrainContactERP = 0.05025f;
192
193 private float nmAvatarObjectContactFriction = 250f;
194 private float nmAvatarObjectContactBounce = 0.1f;
195
196 private float mAvatarObjectContactFriction = 75f;
197 private float mAvatarObjectContactBounce = 0.1f;
198
199 private float avPIDD = 3200f;
200 private float avPIDP = 1400f;
201 private float avCapRadius = 0.37f;
202 private float avStandupTensor = 2000000f;
203 private bool avCapsuleTilted = true; // true = old compatibility mode with leaning capsule; false = new corrected mode
204 public bool IsAvCapsuleTilted { get { return avCapsuleTilted; } set { avCapsuleTilted = value; } }
205 private float avDensity = 80f;
206 private float avHeightFudgeFactor = 0.52f;
207 private float avMovementDivisorWalk = 1.3f;
208 private float avMovementDivisorRun = 0.8f;
209 private float minimumGroundFlightOffset = 3f;
210 public float maximumMassObject = 10000.01f;
211
212 public bool meshSculptedPrim = true;
213 public bool forceSimplePrimMeshing = false;
214
215 public float meshSculptLOD = 32;
216 public float MeshSculptphysicalLOD = 16;
217
218 public float geomDefaultDensity = 10.000006836f;
219
220 public int geomContactPointsStartthrottle = 3;
221 public int geomUpdatesPerThrottledUpdate = 15;
222
223 public float bodyPIDD = 35f;
224 public float bodyPIDG = 25;
225
226 public int geomCrossingFailuresBeforeOutofbounds = 5;
227 public int geomRegionFence = 0;
228
229 public float bodyMotorJointMaxforceTensor = 2;
230
231 public int bodyFramesAutoDisable = 20;
232
233 private DateTime m_lastframe = DateTime.UtcNow;
234
235 private float[] _watermap;
236 private bool m_filterCollisions = true;
237
238 private d.NearCallback nearCallback;
239 public d.TriCallback triCallback;
240 public d.TriArrayCallback triArrayCallback;
241 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
242 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
243 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
244 private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>();
245 private readonly Object _taintedPrimLock = new Object();
246 private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>();
247 private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>();
248 private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
249 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
250 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
251 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
252 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
253 private bool m_NINJA_physics_joints_enabled = false;
254 //private Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>();
255 private readonly Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>();
256 private d.ContactGeom[] contacts;
257 private readonly List<PhysicsJoint> requestedJointsToBeCreated = new List<PhysicsJoint>(); // lock only briefly. accessed by external code (to request new joints) and by OdeScene.Simulate() to move those joints into pending/active
258 private readonly List<PhysicsJoint> pendingJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
259 private readonly List<PhysicsJoint> activeJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
260 private readonly List<string> requestedJointsToBeDeleted = new List<string>(); // lock only briefly. accessed by external code (to request deletion of joints) and by OdeScene.Simulate() to move those joints out of pending/active
261 private Object externalJointRequestsLock = new Object();
262 private readonly Dictionary<String, PhysicsJoint> SOPName_to_activeJoint = new Dictionary<String, PhysicsJoint>();
263 private readonly Dictionary<String, PhysicsJoint> SOPName_to_pendingJoint = new Dictionary<String, PhysicsJoint>();
264 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
265 private readonly Dictionary<IntPtr,float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
266
267 private d.Contact contact;
268 private d.Contact TerrainContact;
269 private d.Contact AvatarMovementprimContact;
270 private d.Contact AvatarMovementTerrainContact;
271 private d.Contact WaterContact;
272 private d.Contact[,] m_materialContacts;
273
274//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
275//Ckrinke private int m_randomizeWater = 200;
276 private int m_physicsiterations = 10;
277 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
278 private readonly PhysicsActor PANull = new NullPhysicsActor();
279 private float step_time = 0.0f;
280//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
281//Ckrinke private int ms = 0;
282 public IntPtr world;
283 //private bool returncollisions = false;
284 // private uint obj1LocalID = 0;
285 private uint obj2LocalID = 0;
286 //private int ctype = 0;
287 private OdeCharacter cc1;
288 private OdePrim cp1;
289 private OdeCharacter cc2;
290 private OdePrim cp2;
291 //private int cStartStop = 0;
292 //private string cDictKey = "";
293
294 public IntPtr space;
295
296 //private IntPtr tmpSpace;
297 // split static geometry collision handling into spaces of 30 meters
298 public IntPtr[,] staticPrimspace;
299
300 public Object OdeLock;
301
302 public IMesher mesher;
303
304 private IConfigSource m_config;
305
306 public bool physics_logging = false;
307 public int physics_logging_interval = 0;
308 public bool physics_logging_append_existing_logfile = false;
309
310 public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
311 public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
312
313 // TODO: unused: private uint heightmapWidth = m_regionWidth + 1;
314 // TODO: unused: private uint heightmapHeight = m_regionHeight + 1;
315 // TODO: unused: private uint heightmapWidthSamples;
316 // TODO: unused: private uint heightmapHeightSamples;
317
318 private volatile int m_global_contactcount = 0;
319
320 private Vector3 m_worldOffset = Vector3.Zero;
321 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
322 private PhysicsScene m_parentScene = null;
323
324 private ODERayCastRequestManager m_rayCastManager;
325
326 /// <summary>
327 /// Initiailizes the scene
328 /// Sets many properties that ODE requires to be stable
329 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
330 /// </summary>
331 public OdeScene(CollisionLocker dode, string sceneIdentifier)
332 {
333 m_log
334 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
335
336 OdeLock = new Object();
337 ode = dode;
338 nearCallback = near;
339 triCallback = TriCallback;
340 triArrayCallback = TriArrayCallback;
341 m_rayCastManager = new ODERayCastRequestManager(this);
342 lock (OdeLock)
343 {
344 // Create the world and the first space
345 world = d.WorldCreate();
346 space = d.HashSpaceCreate(IntPtr.Zero);
347
348
349 contactgroup = d.JointGroupCreate(0);
350 //contactgroup
351
352 d.WorldSetAutoDisableFlag(world, false);
353 #if USE_DRAWSTUFF
354
355 Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization));
356 viewthread.Start();
357 #endif
358 }
359
360
361 _watermap = new float[258 * 258];
362
363 // Zero out the prim spaces array (we split our space into smaller spaces so
364 // we can hit test less.
365 }
366
367#if USE_DRAWSTUFF
368 public void startvisualization(object o)
369 {
370 ds.Functions fn;
371 fn.version = ds.VERSION;
372 fn.start = new ds.CallbackFunction(start);
373 fn.step = new ds.CallbackFunction(step);
374 fn.command = new ds.CallbackFunction(command);
375 fn.stop = null;
376 fn.path_to_textures = "./textures";
377 string[] args = new string[0];
378 ds.SimulationLoop(args.Length, args, 352, 288, ref fn);
379 }
380#endif
381
382 // Initialize the mesh plugin
383 public override void Initialise(IMesher meshmerizer, IConfigSource config)
384 {
385 mesher = meshmerizer;
386 m_config = config;
387 // Defaults
388
389 if (Environment.OSVersion.Platform == PlatformID.Unix)
390 {
391 avPIDD = 3200.0f;
392 avPIDP = 1400.0f;
393 avStandupTensor = 2000000f;
394 }
395 else
396 {
397 avPIDD = 2200.0f;
398 avPIDP = 900.0f;
399 avStandupTensor = 550000f;
400 }
401
402 int contactsPerCollision = 80;
403
404 if (m_config != null)
405 {
406 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
407 if (physicsconfig != null)
408 {
409 gravityx = physicsconfig.GetFloat("world_gravityx", 0f);
410 gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
411 gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
412
413 worldHashspaceLow = physicsconfig.GetInt("world_hashspace_size_low", -4);
414 worldHashspaceHigh = physicsconfig.GetInt("world_hashspace_size_high", 128);
415
416 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f);
417 smallHashspaceLow = physicsconfig.GetInt("small_hashspace_size_low", -4);
418 smallHashspaceHigh = physicsconfig.GetInt("small_hashspace_size_high", 66);
419
420 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", 0.001f);
421
422 nmTerrainContactFriction = physicsconfig.GetFloat("nm_terraincontact_friction", 255.0f);
423 nmTerrainContactBounce = physicsconfig.GetFloat("nm_terraincontact_bounce", 0.1f);
424 nmTerrainContactERP = physicsconfig.GetFloat("nm_terraincontact_erp", 0.1025f);
425
426 mTerrainContactFriction = physicsconfig.GetFloat("m_terraincontact_friction", 75f);
427 mTerrainContactBounce = physicsconfig.GetFloat("m_terraincontact_bounce", 0.05f);
428 mTerrainContactERP = physicsconfig.GetFloat("m_terraincontact_erp", 0.05025f);
429
430 nmAvatarObjectContactFriction = physicsconfig.GetFloat("objectcontact_friction", 250f);
431 nmAvatarObjectContactBounce = physicsconfig.GetFloat("objectcontact_bounce", 0.2f);
432
433 mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f);
434 mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f);
435
436 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f);
437 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10);
438
439 avDensity = physicsconfig.GetFloat("av_density", 80f);
440 avHeightFudgeFactor = physicsconfig.GetFloat("av_height_fudge_factor", 0.52f);
441 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
442 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
443 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
444 avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
445
446 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
447
448 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
449 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
450 geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
451 geomRegionFence = physicsconfig.GetInt("region_border_fence", 0);
452
453 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
454 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
455
456 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
457 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
458
459 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
460 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
461 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
462 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
463 m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
464
465 if (Environment.OSVersion.Platform == PlatformID.Unix)
466 {
467 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f);
468 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f);
469 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_linux", 550000f);
470 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_linux", 5f);
471 }
472 else
473 {
474 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f);
475 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f);
476 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_win", 550000f);
477 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_win", 5f);
478 }
479
480 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
481 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
482 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
483
484 m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false);
485 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
486 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
487 }
488 }
489
490 contacts = new d.ContactGeom[contactsPerCollision];
491
492 staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
493
494 // Centeral contact friction and bounce
495 // ckrinke 11/10/08 Enabling soft_erp but not soft_cfm until I figure out why
496 // an avatar falls through in Z but not in X or Y when walking on a prim.
497 contact.surface.mode |= d.ContactFlags.SoftERP;
498 contact.surface.mu = nmAvatarObjectContactFriction;
499 contact.surface.bounce = nmAvatarObjectContactBounce;
500 contact.surface.soft_cfm = 0.010f;
501 contact.surface.soft_erp = 0.010f;
502
503 // Terrain contact friction and Bounce
504 // This is the *non* moving version. Use this when an avatar
505 // isn't moving to keep it in place better
506 TerrainContact.surface.mode |= d.ContactFlags.SoftERP;
507 TerrainContact.surface.mu = nmTerrainContactFriction;
508 TerrainContact.surface.bounce = nmTerrainContactBounce;
509 TerrainContact.surface.soft_erp = nmTerrainContactERP;
510
511 WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
512 WaterContact.surface.mu = 0f; // No friction
513 WaterContact.surface.bounce = 0.0f; // No bounce
514 WaterContact.surface.soft_cfm = 0.010f;
515 WaterContact.surface.soft_erp = 0.010f;
516
517 // Prim contact friction and bounce
518 // THis is the *non* moving version of friction and bounce
519 // Use this when an avatar comes in contact with a prim
520 // and is moving
521 AvatarMovementprimContact.surface.mu = mAvatarObjectContactFriction;
522 AvatarMovementprimContact.surface.bounce = mAvatarObjectContactBounce;
523
524 // Terrain contact friction bounce and various error correcting calculations
525 // Use this when an avatar is in contact with the terrain and moving.
526 AvatarMovementTerrainContact.surface.mode |= d.ContactFlags.SoftERP;
527 AvatarMovementTerrainContact.surface.mu = mTerrainContactFriction;
528 AvatarMovementTerrainContact.surface.bounce = mTerrainContactBounce;
529 AvatarMovementTerrainContact.surface.soft_erp = mTerrainContactERP;
530
531
532 /*
533 <summary></summary>
534 Stone = 0,
535 /// <summary></summary>
536 Metal = 1,
537 /// <summary></summary>
538 Glass = 2,
539 /// <summary></summary>
540 Wood = 3,
541 /// <summary></summary>
542 Flesh = 4,
543 /// <summary></summary>
544 Plastic = 5,
545 /// <summary></summary>
546 Rubber = 6
547 */
548
549 m_materialContacts = new d.Contact[7,2];
550
551 m_materialContacts[(int)Material.Stone, 0] = new d.Contact();
552 m_materialContacts[(int)Material.Stone, 0].surface.mode |= d.ContactFlags.SoftERP;
553 m_materialContacts[(int)Material.Stone, 0].surface.mu = nmAvatarObjectContactFriction;
554 m_materialContacts[(int)Material.Stone, 0].surface.bounce = nmAvatarObjectContactBounce;
555 m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.010f;
556 m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.010f;
557
558 m_materialContacts[(int)Material.Stone, 1] = new d.Contact();
559 m_materialContacts[(int)Material.Stone, 1].surface.mode |= d.ContactFlags.SoftERP;
560 m_materialContacts[(int)Material.Stone, 1].surface.mu = mAvatarObjectContactFriction;
561 m_materialContacts[(int)Material.Stone, 1].surface.bounce = mAvatarObjectContactBounce;
562 m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.010f;
563 m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.010f;
564
565 m_materialContacts[(int)Material.Metal, 0] = new d.Contact();
566 m_materialContacts[(int)Material.Metal, 0].surface.mode |= d.ContactFlags.SoftERP;
567 m_materialContacts[(int)Material.Metal, 0].surface.mu = nmAvatarObjectContactFriction;
568 m_materialContacts[(int)Material.Metal, 0].surface.bounce = nmAvatarObjectContactBounce;
569 m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.010f;
570 m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.010f;
571
572 m_materialContacts[(int)Material.Metal, 1] = new d.Contact();
573 m_materialContacts[(int)Material.Metal, 1].surface.mode |= d.ContactFlags.SoftERP;
574 m_materialContacts[(int)Material.Metal, 1].surface.mu = mAvatarObjectContactFriction;
575 m_materialContacts[(int)Material.Metal, 1].surface.bounce = mAvatarObjectContactBounce;
576 m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.010f;
577 m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.010f;
578
579 m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
580 m_materialContacts[(int)Material.Glass, 0].surface.mode |= d.ContactFlags.SoftERP;
581 m_materialContacts[(int)Material.Glass, 0].surface.mu = 1f;
582 m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.5f;
583 m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.010f;
584 m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.010f;
585
586 /*
587 private float nmAvatarObjectContactFriction = 250f;
588 private float nmAvatarObjectContactBounce = 0.1f;
589
590 private float mAvatarObjectContactFriction = 75f;
591 private float mAvatarObjectContactBounce = 0.1f;
592 */
593 m_materialContacts[(int)Material.Glass, 1] = new d.Contact();
594 m_materialContacts[(int)Material.Glass, 1].surface.mode |= d.ContactFlags.SoftERP;
595 m_materialContacts[(int)Material.Glass, 1].surface.mu = 1f;
596 m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.5f;
597 m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.010f;
598 m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.010f;
599
600 m_materialContacts[(int)Material.Wood, 0] = new d.Contact();
601 m_materialContacts[(int)Material.Wood, 0].surface.mode |= d.ContactFlags.SoftERP;
602 m_materialContacts[(int)Material.Wood, 0].surface.mu = nmAvatarObjectContactFriction;
603 m_materialContacts[(int)Material.Wood, 0].surface.bounce = nmAvatarObjectContactBounce;
604 m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.010f;
605 m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.010f;
606
607 m_materialContacts[(int)Material.Wood, 1] = new d.Contact();
608 m_materialContacts[(int)Material.Wood, 1].surface.mode |= d.ContactFlags.SoftERP;
609 m_materialContacts[(int)Material.Wood, 1].surface.mu = mAvatarObjectContactFriction;
610 m_materialContacts[(int)Material.Wood, 1].surface.bounce = mAvatarObjectContactBounce;
611 m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.010f;
612 m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.010f;
613
614 m_materialContacts[(int)Material.Flesh, 0] = new d.Contact();
615 m_materialContacts[(int)Material.Flesh, 0].surface.mode |= d.ContactFlags.SoftERP;
616 m_materialContacts[(int)Material.Flesh, 0].surface.mu = nmAvatarObjectContactFriction;
617 m_materialContacts[(int)Material.Flesh, 0].surface.bounce = nmAvatarObjectContactBounce;
618 m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.010f;
619 m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.010f;
620
621 m_materialContacts[(int)Material.Flesh, 1] = new d.Contact();
622 m_materialContacts[(int)Material.Flesh, 1].surface.mode |= d.ContactFlags.SoftERP;
623 m_materialContacts[(int)Material.Flesh, 1].surface.mu = mAvatarObjectContactFriction;
624 m_materialContacts[(int)Material.Flesh, 1].surface.bounce = mAvatarObjectContactBounce;
625 m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.010f;
626 m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.010f;
627
628 m_materialContacts[(int)Material.Plastic, 0] = new d.Contact();
629 m_materialContacts[(int)Material.Plastic, 0].surface.mode |= d.ContactFlags.SoftERP;
630 m_materialContacts[(int)Material.Plastic, 0].surface.mu = nmAvatarObjectContactFriction;
631 m_materialContacts[(int)Material.Plastic, 0].surface.bounce = nmAvatarObjectContactBounce;
632 m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.010f;
633 m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.010f;
634
635 m_materialContacts[(int)Material.Plastic, 1] = new d.Contact();
636 m_materialContacts[(int)Material.Plastic, 1].surface.mode |= d.ContactFlags.SoftERP;
637 m_materialContacts[(int)Material.Plastic, 1].surface.mu = mAvatarObjectContactFriction;
638 m_materialContacts[(int)Material.Plastic, 1].surface.bounce = mAvatarObjectContactBounce;
639 m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.010f;
640 m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.010f;
641
642 m_materialContacts[(int)Material.Rubber, 0] = new d.Contact();
643 m_materialContacts[(int)Material.Rubber, 0].surface.mode |= d.ContactFlags.SoftERP;
644 m_materialContacts[(int)Material.Rubber, 0].surface.mu = nmAvatarObjectContactFriction;
645 m_materialContacts[(int)Material.Rubber, 0].surface.bounce = nmAvatarObjectContactBounce;
646 m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.010f;
647 m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.010f;
648
649 m_materialContacts[(int)Material.Rubber, 1] = new d.Contact();
650 m_materialContacts[(int)Material.Rubber, 1].surface.mode |= d.ContactFlags.SoftERP;
651 m_materialContacts[(int)Material.Rubber, 1].surface.mu = mAvatarObjectContactFriction;
652 m_materialContacts[(int)Material.Rubber, 1].surface.bounce = mAvatarObjectContactBounce;
653 m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.010f;
654 m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.010f;
655
656 d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh);
657
658 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
659
660 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
661 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
662
663 d.WorldSetLinearDamping(world, 256f);
664 d.WorldSetAngularDamping(world, 256f);
665 d.WorldSetAngularDampingThreshold(world, 256f);
666 d.WorldSetLinearDampingThreshold(world, 256f);
667 d.WorldSetMaxAngularSpeed(world, 256f);
668
669 // Set how many steps we go without running collision testing
670 // This is in addition to the step size.
671 // Essentially Steps * m_physicsiterations
672 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
673 //d.WorldSetContactMaxCorrectingVel(world, 1000.0f);
674
675
676
677 for (int i = 0; i < staticPrimspace.GetLength(0); i++)
678 {
679 for (int j = 0; j < staticPrimspace.GetLength(1); j++)
680 {
681 staticPrimspace[i, j] = IntPtr.Zero;
682 }
683 }
684 }
685
686 internal void waitForSpaceUnlock(IntPtr space)
687 {
688 //if (space != IntPtr.Zero)
689 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
690 }
691
692 /// <summary>
693 /// Debug space message for printing the space that a prim/avatar is in.
694 /// </summary>
695 /// <param name="pos"></param>
696 /// <returns>Returns which split up space the given position is in.</returns>
697 public string whichspaceamIin(Vector3 pos)
698 {
699 return calculateSpaceForGeom(pos).ToString();
700 }
701
702 #region Collision Detection
703
704 /// <summary>
705 /// This is our near callback. A geometry is near a body
706 /// </summary>
707 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
708 /// <param name="g1">a geometry or space</param>
709 /// <param name="g2">another geometry or space</param>
710 private void near(IntPtr space, IntPtr g1, IntPtr g2)
711 {
712 // no lock here! It's invoked from within Simulate(), which is thread-locked
713
714 // Test if we're colliding a geom with a space.
715 // If so we have to drill down into the space recursively
716
717 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
718 {
719 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
720 return;
721
722 // Separating static prim geometry spaces.
723 // We'll be calling near recursivly if one
724 // of them is a space to find all of the
725 // contact points in the space
726 try
727 {
728 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
729 }
730 catch (AccessViolationException)
731 {
732 m_log.Warn("[PHYSICS]: Unable to collide test a space");
733 return;
734 }
735 //Colliding a space or a geom with a space or a geom. so drill down
736
737 //Collide all geoms in each space..
738 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
739 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
740 return;
741 }
742
743 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
744 return;
745
746 IntPtr b1 = d.GeomGetBody(g1);
747 IntPtr b2 = d.GeomGetBody(g2);
748
749 // d.GeomClassID id = d.GeomGetClass(g1);
750
751 String name1 = null;
752 String name2 = null;
753
754 if (!geom_name_map.TryGetValue(g1, out name1))
755 {
756 name1 = "null";
757 }
758 if (!geom_name_map.TryGetValue(g2, out name2))
759 {
760 name2 = "null";
761 }
762
763 //if (id == d.GeomClassId.TriMeshClass)
764 //{
765 // m_log.InfoFormat("near: A collision was detected between {1} and {2}", 0, name1, name2);
766 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
767 //}
768
769 // Figure out how many contact points we have
770 int count = 0;
771 try
772 {
773 // Colliding Geom To Geom
774 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
775
776 if (g1 == g2)
777 return; // Can't collide with yourself
778
779 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
780 return;
781
782 lock (contacts)
783 {
784 count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf);
785 if (count > contacts.Length)
786 m_log.Error("[PHYSICS]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length);
787 }
788 }
789 catch (SEHException)
790 {
791 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
792 ode.drelease(world);
793 base.TriggerPhysicsBasedRestart();
794 }
795 catch (Exception e)
796 {
797 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
798 return;
799 }
800
801 PhysicsActor p1;
802 PhysicsActor p2;
803
804 if (!actor_name_map.TryGetValue(g1, out p1))
805 {
806 p1 = PANull;
807 }
808
809 if (!actor_name_map.TryGetValue(g2, out p2))
810 {
811 p2 = PANull;
812 }
813
814 ContactPoint maxDepthContact = new ContactPoint();
815 if (p1.CollisionScore + count >= float.MaxValue)
816 p1.CollisionScore = 0;
817 p1.CollisionScore += count;
818
819 if (p2.CollisionScore + count >= float.MaxValue)
820 p2.CollisionScore = 0;
821 p2.CollisionScore += count;
822
823 for (int i = 0; i < count; i++)
824 {
825 d.ContactGeom curContact = contacts[i];
826
827 if (curContact.depth > maxDepthContact.PenetrationDepth)
828 {
829 maxDepthContact = new ContactPoint(
830 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
831 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
832 curContact.depth
833 );
834 }
835
836 //m_log.Warn("[CCOUNT]: " + count);
837 IntPtr joint;
838 // If we're colliding with terrain, use 'TerrainContact' instead of contact.
839 // allows us to have different settings
840
841 // We only need to test p2 for 'jump crouch purposes'
842 if (p2 is OdeCharacter && p1.PhysicsActorType == (int)ActorTypes.Prim)
843 {
844 // Testing if the collision is at the feet of the avatar
845
846 //m_log.DebugFormat("[PHYSICS]: {0} - {1} - {2} - {3}", curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f));
847 if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
848 p2.IsColliding = true;
849 }
850 else
851 {
852 p2.IsColliding = true;
853 }
854
855 //if ((framecount % m_returncollisions) == 0)
856
857 switch (p1.PhysicsActorType)
858 {
859 case (int)ActorTypes.Agent:
860 p2.CollidingObj = true;
861 break;
862 case (int)ActorTypes.Prim:
863 if (p2.Velocity.LengthSquared() > 0.0f)
864 p2.CollidingObj = true;
865 break;
866 case (int)ActorTypes.Unknown:
867 p2.CollidingGround = true;
868 break;
869 default:
870 p2.CollidingGround = true;
871 break;
872 }
873
874 // we don't want prim or avatar to explode
875
876 #region InterPenetration Handling - Unintended physics explosions
877# region disabled code1
878
879 if (curContact.depth >= 0.08f)
880 {
881 //This is disabled at the moment only because it needs more tweaking
882 //It will eventually be uncommented
883 /*
884 if (contact.depth >= 1.00f)
885 {
886 //m_log.Debug("[PHYSICS]: " + contact.depth.ToString());
887 }
888
889 //If you interpenetrate a prim with an agent
890 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
891 p1.PhysicsActorType == (int) ActorTypes.Prim) ||
892 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
893 p2.PhysicsActorType == (int) ActorTypes.Prim))
894 {
895
896 //contact.depth = contact.depth * 4.15f;
897 /*
898 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
899 {
900 p2.CollidingObj = true;
901 contact.depth = 0.003f;
902 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
903 OdeCharacter character = (OdeCharacter) p2;
904 character.SetPidStatus(true);
905 contact.pos = new d.Vector3(contact.pos.X + (p1.Size.X / 2), contact.pos.Y + (p1.Size.Y / 2), contact.pos.Z + (p1.Size.Z / 2));
906
907 }
908 else
909 {
910
911 //contact.depth = 0.0000000f;
912 }
913 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
914 {
915
916 p1.CollidingObj = true;
917 contact.depth = 0.003f;
918 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
919 contact.pos = new d.Vector3(contact.pos.X + (p2.Size.X / 2), contact.pos.Y + (p2.Size.Y / 2), contact.pos.Z + (p2.Size.Z / 2));
920 OdeCharacter character = (OdeCharacter)p1;
921 character.SetPidStatus(true);
922 }
923 else
924 {
925
926 //contact.depth = 0.0000000f;
927 }
928
929
930
931 }
932*/
933 // If you interpenetrate a prim with another prim
934 /*
935 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
936 {
937 #region disabledcode2
938 //OdePrim op1 = (OdePrim)p1;
939 //OdePrim op2 = (OdePrim)p2;
940 //op1.m_collisionscore++;
941 //op2.m_collisionscore++;
942
943 //if (op1.m_collisionscore > 8000 || op2.m_collisionscore > 8000)
944 //{
945 //op1.m_taintdisable = true;
946 //AddPhysicsActorTaint(p1);
947 //op2.m_taintdisable = true;
948 //AddPhysicsActorTaint(p2);
949 //}
950
951 //if (contact.depth >= 0.25f)
952 //{
953 // Don't collide, one or both prim will expld.
954
955 //op1.m_interpenetrationcount++;
956 //op2.m_interpenetrationcount++;
957 //interpenetrations_before_disable = 200;
958 //if (op1.m_interpenetrationcount >= interpenetrations_before_disable)
959 //{
960 //op1.m_taintdisable = true;
961 //AddPhysicsActorTaint(p1);
962 //}
963 //if (op2.m_interpenetrationcount >= interpenetrations_before_disable)
964 //{
965 // op2.m_taintdisable = true;
966 //AddPhysicsActorTaint(p2);
967 //}
968
969 //contact.depth = contact.depth / 8f;
970 //contact.normal = new d.Vector3(0, 0, 1);
971 //}
972 //if (op1.m_disabled || op2.m_disabled)
973 //{
974 //Manually disabled objects stay disabled
975 //contact.depth = 0f;
976 //}
977 #endregion
978 }
979 */
980#endregion
981 if (curContact.depth >= 1.00f)
982 {
983 //m_log.Info("[P]: " + contact.depth.ToString());
984 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
985 p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
986 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
987 p2.PhysicsActorType == (int) ActorTypes.Unknown))
988 {
989 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
990 {
991 if (p2 is OdeCharacter)
992 {
993 OdeCharacter character = (OdeCharacter) p2;
994
995 //p2.CollidingObj = true;
996 curContact.depth = 0.00000003f;
997 p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f);
998 curContact.pos =
999 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1000 curContact.pos.Y + (p1.Size.Y/2),
1001 curContact.pos.Z + (p1.Size.Z/2));
1002 character.SetPidStatus(true);
1003 }
1004 }
1005
1006
1007 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
1008 {
1009 if (p1 is OdeCharacter)
1010 {
1011 OdeCharacter character = (OdeCharacter) p1;
1012
1013 //p2.CollidingObj = true;
1014 curContact.depth = 0.00000003f;
1015 p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f);
1016 curContact.pos =
1017 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1018 curContact.pos.Y + (p1.Size.Y/2),
1019 curContact.pos.Z + (p1.Size.Z/2));
1020 character.SetPidStatus(true);
1021 }
1022 }
1023 }
1024 }
1025 }
1026
1027 #endregion
1028
1029 // Logic for collision handling
1030 // Note, that if *all* contacts are skipped (VolumeDetect)
1031 // The prim still detects (and forwards) collision events but
1032 // appears to be phantom for the world
1033 Boolean skipThisContact = false;
1034
1035 if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect))
1036 skipThisContact = true; // No collision on volume detect prims
1037
1038 if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
1039 skipThisContact = true; // No collision on volume detect prims
1040
1041 if (!skipThisContact && curContact.depth < 0f)
1042 skipThisContact = true;
1043
1044 if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType))
1045 skipThisContact = true;
1046
1047 const int maxContactsbeforedeath = 4000;
1048 joint = IntPtr.Zero;
1049
1050 if (!skipThisContact)
1051 {
1052 // If we're colliding against terrain
1053 if (name1 == "Terrain" || name2 == "Terrain")
1054 {
1055 // If we're moving
1056 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) &&
1057 (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
1058 {
1059 // Use the movement terrain contact
1060 AvatarMovementTerrainContact.geom = curContact;
1061 _perloopContact.Add(curContact);
1062 if (m_global_contactcount < maxContactsbeforedeath)
1063 {
1064 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
1065 m_global_contactcount++;
1066 }
1067 }
1068 else
1069 {
1070 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
1071 {
1072 // Use the non moving terrain contact
1073 TerrainContact.geom = curContact;
1074 _perloopContact.Add(curContact);
1075 if (m_global_contactcount < maxContactsbeforedeath)
1076 {
1077 joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
1078 m_global_contactcount++;
1079 }
1080 }
1081 else
1082 {
1083 if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim)
1084 {
1085 // prim prim contact
1086 // int pj294950 = 0;
1087 int movintYN = 0;
1088 int material = (int) Material.Wood;
1089 // prim terrain contact
1090 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)
1091 {
1092 movintYN = 1;
1093 }
1094
1095 if (p2 is OdePrim)
1096 material = ((OdePrim)p2).m_material;
1097
1098 //m_log.DebugFormat("Material: {0}", material);
1099 m_materialContacts[material, movintYN].geom = curContact;
1100 _perloopContact.Add(curContact);
1101
1102 if (m_global_contactcount < maxContactsbeforedeath)
1103 {
1104 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1105 m_global_contactcount++;
1106
1107 }
1108
1109 }
1110 else
1111 {
1112
1113 int movintYN = 0;
1114 // prim terrain contact
1115 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)
1116 {
1117 movintYN = 1;
1118 }
1119
1120 int material = (int)Material.Wood;
1121
1122 if (p2 is OdePrim)
1123 material = ((OdePrim)p2).m_material;
1124 //m_log.DebugFormat("Material: {0}", material);
1125 m_materialContacts[material, movintYN].geom = curContact;
1126 _perloopContact.Add(curContact);
1127
1128 if (m_global_contactcount < maxContactsbeforedeath)
1129 {
1130 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1131 m_global_contactcount++;
1132
1133 }
1134 }
1135 }
1136 }
1137 //if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1138 //{
1139 //m_log.Debug("[PHYSICS]: prim contacting with ground");
1140 //}
1141 }
1142 else if (name1 == "Water" || name2 == "Water")
1143 {
1144 /*
1145 if ((p2.PhysicsActorType == (int) ActorTypes.Prim))
1146 {
1147 }
1148 else
1149 {
1150 }
1151 */
1152 //WaterContact.surface.soft_cfm = 0.0000f;
1153 //WaterContact.surface.soft_erp = 0.00000f;
1154 if (curContact.depth > 0.1f)
1155 {
1156 curContact.depth *= 52;
1157 //contact.normal = new d.Vector3(0, 0, 1);
1158 //contact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f);
1159 }
1160 WaterContact.geom = curContact;
1161 _perloopContact.Add(curContact);
1162 if (m_global_contactcount < maxContactsbeforedeath)
1163 {
1164 joint = d.JointCreateContact(world, contactgroup, ref WaterContact);
1165 m_global_contactcount++;
1166 }
1167 //m_log.Info("[PHYSICS]: Prim Water Contact" + contact.depth);
1168 }
1169 else
1170 {
1171 // we're colliding with prim or avatar
1172 // check if we're moving
1173 if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
1174 {
1175 if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
1176 {
1177 // Use the Movement prim contact
1178 AvatarMovementprimContact.geom = curContact;
1179 _perloopContact.Add(curContact);
1180 if (m_global_contactcount < maxContactsbeforedeath)
1181 {
1182 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
1183 m_global_contactcount++;
1184 }
1185 }
1186 else
1187 {
1188 // Use the non movement contact
1189 contact.geom = curContact;
1190 _perloopContact.Add(curContact);
1191
1192 if (m_global_contactcount < maxContactsbeforedeath)
1193 {
1194 joint = d.JointCreateContact(world, contactgroup, ref contact);
1195 m_global_contactcount++;
1196 }
1197 }
1198 }
1199 else if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1200 {
1201 //p1.PhysicsActorType
1202 int material = (int)Material.Wood;
1203
1204 if (p2 is OdePrim)
1205 material = ((OdePrim)p2).m_material;
1206
1207 //m_log.DebugFormat("Material: {0}", material);
1208 m_materialContacts[material, 0].geom = curContact;
1209 _perloopContact.Add(curContact);
1210
1211 if (m_global_contactcount < maxContactsbeforedeath)
1212 {
1213 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, 0]);
1214 m_global_contactcount++;
1215
1216 }
1217 }
1218 }
1219
1220 if (m_global_contactcount < maxContactsbeforedeath && joint != IntPtr.Zero) // stack collide!
1221 {
1222 d.JointAttach(joint, b1, b2);
1223 m_global_contactcount++;
1224 }
1225
1226 }
1227 collision_accounting_events(p1, p2, maxDepthContact);
1228 if (count > geomContactPointsStartthrottle)
1229 {
1230 // If there are more then 3 contact points, it's likely
1231 // that we've got a pile of objects, so ...
1232 // We don't want to send out hundreds of terse updates over and over again
1233 // so lets throttle them and send them again after it's somewhat sorted out.
1234 p2.ThrottleUpdates = true;
1235 }
1236 //m_log.Debug(count.ToString());
1237 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
1238 }
1239 }
1240
1241 private bool checkDupe(d.ContactGeom contactGeom, int atype)
1242 {
1243 bool result = false;
1244 //return result;
1245 if (!m_filterCollisions)
1246 return false;
1247
1248 ActorTypes at = (ActorTypes)atype;
1249 lock (_perloopContact)
1250 {
1251 foreach (d.ContactGeom contact in _perloopContact)
1252 {
1253 //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2))
1254 //{
1255 // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2)
1256 if (at == ActorTypes.Agent)
1257 {
1258 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1259 {
1260
1261 if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
1262 {
1263 //contactGeom.depth *= .00005f;
1264 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1265 // m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1266 result = true;
1267 break;
1268 }
1269 else
1270 {
1271 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1272 }
1273 }
1274 else
1275 {
1276 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1277 //int i = 0;
1278 }
1279 }
1280 else if (at == ActorTypes.Prim)
1281 {
1282 //d.AABB aabb1 = new d.AABB();
1283 //d.AABB aabb2 = new d.AABB();
1284
1285 //d.GeomGetAABB(contactGeom.g2, out aabb2);
1286 //d.GeomGetAABB(contactGeom.g1, out aabb1);
1287 //aabb1.
1288 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1289 {
1290 if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
1291 {
1292 if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
1293 {
1294 result = true;
1295 break;
1296 }
1297 }
1298 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1299 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1300 }
1301
1302 }
1303
1304 //}
1305
1306 }
1307 }
1308 return result;
1309 }
1310
1311 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1312 {
1313 // obj1LocalID = 0;
1314 //returncollisions = false;
1315 obj2LocalID = 0;
1316 //ctype = 0;
1317 //cStartStop = 0;
1318 if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
1319 return;
1320
1321 switch ((ActorTypes)p2.PhysicsActorType)
1322 {
1323 case ActorTypes.Agent:
1324 cc2 = (OdeCharacter)p2;
1325
1326 // obj1LocalID = cc2.m_localID;
1327 switch ((ActorTypes)p1.PhysicsActorType)
1328 {
1329 case ActorTypes.Agent:
1330 cc1 = (OdeCharacter)p1;
1331 obj2LocalID = cc1.m_localID;
1332 cc1.AddCollisionEvent(cc2.m_localID, contact);
1333 //ctype = (int)CollisionCategories.Character;
1334
1335 //if (cc1.CollidingObj)
1336 //cStartStop = (int)StatusIndicators.Generic;
1337 //else
1338 //cStartStop = (int)StatusIndicators.Start;
1339
1340 //returncollisions = true;
1341 break;
1342 case ActorTypes.Prim:
1343 if (p1 is OdePrim)
1344 {
1345 cp1 = (OdePrim) p1;
1346 obj2LocalID = cp1.m_localID;
1347 cp1.AddCollisionEvent(cc2.m_localID, contact);
1348 }
1349 //ctype = (int)CollisionCategories.Geom;
1350
1351 //if (cp1.CollidingObj)
1352 //cStartStop = (int)StatusIndicators.Generic;
1353 //else
1354 //cStartStop = (int)StatusIndicators.Start;
1355
1356 //returncollisions = true;
1357 break;
1358
1359 case ActorTypes.Ground:
1360 case ActorTypes.Unknown:
1361 obj2LocalID = 0;
1362 //ctype = (int)CollisionCategories.Land;
1363 //returncollisions = true;
1364 break;
1365 }
1366
1367 cc2.AddCollisionEvent(obj2LocalID, contact);
1368 break;
1369 case ActorTypes.Prim:
1370
1371 if (p2 is OdePrim)
1372 {
1373 cp2 = (OdePrim) p2;
1374
1375 // obj1LocalID = cp2.m_localID;
1376 switch ((ActorTypes) p1.PhysicsActorType)
1377 {
1378 case ActorTypes.Agent:
1379 if (p1 is OdeCharacter)
1380 {
1381 cc1 = (OdeCharacter) p1;
1382 obj2LocalID = cc1.m_localID;
1383 cc1.AddCollisionEvent(cp2.m_localID, contact);
1384 //ctype = (int)CollisionCategories.Character;
1385
1386 //if (cc1.CollidingObj)
1387 //cStartStop = (int)StatusIndicators.Generic;
1388 //else
1389 //cStartStop = (int)StatusIndicators.Start;
1390 //returncollisions = true;
1391 }
1392 break;
1393 case ActorTypes.Prim:
1394
1395 if (p1 is OdePrim)
1396 {
1397 cp1 = (OdePrim) p1;
1398 obj2LocalID = cp1.m_localID;
1399 cp1.AddCollisionEvent(cp2.m_localID, contact);
1400 //ctype = (int)CollisionCategories.Geom;
1401
1402 //if (cp1.CollidingObj)
1403 //cStartStop = (int)StatusIndicators.Generic;
1404 //else
1405 //cStartStop = (int)StatusIndicators.Start;
1406
1407 //returncollisions = true;
1408 }
1409 break;
1410
1411 case ActorTypes.Ground:
1412 case ActorTypes.Unknown:
1413 obj2LocalID = 0;
1414 //ctype = (int)CollisionCategories.Land;
1415
1416 //returncollisions = true;
1417 break;
1418 }
1419
1420 cp2.AddCollisionEvent(obj2LocalID, contact);
1421 }
1422 break;
1423 }
1424 //if (returncollisions)
1425 //{
1426
1427 //lock (m_storedCollisions)
1428 //{
1429 //cDictKey = obj1LocalID.ToString() + obj2LocalID.ToString() + cStartStop.ToString() + ctype.ToString();
1430 //if (m_storedCollisions.ContainsKey(cDictKey))
1431 //{
1432 //sCollisionData objd = m_storedCollisions[cDictKey];
1433 //objd.NumberOfCollisions += 1;
1434 //objd.lastframe = framecount;
1435 //m_storedCollisions[cDictKey] = objd;
1436 //}
1437 //else
1438 //{
1439 //sCollisionData objd = new sCollisionData();
1440 //objd.ColliderLocalId = obj1LocalID;
1441 //objd.CollidedWithLocalId = obj2LocalID;
1442 //objd.CollisionType = ctype;
1443 //objd.NumberOfCollisions = 1;
1444 //objd.lastframe = framecount;
1445 //objd.StatusIndicator = cStartStop;
1446 //m_storedCollisions.Add(cDictKey, objd);
1447 //}
1448 //}
1449 // }
1450 }
1451
1452 public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount)
1453 {
1454 /* String name1 = null;
1455 String name2 = null;
1456
1457 if (!geom_name_map.TryGetValue(trimesh, out name1))
1458 {
1459 name1 = "null";
1460 }
1461 if (!geom_name_map.TryGetValue(refObject, out name2))
1462 {
1463 name2 = "null";
1464 }
1465
1466 m_log.InfoFormat("TriArrayCallback: A collision was detected between {1} and {2}", 0, name1, name2);
1467 */
1468 return 1;
1469 }
1470
1471 public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex)
1472 {
1473 String name1 = null;
1474 String name2 = null;
1475
1476 if (!geom_name_map.TryGetValue(trimesh, out name1))
1477 {
1478 name1 = "null";
1479 }
1480
1481 if (!geom_name_map.TryGetValue(refObject, out name2))
1482 {
1483 name2 = "null";
1484 }
1485
1486 // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex);
1487
1488 d.Vector3 v0 = new d.Vector3();
1489 d.Vector3 v1 = new d.Vector3();
1490 d.Vector3 v2 = new d.Vector3();
1491
1492 d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2);
1493 // m_log.DebugFormat("Triangle {0} is <{1},{2},{3}>, <{4},{5},{6}>, <{7},{8},{9}>", triangleIndex, v0.X, v0.Y, v0.Z, v1.X, v1.Y, v1.Z, v2.X, v2.Y, v2.Z);
1494
1495 return 1;
1496 }
1497
1498 /// <summary>
1499 /// This is our collision testing routine in ODE
1500 /// </summary>
1501 /// <param name="timeStep"></param>
1502 private void collision_optimized(float timeStep)
1503 {
1504 _perloopContact.Clear();
1505
1506 lock (_characters)
1507 {
1508 foreach (OdeCharacter chr in _characters)
1509 {
1510 // Reset the collision values to false
1511 // since we don't know if we're colliding yet
1512
1513 // For some reason this can happen. Don't ask...
1514 //
1515 if (chr == null)
1516 continue;
1517
1518 if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1519 continue;
1520
1521 chr.IsColliding = false;
1522 chr.CollidingGround = false;
1523 chr.CollidingObj = false;
1524
1525 // test the avatar's geometry for collision with the space
1526 // This will return near and the space that they are the closest to
1527 // And we'll run this again against the avatar and the space segment
1528 // This will return with a bunch of possible objects in the space segment
1529 // and we'll run it again on all of them.
1530 try
1531 {
1532 d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback);
1533 }
1534 catch (AccessViolationException)
1535 {
1536 m_log.Warn("[PHYSICS]: Unable to space collide");
1537 }
1538 //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y);
1539 //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10)
1540 //{
1541 //chr.Position.Z = terrainheight + 10.0f;
1542 //forcedZ = true;
1543 //}
1544 }
1545 }
1546
1547 lock (_activeprims)
1548 {
1549 List<OdePrim> removeprims = null;
1550 foreach (OdePrim chr in _activeprims)
1551 {
1552 if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled))
1553 {
1554 try
1555 {
1556 lock (chr)
1557 {
1558 if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false)
1559 {
1560 d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback);
1561 }
1562 else
1563 {
1564 if (removeprims == null)
1565 {
1566 removeprims = new List<OdePrim>();
1567 }
1568 removeprims.Add(chr);
1569 m_log.Debug("[PHYSICS]: unable to collide test active prim against space. The space was zero, the geom was zero or it was in the process of being removed. Removed it from the active prim list. This needs to be fixed!");
1570 }
1571 }
1572 }
1573 catch (AccessViolationException)
1574 {
1575 m_log.Warn("[PHYSICS]: Unable to space collide");
1576 }
1577 }
1578 }
1579 if (removeprims != null)
1580 {
1581 foreach (OdePrim chr in removeprims)
1582 {
1583 _activeprims.Remove(chr);
1584 }
1585 }
1586 }
1587
1588 _perloopContact.Clear();
1589 }
1590
1591 #endregion
1592
1593 public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
1594 {
1595 m_worldOffset = offset;
1596 WorldExtents = new Vector2(extents.X, extents.Y);
1597 m_parentScene = pScene;
1598
1599 }
1600
1601 // Recovered for use by fly height. Kitto Flora
1602 public float GetTerrainHeightAtXY(float x, float y)
1603 {
1604
1605 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1606 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1607
1608 IntPtr heightFieldGeom = IntPtr.Zero;
1609
1610 if (RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom))
1611 {
1612 if (heightFieldGeom != IntPtr.Zero)
1613 {
1614 if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1615 {
1616
1617 int index;
1618
1619
1620 if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y ||
1621 (int)x < 0.001f || (int)y < 0.001f)
1622 return 0;
1623
1624 x = x - offsetX;
1625 y = y - offsetY;
1626
1627 index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y);
1628
1629 if (index < TerrainHeightFieldHeights[heightFieldGeom].Length)
1630 {
1631 //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]);
1632 return (float)TerrainHeightFieldHeights[heightFieldGeom][index];
1633 }
1634
1635 else
1636 return 0f;
1637 }
1638 else
1639 {
1640 return 0f;
1641 }
1642
1643 }
1644 else
1645 {
1646 return 0f;
1647 }
1648
1649 }
1650 else
1651 {
1652 return 0f;
1653 }
1654
1655
1656 }
1657// End recovered. Kitto Flora
1658
1659 public void addCollisionEventReporting(PhysicsActor obj)
1660 {
1661 lock (_collisionEventPrim)
1662 {
1663 if (!_collisionEventPrim.Contains(obj))
1664 _collisionEventPrim.Add(obj);
1665 }
1666 }
1667
1668 public void remCollisionEventReporting(PhysicsActor obj)
1669 {
1670 lock (_collisionEventPrim)
1671 {
1672 if (!_collisionEventPrim.Contains(obj))
1673 _collisionEventPrim.Remove(obj);
1674 }
1675 }
1676
1677 #region Add/Remove Entities
1678
1679 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1680 {
1681 Vector3 pos;
1682 pos.X = position.X;
1683 pos.Y = position.Y;
1684 pos.Z = position.Z;
1685 OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun);
1686 newAv.Flying = isFlying;
1687 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1688
1689 return newAv;
1690 }
1691
1692 public void AddCharacter(OdeCharacter chr)
1693 {
1694 lock (_characters)
1695 {
1696 if (!_characters.Contains(chr))
1697 {
1698 _characters.Add(chr);
1699 if (chr.bad)
1700 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1701 }
1702 }
1703 }
1704
1705 public void RemoveCharacter(OdeCharacter chr)
1706 {
1707 lock (_characters)
1708 {
1709 if (_characters.Contains(chr))
1710 {
1711 _characters.Remove(chr);
1712 }
1713 }
1714 }
1715 public void BadCharacter(OdeCharacter chr)
1716 {
1717 lock (_badCharacter)
1718 {
1719 if (!_badCharacter.Contains(chr))
1720 _badCharacter.Add(chr);
1721 }
1722 }
1723
1724 public override void RemoveAvatar(PhysicsActor actor)
1725 {
1726 //m_log.Debug("[PHYSICS]:ODELOCK");
1727 ((OdeCharacter) actor).Destroy();
1728
1729 }
1730
1731 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1732 IMesh mesh, PrimitiveBaseShape pbs, bool isphysical)
1733 {
1734
1735 Vector3 pos = position;
1736 Vector3 siz = size;
1737 Quaternion rot = rotation;
1738
1739 OdePrim newPrim;
1740 lock (OdeLock)
1741 {
1742 newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, ode);
1743
1744 lock (_prims)
1745 _prims.Add(newPrim);
1746 }
1747
1748 return newPrim;
1749 }
1750
1751 public void addActivePrim(OdePrim activatePrim)
1752 {
1753 // adds active prim.. (ones that should be iterated over in collisions_optimized
1754 lock (_activeprims)
1755 {
1756 if (!_activeprims.Contains(activatePrim))
1757 _activeprims.Add(activatePrim);
1758 //else
1759 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1760 }
1761 }
1762
1763 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1764 Vector3 size, Quaternion rotation) //To be removed
1765 {
1766 return AddPrimShape(primName, pbs, position, size, rotation, false);
1767 }
1768
1769 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1770 Vector3 size, Quaternion rotation, bool isPhysical)
1771 {
1772 PhysicsActor result;
1773 IMesh mesh = null;
1774
1775 if (needsMeshing(pbs))
1776 mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
1777
1778 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical);
1779
1780 return result;
1781 }
1782
1783 public override float TimeDilation
1784 {
1785 get { return m_timeDilation; }
1786 }
1787
1788 public override bool SupportsNINJAJoints
1789 {
1790 get { return m_NINJA_physics_joints_enabled; }
1791 }
1792
1793 // internal utility function: must be called within a lock (OdeLock)
1794 private void InternalAddActiveJoint(PhysicsJoint joint)
1795 {
1796 activeJoints.Add(joint);
1797 SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
1798 }
1799
1800 // internal utility function: must be called within a lock (OdeLock)
1801 private void InternalAddPendingJoint(OdePhysicsJoint joint)
1802 {
1803 pendingJoints.Add(joint);
1804 SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
1805 }
1806
1807 // internal utility function: must be called within a lock (OdeLock)
1808 private void InternalRemovePendingJoint(PhysicsJoint joint)
1809 {
1810 pendingJoints.Remove(joint);
1811 SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
1812 }
1813
1814 // internal utility function: must be called within a lock (OdeLock)
1815 private void InternalRemoveActiveJoint(PhysicsJoint joint)
1816 {
1817 activeJoints.Remove(joint);
1818 SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
1819 }
1820
1821 public override void DumpJointInfo()
1822 {
1823 string hdr = "[NINJA] JOINTINFO: ";
1824 foreach (PhysicsJoint j in pendingJoints)
1825 {
1826 m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1827 }
1828 m_log.Debug(hdr + pendingJoints.Count + " total pending joints");
1829 foreach (string jointName in SOPName_to_pendingJoint.Keys)
1830 {
1831 m_log.Debug(hdr + " pending joints dict contains Name: " + jointName);
1832 }
1833 m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries");
1834 foreach (PhysicsJoint j in activeJoints)
1835 {
1836 m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1837 }
1838 m_log.Debug(hdr + activeJoints.Count + " total active joints");
1839 foreach (string jointName in SOPName_to_activeJoint.Keys)
1840 {
1841 m_log.Debug(hdr + " active joints dict contains Name: " + jointName);
1842 }
1843 m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries");
1844
1845 m_log.Debug(hdr + " Per-body joint connectivity information follows.");
1846 m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints.");
1847 foreach (string actorName in joints_connecting_actor.Keys)
1848 {
1849 m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it");
1850 foreach (PhysicsJoint j in joints_connecting_actor[actorName])
1851 {
1852 m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1853 }
1854 m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor");
1855 }
1856 }
1857
1858 public override void RequestJointDeletion(string ObjectNameInScene)
1859 {
1860 lock (externalJointRequestsLock)
1861 {
1862 if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously
1863 {
1864 requestedJointsToBeDeleted.Add(ObjectNameInScene);
1865 }
1866 }
1867 }
1868
1869 private void DeleteRequestedJoints()
1870 {
1871 List<string> myRequestedJointsToBeDeleted;
1872 lock (externalJointRequestsLock)
1873 {
1874 // make a local copy of the shared list for processing (threading issues)
1875 myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted);
1876 }
1877
1878 foreach (string jointName in myRequestedJointsToBeDeleted)
1879 {
1880 lock (OdeLock)
1881 {
1882 //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName);
1883 if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName))
1884 {
1885 OdePhysicsJoint joint = null;
1886 if (SOPName_to_activeJoint.ContainsKey(jointName))
1887 {
1888 joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint;
1889 InternalRemoveActiveJoint(joint);
1890 }
1891 else if (SOPName_to_pendingJoint.ContainsKey(jointName))
1892 {
1893 joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint;
1894 InternalRemovePendingJoint(joint);
1895 }
1896
1897 if (joint != null)
1898 {
1899 //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames);
1900 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1901 {
1902 string bodyName = joint.BodyNames[iBodyName];
1903 if (bodyName != "NULL")
1904 {
1905 joints_connecting_actor[bodyName].Remove(joint);
1906 if (joints_connecting_actor[bodyName].Count == 0)
1907 {
1908 joints_connecting_actor.Remove(bodyName);
1909 }
1910 }
1911 }
1912
1913 DoJointDeactivated(joint);
1914 if (joint.jointID != IntPtr.Zero)
1915 {
1916 d.JointDestroy(joint.jointID);
1917 joint.jointID = IntPtr.Zero;
1918 //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName);
1919 }
1920 else
1921 {
1922 //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName);
1923 }
1924 }
1925 else
1926 {
1927 // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName);
1928 }
1929 }
1930 else
1931 {
1932 // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName);
1933 }
1934 }
1935 }
1936
1937 // remove processed joints from the shared list
1938 lock (externalJointRequestsLock)
1939 {
1940 foreach (string jointName in myRequestedJointsToBeDeleted)
1941 {
1942 requestedJointsToBeDeleted.Remove(jointName);
1943 }
1944 }
1945 }
1946
1947 // for pending joints we don't know if their associated bodies exist yet or not.
1948 // the joint is actually created during processing of the taints
1949 private void CreateRequestedJoints()
1950 {
1951 List<PhysicsJoint> myRequestedJointsToBeCreated;
1952 lock (externalJointRequestsLock)
1953 {
1954 // make a local copy of the shared list for processing (threading issues)
1955 myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated);
1956 }
1957
1958 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1959 {
1960 lock (OdeLock)
1961 {
1962 if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null)
1963 {
1964 DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already pending joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
1965 continue;
1966 }
1967 if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null)
1968 {
1969 DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already active joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
1970 continue;
1971 }
1972
1973 InternalAddPendingJoint(joint as OdePhysicsJoint);
1974
1975 if (joint.BodyNames.Count >= 2)
1976 {
1977 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1978 {
1979 string bodyName = joint.BodyNames[iBodyName];
1980 if (bodyName != "NULL")
1981 {
1982 if (!joints_connecting_actor.ContainsKey(bodyName))
1983 {
1984 joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>());
1985 }
1986 joints_connecting_actor[bodyName].Add(joint);
1987 }
1988 }
1989 }
1990 }
1991 }
1992
1993 // remove processed joints from shared list
1994 lock (externalJointRequestsLock)
1995 {
1996 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1997 {
1998 requestedJointsToBeCreated.Remove(joint);
1999 }
2000 }
2001
2002 }
2003
2004 // public function to add an request for joint creation
2005 // this joint will just be added to a waiting list that is NOT processed during the main
2006 // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
2007
2008 public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
2009 Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
2010
2011 {
2012
2013 OdePhysicsJoint joint = new OdePhysicsJoint();
2014 joint.ObjectNameInScene = objectNameInScene;
2015 joint.Type = jointType;
2016 joint.Position = position;
2017 joint.Rotation = rotation;
2018 joint.RawParams = parms;
2019 joint.BodyNames = new List<string>(bodyNames);
2020 joint.TrackedBodyName = trackedBodyName;
2021 joint.LocalRotation = localRotation;
2022 joint.jointID = IntPtr.Zero;
2023 joint.ErrorMessageCount = 0;
2024
2025 lock (externalJointRequestsLock)
2026 {
2027 if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice
2028 {
2029 requestedJointsToBeCreated.Add(joint);
2030 }
2031 }
2032 return joint;
2033 }
2034
2035 private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
2036 {
2037 //m_log.Debug("RemoveAllJointsConnectedToActor: start");
2038 if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
2039 {
2040
2041 List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>();
2042 //TODO: merge these 2 loops (originally it was needed to avoid altering a list being iterated over, but it is no longer needed due to the joint request queue mechanism)
2043 foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
2044 {
2045 jointsToRemove.Add(j);
2046 }
2047 foreach (PhysicsJoint j in jointsToRemove)
2048 {
2049 //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene);
2050 RequestJointDeletion(j.ObjectNameInScene);
2051 //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene);
2052 j.TrackedBodyName = null; // *IMMEDIATELY* prevent any further movement of this joint (else a deleted actor might cause spurious tracking motion of the joint for a few frames, leading to the joint proxy object disappearing)
2053 }
2054 }
2055 }
2056
2057 public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
2058 {
2059 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start");
2060 lock (OdeLock)
2061 {
2062 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock");
2063 RemoveAllJointsConnectedToActor(actor);
2064 }
2065 }
2066
2067 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2068 public override Vector3 GetJointAnchor(PhysicsJoint joint)
2069 {
2070 Debug.Assert(joint.IsInPhysicsEngine);
2071 d.Vector3 pos = new d.Vector3();
2072
2073 if (!(joint is OdePhysicsJoint))
2074 {
2075 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2076 }
2077 else
2078 {
2079 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2080 switch (odeJoint.Type)
2081 {
2082 case PhysicsJointType.Ball:
2083 d.JointGetBallAnchor(odeJoint.jointID, out pos);
2084 break;
2085 case PhysicsJointType.Hinge:
2086 d.JointGetHingeAnchor(odeJoint.jointID, out pos);
2087 break;
2088 }
2089 }
2090 return new Vector3(pos.X, pos.Y, pos.Z);
2091 }
2092
2093 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2094 // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
2095 // appears to be unreliable. Fortunately we can compute the joint axis ourselves by
2096 // keeping track of the joint's original orientation relative to one of the involved bodies.
2097 public override Vector3 GetJointAxis(PhysicsJoint joint)
2098 {
2099 Debug.Assert(joint.IsInPhysicsEngine);
2100 d.Vector3 axis = new d.Vector3();
2101
2102 if (!(joint is OdePhysicsJoint))
2103 {
2104 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2105 }
2106 else
2107 {
2108 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2109 switch (odeJoint.Type)
2110 {
2111 case PhysicsJointType.Ball:
2112 DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
2113 break;
2114 case PhysicsJointType.Hinge:
2115 d.JointGetHingeAxis(odeJoint.jointID, out axis);
2116 break;
2117 }
2118 }
2119 return new Vector3(axis.X, axis.Y, axis.Z);
2120 }
2121
2122
2123 public void remActivePrim(OdePrim deactivatePrim)
2124 {
2125 lock (_activeprims)
2126 {
2127 _activeprims.Remove(deactivatePrim);
2128 }
2129 }
2130
2131 public override void RemovePrim(PhysicsActor prim)
2132 {
2133 if (prim is OdePrim)
2134 {
2135 lock (OdeLock)
2136 {
2137 OdePrim p = (OdePrim) prim;
2138
2139 p.setPrimForRemoval();
2140 AddPhysicsActorTaint(prim);
2141 //RemovePrimThreadLocked(p);
2142 }
2143 }
2144 }
2145
2146 /// <summary>
2147 /// This is called from within simulate but outside the locked portion
2148 /// We need to do our own locking here
2149 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
2150 ///
2151 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
2152 /// that the space was using.
2153 /// </summary>
2154 /// <param name="prim"></param>
2155 public void RemovePrimThreadLocked(OdePrim prim)
2156 {
2157//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
2158 lock (prim)
2159 {
2160 remCollisionEventReporting(prim);
2161 lock (ode)
2162 {
2163 if (prim.prim_geom != IntPtr.Zero)
2164 {
2165 prim.ResetTaints();
2166
2167 if (prim.IsPhysical)
2168 {
2169 prim.disableBody();
2170 if (prim.childPrim)
2171 {
2172 prim.childPrim = false;
2173 prim.Body = IntPtr.Zero;
2174 prim.m_disabled = true;
2175 prim.IsPhysical = false;
2176 }
2177
2178
2179 }
2180 // we don't want to remove the main space
2181
2182 // If the geometry is in the targetspace, remove it from the target space
2183 //m_log.Warn(prim.m_targetSpace);
2184
2185 //if (prim.m_targetSpace != IntPtr.Zero)
2186 //{
2187 //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
2188 //{
2189
2190 //if (d.GeomIsSpace(prim.m_targetSpace))
2191 //{
2192 //waitForSpaceUnlock(prim.m_targetSpace);
2193 //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
2194 prim.m_targetSpace = IntPtr.Zero;
2195 //}
2196 //else
2197 //{
2198 // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2199 //((OdePrim)prim).m_targetSpace.ToString());
2200 //}
2201
2202 //}
2203 //}
2204 //m_log.Warn(prim.prim_geom);
2205 try
2206 {
2207 if (prim.prim_geom != IntPtr.Zero)
2208 {
2209
2210//string tPA;
2211//geom_name_map.TryGetValue(prim.prim_geom, out tPA);
2212//Console.WriteLine("**** Remove {0}", tPA);
2213 if(geom_name_map.ContainsKey(prim.prim_geom)) geom_name_map.Remove(prim.prim_geom);
2214 if(actor_name_map.ContainsKey(prim.prim_geom)) actor_name_map.Remove(prim.prim_geom);
2215 d.GeomDestroy(prim.prim_geom);
2216 prim.prim_geom = IntPtr.Zero;
2217 }
2218 else
2219 {
2220 m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
2221 }
2222 }
2223 catch (AccessViolationException)
2224 {
2225 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
2226 }
2227 lock (_prims)
2228 _prims.Remove(prim);
2229
2230 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2231 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
2232 //{
2233 //if (prim.m_targetSpace != null)
2234 //{
2235 //if (d.GeomIsSpace(prim.m_targetSpace))
2236 //{
2237 //waitForSpaceUnlock(prim.m_targetSpace);
2238 //d.SpaceRemove(space, prim.m_targetSpace);
2239 // free up memory used by the space.
2240 //d.SpaceDestroy(prim.m_targetSpace);
2241 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
2242 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
2243 //}
2244 //else
2245 //{
2246 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2247 //((OdePrim) prim).m_targetSpace.ToString());
2248 //}
2249 //}
2250 //}
2251
2252 if (SupportsNINJAJoints)
2253 {
2254 RemoveAllJointsConnectedToActorThreadLocked(prim);
2255 }
2256 }
2257 }
2258 }
2259 }
2260
2261 #endregion
2262
2263 #region Space Separation Calculation
2264
2265 /// <summary>
2266 /// Takes a space pointer and zeros out the array we're using to hold the spaces
2267 /// </summary>
2268 /// <param name="pSpace"></param>
2269 public void resetSpaceArrayItemToZero(IntPtr pSpace)
2270 {
2271 for (int x = 0; x < staticPrimspace.GetLength(0); x++)
2272 {
2273 for (int y = 0; y < staticPrimspace.GetLength(1); y++)
2274 {
2275 if (staticPrimspace[x, y] == pSpace)
2276 staticPrimspace[x, y] = IntPtr.Zero;
2277 }
2278 }
2279 }
2280
2281 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
2282 {
2283 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
2284 }
2285
2286 /// <summary>
2287 /// Called when a static prim moves. Allocates a space for the prim based on its position
2288 /// </summary>
2289 /// <param name="geom">the pointer to the geom that moved</param>
2290 /// <param name="pos">the position that the geom moved to</param>
2291 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
2292 /// <returns>a pointer to the new space it's in</returns>
2293 public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
2294 {
2295 // Called from setting the Position and Size of an ODEPrim so
2296 // it's already in locked space.
2297
2298 // we don't want to remove the main space
2299 // we don't need to test physical here because this function should
2300 // never be called if the prim is physical(active)
2301
2302 // All physical prim end up in the root space
2303 //Thread.Sleep(20);
2304 if (currentspace != space)
2305 {
2306 //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
2307 //if (currentspace == IntPtr.Zero)
2308 //{
2309 //int adfadf = 0;
2310 //}
2311 if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
2312 {
2313 if (d.GeomIsSpace(currentspace))
2314 {
2315 waitForSpaceUnlock(currentspace);
2316 d.SpaceRemove(currentspace, geom);
2317 }
2318 else
2319 {
2320 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace +
2321 " Geom:" + geom);
2322 }
2323 }
2324 else
2325 {
2326 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2327 if (sGeomIsIn != IntPtr.Zero)
2328 {
2329 if (d.GeomIsSpace(currentspace))
2330 {
2331 waitForSpaceUnlock(sGeomIsIn);
2332 d.SpaceRemove(sGeomIsIn, geom);
2333 }
2334 else
2335 {
2336 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2337 sGeomIsIn + " Geom:" + geom);
2338 }
2339 }
2340 }
2341
2342 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2343 if (d.SpaceGetNumGeoms(currentspace) == 0)
2344 {
2345 if (currentspace != IntPtr.Zero)
2346 {
2347 if (d.GeomIsSpace(currentspace))
2348 {
2349 waitForSpaceUnlock(currentspace);
2350 waitForSpaceUnlock(space);
2351 d.SpaceRemove(space, currentspace);
2352 // free up memory used by the space.
2353
2354 //d.SpaceDestroy(currentspace);
2355 resetSpaceArrayItemToZero(currentspace);
2356 }
2357 else
2358 {
2359 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2360 currentspace + " Geom:" + geom);
2361 }
2362 }
2363 }
2364 }
2365 else
2366 {
2367 // this is a physical object that got disabled. ;.;
2368 if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
2369 {
2370 if (d.SpaceQuery(currentspace, geom))
2371 {
2372 if (d.GeomIsSpace(currentspace))
2373 {
2374 waitForSpaceUnlock(currentspace);
2375 d.SpaceRemove(currentspace, geom);
2376 }
2377 else
2378 {
2379 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2380 currentspace + " Geom:" + geom);
2381 }
2382 }
2383 else
2384 {
2385 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2386 if (sGeomIsIn != IntPtr.Zero)
2387 {
2388 if (d.GeomIsSpace(sGeomIsIn))
2389 {
2390 waitForSpaceUnlock(sGeomIsIn);
2391 d.SpaceRemove(sGeomIsIn, geom);
2392 }
2393 else
2394 {
2395 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2396 sGeomIsIn + " Geom:" + geom);
2397 }
2398 }
2399 }
2400 }
2401 }
2402
2403 // The routines in the Position and Size sections do the 'inserting' into the space,
2404 // so all we have to do is make sure that the space that we're putting the prim into
2405 // is in the 'main' space.
2406 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
2407 IntPtr newspace = calculateSpaceForGeom(pos);
2408
2409 if (newspace == IntPtr.Zero)
2410 {
2411 newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2412 d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh);
2413 }
2414
2415 return newspace;
2416 }
2417
2418 /// <summary>
2419 /// Creates a new space at X Y
2420 /// </summary>
2421 /// <param name="iprimspaceArrItemX"></param>
2422 /// <param name="iprimspaceArrItemY"></param>
2423 /// <returns>A pointer to the created space</returns>
2424 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
2425 {
2426 // creating a new space for prim and inserting it into main space.
2427 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
2428 d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
2429 waitForSpaceUnlock(space);
2430 d.SpaceSetSublevel(space, 1);
2431 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
2432 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
2433 }
2434
2435 /// <summary>
2436 /// Calculates the space the prim should be in by its position
2437 /// </summary>
2438 /// <param name="pos"></param>
2439 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
2440 public IntPtr calculateSpaceForGeom(Vector3 pos)
2441 {
2442 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
2443 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
2444 return staticPrimspace[xyspace[0], xyspace[1]];
2445 }
2446
2447 /// <summary>
2448 /// Holds the space allocation logic
2449 /// </summary>
2450 /// <param name="pos"></param>
2451 /// <returns>an array item based on the position</returns>
2452 public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
2453 {
2454 int[] returnint = new int[2];
2455
2456 returnint[0] = (int) (pos.X/metersInSpace);
2457
2458 if (returnint[0] > ((int) (259f/metersInSpace)))
2459 returnint[0] = ((int) (259f/metersInSpace));
2460 if (returnint[0] < 0)
2461 returnint[0] = 0;
2462
2463 returnint[1] = (int) (pos.Y/metersInSpace);
2464 if (returnint[1] > ((int) (259f/metersInSpace)))
2465 returnint[1] = ((int) (259f/metersInSpace));
2466 if (returnint[1] < 0)
2467 returnint[1] = 0;
2468
2469 return returnint;
2470 }
2471
2472 #endregion
2473
2474 /// <summary>
2475 /// Routine to figure out if we need to mesh this prim with our mesher
2476 /// </summary>
2477 /// <param name="pbs"></param>
2478 /// <returns></returns>
2479 public bool needsMeshing(PrimitiveBaseShape pbs)
2480 {
2481 // most of this is redundant now as the mesher will return null if it cant mesh a prim
2482 // but we still need to check for sculptie meshing being enabled so this is the most
2483 // convenient place to do it for now...
2484
2485 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
2486 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
2487 int iPropertiesNotSupportedDefault = 0;
2488
2489 if (pbs.SculptEntry && !meshSculptedPrim)
2490 {
2491#if SPAM
2492 m_log.Warn("NonMesh");
2493#endif
2494 return false;
2495 }
2496
2497 // 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
2498 if (!forceSimplePrimMeshing)
2499 {
2500 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
2501 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
2502 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
2503 {
2504
2505 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
2506 && pbs.ProfileHollow == 0
2507 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
2508 && pbs.PathBegin == 0 && pbs.PathEnd == 0
2509 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
2510 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
2511 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
2512 {
2513#if SPAM
2514 m_log.Warn("NonMesh");
2515#endif
2516 return false;
2517 }
2518 }
2519 }
2520
2521 if (pbs.ProfileHollow != 0)
2522 iPropertiesNotSupportedDefault++;
2523
2524 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
2525 iPropertiesNotSupportedDefault++;
2526
2527 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
2528 iPropertiesNotSupportedDefault++;
2529
2530 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
2531 iPropertiesNotSupportedDefault++;
2532
2533 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
2534 iPropertiesNotSupportedDefault++;
2535
2536 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
2537 iPropertiesNotSupportedDefault++;
2538
2539 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))
2540 iPropertiesNotSupportedDefault++;
2541
2542 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
2543 iPropertiesNotSupportedDefault++;
2544
2545 // test for torus
2546 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
2547 {
2548 if (pbs.PathCurve == (byte)Extrusion.Curve1)
2549 {
2550 iPropertiesNotSupportedDefault++;
2551 }
2552 }
2553 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
2554 {
2555 if (pbs.PathCurve == (byte)Extrusion.Straight)
2556 {
2557 iPropertiesNotSupportedDefault++;
2558 }
2559
2560 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
2561 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2562 {
2563 iPropertiesNotSupportedDefault++;
2564 }
2565 }
2566 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
2567 {
2568 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
2569 {
2570 iPropertiesNotSupportedDefault++;
2571 }
2572 }
2573 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
2574 {
2575 if (pbs.PathCurve == (byte)Extrusion.Straight)
2576 {
2577 iPropertiesNotSupportedDefault++;
2578 }
2579 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2580 {
2581 iPropertiesNotSupportedDefault++;
2582 }
2583 }
2584
2585
2586 if (iPropertiesNotSupportedDefault == 0)
2587 {
2588#if SPAM
2589 m_log.Warn("NonMesh");
2590#endif
2591 return false;
2592 }
2593#if SPAM
2594 m_log.Debug("Mesh");
2595#endif
2596 return true;
2597 }
2598
2599 /// <summary>
2600 /// Called after our prim properties are set Scale, position etc.
2601 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
2602 /// This assures us that we have no race conditions
2603 /// </summary>
2604 /// <param name="prim"></param>
2605 public override void AddPhysicsActorTaint(PhysicsActor prim)
2606 {
2607
2608 if (prim is OdePrim)
2609 {
2610 OdePrim taintedprim = ((OdePrim) prim);
2611 lock (_taintedPrimLock)
2612 {
2613 if (!(_taintedPrimH.Contains(taintedprim)))
2614 {
2615//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
2616 _taintedPrimH.Add(taintedprim); // HashSet for searching
2617 _taintedPrimL.Add(taintedprim); // List for ordered readout
2618 }
2619 }
2620 return;
2621 }
2622 else if (prim is OdeCharacter)
2623 {
2624 OdeCharacter taintedchar = ((OdeCharacter)prim);
2625 lock (_taintedActors)
2626 {
2627 if (!(_taintedActors.Contains(taintedchar)))
2628 {
2629 _taintedActors.Add(taintedchar);
2630 if (taintedchar.bad)
2631 m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
2632 }
2633 }
2634 }
2635 }
2636
2637 /// <summary>
2638 /// This is our main simulate loop
2639 /// It's thread locked by a Mutex in the scene.
2640 /// It holds Collisions, it instructs ODE to step through the physical reactions
2641 /// It moves the objects around in memory
2642 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
2643 /// </summary>
2644 /// <param name="timeStep"></param>
2645 /// <returns></returns>
2646 public override float Simulate(float timeStep)
2647 {
2648 if (framecount >= int.MaxValue)
2649 framecount = 0;
2650 //if (m_worldOffset != Vector3.Zero)
2651 // return 0;
2652
2653 framecount++;
2654
2655 DateTime now = DateTime.UtcNow;
2656 TimeSpan SinceLastFrame = now - m_lastframe;
2657 m_lastframe = now;
2658 float realtime = (float)SinceLastFrame.TotalSeconds;
2659// Console.WriteLine("ts={0} rt={1}", timeStep, realtime);
2660 timeStep = realtime;
2661
2662 // float fps = 1.0f / realtime;
2663 float fps = 0.0f; // number of ODE steps in this Simulate step
2664 //m_log.Info(timeStep.ToString());
2665 step_time += timeStep;
2666
2667 // If We're loaded down by something else,
2668 // or debugging with the Visual Studio project on pause
2669 // skip a few frames to catch up gracefully.
2670 // without shooting the physicsactors all over the place
2671
2672 if (step_time >= m_SkipFramesAtms)
2673 {
2674 // Instead of trying to catch up, it'll do 5 physics frames only
2675 step_time = ODE_STEPSIZE;
2676 m_physicsiterations = 5;
2677 }
2678 else
2679 {
2680 m_physicsiterations = 10;
2681 }
2682
2683 if (SupportsNINJAJoints)
2684 {
2685 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2686 CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2687 }
2688
2689 lock (OdeLock)
2690 {
2691 // Process 10 frames if the sim is running normal..
2692 // process 5 frames if the sim is running slow
2693 //try
2694 //{
2695 //d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
2696 //}
2697 //catch (StackOverflowException)
2698 //{
2699 // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
2700 // ode.drelease(world);
2701 //base.TriggerPhysicsBasedRestart();
2702 //}
2703
2704 int i = 0;
2705
2706 // Figure out the Frames Per Second we're going at.
2707 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2708
2709 // fps = (step_time / ODE_STEPSIZE) * 1000;
2710 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
2711 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
2712
2713 // step_time = 0.09375f;
2714
2715 while (step_time > 0.0f)
2716 {
2717 //lock (ode)
2718 //{
2719 //if (!ode.lockquery())
2720 //{
2721 // ode.dlock(world);
2722 try
2723 {
2724 // Insert, remove Characters
2725 bool processedtaints = false;
2726
2727 lock (_taintedActors)
2728 {
2729 if (_taintedActors.Count > 0)
2730 {
2731 foreach (OdeCharacter character in _taintedActors)
2732 {
2733
2734 character.ProcessTaints(ODE_STEPSIZE);
2735
2736 processedtaints = true;
2737 //character.m_collisionscore = 0;
2738 }
2739
2740 if (processedtaints)
2741 _taintedActors.Clear();
2742 }
2743 } // end lock _taintedActors
2744
2745 // Modify other objects in the scene.
2746 processedtaints = false;
2747
2748 lock (_taintedPrimLock)
2749 {
2750 foreach (OdePrim prim in _taintedPrimL)
2751 {
2752 if (prim.m_taintremove)
2753 {
2754 //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
2755 RemovePrimThreadLocked(prim);
2756 }
2757 else
2758 {
2759 //Console.WriteLine("Simulate calls ProcessTaints");
2760 prim.ProcessTaints(ODE_STEPSIZE);
2761 }
2762 processedtaints = true;
2763 prim.m_collisionscore = 0;
2764
2765 // This loop can block up the Heartbeat for a very long time on large regions.
2766 // We need to let the Watchdog know that the Heartbeat is not dead
2767 // NOTE: This is currently commented out, but if things like OAR loading are
2768 // timing the heartbeat out we will need to uncomment it
2769 //Watchdog.UpdateThread();
2770 }
2771
2772 if (SupportsNINJAJoints)
2773 {
2774 // Create pending joints, if possible
2775
2776 // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
2777 // a joint requires specifying the body id of both involved bodies
2778 if (pendingJoints.Count > 0)
2779 {
2780 List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
2781 //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
2782 foreach (PhysicsJoint joint in pendingJoints)
2783 {
2784 //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
2785 string[] jointParams = joint.RawParams.Split(" ".ToCharArray(),
2786 System.StringSplitOptions.RemoveEmptyEntries);
2787 List<IntPtr> jointBodies = new List<IntPtr>();
2788 bool allJointBodiesAreReady = true;
2789 foreach (string jointParam in jointParams)
2790 {
2791 if (jointParam == "NULL")
2792 {
2793 //DoJointErrorMessage(joint, "attaching NULL joint to world");
2794 jointBodies.Add(IntPtr.Zero);
2795 }
2796 else
2797 {
2798 //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
2799 bool foundPrim = false;
2800 lock (_prims)
2801 {
2802 foreach (OdePrim prim in _prims) // FIXME: inefficient
2803 {
2804 if (prim.SOPName == jointParam)
2805 {
2806 //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
2807 if (prim.IsPhysical && prim.Body != IntPtr.Zero)
2808 {
2809 jointBodies.Add(prim.Body);
2810 foundPrim = true;
2811 break;
2812 }
2813 else
2814 {
2815 DoJointErrorMessage(joint, "prim name " + jointParam +
2816 " exists but is not (yet) physical; deferring joint creation. " +
2817 "IsPhysical property is " + prim.IsPhysical +
2818 " and body is " + prim.Body);
2819 foundPrim = false;
2820 break;
2821 }
2822 }
2823 }
2824 }
2825 if (foundPrim)
2826 {
2827 // all is fine
2828 }
2829 else
2830 {
2831 allJointBodiesAreReady = false;
2832 break;
2833 }
2834 }
2835 }
2836 if (allJointBodiesAreReady)
2837 {
2838 //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
2839 if (jointBodies[0] == jointBodies[1])
2840 {
2841 DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
2842 }
2843 else
2844 {
2845 switch (joint.Type)
2846 {
2847 case PhysicsJointType.Ball:
2848 {
2849 IntPtr odeJoint;
2850 //DoJointErrorMessage(joint, "ODE creating ball joint ");
2851 odeJoint = d.JointCreateBall(world, IntPtr.Zero);
2852 //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2853 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2854 //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
2855 d.JointSetBallAnchor(odeJoint,
2856 joint.Position.X,
2857 joint.Position.Y,
2858 joint.Position.Z);
2859 //DoJointErrorMessage(joint, "ODE joint setting OK");
2860 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
2861 //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
2862 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
2863 //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
2864
2865 if (joint is OdePhysicsJoint)
2866 {
2867 ((OdePhysicsJoint)joint).jointID = odeJoint;
2868 }
2869 else
2870 {
2871 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2872 }
2873 }
2874 break;
2875 case PhysicsJointType.Hinge:
2876 {
2877 IntPtr odeJoint;
2878 //DoJointErrorMessage(joint, "ODE creating hinge joint ");
2879 odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
2880 //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2881 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2882 //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
2883 d.JointSetHingeAnchor(odeJoint,
2884 joint.Position.X,
2885 joint.Position.Y,
2886 joint.Position.Z);
2887 // We use the orientation of the x-axis of the joint's coordinate frame
2888 // as the axis for the hinge.
2889
2890 // Therefore, we must get the joint's coordinate frame based on the
2891 // joint.Rotation field, which originates from the orientation of the
2892 // joint's proxy object in the scene.
2893
2894 // The joint's coordinate frame is defined as the transformation matrix
2895 // that converts a vector from joint-local coordinates into world coordinates.
2896 // World coordinates are defined as the XYZ coordinate system of the sim,
2897 // as shown in the top status-bar of the viewer.
2898
2899 // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
2900 // and use that as the hinge axis.
2901
2902 //joint.Rotation.Normalize();
2903 Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
2904
2905 // Now extract the X axis of the joint's coordinate frame.
2906
2907 // Do not try to use proxyFrame.AtAxis or you will become mired in the
2908 // tar pit of transposed, inverted, and generally messed-up orientations.
2909 // (In other words, Matrix4.AtAxis() is borked.)
2910 // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
2911
2912 // Instead, compute the X axis of the coordinate frame by transforming
2913 // the (1,0,0) vector. At least that works.
2914
2915 //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
2916 Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
2917 //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
2918 //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
2919 d.JointSetHingeAxis(odeJoint,
2920 jointAxis.X,
2921 jointAxis.Y,
2922 jointAxis.Z);
2923 //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
2924 if (joint is OdePhysicsJoint)
2925 {
2926 ((OdePhysicsJoint)joint).jointID = odeJoint;
2927 }
2928 else
2929 {
2930 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2931 }
2932 }
2933 break;
2934 }
2935 successfullyProcessedPendingJoints.Add(joint);
2936 }
2937 }
2938 else
2939 {
2940 DoJointErrorMessage(joint, "joint could not yet be created; still pending");
2941 }
2942 }
2943 foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
2944 {
2945 //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
2946 //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
2947 InternalRemovePendingJoint(successfullyProcessedJoint);
2948 //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
2949 InternalAddActiveJoint(successfullyProcessedJoint);
2950 //DoJointErrorMessage(successfullyProcessedJoint, "done");
2951 }
2952 }
2953 } // end SupportsNINJAJoints
2954
2955 if (processedtaints)
2956//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
2957 _taintedPrimH.Clear(); // ??? if this only ???
2958 _taintedPrimL.Clear();
2959 } // end lock _taintedPrimLock
2960
2961 // Move characters
2962 lock (_characters)
2963 {
2964 List<OdeCharacter> defects = new List<OdeCharacter>();
2965 foreach (OdeCharacter actor in _characters)
2966 {
2967 if (actor != null)
2968 actor.Move(ODE_STEPSIZE, defects);
2969 }
2970 if (0 != defects.Count)
2971 {
2972 foreach (OdeCharacter defect in defects)
2973 {
2974 RemoveCharacter(defect);
2975 }
2976 }
2977 } // end lock _characters
2978
2979 // Move other active objects
2980 lock (_activeprims)
2981 {
2982 foreach (OdePrim prim in _activeprims)
2983 {
2984 prim.m_collisionscore = 0;
2985 prim.Move(ODE_STEPSIZE);
2986 }
2987 } // end lock _activeprims
2988
2989 //if ((framecount % m_randomizeWater) == 0)
2990 // randomizeWater(waterlevel);
2991
2992 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
2993 m_rayCastManager.ProcessQueuedRequests();
2994
2995 collision_optimized(ODE_STEPSIZE);
2996
2997 lock (_collisionEventPrim)
2998 {
2999 foreach (PhysicsActor obj in _collisionEventPrim)
3000 {
3001 if (obj == null)
3002 continue;
3003
3004 switch ((ActorTypes)obj.PhysicsActorType)
3005 {
3006 case ActorTypes.Agent:
3007 OdeCharacter cobj = (OdeCharacter)obj;
3008 cobj.AddCollisionFrameTime(100);
3009 cobj.SendCollisions();
3010 break;
3011 case ActorTypes.Prim:
3012 OdePrim pobj = (OdePrim)obj;
3013 pobj.SendCollisions();
3014 break;
3015 }
3016 }
3017 } // end lock _collisionEventPrim
3018
3019 //if (m_global_contactcount > 5)
3020 //{
3021 // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
3022 //}
3023
3024 m_global_contactcount = 0;
3025
3026 d.WorldQuickStep(world, ODE_STEPSIZE);
3027 d.JointGroupEmpty(contactgroup);
3028 fps++;
3029 //ode.dunlock(world);
3030 } // end try
3031 catch (Exception e)
3032 {
3033 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3034 ode.dunlock(world);
3035 }
3036
3037 step_time -= ODE_STEPSIZE;
3038 i++;
3039 //}
3040 //else
3041 //{
3042 //fps = 0;
3043 //}
3044 //}
3045 } // end while (step_time > 0.0f)
3046
3047 lock (_characters)
3048 {
3049 foreach (OdeCharacter actor in _characters)
3050 {
3051 if (actor != null)
3052 {
3053 if (actor.bad)
3054 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
3055 actor.UpdatePositionAndVelocity();
3056 }
3057 }
3058 }
3059
3060 lock (_badCharacter)
3061 {
3062 if (_badCharacter.Count > 0)
3063 {
3064 foreach (OdeCharacter chr in _badCharacter)
3065 {
3066 RemoveCharacter(chr);
3067 }
3068 _badCharacter.Clear();
3069 }
3070 }
3071
3072 lock (_activeprims)
3073 {
3074 //if (timeStep < 0.2f)
3075 {
3076 foreach (OdePrim actor in _activeprims)
3077 {
3078 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
3079 {
3080 actor.UpdatePositionAndVelocity();
3081
3082 if (SupportsNINJAJoints)
3083 {
3084 // If an actor moved, move its joint proxy objects as well.
3085 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
3086 // for this purpose but it is never called! So we just do the joint
3087 // movement code here.
3088
3089 if (actor.SOPName != null &&
3090 joints_connecting_actor.ContainsKey(actor.SOPName) &&
3091 joints_connecting_actor[actor.SOPName] != null &&
3092 joints_connecting_actor[actor.SOPName].Count > 0)
3093 {
3094 foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
3095 {
3096 if (affectedJoint.IsInPhysicsEngine)
3097 {
3098 DoJointMoved(affectedJoint);
3099 }
3100 else
3101 {
3102 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);
3103 }
3104 }
3105 }
3106 }
3107 }
3108 }
3109 }
3110 } // end lock _activeprims
3111
3112 //DumpJointInfo();
3113
3114 // Finished with all sim stepping. If requested, dump world state to file for debugging.
3115 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
3116 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
3117 if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0))
3118 {
3119 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
3120 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
3121
3122 if (physics_logging_append_existing_logfile)
3123 {
3124 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
3125 TextWriter fwriter = File.AppendText(fname);
3126 fwriter.WriteLine(header);
3127 fwriter.Close();
3128 }
3129 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3130 }
3131 } // end lock OdeLock
3132
3133 return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter!
3134 } // end Simulate
3135
3136 public override void GetResults()
3137 {
3138 }
3139
3140 public override bool IsThreaded
3141 {
3142 // for now we won't be multithreaded
3143 get { return (false); }
3144 }
3145
3146 #region ODE Specific Terrain Fixes
3147 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3148 {
3149 float[] returnarr = new float[262144];
3150 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3151
3152 // Filling out the array into its multi-dimensional components
3153 for (int y = 0; y < WorldExtents.Y; y++)
3154 {
3155 for (int x = 0; x < WorldExtents.X; x++)
3156 {
3157 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3158 }
3159 }
3160
3161 // Resize using Nearest Neighbour
3162
3163 // This particular way is quick but it only works on a multiple of the original
3164
3165 // The idea behind this method can be described with the following diagrams
3166 // second pass and third pass happen in the same loop really.. just separated
3167 // them to show what this does.
3168
3169 // First Pass
3170 // ResultArr:
3171 // 1,1,1,1,1,1
3172 // 1,1,1,1,1,1
3173 // 1,1,1,1,1,1
3174 // 1,1,1,1,1,1
3175 // 1,1,1,1,1,1
3176 // 1,1,1,1,1,1
3177
3178 // Second Pass
3179 // ResultArr2:
3180 // 1,,1,,1,,1,,1,,1,
3181 // ,,,,,,,,,,
3182 // 1,,1,,1,,1,,1,,1,
3183 // ,,,,,,,,,,
3184 // 1,,1,,1,,1,,1,,1,
3185 // ,,,,,,,,,,
3186 // 1,,1,,1,,1,,1,,1,
3187 // ,,,,,,,,,,
3188 // 1,,1,,1,,1,,1,,1,
3189 // ,,,,,,,,,,
3190 // 1,,1,,1,,1,,1,,1,
3191
3192 // Third pass fills in the blanks
3193 // ResultArr2:
3194 // 1,1,1,1,1,1,1,1,1,1,1,1
3195 // 1,1,1,1,1,1,1,1,1,1,1,1
3196 // 1,1,1,1,1,1,1,1,1,1,1,1
3197 // 1,1,1,1,1,1,1,1,1,1,1,1
3198 // 1,1,1,1,1,1,1,1,1,1,1,1
3199 // 1,1,1,1,1,1,1,1,1,1,1,1
3200 // 1,1,1,1,1,1,1,1,1,1,1,1
3201 // 1,1,1,1,1,1,1,1,1,1,1,1
3202 // 1,1,1,1,1,1,1,1,1,1,1,1
3203 // 1,1,1,1,1,1,1,1,1,1,1,1
3204 // 1,1,1,1,1,1,1,1,1,1,1,1
3205
3206 // X,Y = .
3207 // X+1,y = ^
3208 // X,Y+1 = *
3209 // X+1,Y+1 = #
3210
3211 // Filling in like this;
3212 // .*
3213 // ^#
3214 // 1st .
3215 // 2nd *
3216 // 3rd ^
3217 // 4th #
3218 // on single loop.
3219
3220 float[,] resultarr2 = new float[512, 512];
3221 for (int y = 0; y < WorldExtents.Y; y++)
3222 {
3223 for (int x = 0; x < WorldExtents.X; x++)
3224 {
3225 resultarr2[y * 2, x * 2] = resultarr[y, x];
3226
3227 if (y < WorldExtents.Y)
3228 {
3229 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3230 }
3231 if (x < WorldExtents.X)
3232 {
3233 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3234 }
3235 if (x < WorldExtents.X && y < WorldExtents.Y)
3236 {
3237 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3238 }
3239 }
3240 }
3241
3242 //Flatten out the array
3243 int i = 0;
3244 for (int y = 0; y < 512; y++)
3245 {
3246 for (int x = 0; x < 512; x++)
3247 {
3248 if (resultarr2[y, x] <= 0)
3249 returnarr[i] = 0.0000001f;
3250 else
3251 returnarr[i] = resultarr2[y, x];
3252
3253 i++;
3254 }
3255 }
3256
3257 return returnarr;
3258 }
3259
3260 public float[] ResizeTerrain512Interpolation(float[] heightMap)
3261 {
3262 float[] returnarr = new float[262144];
3263 float[,] resultarr = new float[512,512];
3264
3265 // Filling out the array into its multi-dimensional components
3266 for (int y = 0; y < 256; y++)
3267 {
3268 for (int x = 0; x < 256; x++)
3269 {
3270 resultarr[y, x] = heightMap[y * 256 + x];
3271 }
3272 }
3273
3274 // Resize using interpolation
3275
3276 // This particular way is quick but it only works on a multiple of the original
3277
3278 // The idea behind this method can be described with the following diagrams
3279 // second pass and third pass happen in the same loop really.. just separated
3280 // them to show what this does.
3281
3282 // First Pass
3283 // ResultArr:
3284 // 1,1,1,1,1,1
3285 // 1,1,1,1,1,1
3286 // 1,1,1,1,1,1
3287 // 1,1,1,1,1,1
3288 // 1,1,1,1,1,1
3289 // 1,1,1,1,1,1
3290
3291 // Second Pass
3292 // ResultArr2:
3293 // 1,,1,,1,,1,,1,,1,
3294 // ,,,,,,,,,,
3295 // 1,,1,,1,,1,,1,,1,
3296 // ,,,,,,,,,,
3297 // 1,,1,,1,,1,,1,,1,
3298 // ,,,,,,,,,,
3299 // 1,,1,,1,,1,,1,,1,
3300 // ,,,,,,,,,,
3301 // 1,,1,,1,,1,,1,,1,
3302 // ,,,,,,,,,,
3303 // 1,,1,,1,,1,,1,,1,
3304
3305 // Third pass fills in the blanks
3306 // ResultArr2:
3307 // 1,1,1,1,1,1,1,1,1,1,1,1
3308 // 1,1,1,1,1,1,1,1,1,1,1,1
3309 // 1,1,1,1,1,1,1,1,1,1,1,1
3310 // 1,1,1,1,1,1,1,1,1,1,1,1
3311 // 1,1,1,1,1,1,1,1,1,1,1,1
3312 // 1,1,1,1,1,1,1,1,1,1,1,1
3313 // 1,1,1,1,1,1,1,1,1,1,1,1
3314 // 1,1,1,1,1,1,1,1,1,1,1,1
3315 // 1,1,1,1,1,1,1,1,1,1,1,1
3316 // 1,1,1,1,1,1,1,1,1,1,1,1
3317 // 1,1,1,1,1,1,1,1,1,1,1,1
3318
3319 // X,Y = .
3320 // X+1,y = ^
3321 // X,Y+1 = *
3322 // X+1,Y+1 = #
3323
3324 // Filling in like this;
3325 // .*
3326 // ^#
3327 // 1st .
3328 // 2nd *
3329 // 3rd ^
3330 // 4th #
3331 // on single loop.
3332
3333 float[,] resultarr2 = new float[512,512];
3334 for (int y = 0; y < (int)Constants.RegionSize; y++)
3335 {
3336 for (int x = 0; x < (int)Constants.RegionSize; x++)
3337 {
3338 resultarr2[y*2, x*2] = resultarr[y, x];
3339
3340 if (y < (int)Constants.RegionSize)
3341 {
3342 if (y + 1 < (int)Constants.RegionSize)
3343 {
3344 if (x + 1 < (int)Constants.RegionSize)
3345 {
3346 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
3347 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3348 }
3349 else
3350 {
3351 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3352 }
3353 }
3354 else
3355 {
3356 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3357 }
3358 }
3359 if (x < (int)Constants.RegionSize)
3360 {
3361 if (x + 1 < (int)Constants.RegionSize)
3362 {
3363 if (y + 1 < (int)Constants.RegionSize)
3364 {
3365 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3366 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3367 }
3368 else
3369 {
3370 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3371 }
3372 }
3373 else
3374 {
3375 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3376 }
3377 }
3378 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3379 {
3380 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3381 {
3382 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3383 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3384 }
3385 else
3386 {
3387 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
3388 }
3389 }
3390 }
3391 }
3392 //Flatten out the array
3393 int i = 0;
3394 for (int y = 0; y < 512; y++)
3395 {
3396 for (int x = 0; x < 512; x++)
3397 {
3398 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3399 {
3400 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
3401 resultarr2[y, x] = 0;
3402 }
3403 returnarr[i] = resultarr2[y, x];
3404 i++;
3405 }
3406 }
3407
3408 return returnarr;
3409 }
3410
3411 #endregion
3412
3413 public override void SetTerrain(float[] heightMap)
3414 {
3415 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
3416 {
3417 if (m_parentScene is OdeScene)
3418 {
3419 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
3420 }
3421 }
3422 else
3423 {
3424 SetTerrain(heightMap, m_worldOffset);
3425 }
3426 }
3427
3428 public void SetTerrain(float[] heightMap, Vector3 pOffset)
3429 {
3430
3431 uint regionsize = (uint) Constants.RegionSize; // visible region size eg. 256(M)
3432
3433 uint heightmapWidth = regionsize + 1; // ODE map size 257 x 257 (Meters) (1 extra
3434 uint heightmapHeight = regionsize + 1;
3435
3436 uint heightmapWidthSamples = (uint)regionsize + 2; // Sample file size, 258 x 258 samples
3437 uint heightmapHeightSamples = (uint)regionsize + 2;
3438
3439 // Array of height samples for ODE
3440 float[] _heightmap;
3441 _heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 258 x 258
3442
3443 // Other ODE parameters
3444 const float scale = 1.0f;
3445 const float offset = 0.0f;
3446 const float thickness = 2.0f; // Was 0.2f, Larger appears to prevent Av fall-through
3447 const int wrap = 0;
3448
3449 float hfmin = 2000f;
3450 float hfmax = -2000f;
3451 float minele = 0.0f; // Dont allow -ve heights
3452
3453 uint x = 0;
3454 uint y = 0;
3455 uint xx = 0;
3456 uint yy = 0;
3457
3458 // load the height samples array from the heightMap
3459 for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257
3460 {
3461 for ( y = 0; y < heightmapHeightSamples; y++) // 0 to 257
3462 {
3463 xx = x - 1;
3464 if (xx < 0) xx = 0;
3465 if (xx > (regionsize - 1)) xx = regionsize - 1;
3466
3467 yy = y - 1;
3468 if (yy < 0) yy = 0;
3469 if (yy > (regionsize - 1)) yy = regionsize - 1;
3470 // Input xx = 0 0 1 2 ..... 254 255 255 256 total in
3471 // Output x = 0 1 2 3 ..... 255 256 257 258 total out
3472 float val= heightMap[(yy * regionsize) + xx]; // input from heightMap, <0-255 * 256> <0-255>
3473 if (val < minele) val = minele;
3474 _heightmap[x * (regionsize + 2) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257>
3475 hfmin = (val < hfmin) ? val : hfmin;
3476 hfmax = (val > hfmax) ? val : hfmax;
3477 }
3478 }
3479
3480 lock (OdeLock)
3481 {
3482 IntPtr GroundGeom = IntPtr.Zero;
3483 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
3484 {
3485 RegionTerrain.Remove(pOffset);
3486 if (GroundGeom != IntPtr.Zero)
3487 {
3488 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
3489 {
3490 TerrainHeightFieldHeights.Remove(GroundGeom);
3491 }
3492 d.SpaceRemove(space, GroundGeom);
3493 d.GeomDestroy(GroundGeom);
3494 }
3495 }
3496 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3497 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
3498 heightmapWidth, heightmapHeight, (int)heightmapWidthSamples,
3499 (int)heightmapHeightSamples, scale, offset, thickness, wrap);
3500 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
3501 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
3502 if (GroundGeom != IntPtr.Zero)
3503 {
3504 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
3505 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
3506 }
3507 geom_name_map[GroundGeom] = "Terrain";
3508
3509 d.Matrix3 R = new d.Matrix3();
3510
3511 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3512 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3513 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3514
3515 q1 = q1 * q2;
3516 //q1 = q1 * q3;
3517 Vector3 v3;
3518 float angle;
3519 q1.GetAxisAngle(out v3, out angle);
3520
3521 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3522 d.GeomSetRotation(GroundGeom, ref R);
3523 d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)) - 0.5f, (pOffset.Y + (regionsize * 0.5f)) - 0.5f, 0);
3524 IntPtr testGround = IntPtr.Zero;
3525 if (RegionTerrain.TryGetValue(pOffset, out testGround))
3526 {
3527 RegionTerrain.Remove(pOffset);
3528 }
3529 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
3530 TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
3531 }
3532 }
3533
3534 public override void DeleteTerrain()
3535 {
3536 }
3537
3538 public float GetWaterLevel()
3539 {
3540 return waterlevel;
3541 }
3542
3543 public override bool SupportsCombining()
3544 {
3545 return true;
3546 }
3547
3548 public override void UnCombine(PhysicsScene pScene)
3549 {
3550 IntPtr localGround = IntPtr.Zero;
3551// float[] localHeightfield;
3552 bool proceed = false;
3553 List<IntPtr> geomDestroyList = new List<IntPtr>();
3554
3555 lock (OdeLock)
3556 {
3557 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
3558 {
3559 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
3560 {
3561 if (geom == localGround)
3562 {
3563// localHeightfield = TerrainHeightFieldHeights[geom];
3564 proceed = true;
3565 }
3566 else
3567 {
3568 geomDestroyList.Add(geom);
3569 }
3570 }
3571
3572 if (proceed)
3573 {
3574 m_worldOffset = Vector3.Zero;
3575 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
3576 m_parentScene = null;
3577
3578 foreach (IntPtr g in geomDestroyList)
3579 {
3580 // removingHeightField needs to be done or the garbage collector will
3581 // collect the terrain data before we tell ODE to destroy it causing
3582 // memory corruption
3583 if (TerrainHeightFieldHeights.ContainsKey(g))
3584 {
3585// float[] removingHeightField = TerrainHeightFieldHeights[g];
3586 TerrainHeightFieldHeights.Remove(g);
3587
3588 if (RegionTerrain.ContainsKey(g))
3589 {
3590 RegionTerrain.Remove(g);
3591 }
3592
3593 d.GeomDestroy(g);
3594 //removingHeightField = new float[0];
3595 }
3596 }
3597
3598 }
3599 else
3600 {
3601 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
3602
3603 }
3604 }
3605 }
3606 }
3607
3608 public override void SetWaterLevel(float baseheight)
3609 {
3610 waterlevel = baseheight;
3611 randomizeWater(waterlevel);
3612 }
3613
3614 public void randomizeWater(float baseheight)
3615 {
3616 const uint heightmapWidth = m_regionWidth + 2;
3617 const uint heightmapHeight = m_regionHeight + 2;
3618 const uint heightmapWidthSamples = m_regionWidth + 2;
3619 const uint heightmapHeightSamples = m_regionHeight + 2;
3620 const float scale = 1.0f;
3621 const float offset = 0.0f;
3622 const float thickness = 2.9f;
3623 const int wrap = 0;
3624
3625 for (int i = 0; i < (258 * 258); i++)
3626 {
3627 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
3628 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
3629 }
3630
3631 lock (OdeLock)
3632 {
3633 if (WaterGeom != IntPtr.Zero)
3634 {
3635 d.SpaceRemove(space, WaterGeom);
3636 }
3637 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3638 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
3639 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
3640 offset, thickness, wrap);
3641 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
3642 WaterGeom = d.CreateHeightfield(space, HeightmapData, 1);
3643 if (WaterGeom != IntPtr.Zero)
3644 {
3645 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
3646 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
3647
3648 }
3649 geom_name_map[WaterGeom] = "Water";
3650
3651 d.Matrix3 R = new d.Matrix3();
3652
3653 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3654 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3655 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3656
3657 q1 = q1 * q2;
3658 //q1 = q1 * q3;
3659 Vector3 v3;
3660 float angle;
3661 q1.GetAxisAngle(out v3, out angle);
3662
3663 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3664 d.GeomSetRotation(WaterGeom, ref R);
3665 d.GeomSetPosition(WaterGeom, 128, 128, 0);
3666
3667 }
3668
3669 }
3670
3671 public override void Dispose()
3672 {
3673 m_rayCastManager.Dispose();
3674 m_rayCastManager = null;
3675
3676 lock (OdeLock)
3677 {
3678 lock (_prims)
3679 {
3680 foreach (OdePrim prm in _prims)
3681 {
3682 RemovePrim(prm);
3683 }
3684 }
3685
3686 //foreach (OdeCharacter act in _characters)
3687 //{
3688 //RemoveAvatar(act);
3689 //}
3690 d.WorldDestroy(world);
3691 //d.CloseODE();
3692 }
3693 }
3694 public override Dictionary<uint, float> GetTopColliders()
3695 {
3696 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
3697 int cnt = 0;
3698 lock (_prims)
3699 {
3700 foreach (OdePrim prm in _prims)
3701 {
3702 if (prm.CollisionScore > 0)
3703 {
3704 returncolliders.Add(prm.m_localID, prm.CollisionScore);
3705 cnt++;
3706 prm.CollisionScore = 0f;
3707 if (cnt > 25)
3708 {
3709 break;
3710 }
3711 }
3712 }
3713 }
3714 return returncolliders;
3715 }
3716
3717 public override bool SupportsRayCast()
3718 {
3719 return true;
3720 }
3721
3722 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
3723 {
3724 if (retMethod != null)
3725 {
3726 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
3727 }
3728 }
3729
3730#if USE_DRAWSTUFF
3731 // Keyboard callback
3732 public void command(int cmd)
3733 {
3734 IntPtr geom;
3735 d.Mass mass;
3736 d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);
3737
3738
3739
3740 Char ch = Char.ToLower((Char)cmd);
3741 switch ((Char)ch)
3742 {
3743 case 'w':
3744 try
3745 {
3746 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));
3747
3748 xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
3749 ds.SetViewpoint(ref xyz, ref hpr);
3750 }
3751 catch (ArgumentException)
3752 { hpr.X = 0; }
3753 break;
3754
3755 case 'a':
3756 hpr.X++;
3757 ds.SetViewpoint(ref xyz, ref hpr);
3758 break;
3759
3760 case 's':
3761 try
3762 {
3763 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));
3764
3765 xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
3766 ds.SetViewpoint(ref xyz, ref hpr);
3767 }
3768 catch (ArgumentException)
3769 { hpr.X = 0; }
3770 break;
3771 case 'd':
3772 hpr.X--;
3773 ds.SetViewpoint(ref xyz, ref hpr);
3774 break;
3775 case 'r':
3776 xyz.Z++;
3777 ds.SetViewpoint(ref xyz, ref hpr);
3778 break;
3779 case 'f':
3780 xyz.Z--;
3781 ds.SetViewpoint(ref xyz, ref hpr);
3782 break;
3783 case 'e':
3784 xyz.Y++;
3785 ds.SetViewpoint(ref xyz, ref hpr);
3786 break;
3787 case 'q':
3788 xyz.Y--;
3789 ds.SetViewpoint(ref xyz, ref hpr);
3790 break;
3791 }
3792 }
3793
3794 public void step(int pause)
3795 {
3796
3797 ds.SetColor(1.0f, 1.0f, 0.0f);
3798 ds.SetTexture(ds.Texture.Wood);
3799 lock (_prims)
3800 {
3801 foreach (OdePrim prm in _prims)
3802 {
3803 //IntPtr body = d.GeomGetBody(prm.prim_geom);
3804 if (prm.prim_geom != IntPtr.Zero)
3805 {
3806 d.Vector3 pos;
3807 d.GeomCopyPosition(prm.prim_geom, out pos);
3808 //d.BodyCopyPosition(body, out pos);
3809
3810 d.Matrix3 R;
3811 d.GeomCopyRotation(prm.prim_geom, out R);
3812 //d.BodyCopyRotation(body, out R);
3813
3814
3815 d.Vector3 sides = new d.Vector3();
3816 sides.X = prm.Size.X;
3817 sides.Y = prm.Size.Y;
3818 sides.Z = prm.Size.Z;
3819
3820 ds.DrawBox(ref pos, ref R, ref sides);
3821 }
3822 }
3823 }
3824 ds.SetColor(1.0f, 0.0f, 0.0f);
3825 lock (_characters)
3826 {
3827 foreach (OdeCharacter chr in _characters)
3828 {
3829 if (chr.Shell != IntPtr.Zero)
3830 {
3831 IntPtr body = d.GeomGetBody(chr.Shell);
3832
3833 d.Vector3 pos;
3834 d.GeomCopyPosition(chr.Shell, out pos);
3835 //d.BodyCopyPosition(body, out pos);
3836
3837 d.Matrix3 R;
3838 d.GeomCopyRotation(chr.Shell, out R);
3839 //d.BodyCopyRotation(body, out R);
3840
3841 ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
3842 d.Vector3 sides = new d.Vector3();
3843 sides.X = 0.5f;
3844 sides.Y = 0.5f;
3845 sides.Z = 0.5f;
3846
3847 ds.DrawBox(ref pos, ref R, ref sides);
3848 }
3849 }
3850 }
3851 }
3852
3853 public void start(int unused)
3854 {
3855 ds.SetViewpoint(ref xyz, ref hpr);
3856 }
3857#endif
3858 }
3859}
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 525f0f0..c08c246 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;
@@ -73,7 +74,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
73 /// </summary> 74 /// </summary>
74 public class LSL_Api : MarshalByRefObject, ILSL_Api, IScriptApi 75 public class LSL_Api : MarshalByRefObject, ILSL_Api, IScriptApi
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 protected IScriptEngine m_ScriptEngine; 78 protected IScriptEngine m_ScriptEngine;
78 protected SceneObjectPart m_host; 79 protected SceneObjectPart m_host;
79 protected uint m_localID; 80 protected uint m_localID;
@@ -151,6 +152,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
151 get { return m_ScriptEngine.World; } 152 get { return m_ScriptEngine.World; }
152 } 153 }
153 154
155 [DebuggerNonUserCode]
154 public void state(string newState) 156 public void state(string newState)
155 { 157 {
156 m_ScriptEngine.SetState(m_itemID, newState); 158 m_ScriptEngine.SetState(m_itemID, newState);
@@ -160,6 +162,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
160 /// Reset the named script. The script must be present 162 /// Reset the named script. The script must be present
161 /// in the same prim. 163 /// in the same prim.
162 /// </summary> 164 /// </summary>
165 [DebuggerNonUserCode]
163 public void llResetScript() 166 public void llResetScript()
164 { 167 {
165 m_host.AddScriptLPS(1); 168 m_host.AddScriptLPS(1);
@@ -216,9 +219,62 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
216 } 219 }
217 } 220 }
218 221
222 public List<ScenePresence> GetLinkAvatars(int linkType)
223 {
224 List<ScenePresence> ret = new List<ScenePresence>();
225 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
226 return ret;
227
228 List<ScenePresence> avs = m_host.ParentGroup.GetLinkedAvatars();
229
230 switch (linkType)
231 {
232 case ScriptBaseClass.LINK_SET:
233 return avs;
234
235 case ScriptBaseClass.LINK_ROOT:
236 return ret;
237
238 case ScriptBaseClass.LINK_ALL_OTHERS:
239 return avs;
240
241 case ScriptBaseClass.LINK_ALL_CHILDREN:
242 return avs;
243
244 case ScriptBaseClass.LINK_THIS:
245 return ret;
246
247 default:
248 if (linkType < 0)
249 return ret;
250
251 int partCount = m_host.ParentGroup.GetPartCount();
252
253 if (linkType <= partCount)
254 {
255 return ret;
256 }
257 else
258 {
259 linkType = linkType - partCount;
260 if (linkType > avs.Count)
261 {
262 return ret;
263 }
264 else
265 {
266 ret.Add(avs[linkType-1]);
267 return ret;
268 }
269 }
270 }
271 }
272
219 public List<SceneObjectPart> GetLinkParts(int linkType) 273 public List<SceneObjectPart> GetLinkParts(int linkType)
220 { 274 {
221 List<SceneObjectPart> ret = new List<SceneObjectPart>(); 275 List<SceneObjectPart> ret = new List<SceneObjectPart>();
276 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
277 return ret;
222 ret.Add(m_host); 278 ret.Add(m_host);
223 279
224 switch (linkType) 280 switch (linkType)
@@ -272,40 +328,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
272 protected UUID InventorySelf() 328 protected UUID InventorySelf()
273 { 329 {
274 UUID invItemID = new UUID(); 330 UUID invItemID = new UUID();
275 331 bool unlock = false;
276 lock (m_host.TaskInventory) 332 if (!m_host.TaskInventory.IsReadLockedByMe())
333 {
334 m_host.TaskInventory.LockItemsForRead(true);
335 unlock = true;
336 }
337 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
277 { 338 {
278 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 339 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID)
279 { 340 {
280 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID) 341 invItemID = inv.Key;
281 { 342 break;
282 invItemID = inv.Key;
283 break;
284 }
285 } 343 }
286 } 344 }
287 345 if (unlock)
346 {
347 m_host.TaskInventory.LockItemsForRead(false);
348 }
288 return invItemID; 349 return invItemID;
289 } 350 }
290 351
291 protected UUID InventoryKey(string name, int type) 352 protected UUID InventoryKey(string name, int type)
292 { 353 {
293 m_host.AddScriptLPS(1); 354 m_host.AddScriptLPS(1);
294 355 m_host.TaskInventory.LockItemsForRead(true);
295 lock (m_host.TaskInventory) 356
357 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
296 { 358 {
297 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 359 if (inv.Value.Name == name)
298 { 360 {
299 if (inv.Value.Name == name) 361 m_host.TaskInventory.LockItemsForRead(false);
362
363 if (inv.Value.Type != type)
300 { 364 {
301 if (inv.Value.Type != type) 365 return UUID.Zero;
302 return UUID.Zero;
303
304 return inv.Value.AssetID;
305 } 366 }
367
368 return inv.Value.AssetID;
306 } 369 }
307 } 370 }
308 371
372 m_host.TaskInventory.LockItemsForRead(false);
309 return UUID.Zero; 373 return UUID.Zero;
310 } 374 }
311 375
@@ -313,17 +377,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
313 { 377 {
314 m_host.AddScriptLPS(1); 378 m_host.AddScriptLPS(1);
315 379
316 lock (m_host.TaskInventory) 380
381 m_host.TaskInventory.LockItemsForRead(true);
382
383 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
317 { 384 {
318 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 385 if (inv.Value.Name == name)
319 { 386 {
320 if (inv.Value.Name == name) 387 m_host.TaskInventory.LockItemsForRead(false);
321 { 388 return inv.Value.AssetID;
322 return inv.Value.AssetID;
323 }
324 } 389 }
325 } 390 }
326 391
392 m_host.TaskInventory.LockItemsForRead(false);
393
394
327 return UUID.Zero; 395 return UUID.Zero;
328 } 396 }
329 397
@@ -465,26 +533,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
465 533
466 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke 534 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke
467 535
468 // Old implementation of llRot2Euler. Normalization not required as Atan2 function will 536 // Utility function for llRot2Euler
469 // only return values >= -PI (-180 degrees) and <= PI (180 degrees).
470 537
471 public LSL_Vector llRot2Euler(LSL_Rotation r) 538 // normalize an angle between -PI and PI (-180 to +180 degrees)
539 protected double NormalizeAngle(double angle)
540 {
541 if (angle > -Math.PI && angle < Math.PI)
542 return angle;
543
544 int numPis = (int)(Math.PI / angle);
545 double remainder = angle - Math.PI * numPis;
546 if (numPis % 2 == 1)
547 return Math.PI - angle;
548 return remainder;
549 }
550
551 public LSL_Vector llRot2Euler(LSL_Rotation q1)
472 { 552 {
473 m_host.AddScriptLPS(1); 553 m_host.AddScriptLPS(1);
474 //This implementation is from http://lslwiki.net/lslwiki/wakka.php?wakka=LibraryRotationFunctions. ckrinke 554 LSL_Vector eul = new LSL_Vector();
475 LSL_Rotation t = new LSL_Rotation(r.x * r.x, r.y * r.y, r.z * r.z, r.s * r.s); 555
476 double m = (t.x + t.y + t.z + t.s); 556 double sqw = q1.s*q1.s;
477 if (m == 0) return new LSL_Vector(); 557 double sqx = q1.x*q1.x;
478 double n = 2 * (r.y * r.s + r.x * r.z); 558 double sqy = q1.z*q1.z;
479 double p = m * m - n * n; 559 double sqz = q1.y*q1.y;
480 if (p > 0) 560 double unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor
481 return new LSL_Vector(Math.Atan2(2.0 * (r.x * r.s - r.y * r.z), (-t.x - t.y + t.z + t.s)), 561 double test = q1.x*q1.z + q1.y*q1.s;
482 Math.Atan2(n, Math.Sqrt(p)), 562 if (test > 0.4999*unit) { // singularity at north pole
483 Math.Atan2(2.0 * (r.z * r.s - r.x * r.y), (t.x - t.y - t.z + t.s))); 563 eul.z = 2 * Math.Atan2(q1.x,q1.s);
484 else if (n > 0) 564 eul.y = Math.PI/2;
485 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)); 565 eul.x = 0;
486 else 566 return eul;
487 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)); 567 }
568 if (test < -0.4999*unit) { // singularity at south pole
569 eul.z = -2 * Math.Atan2(q1.x,q1.s);
570 eul.y = -Math.PI/2;
571 eul.x = 0;
572 return eul;
573 }
574 eul.z = Math.Atan2(2*q1.z*q1.s-2*q1.x*q1.y , sqx - sqy - sqz + sqw);
575 eul.y = Math.Asin(2*test/unit);
576 eul.x = Math.Atan2(2*q1.x*q1.s-2*q1.z*q1.y , -sqx + sqy - sqz + sqw);
577 return eul;
488 } 578 }
489 579
490 /* From wiki: 580 /* From wiki:
@@ -686,77 +776,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
686 { 776 {
687 //A and B should both be normalized 777 //A and B should both be normalized
688 m_host.AddScriptLPS(1); 778 m_host.AddScriptLPS(1);
689 LSL_Rotation rotBetween; 779 /* This method is more accurate than the SL one, and thus causes problems
690 // Check for zero vectors. If either is zero, return zero rotation. Otherwise, 780 for scripts that deal with the SL inaccuracy around 180-degrees -.- .._.
691 // continue calculation. 781
692 if (a == new LSL_Vector(0.0f, 0.0f, 0.0f) || b == new LSL_Vector(0.0f, 0.0f, 0.0f)) 782 double dotProduct = LSL_Vector.Dot(a, b);
783 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
784 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b);
785 double angle = Math.Acos(dotProduct / magProduct);
786 LSL_Vector axis = LSL_Vector.Norm(crossProduct);
787 double s = Math.Sin(angle / 2);
788
789 double x = axis.x * s;
790 double y = axis.y * s;
791 double z = axis.z * s;
792 double w = Math.Cos(angle / 2);
793
794 if (Double.IsNaN(x) || Double.IsNaN(y) || Double.IsNaN(z) || Double.IsNaN(w))
795 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
796
797 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w);
798 */
799
800 // This method mimics the 180 errors found in SL
801 // See www.euclideanspace.com... angleBetween
802 LSL_Vector vec_a = a;
803 LSL_Vector vec_b = b;
804
805 // Eliminate zero length
806 LSL_Float vec_a_mag = LSL_Vector.Mag(vec_a);
807 LSL_Float vec_b_mag = LSL_Vector.Mag(vec_b);
808 if (vec_a_mag < 0.00001 ||
809 vec_b_mag < 0.00001)
693 { 810 {
694 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); 811 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
695 } 812 }
696 else 813
814 // Normalize
815 vec_a = llVecNorm(vec_a);
816 vec_b = llVecNorm(vec_b);
817
818 // Calculate axis and rotation angle
819 LSL_Vector axis = vec_a % vec_b;
820 LSL_Float cos_theta = vec_a * vec_b;
821
822 // Check if parallel
823 if (cos_theta > 0.99999)
697 { 824 {
698 a = LSL_Vector.Norm(a); 825 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
699 b = LSL_Vector.Norm(b); 826 }
700 double dotProduct = LSL_Vector.Dot(a, b); 827
701 // There are two degenerate cases possible. These are for vectors 180 or 828 // Check if anti-parallel
702 // 0 degrees apart. These have to be detected and handled individually. 829 else if (cos_theta < -0.99999)
703 // 830 {
704 // Check for vectors 180 degrees apart. 831 LSL_Vector orthog_axis = new LSL_Vector(1.0, 0.0, 0.0) - (vec_a.x / (vec_a * vec_a) * vec_a);
705 // A dot product of -1 would mean the angle between vectors is 180 degrees. 832 if (LSL_Vector.Mag(orthog_axis) < 0.000001) orthog_axis = new LSL_Vector(0.0, 0.0, 1.0);
706 if (dotProduct < -0.9999999f) 833 return new LSL_Rotation((float)orthog_axis.x, (float)orthog_axis.y, (float)orthog_axis.z, 0.0);
707 { 834 }
708 // First assume X axis is orthogonal to the vectors. 835 else // other rotation
709 LSL_Vector orthoVector = new LSL_Vector(1.0f, 0.0f, 0.0f); 836 {
710 orthoVector = orthoVector - a * (a.x / LSL_Vector.Dot(a, a)); 837 LSL_Float theta = (LSL_Float)Math.Acos(cos_theta) * 0.5f;
711 // Check for near zero vector. A very small non-zero number here will create 838 axis = llVecNorm(axis);
712 // a rotation in an undesired direction. 839 double x, y, z, s, t;
713 if (LSL_Vector.Mag(orthoVector) > 0.0001) 840 s = Math.Cos(theta);
714 { 841 t = Math.Sin(theta);
715 rotBetween = new LSL_Rotation(orthoVector.x, orthoVector.y, orthoVector.z, 0.0f); 842 x = axis.x * t;
716 } 843 y = axis.y * t;
717 // If the magnitude of the vector was near zero, then assume the X axis is not 844 z = axis.z * t;
718 // orthogonal and use the Z axis instead. 845 return new LSL_Rotation(x,y,z,s);
719 else
720 {
721 // Set 180 z rotation.
722 rotBetween = new LSL_Rotation(0.0f, 0.0f, 1.0f, 0.0f);
723 }
724 }
725 // Check for parallel vectors.
726 // A dot product of 1 would mean the angle between vectors is 0 degrees.
727 else if (dotProduct > 0.9999999f)
728 {
729 // Set zero rotation.
730 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
731 }
732 else
733 {
734 // All special checks have been performed so get the axis of rotation.
735 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
736 // Quarternion s value is the length of the unit vector + dot product.
737 double qs = 1.0 + dotProduct;
738 rotBetween = new LSL_Rotation(crossProduct.x, crossProduct.y, crossProduct.z, qs);
739 // Normalize the rotation.
740 double mag = LSL_Rotation.Mag(rotBetween);
741 // We shouldn't have to worry about a divide by zero here. The qs value will be
742 // non-zero because we already know if we're here, then the dotProduct is not -1 so
743 // qs will not be zero. Also, we've already handled the input vectors being zero so the
744 // crossProduct vector should also not be zero.
745 rotBetween.x = rotBetween.x / mag;
746 rotBetween.y = rotBetween.y / mag;
747 rotBetween.z = rotBetween.z / mag;
748 rotBetween.s = rotBetween.s / mag;
749 // Check for undefined values and set zero rotation if any found. This code might not actually be required
750 // any longer since zero vectors are checked for at the top.
751 if (Double.IsNaN(rotBetween.x) || Double.IsNaN(rotBetween.y) || Double.IsNaN(rotBetween.z) || Double.IsNaN(rotBetween.s))
752 {
753 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
754 }
755 }
756 } 846 }
757 return rotBetween;
758 } 847 }
759 848
760 public void llWhisper(int channelID, string text) 849 public void llWhisper(int channelID, string text)
761 { 850 {
762 m_host.AddScriptLPS(1); 851 m_host.AddScriptLPS(1);
@@ -1080,10 +1169,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1080 return detectedParams.TouchUV; 1169 return detectedParams.TouchUV;
1081 } 1170 }
1082 1171
1172 [DebuggerNonUserCode]
1083 public virtual void llDie() 1173 public virtual void llDie()
1084 { 1174 {
1085 m_host.AddScriptLPS(1); 1175 m_host.AddScriptLPS(1);
1086 throw new SelfDeleteException(); 1176 if (!m_host.IsAttachment) throw new SelfDeleteException();
1087 } 1177 }
1088 1178
1089 public LSL_Float llGround(LSL_Vector offset) 1179 public LSL_Float llGround(LSL_Vector offset)
@@ -1156,6 +1246,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1156 1246
1157 public void llSetStatus(int status, int value) 1247 public void llSetStatus(int status, int value)
1158 { 1248 {
1249 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
1250 return;
1159 m_host.AddScriptLPS(1); 1251 m_host.AddScriptLPS(1);
1160 1252
1161 int statusrotationaxis = 0; 1253 int statusrotationaxis = 0;
@@ -1385,6 +1477,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1385 { 1477 {
1386 m_host.AddScriptLPS(1); 1478 m_host.AddScriptLPS(1);
1387 1479
1480 SetColor(m_host, color, face);
1481 }
1482
1483 protected void SetColor(SceneObjectPart part, LSL_Vector color, int face)
1484 {
1485 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1486 return;
1487
1488 Primitive.TextureEntry tex = part.Shape.Textures;
1489 Color4 texcolor;
1490 if (face >= 0 && face < GetNumberOfSides(part))
1491 {
1492 texcolor = tex.CreateFace((uint)face).RGBA;
1493 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1494 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1495 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1496 tex.FaceTextures[face].RGBA = texcolor;
1497 part.UpdateTexture(tex);
1498 return;
1499 }
1500 else if (face == ScriptBaseClass.ALL_SIDES)
1501 {
1502 for (uint i = 0; i < GetNumberOfSides(part); i++)
1503 {
1504 if (tex.FaceTextures[i] != null)
1505 {
1506 texcolor = tex.FaceTextures[i].RGBA;
1507 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1508 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1509 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1510 tex.FaceTextures[i].RGBA = texcolor;
1511 }
1512 texcolor = tex.DefaultTexture.RGBA;
1513 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1514 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1515 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1516 tex.DefaultTexture.RGBA = texcolor;
1517 }
1518 part.UpdateTexture(tex);
1519 return;
1520 }
1521
1388 if (face == ScriptBaseClass.ALL_SIDES) 1522 if (face == ScriptBaseClass.ALL_SIDES)
1389 face = SceneObjectPart.ALL_SIDES; 1523 face = SceneObjectPart.ALL_SIDES;
1390 1524
@@ -1393,6 +1527,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1393 1527
1394 public void SetTexGen(SceneObjectPart part, int face,int style) 1528 public void SetTexGen(SceneObjectPart part, int face,int style)
1395 { 1529 {
1530 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1531 return;
1532
1396 Primitive.TextureEntry tex = part.Shape.Textures; 1533 Primitive.TextureEntry tex = part.Shape.Textures;
1397 MappingType textype; 1534 MappingType textype;
1398 textype = MappingType.Default; 1535 textype = MappingType.Default;
@@ -1423,6 +1560,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1423 1560
1424 public void SetGlow(SceneObjectPart part, int face, float glow) 1561 public void SetGlow(SceneObjectPart part, int face, float glow)
1425 { 1562 {
1563 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1564 return;
1565
1426 Primitive.TextureEntry tex = part.Shape.Textures; 1566 Primitive.TextureEntry tex = part.Shape.Textures;
1427 if (face >= 0 && face < GetNumberOfSides(part)) 1567 if (face >= 0 && face < GetNumberOfSides(part))
1428 { 1568 {
@@ -1448,6 +1588,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1448 1588
1449 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump) 1589 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump)
1450 { 1590 {
1591 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1592 return;
1451 1593
1452 Shininess sval = new Shininess(); 1594 Shininess sval = new Shininess();
1453 1595
@@ -1498,6 +1640,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1498 1640
1499 public void SetFullBright(SceneObjectPart part, int face, bool bright) 1641 public void SetFullBright(SceneObjectPart part, int face, bool bright)
1500 { 1642 {
1643 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1644 return;
1645
1501 Primitive.TextureEntry tex = part.Shape.Textures; 1646 Primitive.TextureEntry tex = part.Shape.Textures;
1502 if (face >= 0 && face < GetNumberOfSides(part)) 1647 if (face >= 0 && face < GetNumberOfSides(part))
1503 { 1648 {
@@ -1558,13 +1703,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1558 m_host.AddScriptLPS(1); 1703 m_host.AddScriptLPS(1);
1559 1704
1560 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1705 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1561 1706 if (parts.Count > 0)
1562 foreach (SceneObjectPart part in parts) 1707 {
1563 SetAlpha(part, alpha, face); 1708 try
1709 {
1710 parts[0].ParentGroup.areUpdatesSuspended = true;
1711 foreach (SceneObjectPart part in parts)
1712 SetAlpha(part, alpha, face);
1713 }
1714 finally
1715 {
1716 parts[0].ParentGroup.areUpdatesSuspended = false;
1717 }
1718 }
1564 } 1719 }
1565 1720
1566 protected void SetAlpha(SceneObjectPart part, double alpha, int face) 1721 protected void SetAlpha(SceneObjectPart part, double alpha, int face)
1567 { 1722 {
1723 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1724 return;
1725
1568 Primitive.TextureEntry tex = part.Shape.Textures; 1726 Primitive.TextureEntry tex = part.Shape.Textures;
1569 Color4 texcolor; 1727 Color4 texcolor;
1570 if (face >= 0 && face < GetNumberOfSides(part)) 1728 if (face >= 0 && face < GetNumberOfSides(part))
@@ -1610,7 +1768,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1610 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction, 1768 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction,
1611 float wind, float tension, LSL_Vector Force) 1769 float wind, float tension, LSL_Vector Force)
1612 { 1770 {
1613 if (part == null) 1771 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1614 return; 1772 return;
1615 1773
1616 if (flexi) 1774 if (flexi)
@@ -1645,7 +1803,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1645 /// <param name="falloff"></param> 1803 /// <param name="falloff"></param>
1646 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff) 1804 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff)
1647 { 1805 {
1648 if (part == null) 1806 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1649 return; 1807 return;
1650 1808
1651 if (light) 1809 if (light)
@@ -1722,15 +1880,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1722 m_host.AddScriptLPS(1); 1880 m_host.AddScriptLPS(1);
1723 1881
1724 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1882 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1725 1883 if (parts.Count > 0)
1726 foreach (SceneObjectPart part in parts) 1884 {
1727 SetTexture(part, texture, face); 1885 try
1728 1886 {
1887 parts[0].ParentGroup.areUpdatesSuspended = true;
1888 foreach (SceneObjectPart part in parts)
1889 SetTexture(part, texture, face);
1890 }
1891 finally
1892 {
1893 parts[0].ParentGroup.areUpdatesSuspended = false;
1894 }
1895 }
1729 ScriptSleep(200); 1896 ScriptSleep(200);
1730 } 1897 }
1731 1898
1732 protected void SetTexture(SceneObjectPart part, string texture, int face) 1899 protected void SetTexture(SceneObjectPart part, string texture, int face)
1733 { 1900 {
1901 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1902 return;
1903
1734 UUID textureID=new UUID(); 1904 UUID textureID=new UUID();
1735 1905
1736 if (!UUID.TryParse(texture, out textureID)) 1906 if (!UUID.TryParse(texture, out textureID))
@@ -1776,6 +1946,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1776 1946
1777 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face) 1947 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face)
1778 { 1948 {
1949 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1950 return;
1951
1779 Primitive.TextureEntry tex = part.Shape.Textures; 1952 Primitive.TextureEntry tex = part.Shape.Textures;
1780 if (face >= 0 && face < GetNumberOfSides(part)) 1953 if (face >= 0 && face < GetNumberOfSides(part))
1781 { 1954 {
@@ -1812,6 +1985,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1812 1985
1813 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face) 1986 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face)
1814 { 1987 {
1988 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1989 return;
1990
1815 Primitive.TextureEntry tex = part.Shape.Textures; 1991 Primitive.TextureEntry tex = part.Shape.Textures;
1816 if (face >= 0 && face < GetNumberOfSides(part)) 1992 if (face >= 0 && face < GetNumberOfSides(part))
1817 { 1993 {
@@ -1848,6 +2024,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1848 2024
1849 protected void RotateTexture(SceneObjectPart part, double rotation, int face) 2025 protected void RotateTexture(SceneObjectPart part, double rotation, int face)
1850 { 2026 {
2027 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2028 return;
2029
1851 Primitive.TextureEntry tex = part.Shape.Textures; 2030 Primitive.TextureEntry tex = part.Shape.Textures;
1852 if (face >= 0 && face < GetNumberOfSides(part)) 2031 if (face >= 0 && face < GetNumberOfSides(part))
1853 { 2032 {
@@ -1918,6 +2097,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1918 2097
1919 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos) 2098 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
1920 { 2099 {
2100 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2101 return;
2102
1921 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) 2103 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos)
1922 LSL_Vector currentPos = llGetLocalPos(); 2104 LSL_Vector currentPos = llGetLocalPos();
1923 2105
@@ -1952,6 +2134,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1952 public LSL_Vector llGetLocalPos() 2134 public LSL_Vector llGetLocalPos()
1953 { 2135 {
1954 m_host.AddScriptLPS(1); 2136 m_host.AddScriptLPS(1);
2137 if (m_host.IsAttachment == true) {
2138 if (m_host.IsRoot == true)
2139 {
2140 return new LSL_Vector(m_host.AbsolutePosition.X,
2141 m_host.AbsolutePosition.Y,
2142 m_host.AbsolutePosition.Z);
2143
2144 }
2145 else
2146 {
2147 return new LSL_Vector(m_host.OffsetPosition.X,
2148 m_host.OffsetPosition.Y,
2149 m_host.OffsetPosition.Z);
2150 }
2151 }
2152
1955 if (m_host.ParentID != 0) 2153 if (m_host.ParentID != 0)
1956 { 2154 {
1957 return new LSL_Vector(m_host.OffsetPosition.X, 2155 return new LSL_Vector(m_host.OffsetPosition.X,
@@ -2002,6 +2200,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2002 2200
2003 protected void SetRot(SceneObjectPart part, Quaternion rot) 2201 protected void SetRot(SceneObjectPart part, Quaternion rot)
2004 { 2202 {
2203 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2204 return;
2205
2005 part.UpdateRotation(rot); 2206 part.UpdateRotation(rot);
2006 // Update rotation does not move the object in the physics scene if it's a linkset. 2207 // Update rotation does not move the object in the physics scene if it's a linkset.
2007 2208
@@ -2621,12 +2822,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2621 2822
2622 m_host.AddScriptLPS(1); 2823 m_host.AddScriptLPS(1);
2623 2824
2825 m_host.TaskInventory.LockItemsForRead(true);
2624 TaskInventoryItem item = m_host.TaskInventory[invItemID]; 2826 TaskInventoryItem item = m_host.TaskInventory[invItemID];
2625 2827 m_host.TaskInventory.LockItemsForRead(false);
2626 lock (m_host.TaskInventory)
2627 {
2628 item = m_host.TaskInventory[invItemID];
2629 }
2630 2828
2631 if (item.PermsGranter == UUID.Zero) 2829 if (item.PermsGranter == UUID.Zero)
2632 return 0; 2830 return 0;
@@ -2701,6 +2899,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2701 if (dist > m_ScriptDistanceFactor * 10.0f) 2899 if (dist > m_ScriptDistanceFactor * 10.0f)
2702 return; 2900 return;
2703 2901
2902 //Clone is thread-safe
2704 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 2903 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
2705 2904
2706 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory) 2905 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory)
@@ -2763,6 +2962,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2763 2962
2764 public void llLookAt(LSL_Vector target, double strength, double damping) 2963 public void llLookAt(LSL_Vector target, double strength, double damping)
2765 { 2964 {
2965 /*
2766 m_host.AddScriptLPS(1); 2966 m_host.AddScriptLPS(1);
2767 // Determine where we are looking from 2967 // Determine where we are looking from
2768 LSL_Vector from = llGetPos(); 2968 LSL_Vector from = llGetPos();
@@ -2782,10 +2982,31 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2782 // the angles of rotation in radians into rotation value 2982 // the angles of rotation in radians into rotation value
2783 2983
2784 LSL_Types.Quaternion rot = llEuler2Rot(angle); 2984 LSL_Types.Quaternion rot = llEuler2Rot(angle);
2785 Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s); 2985
2786 m_host.startLookAt(rotation, (float)damping, (float)strength); 2986 // This would only work if your physics system contains an APID controller:
2987 // Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s);
2988 // m_host.startLookAt(rotation, (float)damping, (float)strength);
2989
2787 // Orient the object to the angle calculated 2990 // Orient the object to the angle calculated
2788 //llSetRot(rot); 2991 llSetRot(rot);
2992 */
2993
2994 //The above code, while nice, doesn't replicate the behaviour of SL and tends to "roll" the object.
2995 //There's probably a smarter way of doing this, my rotation math-fu is weak.
2996 // http://bugs.meta7.com/view.php?id=28
2997 // - Tom
2998
2999 LSL_Rotation newrot = llGetRot() * llRotBetween(new LSL_Vector(1.0d, 0.0d, 0.0d) * llGetRot(), new LSL_Vector(0.0d, 0.0d, -1.0d));
3000 llSetRot(newrot * llRotBetween(new LSL_Vector(0.0d,0.0d,1.0d) * newrot, target - llGetPos()));
3001
3002 }
3003
3004 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
3005 {
3006 m_host.AddScriptLPS(1);
3007// NotImplemented("llRotLookAt");
3008 m_host.RotLookAt(Rot2Quaternion(target), (float)strength, (float)damping);
3009
2789 } 3010 }
2790 3011
2791 public void llStopLookAt() 3012 public void llStopLookAt()
@@ -2834,13 +3055,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2834 { 3055 {
2835 TaskInventoryItem item; 3056 TaskInventoryItem item;
2836 3057
2837 lock (m_host.TaskInventory) 3058 m_host.TaskInventory.LockItemsForRead(true);
3059 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2838 { 3060 {
2839 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3061 m_host.TaskInventory.LockItemsForRead(false);
2840 return; 3062 return;
2841 else
2842 item = m_host.TaskInventory[InventorySelf()];
2843 } 3063 }
3064 else
3065 {
3066 item = m_host.TaskInventory[InventorySelf()];
3067 }
3068 m_host.TaskInventory.LockItemsForRead(false);
2844 3069
2845 if (item.PermsGranter != UUID.Zero) 3070 if (item.PermsGranter != UUID.Zero)
2846 { 3071 {
@@ -2862,13 +3087,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2862 { 3087 {
2863 TaskInventoryItem item; 3088 TaskInventoryItem item;
2864 3089
3090 m_host.TaskInventory.LockItemsForRead(true);
2865 lock (m_host.TaskInventory) 3091 lock (m_host.TaskInventory)
2866 { 3092 {
3093
2867 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3094 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3095 {
3096 m_host.TaskInventory.LockItemsForRead(false);
2868 return; 3097 return;
3098 }
2869 else 3099 else
3100 {
2870 item = m_host.TaskInventory[InventorySelf()]; 3101 item = m_host.TaskInventory[InventorySelf()];
3102 }
2871 } 3103 }
3104 m_host.TaskInventory.LockItemsForRead(false);
2872 3105
2873 m_host.AddScriptLPS(1); 3106 m_host.AddScriptLPS(1);
2874 3107
@@ -2900,19 +3133,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2900 { 3133 {
2901 m_host.AddScriptLPS(1); 3134 m_host.AddScriptLPS(1);
2902 3135
2903 if (m_host.ParentGroup.RootPart.AttachmentPoint == 0)
2904 return;
2905
2906 TaskInventoryItem item; 3136 TaskInventoryItem item;
2907 3137
2908 lock (m_host.TaskInventory) 3138 m_host.TaskInventory.LockItemsForRead(true);
3139
3140 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2909 { 3141 {
2910 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3142 m_host.TaskInventory.LockItemsForRead(false);
2911 return; 3143 return;
2912 else 3144 }
2913 item = m_host.TaskInventory[InventorySelf()]; 3145 else
3146 {
3147 item = m_host.TaskInventory[InventorySelf()];
2914 } 3148 }
2915 3149
3150 m_host.TaskInventory.LockItemsForRead(false);
3151
2916 if (item.PermsGranter != m_host.OwnerID) 3152 if (item.PermsGranter != m_host.OwnerID)
2917 return; 3153 return;
2918 3154
@@ -2922,10 +3158,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2922 3158
2923 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 3159 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
2924 3160
2925 IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule; 3161 grp.AttachToAgent(m_host.OwnerID, (uint)attachment, Vector3.Zero, false);
2926 if (attachmentsModule != null)
2927 attachmentsModule.AttachObject(presence.ControllingClient,
2928 grp, (uint)attachment, false);
2929 } 3162 }
2930 } 3163 }
2931 3164
@@ -2938,13 +3171,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2938 3171
2939 TaskInventoryItem item; 3172 TaskInventoryItem item;
2940 3173
2941 lock (m_host.TaskInventory) 3174 m_host.TaskInventory.LockItemsForRead(true);
3175
3176 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2942 { 3177 {
2943 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3178 m_host.TaskInventory.LockItemsForRead(false);
2944 return; 3179 return;
2945 else 3180 }
2946 item = m_host.TaskInventory[InventorySelf()]; 3181 else
3182 {
3183 item = m_host.TaskInventory[InventorySelf()];
2947 } 3184 }
3185 m_host.TaskInventory.LockItemsForRead(false);
3186
2948 3187
2949 if (item.PermsGranter != m_host.OwnerID) 3188 if (item.PermsGranter != m_host.OwnerID)
2950 return; 3189 return;
@@ -2981,8 +3220,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2981 return m_host.OwnerID.ToString(); 3220 return m_host.OwnerID.ToString();
2982 } 3221 }
2983 3222
3223 [DebuggerNonUserCode]
2984 public void llInstantMessage(string user, string message) 3224 public void llInstantMessage(string user, string message)
2985 { 3225 {
3226 UUID result;
3227 if (!UUID.TryParse(user, out result))
3228 {
3229 throw new Exception(String.Format("An invalid key of '{0} was passed to llInstantMessage", user));
3230 return;
3231 }
3232
3233
2986 m_host.AddScriptLPS(1); 3234 m_host.AddScriptLPS(1);
2987 3235
2988 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance. 3236 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance.
@@ -2997,14 +3245,34 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2997 UUID friendTransactionID = UUID.Random(); 3245 UUID friendTransactionID = UUID.Random();
2998 3246
2999 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID); 3247 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
3000 3248
3001 GridInstantMessage msg = new GridInstantMessage(); 3249 GridInstantMessage msg = new GridInstantMessage();
3002 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid; 3250 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid;
3003 msg.toAgentID = new Guid(user); // toAgentID.Guid; 3251 msg.toAgentID = new Guid(user); // toAgentID.Guid;
3004 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here 3252 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here
3005// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message); 3253// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message);
3006// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString()); 3254// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString());
3007 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();// timestamp; 3255 DateTime dt = DateTime.UtcNow;
3256
3257 // Ticks from UtcNow, but make it look like local. Evil, huh?
3258 dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
3259
3260 try
3261 {
3262 // Convert that to the PST timezone
3263 TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
3264 dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
3265 }
3266 catch
3267 {
3268 // No logging here, as it could be VERY spammy
3269 }
3270
3271 // And make it look local again to fool the unix time util
3272 dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
3273
3274 msg.timestamp = (uint)Util.ToUnixTime(dt);
3275
3008 //if (client != null) 3276 //if (client != null)
3009 //{ 3277 //{
3010 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName; 3278 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName;
@@ -3018,13 +3286,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3018 msg.message = message.Substring(0, 1024); 3286 msg.message = message.Substring(0, 1024);
3019 else 3287 else
3020 msg.message = message; 3288 msg.message = message;
3021 msg.dialog = (byte)19; // messgage from script ??? // dialog; 3289 msg.dialog = (byte)19; // MessageFromObject
3022 msg.fromGroup = false;// fromGroup; 3290 msg.fromGroup = false;// fromGroup;
3023 msg.offline = (byte)0; //offline; 3291 msg.offline = (byte)0; //offline;
3024 msg.ParentEstateID = 0; //ParentEstateID; 3292 msg.ParentEstateID = World.RegionInfo.EstateSettings.EstateID;
3025 msg.Position = Vector3.Zero;// new Vector3(m_host.AbsolutePosition); 3293 msg.Position = new Vector3(m_host.AbsolutePosition);
3026 msg.RegionID = World.RegionInfo.RegionID.Guid;//RegionID.Guid; 3294 msg.RegionID = World.RegionInfo.RegionID.Guid;
3027 msg.binaryBucket = new byte[0];// binaryBucket; 3295 msg.binaryBucket = Util.StringToBytes256(m_host.OwnerID.ToString());
3028 3296
3029 if (m_TransferModule != null) 3297 if (m_TransferModule != null)
3030 { 3298 {
@@ -3044,7 +3312,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3044 } 3312 }
3045 3313
3046 emailModule.SendEmail(m_host.UUID, address, subject, message); 3314 emailModule.SendEmail(m_host.UUID, address, subject, message);
3047 ScriptSleep(20000); 3315 ScriptSleep(15000);
3048 } 3316 }
3049 3317
3050 public void llGetNextEmail(string address, string subject) 3318 public void llGetNextEmail(string address, string subject)
@@ -3146,13 +3414,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3146 m_host.AddScriptLPS(1); 3414 m_host.AddScriptLPS(1);
3147 } 3415 }
3148 3416
3149 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
3150 {
3151 m_host.AddScriptLPS(1);
3152 Quaternion rot = new Quaternion((float)target.x, (float)target.y, (float)target.z, (float)target.s);
3153 m_host.RotLookAt(rot, (float)strength, (float)damping);
3154 }
3155
3156 public LSL_Integer llStringLength(string str) 3417 public LSL_Integer llStringLength(string str)
3157 { 3418 {
3158 m_host.AddScriptLPS(1); 3419 m_host.AddScriptLPS(1);
@@ -3176,14 +3437,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3176 3437
3177 TaskInventoryItem item; 3438 TaskInventoryItem item;
3178 3439
3179 lock (m_host.TaskInventory) 3440 m_host.TaskInventory.LockItemsForRead(true);
3441 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3180 { 3442 {
3181 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3443 m_host.TaskInventory.LockItemsForRead(false);
3182 return; 3444 return;
3183 else
3184 item = m_host.TaskInventory[InventorySelf()];
3185 } 3445 }
3186 3446 else
3447 {
3448 item = m_host.TaskInventory[InventorySelf()];
3449 }
3450 m_host.TaskInventory.LockItemsForRead(false);
3187 if (item.PermsGranter == UUID.Zero) 3451 if (item.PermsGranter == UUID.Zero)
3188 return; 3452 return;
3189 3453
@@ -3213,13 +3477,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3213 3477
3214 TaskInventoryItem item; 3478 TaskInventoryItem item;
3215 3479
3216 lock (m_host.TaskInventory) 3480 m_host.TaskInventory.LockItemsForRead(true);
3481 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3217 { 3482 {
3218 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3483 m_host.TaskInventory.LockItemsForRead(false);
3219 return; 3484 return;
3220 else 3485 }
3221 item = m_host.TaskInventory[InventorySelf()]; 3486 else
3487 {
3488 item = m_host.TaskInventory[InventorySelf()];
3222 } 3489 }
3490 m_host.TaskInventory.LockItemsForRead(false);
3491
3223 3492
3224 if (item.PermsGranter == UUID.Zero) 3493 if (item.PermsGranter == UUID.Zero)
3225 return; 3494 return;
@@ -3296,10 +3565,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3296 3565
3297 TaskInventoryItem item; 3566 TaskInventoryItem item;
3298 3567
3299 lock (m_host.TaskInventory) 3568
3569 m_host.TaskInventory.LockItemsForRead(true);
3570 if (!m_host.TaskInventory.ContainsKey(invItemID))
3571 {
3572 m_host.TaskInventory.LockItemsForRead(false);
3573 return;
3574 }
3575 else
3300 { 3576 {
3301 item = m_host.TaskInventory[invItemID]; 3577 item = m_host.TaskInventory[invItemID];
3302 } 3578 }
3579 m_host.TaskInventory.LockItemsForRead(false);
3303 3580
3304 if (agentID == UUID.Zero || perm == 0) // Releasing permissions 3581 if (agentID == UUID.Zero || perm == 0) // Releasing permissions
3305 { 3582 {
@@ -3331,11 +3608,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3331 3608
3332 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3609 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3333 { 3610 {
3334 lock (m_host.TaskInventory) 3611 m_host.TaskInventory.LockItemsForWrite(true);
3335 { 3612 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3336 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3613 m_host.TaskInventory[invItemID].PermsMask = perm;
3337 m_host.TaskInventory[invItemID].PermsMask = perm; 3614 m_host.TaskInventory.LockItemsForWrite(false);
3338 }
3339 3615
3340 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3616 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3341 "run_time_permissions", new Object[] { 3617 "run_time_permissions", new Object[] {
@@ -3355,11 +3631,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3355 3631
3356 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3632 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3357 { 3633 {
3358 lock (m_host.TaskInventory) 3634 m_host.TaskInventory.LockItemsForWrite(true);
3359 { 3635 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3360 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3636 m_host.TaskInventory[invItemID].PermsMask = perm;
3361 m_host.TaskInventory[invItemID].PermsMask = perm; 3637 m_host.TaskInventory.LockItemsForWrite(false);
3362 }
3363 3638
3364 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3639 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3365 "run_time_permissions", new Object[] { 3640 "run_time_permissions", new Object[] {
@@ -3380,11 +3655,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3380 3655
3381 if (!m_waitingForScriptAnswer) 3656 if (!m_waitingForScriptAnswer)
3382 { 3657 {
3383 lock (m_host.TaskInventory) 3658 m_host.TaskInventory.LockItemsForWrite(true);
3384 { 3659 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3385 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3660 m_host.TaskInventory[invItemID].PermsMask = 0;
3386 m_host.TaskInventory[invItemID].PermsMask = 0; 3661 m_host.TaskInventory.LockItemsForWrite(false);
3387 }
3388 3662
3389 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer; 3663 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer;
3390 m_waitingForScriptAnswer=true; 3664 m_waitingForScriptAnswer=true;
@@ -3419,10 +3693,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3419 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0) 3693 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0)
3420 llReleaseControls(); 3694 llReleaseControls();
3421 3695
3422 lock (m_host.TaskInventory) 3696
3423 { 3697 m_host.TaskInventory.LockItemsForWrite(true);
3424 m_host.TaskInventory[invItemID].PermsMask = answer; 3698 m_host.TaskInventory[invItemID].PermsMask = answer;
3425 } 3699 m_host.TaskInventory.LockItemsForWrite(false);
3700
3426 3701
3427 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3702 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3428 "run_time_permissions", new Object[] { 3703 "run_time_permissions", new Object[] {
@@ -3434,16 +3709,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3434 { 3709 {
3435 m_host.AddScriptLPS(1); 3710 m_host.AddScriptLPS(1);
3436 3711
3437 lock (m_host.TaskInventory) 3712 m_host.TaskInventory.LockItemsForRead(true);
3713
3714 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3438 { 3715 {
3439 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3716 if (item.Type == 10 && item.ItemID == m_itemID)
3440 { 3717 {
3441 if (item.Type == 10 && item.ItemID == m_itemID) 3718 m_host.TaskInventory.LockItemsForRead(false);
3442 { 3719 return item.PermsGranter.ToString();
3443 return item.PermsGranter.ToString();
3444 }
3445 } 3720 }
3446 } 3721 }
3722 m_host.TaskInventory.LockItemsForRead(false);
3447 3723
3448 return UUID.Zero.ToString(); 3724 return UUID.Zero.ToString();
3449 } 3725 }
@@ -3452,19 +3728,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3452 { 3728 {
3453 m_host.AddScriptLPS(1); 3729 m_host.AddScriptLPS(1);
3454 3730
3455 lock (m_host.TaskInventory) 3731 m_host.TaskInventory.LockItemsForRead(true);
3732
3733 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3456 { 3734 {
3457 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3735 if (item.Type == 10 && item.ItemID == m_itemID)
3458 { 3736 {
3459 if (item.Type == 10 && item.ItemID == m_itemID) 3737 int perms = item.PermsMask;
3460 { 3738 if (m_automaticLinkPermission)
3461 int perms = item.PermsMask; 3739 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS;
3462 if (m_automaticLinkPermission) 3740 m_host.TaskInventory.LockItemsForRead(false);
3463 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS; 3741 return perms;
3464 return perms;
3465 }
3466 } 3742 }
3467 } 3743 }
3744 m_host.TaskInventory.LockItemsForRead(false);
3468 3745
3469 return 0; 3746 return 0;
3470 } 3747 }
@@ -3486,9 +3763,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3486 public void llSetLinkColor(int linknumber, LSL_Vector color, int face) 3763 public void llSetLinkColor(int linknumber, LSL_Vector color, int face)
3487 { 3764 {
3488 List<SceneObjectPart> parts = GetLinkParts(linknumber); 3765 List<SceneObjectPart> parts = GetLinkParts(linknumber);
3489 3766 if (parts.Count > 0)
3490 foreach (SceneObjectPart part in parts) 3767 {
3491 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face); 3768 try
3769 {
3770 parts[0].ParentGroup.areUpdatesSuspended = true;
3771 foreach (SceneObjectPart part in parts)
3772 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
3773 }
3774 finally
3775 {
3776 parts[0].ParentGroup.areUpdatesSuspended = false;
3777 }
3778 }
3492 } 3779 }
3493 3780
3494 public void llCreateLink(string target, int parent) 3781 public void llCreateLink(string target, int parent)
@@ -3497,11 +3784,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3497 UUID invItemID = InventorySelf(); 3784 UUID invItemID = InventorySelf();
3498 3785
3499 TaskInventoryItem item; 3786 TaskInventoryItem item;
3500 lock (m_host.TaskInventory) 3787 m_host.TaskInventory.LockItemsForRead(true);
3501 { 3788 item = m_host.TaskInventory[invItemID];
3502 item = m_host.TaskInventory[invItemID]; 3789 m_host.TaskInventory.LockItemsForRead(false);
3503 } 3790
3504
3505 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3791 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3506 && !m_automaticLinkPermission) 3792 && !m_automaticLinkPermission)
3507 { 3793 {
@@ -3554,16 +3840,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3554 m_host.AddScriptLPS(1); 3840 m_host.AddScriptLPS(1);
3555 UUID invItemID = InventorySelf(); 3841 UUID invItemID = InventorySelf();
3556 3842
3557 lock (m_host.TaskInventory) 3843 m_host.TaskInventory.LockItemsForRead(true);
3558 {
3559 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3844 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3560 && !m_automaticLinkPermission) 3845 && !m_automaticLinkPermission)
3561 { 3846 {
3562 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!"); 3847 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
3848 m_host.TaskInventory.LockItemsForRead(false);
3563 return; 3849 return;
3564 } 3850 }
3565 } 3851 m_host.TaskInventory.LockItemsForRead(false);
3566 3852
3567 if (linknum < ScriptBaseClass.LINK_THIS) 3853 if (linknum < ScriptBaseClass.LINK_THIS)
3568 return; 3854 return;
3569 3855
@@ -3602,10 +3888,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3602 // Restructuring Multiple Prims. 3888 // Restructuring Multiple Prims.
3603 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Children.Values); 3889 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Children.Values);
3604 parts.Remove(parentPrim.RootPart); 3890 parts.Remove(parentPrim.RootPart);
3605 foreach (SceneObjectPart part in parts) 3891 if (parts.Count > 0)
3606 { 3892 {
3607 parentPrim.DelinkFromGroup(part.LocalId, true); 3893 try
3894 {
3895 parts[0].ParentGroup.areUpdatesSuspended = true;
3896 foreach (SceneObjectPart part in parts)
3897 {
3898 parentPrim.DelinkFromGroup(part.LocalId, true);
3899 }
3900 }
3901 finally
3902 {
3903 parts[0].ParentGroup.areUpdatesSuspended = false;
3904 }
3608 } 3905 }
3906
3609 parentPrim.HasGroupChanged = true; 3907 parentPrim.HasGroupChanged = true;
3610 parentPrim.ScheduleGroupForFullUpdate(); 3908 parentPrim.ScheduleGroupForFullUpdate();
3611 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 3909 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
@@ -3614,11 +3912,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3614 { 3912 {
3615 SceneObjectPart newRoot = parts[0]; 3913 SceneObjectPart newRoot = parts[0];
3616 parts.Remove(newRoot); 3914 parts.Remove(newRoot);
3617 foreach (SceneObjectPart part in parts) 3915
3916 try
3618 { 3917 {
3619 part.UpdateFlag = 0; 3918 parts[0].ParentGroup.areUpdatesSuspended = true;
3620 newRoot.ParentGroup.LinkToGroup(part.ParentGroup); 3919 foreach (SceneObjectPart part in parts)
3920 {
3921 part.UpdateFlag = 0;
3922 newRoot.ParentGroup.LinkToGroup(part.ParentGroup);
3923 }
3621 } 3924 }
3925 finally
3926 {
3927 parts[0].ParentGroup.areUpdatesSuspended = false;
3928 }
3929
3930
3622 newRoot.ParentGroup.HasGroupChanged = true; 3931 newRoot.ParentGroup.HasGroupChanged = true;
3623 newRoot.ParentGroup.ScheduleGroupForFullUpdate(); 3932 newRoot.ParentGroup.ScheduleGroupForFullUpdate();
3624 } 3933 }
@@ -3644,11 +3953,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3644 3953
3645 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Children.Values); 3954 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Children.Values);
3646 parts.Remove(parentPrim.RootPart); 3955 parts.Remove(parentPrim.RootPart);
3647 3956 if (parts.Count > 0)
3648 foreach (SceneObjectPart part in parts)
3649 { 3957 {
3650 parentPrim.DelinkFromGroup(part.LocalId, true); 3958 try
3651 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 3959 {
3960 parts[0].ParentGroup.areUpdatesSuspended = true;
3961 foreach (SceneObjectPart part in parts)
3962 {
3963 parentPrim.DelinkFromGroup(part.LocalId, true);
3964 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
3965 }
3966 }
3967 finally
3968 {
3969 parts[0].ParentGroup.areUpdatesSuspended = false;
3970 }
3652 } 3971 }
3653 parentPrim.HasGroupChanged = true; 3972 parentPrim.HasGroupChanged = true;
3654 parentPrim.ScheduleGroupForFullUpdate(); 3973 parentPrim.ScheduleGroupForFullUpdate();
@@ -3740,17 +4059,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3740 m_host.AddScriptLPS(1); 4059 m_host.AddScriptLPS(1);
3741 int count = 0; 4060 int count = 0;
3742 4061
3743 lock (m_host.TaskInventory) 4062 m_host.TaskInventory.LockItemsForRead(true);
4063 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3744 { 4064 {
3745 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4065 if (inv.Value.Type == type || type == -1)
3746 { 4066 {
3747 if (inv.Value.Type == type || type == -1) 4067 count = count + 1;
3748 {
3749 count = count + 1;
3750 }
3751 } 4068 }
3752 } 4069 }
3753 4070
4071 m_host.TaskInventory.LockItemsForRead(false);
3754 return count; 4072 return count;
3755 } 4073 }
3756 4074
@@ -3759,16 +4077,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3759 m_host.AddScriptLPS(1); 4077 m_host.AddScriptLPS(1);
3760 ArrayList keys = new ArrayList(); 4078 ArrayList keys = new ArrayList();
3761 4079
3762 lock (m_host.TaskInventory) 4080 m_host.TaskInventory.LockItemsForRead(true);
4081 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3763 { 4082 {
3764 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4083 if (inv.Value.Type == type || type == -1)
3765 { 4084 {
3766 if (inv.Value.Type == type || type == -1) 4085 keys.Add(inv.Value.Name);
3767 {
3768 keys.Add(inv.Value.Name);
3769 }
3770 } 4086 }
3771 } 4087 }
4088 m_host.TaskInventory.LockItemsForRead(false);
3772 4089
3773 if (keys.Count == 0) 4090 if (keys.Count == 0)
3774 { 4091 {
@@ -3805,20 +4122,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3805 } 4122 }
3806 4123
3807 // move the first object found with this inventory name 4124 // move the first object found with this inventory name
3808 lock (m_host.TaskInventory) 4125 m_host.TaskInventory.LockItemsForRead(true);
4126 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3809 { 4127 {
3810 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4128 if (inv.Value.Name == inventory)
3811 { 4129 {
3812 if (inv.Value.Name == inventory) 4130 found = true;
3813 { 4131 objId = inv.Key;
3814 found = true; 4132 assetType = inv.Value.Type;
3815 objId = inv.Key; 4133 objName = inv.Value.Name;
3816 assetType = inv.Value.Type; 4134 break;
3817 objName = inv.Value.Name;
3818 break;
3819 }
3820 } 4135 }
3821 } 4136 }
4137 m_host.TaskInventory.LockItemsForRead(false);
3822 4138
3823 if (!found) 4139 if (!found)
3824 { 4140 {
@@ -3826,9 +4142,30 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3826 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory)); 4142 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory));
3827 } 4143 }
3828 4144
3829 // check if destination is an avatar 4145 // check if destination is an object
3830 if (World.GetScenePresence(destId) != null) 4146 if (World.GetSceneObjectPart(destId) != null)
4147 {
4148 // destination is an object
4149 World.MoveTaskInventoryItem(destId, m_host, objId);
4150 }
4151 else
3831 { 4152 {
4153 ScenePresence presence = World.GetScenePresence(destId);
4154
4155 if (presence == null)
4156 {
4157 UserAccount account =
4158 World.UserAccountService.GetUserAccount(
4159 World.RegionInfo.ScopeID,
4160 destId);
4161
4162 if (account == null)
4163 {
4164 llSay(0, "Can't find destination "+destId.ToString());
4165 return;
4166 }
4167 }
4168
3832 // destination is an avatar 4169 // destination is an avatar
3833 InventoryItemBase agentItem = 4170 InventoryItemBase agentItem =
3834 World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId); 4171 World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId);
@@ -3838,7 +4175,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3838 4175
3839 byte[] bucket = new byte[17]; 4176 byte[] bucket = new byte[17];
3840 bucket[0] = (byte)assetType; 4177 bucket[0] = (byte)assetType;
3841 byte[] objBytes = objId.GetBytes(); 4178 byte[] objBytes = agentItem.ID.GetBytes();
3842 Array.Copy(objBytes, 0, bucket, 1, 16); 4179 Array.Copy(objBytes, 0, bucket, 1, 16);
3843 4180
3844 Console.WriteLine("Giving inventory"); 4181 Console.WriteLine("Giving inventory");
@@ -3854,33 +4191,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3854 4191
3855 if (m_TransferModule != null) 4192 if (m_TransferModule != null)
3856 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {}); 4193 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
4194
4195 //This delay should only occur when giving inventory to avatars.
4196 ScriptSleep(3000);
3857 } 4197 }
3858 else
3859 {
3860 // destination is an object
3861 World.MoveTaskInventoryItem(destId, m_host, objId);
3862 }
3863 ScriptSleep(3000);
3864 } 4198 }
3865 4199
4200 [DebuggerNonUserCode]
3866 public void llRemoveInventory(string name) 4201 public void llRemoveInventory(string name)
3867 { 4202 {
3868 m_host.AddScriptLPS(1); 4203 m_host.AddScriptLPS(1);
3869 4204
3870 lock (m_host.TaskInventory) 4205 m_host.TaskInventory.LockItemsForRead(true);
4206 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3871 { 4207 {
3872 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4208 if (item.Name == name)
3873 { 4209 {
3874 if (item.Name == name) 4210 if (item.ItemID == m_itemID)
3875 { 4211 throw new ScriptDeleteException();
3876 if (item.ItemID == m_itemID) 4212 else
3877 throw new ScriptDeleteException(); 4213 m_host.Inventory.RemoveInventoryItem(item.ItemID);
3878 else 4214
3879 m_host.Inventory.RemoveInventoryItem(item.ItemID); 4215 m_host.TaskInventory.LockItemsForRead(false);
3880 return; 4216 return;
3881 }
3882 } 4217 }
3883 } 4218 }
4219 m_host.TaskInventory.LockItemsForRead(false);
3884 } 4220 }
3885 4221
3886 public void llSetText(string text, LSL_Vector color, double alpha) 4222 public void llSetText(string text, LSL_Vector color, double alpha)
@@ -3970,6 +4306,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3970 { 4306 {
3971 m_host.AddScriptLPS(1); 4307 m_host.AddScriptLPS(1);
3972 4308
4309 //Clone is thread safe
3973 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 4310 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
3974 4311
3975 foreach (TaskInventoryItem item in itemDictionary.Values) 4312 foreach (TaskInventoryItem item in itemDictionary.Values)
@@ -4023,6 +4360,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4023 ScenePresence presence = World.GetScenePresence(agentId); 4360 ScenePresence presence = World.GetScenePresence(agentId);
4024 if (presence != null) 4361 if (presence != null)
4025 { 4362 {
4363 // agent must not be a god
4364 if (presence.GodLevel >= 200) return;
4365
4026 // agent must be over the owners land 4366 // agent must be over the owners land
4027 if (m_host.OwnerID == World.LandChannel.GetLandObject( 4367 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4028 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) 4368 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
@@ -4083,17 +4423,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4083 UUID soundId = UUID.Zero; 4423 UUID soundId = UUID.Zero;
4084 if (!UUID.TryParse(impact_sound, out soundId)) 4424 if (!UUID.TryParse(impact_sound, out soundId))
4085 { 4425 {
4086 lock (m_host.TaskInventory) 4426 m_host.TaskInventory.LockItemsForRead(true);
4427 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4087 { 4428 {
4088 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4429 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound)
4089 { 4430 {
4090 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound) 4431 soundId = item.AssetID;
4091 { 4432 break;
4092 soundId = item.AssetID;
4093 break;
4094 }
4095 } 4433 }
4096 } 4434 }
4435 m_host.TaskInventory.LockItemsForRead(false);
4097 } 4436 }
4098 m_host.CollisionSound = soundId; 4437 m_host.CollisionSound = soundId;
4099 m_host.CollisionSoundVolume = (float)impact_volume; 4438 m_host.CollisionSoundVolume = (float)impact_volume;
@@ -4139,6 +4478,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4139 UUID partItemID; 4478 UUID partItemID;
4140 foreach (SceneObjectPart part in parts) 4479 foreach (SceneObjectPart part in parts)
4141 { 4480 {
4481 //Clone is thread safe
4142 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); 4482 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
4143 4483
4144 foreach (TaskInventoryItem item in itemsDictionary.Values) 4484 foreach (TaskInventoryItem item in itemsDictionary.Values)
@@ -4353,17 +4693,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4353 4693
4354 m_host.AddScriptLPS(1); 4694 m_host.AddScriptLPS(1);
4355 4695
4356 lock (m_host.TaskInventory) 4696 m_host.TaskInventory.LockItemsForRead(true);
4697 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4357 { 4698 {
4358 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4699 if (item.Type == 10 && item.ItemID == m_itemID)
4359 { 4700 {
4360 if (item.Type == 10 && item.ItemID == m_itemID) 4701 result = item.Name!=null?item.Name:String.Empty;
4361 { 4702 break;
4362 result = item.Name != null ? item.Name : String.Empty;
4363 break;
4364 }
4365 } 4703 }
4366 } 4704 }
4705 m_host.TaskInventory.LockItemsForRead(false);
4367 4706
4368 return result; 4707 return result;
4369 } 4708 }
@@ -4516,23 +4855,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4516 { 4855 {
4517 m_host.AddScriptLPS(1); 4856 m_host.AddScriptLPS(1);
4518 4857
4519 lock (m_host.TaskInventory) 4858 m_host.TaskInventory.LockItemsForRead(true);
4859 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
4520 { 4860 {
4521 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4861 if (inv.Value.Name == name)
4522 { 4862 {
4523 if (inv.Value.Name == name) 4863 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify))
4524 { 4864 {
4525 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) 4865 m_host.TaskInventory.LockItemsForRead(false);
4526 { 4866 return inv.Value.AssetID.ToString();
4527 return inv.Value.AssetID.ToString(); 4867 }
4528 } 4868 else
4529 else 4869 {
4530 { 4870 m_host.TaskInventory.LockItemsForRead(false);
4531 return UUID.Zero.ToString(); 4871 return UUID.Zero.ToString();
4532 }
4533 } 4872 }
4534 } 4873 }
4535 } 4874 }
4875 m_host.TaskInventory.LockItemsForRead(false);
4536 4876
4537 return UUID.Zero.ToString(); 4877 return UUID.Zero.ToString();
4538 } 4878 }
@@ -4685,14 +5025,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4685 { 5025 {
4686 m_host.AddScriptLPS(1); 5026 m_host.AddScriptLPS(1);
4687 5027
4688 if (src == null) 5028 return src.Length;
4689 {
4690 return 0;
4691 }
4692 else
4693 {
4694 return src.Length;
4695 }
4696 } 5029 }
4697 5030
4698 public LSL_Integer llList2Integer(LSL_List src, int index) 5031 public LSL_Integer llList2Integer(LSL_List src, int index)
@@ -5468,10 +5801,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5468 m_host.AddScriptLPS(1); 5801 m_host.AddScriptLPS(1);
5469 5802
5470 List<SceneObjectPart> parts = GetLinkParts(linknumber); 5803 List<SceneObjectPart> parts = GetLinkParts(linknumber);
5471 5804 if (parts.Count > 0)
5472 foreach (var part in parts)
5473 { 5805 {
5474 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate); 5806 try
5807 {
5808 parts[0].ParentGroup.areUpdatesSuspended = true;
5809 foreach (var part in parts)
5810 {
5811 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate);
5812 }
5813 }
5814 finally
5815 {
5816 parts[0].ParentGroup.areUpdatesSuspended = false;
5817 }
5475 } 5818 }
5476 } 5819 }
5477 5820
@@ -5527,74 +5870,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5527 5870
5528 public LSL_List llParseString2List(string str, LSL_List separators, LSL_List in_spacers) 5871 public LSL_List llParseString2List(string str, LSL_List separators, LSL_List in_spacers)
5529 { 5872 {
5530 m_host.AddScriptLPS(1); 5873 return ParseString2List(str, separators, in_spacers, false);
5531 LSL_List ret = new LSL_List();
5532 LSL_List spacers = new LSL_List();
5533 if (in_spacers.Length > 0 && separators.Length > 0)
5534 {
5535 for (int i = 0; i < in_spacers.Length; i++)
5536 {
5537 object s = in_spacers.Data[i];
5538 for (int j = 0; j < separators.Length; j++)
5539 {
5540 if (separators.Data[j].ToString() == s.ToString())
5541 {
5542 s = null;
5543 break;
5544 }
5545 }
5546 if (s != null)
5547 {
5548 spacers.Add(s);
5549 }
5550 }
5551 }
5552 object[] delimiters = new object[separators.Length + spacers.Length];
5553 separators.Data.CopyTo(delimiters, 0);
5554 spacers.Data.CopyTo(delimiters, separators.Length);
5555 bool dfound = false;
5556 do
5557 {
5558 dfound = false;
5559 int cindex = -1;
5560 string cdeli = "";
5561 for (int i = 0; i < delimiters.Length; i++)
5562 {
5563 int index = str.IndexOf(delimiters[i].ToString());
5564 bool found = index != -1;
5565 if (found && String.Empty != delimiters[i].ToString())
5566 {
5567 if ((cindex > index) || (cindex == -1))
5568 {
5569 cindex = index;
5570 cdeli = delimiters[i].ToString();
5571 }
5572 dfound = dfound || found;
5573 }
5574 }
5575 if (cindex != -1)
5576 {
5577 if (cindex > 0)
5578 {
5579 ret.Add(new LSL_String(str.Substring(0, cindex)));
5580 }
5581 // Cannot use spacers.Contains() because spacers may be either type String or LSLString
5582 for (int j = 0; j < spacers.Length; j++)
5583 {
5584 if (spacers.Data[j].ToString() == cdeli)
5585 {
5586 ret.Add(new LSL_String(cdeli));
5587 break;
5588 }
5589 }
5590 str = str.Substring(cindex + cdeli.Length);
5591 }
5592 } while (dfound);
5593 if (str != "")
5594 {
5595 ret.Add(new LSL_String(str));
5596 }
5597 return ret;
5598 } 5874 }
5599 5875
5600 public LSL_Integer llOverMyLand(string id) 5876 public LSL_Integer llOverMyLand(string id)
@@ -5797,7 +6073,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5797 return m_host.ParentGroup.RootPart.AttachmentPoint; 6073 return m_host.ParentGroup.RootPart.AttachmentPoint;
5798 } 6074 }
5799 6075
5800 public LSL_Integer llGetFreeMemory() 6076 public virtual LSL_Integer llGetFreeMemory()
5801 { 6077 {
5802 m_host.AddScriptLPS(1); 6078 m_host.AddScriptLPS(1);
5803 // Make scripts designed for LSO happy 6079 // Make scripts designed for LSO happy
@@ -6108,14 +6384,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6108 6384
6109 protected UUID GetTaskInventoryItem(string name) 6385 protected UUID GetTaskInventoryItem(string name)
6110 { 6386 {
6111 lock (m_host.TaskInventory) 6387 m_host.TaskInventory.LockItemsForRead(true);
6388 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6112 { 6389 {
6113 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6390 if (inv.Value.Name == name)
6114 { 6391 {
6115 if (inv.Value.Name == name) 6392 m_host.TaskInventory.LockItemsForRead(false);
6116 return inv.Key; 6393 return inv.Key;
6117 } 6394 }
6118 } 6395 }
6396 m_host.TaskInventory.LockItemsForRead(false);
6119 6397
6120 return UUID.Zero; 6398 return UUID.Zero;
6121 } 6399 }
@@ -6443,22 +6721,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6443 } 6721 }
6444 6722
6445 // copy the first script found with this inventory name 6723 // copy the first script found with this inventory name
6446 lock (m_host.TaskInventory) 6724 m_host.TaskInventory.LockItemsForRead(true);
6725 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6447 { 6726 {
6448 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6727 if (inv.Value.Name == name)
6449 { 6728 {
6450 if (inv.Value.Name == name) 6729 // make sure the object is a script
6730 if (10 == inv.Value.Type)
6451 { 6731 {
6452 // make sure the object is a script 6732 found = true;
6453 if (10 == inv.Value.Type) 6733 srcId = inv.Key;
6454 { 6734 break;
6455 found = true;
6456 srcId = inv.Key;
6457 break;
6458 }
6459 } 6735 }
6460 } 6736 }
6461 } 6737 }
6738 m_host.TaskInventory.LockItemsForRead(false);
6462 6739
6463 if (!found) 6740 if (!found)
6464 { 6741 {
@@ -6542,6 +6819,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6542 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist) 6819 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist)
6543 { 6820 {
6544 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 6821 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
6822 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6823 return shapeBlock;
6545 6824
6546 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && 6825 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT &&
6547 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE && 6826 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE &&
@@ -6617,6 +6896,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6617 6896
6618 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte fudge) 6897 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte fudge)
6619 { 6898 {
6899 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6900 return;
6901
6620 ObjectShapePacket.ObjectDataBlock shapeBlock; 6902 ObjectShapePacket.ObjectDataBlock shapeBlock;
6621 6903
6622 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 6904 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6666,6 +6948,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6666 6948
6667 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte fudge) 6949 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte fudge)
6668 { 6950 {
6951 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6952 return;
6953
6669 ObjectShapePacket.ObjectDataBlock shapeBlock; 6954 ObjectShapePacket.ObjectDataBlock shapeBlock;
6670 6955
6671 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 6956 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6708,6 +6993,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6708 6993
6709 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) 6994 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)
6710 { 6995 {
6996 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6997 return;
6998
6711 ObjectShapePacket.ObjectDataBlock shapeBlock; 6999 ObjectShapePacket.ObjectDataBlock shapeBlock;
6712 7000
6713 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 7001 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6834,6 +7122,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6834 7122
6835 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type) 7123 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type)
6836 { 7124 {
7125 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7126 return;
7127
6837 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7128 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
6838 UUID sculptId; 7129 UUID sculptId;
6839 7130
@@ -6849,13 +7140,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6849 shapeBlock.PathScaleX = 100; 7140 shapeBlock.PathScaleX = 100;
6850 shapeBlock.PathScaleY = 150; 7141 shapeBlock.PathScaleY = 150;
6851 7142
6852 if (type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_CYLINDER && 7143 if ((type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_CYLINDER) == 0 &&
6853 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_PLANE && 7144 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_PLANE) == 0 &&
6854 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE && 7145 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE) == 0 &&
6855 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS) 7146 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS) == 0)
6856 { 7147 {
6857 // default 7148 // default
6858 type = (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE; 7149 type = type | (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE;
6859 } 7150 }
6860 7151
6861 // retain pathcurve 7152 // retain pathcurve
@@ -6872,23 +7163,83 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6872 SetPrimParams(m_host, rules); 7163 SetPrimParams(m_host, rules);
6873 } 7164 }
6874 7165
6875 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) 7166 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules)
6876 { 7167 {
6877 m_host.AddScriptLPS(1); 7168 m_host.AddScriptLPS(1);
6878 7169
6879 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7170 List<SceneObjectPart> parts = GetLinkParts(linknumber);
7171 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
7172 if (parts.Count>0)
7173 {
7174 try
7175 {
7176 parts[0].ParentGroup.areUpdatesSuspended = true;
7177 foreach (SceneObjectPart part in parts)
7178 SetPrimParams(part, rules);
7179 }
7180 finally
7181 {
7182 parts[0].ParentGroup.areUpdatesSuspended = false;
7183 }
7184 }
7185 if (avatars.Count > 0)
7186 {
7187 foreach (ScenePresence avatar in avatars)
7188 SetPrimParams(avatar, rules);
7189 }
7190 }
6880 7191
6881 foreach (SceneObjectPart part in parts) 7192 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules)
6882 SetPrimParams(part, rules); 7193 {
7194 llSetLinkPrimitiveParamsFast(linknumber, rules);
7195 ScriptSleep(200);
6883 } 7196 }
6884 7197
6885 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules) 7198 protected void SetPrimParams(ScenePresence av, LSL_List rules)
6886 { 7199 {
6887 llSetLinkPrimitiveParams(linknumber, rules); 7200 //This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
7201 //We only support PRIM_POSITION and PRIM_ROTATION
7202
7203 int idx = 0;
7204
7205 while (idx < rules.Length)
7206 {
7207 int code = rules.GetLSLIntegerItem(idx++);
7208
7209 int remain = rules.Length - idx;
7210
7211
7212
7213 switch (code)
7214 {
7215 case (int)ScriptBaseClass.PRIM_POSITION:
7216 if (remain < 1)
7217 return;
7218 LSL_Vector v;
7219 v = rules.GetVector3Item(idx++);
7220 av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
7221 av.SendFullUpdateToAllClients();
7222
7223 break;
7224
7225 case (int)ScriptBaseClass.PRIM_ROTATION:
7226 if (remain < 1)
7227 return;
7228 LSL_Rotation r;
7229 r = rules.GetQuaternionItem(idx++);
7230 av.OffsetRotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s);
7231 av.SendFullUpdateToAllClients();
7232 break;
7233 }
7234 }
7235
6888 } 7236 }
6889 7237
6890 protected void SetPrimParams(SceneObjectPart part, LSL_List rules) 7238 protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
6891 { 7239 {
7240 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7241 return;
7242
6892 int idx = 0; 7243 int idx = 0;
6893 7244
6894 while (idx < rules.Length) 7245 while (idx < rules.Length)
@@ -7720,24 +8071,95 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7720 break; 8071 break;
7721 8072
7722 case (int)ScriptBaseClass.PRIM_BUMP_SHINY: 8073 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
7723 // TODO--------------
7724 if (remain < 1) 8074 if (remain < 1)
7725 return res; 8075 return res;
8076 face = (int)rules.GetLSLIntegerItem(idx++);
7726 8077
7727 face=(int)rules.GetLSLIntegerItem(idx++); 8078 tex = part.Shape.Textures;
7728 8079 int shiny;
7729 res.Add(new LSL_Integer(0)); 8080 if (face == ScriptBaseClass.ALL_SIDES)
7730 res.Add(new LSL_Integer(0)); 8081 {
8082 for (face = 0; face < GetNumberOfSides(part); face++)
8083 {
8084 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8085 if (shinyness == Shininess.High)
8086 {
8087 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8088 }
8089 else if (shinyness == Shininess.Medium)
8090 {
8091 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8092 }
8093 else if (shinyness == Shininess.Low)
8094 {
8095 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8096 }
8097 else
8098 {
8099 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8100 }
8101 res.Add(new LSL_Integer(shiny));
8102 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8103 }
8104 }
8105 else
8106 {
8107 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8108 if (shinyness == Shininess.High)
8109 {
8110 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8111 }
8112 else if (shinyness == Shininess.Medium)
8113 {
8114 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8115 }
8116 else if (shinyness == Shininess.Low)
8117 {
8118 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8119 }
8120 else
8121 {
8122 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8123 }
8124 res.Add(new LSL_Integer(shiny));
8125 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8126 }
7731 break; 8127 break;
7732 8128
7733 case (int)ScriptBaseClass.PRIM_FULLBRIGHT: 8129 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
7734 // TODO--------------
7735 if (remain < 1) 8130 if (remain < 1)
7736 return res; 8131 return res;
8132 face = (int)rules.GetLSLIntegerItem(idx++);
7737 8133
7738 face=(int)rules.GetLSLIntegerItem(idx++); 8134 tex = part.Shape.Textures;
7739 8135 int fullbright;
7740 res.Add(new LSL_Integer(0)); 8136 if (face == ScriptBaseClass.ALL_SIDES)
8137 {
8138 for (face = 0; face < GetNumberOfSides(part); face++)
8139 {
8140 if (tex.GetFace((uint)face).Fullbright == true)
8141 {
8142 fullbright = ScriptBaseClass.TRUE;
8143 }
8144 else
8145 {
8146 fullbright = ScriptBaseClass.FALSE;
8147 }
8148 res.Add(new LSL_Integer(fullbright));
8149 }
8150 }
8151 else
8152 {
8153 if (tex.GetFace((uint)face).Fullbright == true)
8154 {
8155 fullbright = ScriptBaseClass.TRUE;
8156 }
8157 else
8158 {
8159 fullbright = ScriptBaseClass.FALSE;
8160 }
8161 res.Add(new LSL_Integer(fullbright));
8162 }
7741 break; 8163 break;
7742 8164
7743 case (int)ScriptBaseClass.PRIM_FLEXIBLE: 8165 case (int)ScriptBaseClass.PRIM_FLEXIBLE:
@@ -7758,14 +8180,37 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7758 break; 8180 break;
7759 8181
7760 case (int)ScriptBaseClass.PRIM_TEXGEN: 8182 case (int)ScriptBaseClass.PRIM_TEXGEN:
7761 // TODO--------------
7762 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR) 8183 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
7763 if (remain < 1) 8184 if (remain < 1)
7764 return res; 8185 return res;
8186 face = (int)rules.GetLSLIntegerItem(idx++);
7765 8187
7766 face=(int)rules.GetLSLIntegerItem(idx++); 8188 tex = part.Shape.Textures;
7767 8189 if (face == ScriptBaseClass.ALL_SIDES)
7768 res.Add(new LSL_Integer(0)); 8190 {
8191 for (face = 0; face < GetNumberOfSides(part); face++)
8192 {
8193 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8194 {
8195 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8196 }
8197 else
8198 {
8199 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8200 }
8201 }
8202 }
8203 else
8204 {
8205 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8206 {
8207 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8208 }
8209 else
8210 {
8211 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8212 }
8213 }
7769 break; 8214 break;
7770 8215
7771 case (int)ScriptBaseClass.PRIM_POINT_LIGHT: 8216 case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
@@ -7784,13 +8229,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7784 break; 8229 break;
7785 8230
7786 case (int)ScriptBaseClass.PRIM_GLOW: 8231 case (int)ScriptBaseClass.PRIM_GLOW:
7787 // TODO--------------
7788 if (remain < 1) 8232 if (remain < 1)
7789 return res; 8233 return res;
8234 face = (int)rules.GetLSLIntegerItem(idx++);
7790 8235
7791 face=(int)rules.GetLSLIntegerItem(idx++); 8236 tex = part.Shape.Textures;
7792 8237 float primglow;
7793 res.Add(new LSL_Float(0)); 8238 if (face == ScriptBaseClass.ALL_SIDES)
8239 {
8240 for (face = 0; face < GetNumberOfSides(part); face++)
8241 {
8242 primglow = tex.GetFace((uint)face).Glow;
8243 res.Add(new LSL_Float(primglow));
8244 }
8245 }
8246 else
8247 {
8248 primglow = tex.GetFace((uint)face).Glow;
8249 res.Add(new LSL_Float(primglow));
8250 }
7794 break; 8251 break;
7795 case (int)ScriptBaseClass.PRIM_TEXT: 8252 case (int)ScriptBaseClass.PRIM_TEXT:
7796 Color4 textColor = part.GetTextColor(); 8253 Color4 textColor = part.GetTextColor();
@@ -8096,8 +8553,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8096 // The function returns an ordered list 8553 // The function returns an ordered list
8097 // representing the tokens found in the supplied 8554 // representing the tokens found in the supplied
8098 // sources string. If two successive tokenizers 8555 // sources string. If two successive tokenizers
8099 // are encountered, then a NULL entry is added 8556 // are encountered, then a null-string entry is
8100 // to the list. 8557 // added to the list.
8101 // 8558 //
8102 // It is a precondition that the source and 8559 // It is a precondition that the source and
8103 // toekizer lisst are non-null. If they are null, 8560 // toekizer lisst are non-null. If they are null,
@@ -8105,7 +8562,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8105 // while their lengths are being determined. 8562 // while their lengths are being determined.
8106 // 8563 //
8107 // A small amount of working memoryis required 8564 // A small amount of working memoryis required
8108 // of approximately 8*#tokenizers. 8565 // of approximately 8*#tokenizers + 8*srcstrlen.
8109 // 8566 //
8110 // There are many ways in which this function 8567 // There are many ways in which this function
8111 // can be implemented, this implementation is 8568 // can be implemented, this implementation is
@@ -8121,136 +8578,111 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8121 // and eliminates redundant tokenizers as soon 8578 // and eliminates redundant tokenizers as soon
8122 // as is possible. 8579 // as is possible.
8123 // 8580 //
8124 // The implementation tries to avoid any copying 8581 // The implementation tries to minimize temporary
8125 // of arrays or other objects. 8582 // garbage generation.
8126 // </remarks> 8583 // </remarks>
8127 8584
8128 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers) 8585 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8129 { 8586 {
8130 int beginning = 0; 8587 return ParseString2List(src, separators, spacers, true);
8131 int srclen = src.Length; 8588 }
8132 int seplen = separators.Length;
8133 object[] separray = separators.Data;
8134 int spclen = spacers.Length;
8135 object[] spcarray = spacers.Data;
8136 int mlen = seplen+spclen;
8137
8138 int[] offset = new int[mlen+1];
8139 bool[] active = new bool[mlen];
8140 8589
8141 int best; 8590 private LSL_List ParseString2List(string src, LSL_List separators, LSL_List spacers, bool keepNulls)
8142 int j; 8591 {
8592 int srclen = src.Length;
8593 int seplen = separators.Length;
8594 object[] separray = separators.Data;
8595 int spclen = spacers.Length;
8596 object[] spcarray = spacers.Data;
8597 int dellen = 0;
8598 string[] delarray = new string[seplen+spclen];
8143 8599
8144 // Initial capacity reduces resize cost 8600 int outlen = 0;
8601 string[] outarray = new string[srclen*2+1];
8145 8602
8146 LSL_List tokens = new LSL_List(); 8603 int i, j;
8604 string d;
8147 8605
8148 m_host.AddScriptLPS(1); 8606 m_host.AddScriptLPS(1);
8149 8607
8150 // All entries are initially valid 8608 /*
8151 8609 * Convert separator and spacer lists to C# strings.
8152 for (int i = 0; i < mlen; i++) 8610 * Also filter out null strings so we don't hang.
8153 active[i] = true; 8611 */
8154 8612 for (i = 0; i < seplen; i ++) {
8155 offset[mlen] = srclen; 8613 d = separray[i].ToString();
8156 8614 if (d.Length > 0) {
8157 while (beginning < srclen) 8615 delarray[dellen++] = d;
8158 { 8616 }
8159 8617 }
8160 best = mlen; // as bad as it gets 8618 seplen = dellen;
8161
8162 // Scan for separators
8163 8619
8164 for (j = 0; j < seplen; j++) 8620 for (i = 0; i < spclen; i ++) {
8165 { 8621 d = spcarray[i].ToString();
8166 if (active[j]) 8622 if (d.Length > 0) {
8167 { 8623 delarray[dellen++] = d;
8168 // scan all of the markers
8169 if ((offset[j] = src.IndexOf(separray[j].ToString(), beginning)) == -1)
8170 {
8171 // not present at all
8172 active[j] = false;
8173 }
8174 else
8175 {
8176 // present and correct
8177 if (offset[j] < offset[best])
8178 {
8179 // closest so far
8180 best = j;
8181 if (offset[best] == beginning)
8182 break;
8183 }
8184 }
8185 }
8186 } 8624 }
8625 }
8187 8626
8188 // Scan for spacers 8627 /*
8628 * Scan through source string from beginning to end.
8629 */
8630 for (i = 0;;) {
8189 8631
8190 if (offset[best] != beginning) 8632 /*
8191 { 8633 * Find earliest delimeter in src starting at i (if any).
8192 for (j = seplen; (j < mlen) && (offset[best] > beginning); j++) 8634 */
8193 { 8635 int earliestDel = -1;
8194 if (active[j]) 8636 int earliestSrc = srclen;
8195 { 8637 string earliestStr = null;
8196 // scan all of the markers 8638 for (j = 0; j < dellen; j ++) {
8197 if ((offset[j] = src.IndexOf(spcarray[j-seplen].ToString(), beginning)) == -1) 8639 d = delarray[j];
8198 { 8640 if (d != null) {
8199 // not present at all 8641 int index = src.IndexOf(d, i);
8200 active[j] = false; 8642 if (index < 0) {
8201 } 8643 delarray[j] = null; // delim nowhere in src, don't check it anymore
8202 else 8644 } else if (index < earliestSrc) {
8203 { 8645 earliestSrc = index; // where delimeter starts in source string
8204 // present and correct 8646 earliestDel = j; // where delimeter is in delarray[]
8205 if (offset[j] < offset[best]) 8647 earliestStr = d; // the delimeter string from delarray[]
8206 { 8648 if (index == i) break; // can't do any better than found at beg of string
8207 // closest so far
8208 best = j;
8209 }
8210 }
8211 } 8649 }
8212 } 8650 }
8213 } 8651 }
8214 8652
8215 // This is the normal exit from the scanning loop 8653 /*
8216 8654 * Output source string starting at i through start of earliest delimeter.
8217 if (best == mlen) 8655 */
8218 { 8656 if (keepNulls || (earliestSrc > i)) {
8219 // no markers were found on this pass 8657 outarray[outlen++] = src.Substring(i, earliestSrc - i);
8220 // so we're pretty much done
8221 tokens.Add(new LSL_String(src.Substring(beginning, srclen - beginning)));
8222 break;
8223 } 8658 }
8224 8659
8225 // Otherwise we just add the newly delimited token 8660 /*
8226 // and recalculate where the search should continue. 8661 * If no delimeter found at or after i, we're done scanning.
8662 */
8663 if (earliestDel < 0) break;
8227 8664
8228 tokens.Add(new LSL_String(src.Substring(beginning,offset[best]-beginning))); 8665 /*
8229 8666 * If delimeter was a spacer, output the spacer.
8230 if (best < seplen) 8667 */
8231 { 8668 if (earliestDel >= seplen) {
8232 beginning = offset[best] + (separray[best].ToString()).Length; 8669 outarray[outlen++] = earliestStr;
8233 } 8670 }
8234 else
8235 {
8236 beginning = offset[best] + (spcarray[best - seplen].ToString()).Length;
8237 tokens.Add(new LSL_String(spcarray[best - seplen].ToString()));
8238 }
8239 }
8240 8671
8241 // This an awkward an not very intuitive boundary case. If the 8672 /*
8242 // last substring is a tokenizer, then there is an implied trailing 8673 * Look at rest of src string following delimeter.
8243 // null list entry. Hopefully the single comparison will not be too 8674 */
8244 // arduous. Alternatively the 'break' could be replced with a return 8675 i = earliestSrc + earliestStr.Length;
8245 // but that's shabby programming.
8246
8247 if (beginning == srclen)
8248 {
8249 if (srclen != 0)
8250 tokens.Add(new LSL_String(""));
8251 } 8676 }
8252 8677
8253 return tokens; 8678 /*
8679 * Make up an exact-sized output array suitable for an LSL_List object.
8680 */
8681 object[] outlist = new object[outlen];
8682 for (i = 0; i < outlen; i ++) {
8683 outlist[i] = new LSL_String(outarray[i]);
8684 }
8685 return new LSL_List(outlist);
8254 } 8686 }
8255 8687
8256 public LSL_Integer llGetObjectPermMask(int mask) 8688 public LSL_Integer llGetObjectPermMask(int mask)
@@ -8327,28 +8759,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8327 { 8759 {
8328 m_host.AddScriptLPS(1); 8760 m_host.AddScriptLPS(1);
8329 8761
8330 lock (m_host.TaskInventory) 8762 m_host.TaskInventory.LockItemsForRead(true);
8763 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8331 { 8764 {
8332 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 8765 if (inv.Value.Name == item)
8333 { 8766 {
8334 if (inv.Value.Name == item) 8767 m_host.TaskInventory.LockItemsForRead(false);
8768 switch (mask)
8335 { 8769 {
8336 switch (mask) 8770 case 0:
8337 { 8771 return (int)inv.Value.BasePermissions;
8338 case 0: 8772 case 1:
8339 return (int)inv.Value.BasePermissions; 8773 return (int)inv.Value.CurrentPermissions;
8340 case 1: 8774 case 2:
8341 return (int)inv.Value.CurrentPermissions; 8775 return (int)inv.Value.GroupPermissions;
8342 case 2: 8776 case 3:
8343 return (int)inv.Value.GroupPermissions; 8777 return (int)inv.Value.EveryonePermissions;
8344 case 3: 8778 case 4:
8345 return (int)inv.Value.EveryonePermissions; 8779 return (int)inv.Value.NextPermissions;
8346 case 4:
8347 return (int)inv.Value.NextPermissions;
8348 }
8349 } 8780 }
8350 } 8781 }
8351 } 8782 }
8783 m_host.TaskInventory.LockItemsForRead(false);
8352 8784
8353 return -1; 8785 return -1;
8354 } 8786 }
@@ -8395,16 +8827,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8395 { 8827 {
8396 m_host.AddScriptLPS(1); 8828 m_host.AddScriptLPS(1);
8397 8829
8398 lock (m_host.TaskInventory) 8830 m_host.TaskInventory.LockItemsForRead(true);
8831 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8399 { 8832 {
8400 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 8833 if (inv.Value.Name == item)
8401 { 8834 {
8402 if (inv.Value.Name == item) 8835 m_host.TaskInventory.LockItemsForRead(false);
8403 { 8836 return inv.Value.CreatorID.ToString();
8404 return inv.Value.CreatorID.ToString();
8405 }
8406 } 8837 }
8407 } 8838 }
8839 m_host.TaskInventory.LockItemsForRead(false);
8408 8840
8409 llSay(0, "No item name '" + item + "'"); 8841 llSay(0, "No item name '" + item + "'");
8410 8842
@@ -8664,17 +9096,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8664 int width = 0; 9096 int width = 0;
8665 int height = 0; 9097 int height = 0;
8666 9098
8667 ParcelMediaCommandEnum? commandToSend = null; 9099 uint commandToSend = 0;
8668 float time = 0.0f; // default is from start 9100 float time = 0.0f; // default is from start
8669 9101
8670 ScenePresence presence = null; 9102 ScenePresence presence = null;
8671 9103
8672 for (int i = 0; i < commandList.Data.Length; i++) 9104 for (int i = 0; i < commandList.Data.Length; i++)
8673 { 9105 {
8674 ParcelMediaCommandEnum command = (ParcelMediaCommandEnum)commandList.Data[i]; 9106 uint command = (uint)(commandList.GetLSLIntegerItem(i));
8675 switch (command) 9107 switch (command)
8676 { 9108 {
8677 case ParcelMediaCommandEnum.Agent: 9109 case (uint)ParcelMediaCommandEnum.Agent:
8678 // we send only to one agent 9110 // we send only to one agent
8679 if ((i + 1) < commandList.Length) 9111 if ((i + 1) < commandList.Length)
8680 { 9112 {
@@ -8691,25 +9123,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8691 } 9123 }
8692 break; 9124 break;
8693 9125
8694 case ParcelMediaCommandEnum.Loop: 9126 case (uint)ParcelMediaCommandEnum.Loop:
8695 loop = 1; 9127 loop = 1;
8696 commandToSend = command; 9128 commandToSend = command;
8697 update = true; //need to send the media update packet to set looping 9129 update = true; //need to send the media update packet to set looping
8698 break; 9130 break;
8699 9131
8700 case ParcelMediaCommandEnum.Play: 9132 case (uint)ParcelMediaCommandEnum.Play:
8701 loop = 0; 9133 loop = 0;
8702 commandToSend = command; 9134 commandToSend = command;
8703 update = true; //need to send the media update packet to make sure it doesn't loop 9135 update = true; //need to send the media update packet to make sure it doesn't loop
8704 break; 9136 break;
8705 9137
8706 case ParcelMediaCommandEnum.Pause: 9138 case (uint)ParcelMediaCommandEnum.Pause:
8707 case ParcelMediaCommandEnum.Stop: 9139 case (uint)ParcelMediaCommandEnum.Stop:
8708 case ParcelMediaCommandEnum.Unload: 9140 case (uint)ParcelMediaCommandEnum.Unload:
8709 commandToSend = command; 9141 commandToSend = command;
8710 break; 9142 break;
8711 9143
8712 case ParcelMediaCommandEnum.Url: 9144 case (uint)ParcelMediaCommandEnum.Url:
8713 if ((i + 1) < commandList.Length) 9145 if ((i + 1) < commandList.Length)
8714 { 9146 {
8715 if (commandList.Data[i + 1] is LSL_String) 9147 if (commandList.Data[i + 1] is LSL_String)
@@ -8722,7 +9154,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8722 } 9154 }
8723 break; 9155 break;
8724 9156
8725 case ParcelMediaCommandEnum.Texture: 9157 case (uint)ParcelMediaCommandEnum.Texture:
8726 if ((i + 1) < commandList.Length) 9158 if ((i + 1) < commandList.Length)
8727 { 9159 {
8728 if (commandList.Data[i + 1] is LSL_String) 9160 if (commandList.Data[i + 1] is LSL_String)
@@ -8735,7 +9167,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8735 } 9167 }
8736 break; 9168 break;
8737 9169
8738 case ParcelMediaCommandEnum.Time: 9170 case (uint)ParcelMediaCommandEnum.Time:
8739 if ((i + 1) < commandList.Length) 9171 if ((i + 1) < commandList.Length)
8740 { 9172 {
8741 if (commandList.Data[i + 1] is LSL_Float) 9173 if (commandList.Data[i + 1] is LSL_Float)
@@ -8747,7 +9179,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8747 } 9179 }
8748 break; 9180 break;
8749 9181
8750 case ParcelMediaCommandEnum.AutoAlign: 9182 case (uint)ParcelMediaCommandEnum.AutoAlign:
8751 if ((i + 1) < commandList.Length) 9183 if ((i + 1) < commandList.Length)
8752 { 9184 {
8753 if (commandList.Data[i + 1] is LSL_Integer) 9185 if (commandList.Data[i + 1] is LSL_Integer)
@@ -8761,7 +9193,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8761 } 9193 }
8762 break; 9194 break;
8763 9195
8764 case ParcelMediaCommandEnum.Type: 9196 case (uint)ParcelMediaCommandEnum.Type:
8765 if ((i + 1) < commandList.Length) 9197 if ((i + 1) < commandList.Length)
8766 { 9198 {
8767 if (commandList.Data[i + 1] is LSL_String) 9199 if (commandList.Data[i + 1] is LSL_String)
@@ -8774,7 +9206,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8774 } 9206 }
8775 break; 9207 break;
8776 9208
8777 case ParcelMediaCommandEnum.Desc: 9209 case (uint)ParcelMediaCommandEnum.Desc:
8778 if ((i + 1) < commandList.Length) 9210 if ((i + 1) < commandList.Length)
8779 { 9211 {
8780 if (commandList.Data[i + 1] is LSL_String) 9212 if (commandList.Data[i + 1] is LSL_String)
@@ -8787,7 +9219,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8787 } 9219 }
8788 break; 9220 break;
8789 9221
8790 case ParcelMediaCommandEnum.Size: 9222 case (uint)ParcelMediaCommandEnum.Size:
8791 if ((i + 2) < commandList.Length) 9223 if ((i + 2) < commandList.Length)
8792 { 9224 {
8793 if (commandList.Data[i + 1] is LSL_Integer) 9225 if (commandList.Data[i + 1] is LSL_Integer)
@@ -8857,7 +9289,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8857 } 9289 }
8858 } 9290 }
8859 9291
8860 if (commandToSend != null) 9292 if (commandToSend != 0)
8861 { 9293 {
8862 // the commandList contained a start/stop/... command, too 9294 // the commandList contained a start/stop/... command, too
8863 if (presence == null) 9295 if (presence == null)
@@ -8894,7 +9326,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8894 9326
8895 if (aList.Data[i] != null) 9327 if (aList.Data[i] != null)
8896 { 9328 {
8897 switch ((ParcelMediaCommandEnum) aList.Data[i]) 9329 switch ((ParcelMediaCommandEnum) Convert.ToInt32(aList.Data[i].ToString()))
8898 { 9330 {
8899 case ParcelMediaCommandEnum.Url: 9331 case ParcelMediaCommandEnum.Url:
8900 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL)); 9332 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL));
@@ -8937,16 +9369,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8937 { 9369 {
8938 m_host.AddScriptLPS(1); 9370 m_host.AddScriptLPS(1);
8939 9371
8940 lock (m_host.TaskInventory) 9372 m_host.TaskInventory.LockItemsForRead(true);
9373 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8941 { 9374 {
8942 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9375 if (inv.Value.Name == name)
8943 { 9376 {
8944 if (inv.Value.Name == name) 9377 m_host.TaskInventory.LockItemsForRead(false);
8945 { 9378 return inv.Value.Type;
8946 return inv.Value.Type;
8947 }
8948 } 9379 }
8949 } 9380 }
9381 m_host.TaskInventory.LockItemsForRead(false);
8950 9382
8951 return -1; 9383 return -1;
8952 } 9384 }
@@ -8957,15 +9389,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8957 9389
8958 if (quick_pay_buttons.Data.Length < 4) 9390 if (quick_pay_buttons.Data.Length < 4)
8959 { 9391 {
8960 LSLError("List must have at least 4 elements"); 9392 int x;
8961 return; 9393 for (x=quick_pay_buttons.Data.Length; x<= 4; x++)
9394 {
9395 quick_pay_buttons.Add(ScriptBaseClass.PAY_HIDE);
9396 }
8962 } 9397 }
8963 m_host.ParentGroup.RootPart.PayPrice[0]=price; 9398 int[] nPrice = new int[5];
8964 9399 nPrice[0]=price;
8965 m_host.ParentGroup.RootPart.PayPrice[1]=(LSL_Integer)quick_pay_buttons.Data[0]; 9400 nPrice[1] = (LSL_Integer)quick_pay_buttons.Data[0];
8966 m_host.ParentGroup.RootPart.PayPrice[2]=(LSL_Integer)quick_pay_buttons.Data[1]; 9401 nPrice[2] = (LSL_Integer)quick_pay_buttons.Data[1];
8967 m_host.ParentGroup.RootPart.PayPrice[3]=(LSL_Integer)quick_pay_buttons.Data[2]; 9402 nPrice[3] = (LSL_Integer)quick_pay_buttons.Data[2];
8968 m_host.ParentGroup.RootPart.PayPrice[4]=(LSL_Integer)quick_pay_buttons.Data[3]; 9403 nPrice[4] = (LSL_Integer)quick_pay_buttons.Data[3];
9404 m_host.ParentGroup.RootPart.PayPrice = nPrice;
8969 m_host.ParentGroup.HasGroupChanged = true; 9405 m_host.ParentGroup.HasGroupChanged = true;
8970 } 9406 }
8971 9407
@@ -8977,17 +9413,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8977 if (invItemID == UUID.Zero) 9413 if (invItemID == UUID.Zero)
8978 return new LSL_Vector(); 9414 return new LSL_Vector();
8979 9415
8980 lock (m_host.TaskInventory) 9416 m_host.TaskInventory.LockItemsForRead(true);
9417 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
8981 { 9418 {
8982 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 9419 m_host.TaskInventory.LockItemsForRead(false);
8983 return new LSL_Vector(); 9420 return new LSL_Vector();
9421 }
8984 9422
8985 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 9423 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
8986 { 9424 {
8987 ShoutError("No permissions to track the camera"); 9425 ShoutError("No permissions to track the camera");
8988 return new LSL_Vector(); 9426 m_host.TaskInventory.LockItemsForRead(false);
8989 } 9427 return new LSL_Vector();
8990 } 9428 }
9429 m_host.TaskInventory.LockItemsForRead(false);
8991 9430
8992 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 9431 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
8993 if (presence != null) 9432 if (presence != null)
@@ -9005,17 +9444,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9005 if (invItemID == UUID.Zero) 9444 if (invItemID == UUID.Zero)
9006 return new LSL_Rotation(); 9445 return new LSL_Rotation();
9007 9446
9008 lock (m_host.TaskInventory) 9447 m_host.TaskInventory.LockItemsForRead(true);
9448 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9009 { 9449 {
9010 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 9450 m_host.TaskInventory.LockItemsForRead(false);
9011 return new LSL_Rotation(); 9451 return new LSL_Rotation();
9012 9452 }
9013 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 9453 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9014 { 9454 {
9015 ShoutError("No permissions to track the camera"); 9455 ShoutError("No permissions to track the camera");
9016 return new LSL_Rotation(); 9456 m_host.TaskInventory.LockItemsForRead(false);
9017 } 9457 return new LSL_Rotation();
9018 } 9458 }
9459 m_host.TaskInventory.LockItemsForRead(false);
9019 9460
9020 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 9461 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9021 if (presence != null) 9462 if (presence != null)
@@ -9077,8 +9518,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9077 { 9518 {
9078 m_host.AddScriptLPS(1); 9519 m_host.AddScriptLPS(1);
9079 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0); 9520 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0);
9080 if (detectedParams == null) return; // only works on the first detected avatar 9521 if (detectedParams == null)
9081 9522 {
9523 if (m_host.IsAttachment == true)
9524 {
9525 detectedParams = new DetectParams();
9526 detectedParams.Key = m_host.OwnerID;
9527 }
9528 else
9529 {
9530 return;
9531 }
9532 }
9533
9082 ScenePresence avatar = World.GetScenePresence(detectedParams.Key); 9534 ScenePresence avatar = World.GetScenePresence(detectedParams.Key);
9083 if (avatar != null) 9535 if (avatar != null)
9084 { 9536 {
@@ -9086,6 +9538,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9086 new Vector3((float)pos.x, (float)pos.y, (float)pos.z), 9538 new Vector3((float)pos.x, (float)pos.y, (float)pos.z),
9087 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z)); 9539 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z));
9088 } 9540 }
9541
9089 ScriptSleep(1000); 9542 ScriptSleep(1000);
9090 } 9543 }
9091 9544
@@ -9165,14 +9618,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9165 if (objectID == UUID.Zero) return; 9618 if (objectID == UUID.Zero) return;
9166 9619
9167 UUID agentID; 9620 UUID agentID;
9168 lock (m_host.TaskInventory) 9621 m_host.TaskInventory.LockItemsForRead(true);
9169 { 9622 // we need the permission first, to know which avatar we want to set the camera for
9170 // we need the permission first, to know which avatar we want to set the camera for 9623 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9171 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9172 9624
9173 if (agentID == UUID.Zero) return; 9625 if (agentID == UUID.Zero)
9174 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 9626 {
9627 m_host.TaskInventory.LockItemsForRead(false);
9628 return;
9629 }
9630 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
9631 {
9632 m_host.TaskInventory.LockItemsForRead(false);
9633 return;
9175 } 9634 }
9635 m_host.TaskInventory.LockItemsForRead(false);
9176 9636
9177 ScenePresence presence = World.GetScenePresence(agentID); 9637 ScenePresence presence = World.GetScenePresence(agentID);
9178 9638
@@ -9222,12 +9682,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9222 9682
9223 // we need the permission first, to know which avatar we want to clear the camera for 9683 // we need the permission first, to know which avatar we want to clear the camera for
9224 UUID agentID; 9684 UUID agentID;
9225 lock (m_host.TaskInventory) 9685 m_host.TaskInventory.LockItemsForRead(true);
9686 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9687 if (agentID == UUID.Zero)
9688 {
9689 m_host.TaskInventory.LockItemsForRead(false);
9690 return;
9691 }
9692 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
9226 { 9693 {
9227 agentID = m_host.TaskInventory[invItemID].PermsGranter; 9694 m_host.TaskInventory.LockItemsForRead(false);
9228 if (agentID == UUID.Zero) return; 9695 return;
9229 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return;
9230 } 9696 }
9697 m_host.TaskInventory.LockItemsForRead(false);
9231 9698
9232 ScenePresence presence = World.GetScenePresence(agentID); 9699 ScenePresence presence = World.GetScenePresence(agentID);
9233 9700
@@ -9294,19 +9761,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9294 public LSL_String llXorBase64StringsCorrect(string str1, string str2) 9761 public LSL_String llXorBase64StringsCorrect(string str1, string str2)
9295 { 9762 {
9296 m_host.AddScriptLPS(1); 9763 m_host.AddScriptLPS(1);
9297 string ret = String.Empty; 9764
9298 string src1 = llBase64ToString(str1); 9765 if (str1 == String.Empty)
9299 string src2 = llBase64ToString(str2); 9766 return String.Empty;
9300 int c = 0; 9767 if (str2 == String.Empty)
9301 for (int i = 0; i < src1.Length; i++) 9768 return str1;
9769
9770 byte[] data1 = Convert.FromBase64String(str1);
9771 byte[] data2 = Convert.FromBase64String(str2);
9772
9773 byte[] d2 = new Byte[data1.Length];
9774 int pos = 0;
9775
9776 if (data1.Length <= data2.Length)
9302 { 9777 {
9303 ret += (char) (src1[i] ^ src2[c]); 9778 Array.Copy(data2, 0, d2, 0, data1.Length);
9779 }
9780 else
9781 {
9782 while (pos < data1.Length)
9783 {
9784 int len = data1.Length - pos;
9785 if (len > data2.Length)
9786 len = data2.Length;
9304 9787
9305 c++; 9788 Array.Copy(data2, 0, d2, pos, len);
9306 if (c >= src2.Length) 9789 pos += len;
9307 c = 0; 9790 }
9308 } 9791 }
9309 return llStringToBase64(ret); 9792
9793 for (pos = 0 ; pos < data1.Length ; pos++ )
9794 data1[pos] ^= d2[pos];
9795
9796 return Convert.ToBase64String(data1);
9310 } 9797 }
9311 9798
9312 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body) 9799 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body)
@@ -9684,15 +10171,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9684 10171
9685 internal UUID ScriptByName(string name) 10172 internal UUID ScriptByName(string name)
9686 { 10173 {
9687 lock (m_host.TaskInventory) 10174 m_host.TaskInventory.LockItemsForRead(true);
10175
10176 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
9688 { 10177 {
9689 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 10178 if (item.Type == 10 && item.Name == name)
9690 { 10179 {
9691 if (item.Type == 10 && item.Name == name) 10180 m_host.TaskInventory.LockItemsForRead(false);
9692 return item.ItemID; 10181 return item.ItemID;
9693 } 10182 }
9694 } 10183 }
9695 10184
10185 m_host.TaskInventory.LockItemsForRead(false);
10186
9696 return UUID.Zero; 10187 return UUID.Zero;
9697 } 10188 }
9698 10189
@@ -9733,6 +10224,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9733 { 10224 {
9734 m_host.AddScriptLPS(1); 10225 m_host.AddScriptLPS(1);
9735 10226
10227 //Clone is thread safe
9736 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10228 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
9737 10229
9738 UUID assetID = UUID.Zero; 10230 UUID assetID = UUID.Zero;
@@ -9795,6 +10287,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9795 { 10287 {
9796 m_host.AddScriptLPS(1); 10288 m_host.AddScriptLPS(1);
9797 10289
10290 //Clone is thread safe
9798 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10291 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
9799 10292
9800 UUID assetID = UUID.Zero; 10293 UUID assetID = UUID.Zero;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs
index fe71ed5..1fa8c30 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs
@@ -73,6 +73,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
73 if (m_ScriptEngine.Config.GetBoolean("AllowLightShareFunctions", false)) 73 if (m_ScriptEngine.Config.GetBoolean("AllowLightShareFunctions", false))
74 m_LSFunctionsEnabled = true; 74 m_LSFunctionsEnabled = true;
75 75
76 if (m_ScriptEngine.Config.GetBoolean("AllowCareminsterFunctions", false))
77 m_LSFunctionsEnabled = true;
78
76 m_comms = m_ScriptEngine.World.RequestModuleInterface<IScriptModuleComms>(); 79 m_comms = m_ScriptEngine.World.RequestModuleInterface<IScriptModuleComms>();
77 if (m_comms == null) 80 if (m_comms == null)
78 m_LSFunctionsEnabled = false; 81 m_LSFunctionsEnabled = false;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index 01b64eb..db43902 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -769,18 +769,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
769 if (target != null) 769 if (target != null)
770 { 770 {
771 UUID animID=UUID.Zero; 771 UUID animID=UUID.Zero;
772 lock (m_host.TaskInventory) 772 m_host.TaskInventory.LockItemsForRead(true);
773 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
773 { 774 {
774 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 775 if (inv.Value.Name == animation)
775 { 776 {
776 if (inv.Value.Name == animation) 777 if (inv.Value.Type == (int)AssetType.Animation)
777 { 778 animID = inv.Value.AssetID;
778 if (inv.Value.Type == (int)AssetType.Animation) 779 continue;
779 animID = inv.Value.AssetID;
780 continue;
781 }
782 } 780 }
783 } 781 }
782 m_host.TaskInventory.LockItemsForRead(false);
784 if (animID == UUID.Zero) 783 if (animID == UUID.Zero)
785 target.Animator.AddAnimation(animation, m_host.UUID); 784 target.Animator.AddAnimation(animation, m_host.UUID);
786 else 785 else
@@ -802,18 +801,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
802 if (target != null) 801 if (target != null)
803 { 802 {
804 UUID animID=UUID.Zero; 803 UUID animID=UUID.Zero;
805 lock (m_host.TaskInventory) 804 m_host.TaskInventory.LockItemsForRead(true);
805 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
806 { 806 {
807 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 807 if (inv.Value.Name == animation)
808 { 808 {
809 if (inv.Value.Name == animation) 809 if (inv.Value.Type == (int)AssetType.Animation)
810 { 810 animID = inv.Value.AssetID;
811 if (inv.Value.Type == (int)AssetType.Animation) 811 continue;
812 animID = inv.Value.AssetID;
813 continue;
814 }
815 } 812 }
816 } 813 }
814 m_host.TaskInventory.LockItemsForRead(false);
817 815
818 if (animID == UUID.Zero) 816 if (animID == UUID.Zero)
819 target.Animator.RemoveAnimation(animation); 817 target.Animator.RemoveAnimation(animation);
@@ -1664,6 +1662,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1664 1662
1665 if (!UUID.TryParse(name, out assetID)) 1663 if (!UUID.TryParse(name, out assetID))
1666 { 1664 {
1665 m_host.TaskInventory.LockItemsForRead(true);
1667 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1666 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1668 { 1667 {
1669 if (item.Type == 7 && item.Name == name) 1668 if (item.Type == 7 && item.Name == name)
@@ -1671,6 +1670,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1671 assetID = item.AssetID; 1670 assetID = item.AssetID;
1672 } 1671 }
1673 } 1672 }
1673 m_host.TaskInventory.LockItemsForRead(false);
1674 } 1674 }
1675 1675
1676 if (assetID == UUID.Zero) 1676 if (assetID == UUID.Zero)
@@ -1717,6 +1717,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1717 1717
1718 if (!UUID.TryParse(name, out assetID)) 1718 if (!UUID.TryParse(name, out assetID))
1719 { 1719 {
1720 m_host.TaskInventory.LockItemsForRead(true);
1720 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1721 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1721 { 1722 {
1722 if (item.Type == 7 && item.Name == name) 1723 if (item.Type == 7 && item.Name == name)
@@ -1724,6 +1725,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1724 assetID = item.AssetID; 1725 assetID = item.AssetID;
1725 } 1726 }
1726 } 1727 }
1728 m_host.TaskInventory.LockItemsForRead(false);
1727 } 1729 }
1728 1730
1729 if (assetID == UUID.Zero) 1731 if (assetID == UUID.Zero)
@@ -1774,6 +1776,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1774 1776
1775 if (!UUID.TryParse(name, out assetID)) 1777 if (!UUID.TryParse(name, out assetID))
1776 { 1778 {
1779 m_host.TaskInventory.LockItemsForRead(true);
1777 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1780 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1778 { 1781 {
1779 if (item.Type == 7 && item.Name == name) 1782 if (item.Type == 7 && item.Name == name)
@@ -1781,6 +1784,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1781 assetID = item.AssetID; 1784 assetID = item.AssetID;
1782 } 1785 }
1783 } 1786 }
1787 m_host.TaskInventory.LockItemsForRead(false);
1784 } 1788 }
1785 1789
1786 if (assetID == UUID.Zero) 1790 if (assetID == UUID.Zero)
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
index 5c2abd5..a5b1124 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
@@ -204,7 +204,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
204 // Is the sensor type is AGENT and not SCRIPTED then include agents 204 // Is the sensor type is AGENT and not SCRIPTED then include agents
205 if ((ts.type & AGENT) != 0 && (ts.type & SCRIPTED) == 0) 205 if ((ts.type & AGENT) != 0 && (ts.type & SCRIPTED) == 0)
206 { 206 {
207 sensedEntities.AddRange(doAgentSensor(ts)); 207 sensedEntities.AddRange(doAgentSensor(ts));
208 } 208 }
209 209
210 // If SCRIPTED or PASSIVE or ACTIVE check objects 210 // If SCRIPTED or PASSIVE or ACTIVE check objects
@@ -309,6 +309,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
309 // in mouselook. 309 // in mouselook.
310 310
311 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.RootPart.AttachedAvatar); 311 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.RootPart.AttachedAvatar);
312 fromRegionPos = avatar.AbsolutePosition;
312 q = avatar.Rotation; 313 q = avatar.Rotation;
313 } 314 }
314 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 315 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
@@ -422,6 +423,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
422 SceneObjectPart SensePoint = ts.host; 423 SceneObjectPart SensePoint = ts.host;
423 Vector3 fromRegionPos = SensePoint.AbsolutePosition; 424 Vector3 fromRegionPos = SensePoint.AbsolutePosition;
424 Quaternion q = SensePoint.RotationOffset; 425 Quaternion q = SensePoint.RotationOffset;
426 if (SensePoint.ParentGroup.RootPart.IsAttachment)
427 {
428 // In attachments, the sensor cone always orients with the
429 // avatar rotation. This may include a nonzero elevation if
430 // in mouselook.
431
432 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.RootPart.AttachedAvatar);
433 fromRegionPos = avatar.AbsolutePosition;
434 q = avatar.Rotation;
435 }
425 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 436 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
426 LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r); 437 LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r);
427 double mag_fwd = LSL_Types.Vector3.Mag(forward_dir); 438 double mag_fwd = LSL_Types.Vector3.Mag(forward_dir);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
index eeb59d9..2fd33fe 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
@@ -109,25 +109,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
109 if (Timers.Count == 0) 109 if (Timers.Count == 0)
110 return; 110 return;
111 111
112 Dictionary<string, TimerClass>.ValueCollection tvals;
112 lock (TimerListLock) 113 lock (TimerListLock)
113 { 114 {
114 // Go through all timers 115 // Go through all timers
115 Dictionary<string, TimerClass>.ValueCollection tvals = Timers.Values; 116 tvals = Timers.Values;
116 foreach (TimerClass ts in tvals) 117 }
118
119 foreach (TimerClass ts in tvals)
120 {
121 // Time has passed?
122 if (ts.next < DateTime.Now.Ticks)
117 { 123 {
118 // Time has passed? 124 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next);
119 if (ts.next < DateTime.Now.Ticks) 125 // Add it to queue
120 { 126 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
121 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next); 127 new EventParams("timer", new Object[0],
122 // Add it to queue 128 new DetectParams[0]));
123 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, 129 // set next interval
124 new EventParams("timer", new Object[0], 130
125 new DetectParams[0])); 131 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
126 // set next interval 132 ts.next = DateTime.Now.Ticks + ts.interval;
127
128 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
129 ts.next = DateTime.Now.Ticks + ts.interval;
130 }
131 } 133 }
132 } 134 }
133 } 135 }
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
index 78ee43c..c8f3623 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
@@ -81,7 +81,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
81 // Avatar Info Commands 81 // Avatar Info Commands
82 string osGetAgentIP(string agent); 82 string osGetAgentIP(string agent);
83 LSL_List osGetAgents(); 83 LSL_List osGetAgents();
84 84
85 // Teleport commands 85 // Teleport commands
86 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 86 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
87 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 87 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
index 9615315..943d7a2 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Diagnostics; //for [DebuggerNonUserCode]
30using System.Reflection; 31using System.Reflection;
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using OpenSim.Region.ScriptEngine.Shared; 33using OpenSim.Region.ScriptEngine.Shared;
@@ -132,6 +133,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
132 return (eventFlags); 133 return (eventFlags);
133 } 134 }
134 135
136 [DebuggerNonUserCode]
135 public void ExecuteEvent(string state, string FunctionName, object[] args) 137 public void ExecuteEvent(string state, string FunctionName, object[] args)
136 { 138 {
137 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory. 139 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory.
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
index dba6502..96f6486 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
@@ -274,6 +274,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
274 public const int CHANGED_ALLOWED_DROP = 64; 274 public const int CHANGED_ALLOWED_DROP = 64;
275 public const int CHANGED_OWNER = 128; 275 public const int CHANGED_OWNER = 128;
276 public const int CHANGED_REGION_RESTART = 256; 276 public const int CHANGED_REGION_RESTART = 256;
277 public const int CHANGED_REGION_START = 256; //LL Changed the constant from CHANGED_REGION_RESTART
277 public const int CHANGED_REGION = 512; 278 public const int CHANGED_REGION = 512;
278 public const int CHANGED_TELEPORT = 1024; 279 public const int CHANGED_TELEPORT = 1024;
279 public const int CHANGED_ANIMATION = 16384; 280 public const int CHANGED_ANIMATION = 16384;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
index 3339995..e86d08c 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Diagnostics; //for [DebuggerNonUserCode]
29using System.Runtime.Remoting.Lifetime; 30using System.Runtime.Remoting.Lifetime;
30using System.Threading; 31using System.Threading;
31using System.Reflection; 32using System.Reflection;
@@ -309,6 +310,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
309 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel); 310 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel);
310 } 311 }
311 312
313 [DebuggerNonUserCode]
312 public void llDie() 314 public void llDie()
313 { 315 {
314 m_LSL_Functions.llDie(); 316 m_LSL_Functions.llDie();
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
index f8dbe03..8280ca5 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
@@ -72,5 +72,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
72 { 72 {
73 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target); 73 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
74 } 74 }
75
76 public LSL_List cmGetWindlightScene(LSL_List rules)
77 {
78 return m_LS_Functions.lsGetWindlightScene(rules);
79 }
80
81 public int cmSetWindlightScene(LSL_List rules)
82 {
83 return m_LS_Functions.lsSetWindlightScene(rules);
84 }
85
86 public int cmSetWindlightSceneTargeted(LSL_List rules, key target)
87 {
88 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
89 }
75 } 90 }
76} 91}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
index edbbc2a..b138da3 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
@@ -33,6 +33,7 @@ using System.Threading;
33using System.Reflection; 33using System.Reflection;
34using System.Collections; 34using System.Collections;
35using System.Collections.Generic; 35using System.Collections.Generic;
36using System.Diagnostics; //for [DebuggerNonUserCode]
36using OpenSim.Region.ScriptEngine.Interfaces; 37using OpenSim.Region.ScriptEngine.Interfaces;
37using OpenSim.Region.ScriptEngine.Shared; 38using OpenSim.Region.ScriptEngine.Shared;
38using OpenSim.Region.ScriptEngine.Shared.Api.Runtime; 39using OpenSim.Region.ScriptEngine.Shared.Api.Runtime;
@@ -90,6 +91,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
90 return (int)m_Executor.GetStateEventFlags(state); 91 return (int)m_Executor.GetStateEventFlags(state);
91 } 92 }
92 93
94 [DebuggerNonUserCode]
93 public void ExecuteEvent(string state, string FunctionName, object[] args) 95 public void ExecuteEvent(string state, string FunctionName, object[] args)
94 { 96 {
95 m_Executor.ExecuteEvent(state, FunctionName, args); 97 m_Executor.ExecuteEvent(state, FunctionName, args);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
index 3dd381d..b348403 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.IO; 29using System.IO;
30using System.Diagnostics; //for [DebuggerNonUserCode]
30using System.Runtime.Remoting; 31using System.Runtime.Remoting;
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using System.Threading; 33using System.Threading;
@@ -238,13 +239,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
238 239
239 if (part != null) 240 if (part != null)
240 { 241 {
241 lock (part.TaskInventory) 242 part.TaskInventory.LockItemsForRead(true);
243 if (part.TaskInventory.ContainsKey(m_ItemID))
242 { 244 {
243 if (part.TaskInventory.ContainsKey(m_ItemID)) 245 m_thisScriptTask = part.TaskInventory[m_ItemID];
244 {
245 m_thisScriptTask = part.TaskInventory[m_ItemID];
246 }
247 } 246 }
247 part.TaskInventory.LockItemsForRead(false);
248 } 248 }
249 249
250 ApiManager am = new ApiManager(); 250 ApiManager am = new ApiManager();
@@ -429,14 +429,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
429 { 429 {
430 int permsMask; 430 int permsMask;
431 UUID permsGranter; 431 UUID permsGranter;
432 lock (part.TaskInventory) 432 part.TaskInventory.LockItemsForRead(true);
433 if (!part.TaskInventory.ContainsKey(m_ItemID))
433 { 434 {
434 if (!part.TaskInventory.ContainsKey(m_ItemID)) 435 part.TaskInventory.LockItemsForRead(false);
435 return; 436 return;
436
437 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
438 permsMask = part.TaskInventory[m_ItemID].PermsMask;
439 } 437 }
438 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
439 permsMask = part.TaskInventory[m_ItemID].PermsMask;
440 part.TaskInventory.LockItemsForRead(false);
440 441
441 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0) 442 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0)
442 { 443 {
@@ -545,6 +546,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
545 return true; 546 return true;
546 } 547 }
547 548
549 [DebuggerNonUserCode] //Prevents the debugger from farting in this function
548 public void SetState(string state) 550 public void SetState(string state)
549 { 551 {
550 if (state == State) 552 if (state == State)
@@ -556,7 +558,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
556 new DetectParams[0])); 558 new DetectParams[0]));
557 PostEvent(new EventParams("state_entry", new Object[0], 559 PostEvent(new EventParams("state_entry", new Object[0],
558 new DetectParams[0])); 560 new DetectParams[0]));
559 561
560 throw new EventAbortException(); 562 throw new EventAbortException();
561 } 563 }
562 564
@@ -639,14 +641,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
639 /// <returns></returns> 641 /// <returns></returns>
640 public object EventProcessor() 642 public object EventProcessor()
641 { 643 {
642 if (m_Suspended) 644 EventParams data = null;
643 return 0;
644 645
645 lock (m_Script) 646 lock (m_EventQueue)
646 { 647 {
647 EventParams data = null; 648 if (m_Suspended)
649 return 0;
648 650
649 lock (m_EventQueue) 651 lock (m_Script)
650 { 652 {
651 data = (EventParams) m_EventQueue.Dequeue(); 653 data = (EventParams) m_EventQueue.Dequeue();
652 if (data == null) // Shouldn't happen 654 if (data == null) // Shouldn't happen
@@ -672,6 +674,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
672 if (data.EventName == "collision") 674 if (data.EventName == "collision")
673 m_CollisionInQueue = false; 675 m_CollisionInQueue = false;
674 } 676 }
677 }
678 lock(m_Script)
679 {
675 680
676 //m_log.DebugFormat("[XENGINE]: Processing event {0} for {1}", data.EventName, this); 681 //m_log.DebugFormat("[XENGINE]: Processing event {0} for {1}", data.EventName, this);
677 682
@@ -828,6 +833,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
828 new Object[0], new DetectParams[0])); 833 new Object[0], new DetectParams[0]));
829 } 834 }
830 835
836 [DebuggerNonUserCode] //Stops the VS debugger from farting in this function
831 public void ApiResetScript() 837 public void ApiResetScript()
832 { 838 {
833 // bool running = Running; 839 // bool running = Running;
diff --git a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
index 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 b050349..916e27f 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);
@@ -1133,12 +1208,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1133 private IScriptInstance GetInstance(UUID itemID) 1208 private IScriptInstance GetInstance(UUID itemID)
1134 { 1209 {
1135 IScriptInstance instance; 1210 IScriptInstance instance;
1136 lock (m_Scripts) 1211 lockScriptsForRead(true);
1212 if (!m_Scripts.ContainsKey(itemID))
1137 { 1213 {
1138 if (!m_Scripts.ContainsKey(itemID)) 1214 lockScriptsForRead(false);
1139 return null; 1215 return null;
1140 instance = m_Scripts[itemID];
1141 } 1216 }
1217 instance = m_Scripts[itemID];
1218 lockScriptsForRead(false);
1142 return instance; 1219 return instance;
1143 } 1220 }
1144 1221
@@ -1162,6 +1239,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1162 return false; 1239 return false;
1163 } 1240 }
1164 1241
1242 [DebuggerNonUserCode]
1165 public void ApiResetScript(UUID itemID) 1243 public void ApiResetScript(UUID itemID)
1166 { 1244 {
1167 IScriptInstance instance = GetInstance(itemID); 1245 IScriptInstance instance = GetInstance(itemID);
@@ -1213,6 +1291,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1213 return UUID.Zero; 1291 return UUID.Zero;
1214 } 1292 }
1215 1293
1294 [DebuggerNonUserCode]
1216 public void SetState(UUID itemID, string newState) 1295 public void SetState(UUID itemID, string newState)
1217 { 1296 {
1218 IScriptInstance instance = GetInstance(itemID); 1297 IScriptInstance instance = GetInstance(itemID);
@@ -1233,11 +1312,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1233 { 1312 {
1234 List<IScriptInstance> instances = new List<IScriptInstance>(); 1313 List<IScriptInstance> instances = new List<IScriptInstance>();
1235 1314
1236 lock (m_Scripts) 1315 lockScriptsForRead(true);
1237 { 1316 foreach (IScriptInstance instance in m_Scripts.Values)
1238 foreach (IScriptInstance instance in m_Scripts.Values)
1239 instances.Add(instance); 1317 instances.Add(instance);
1240 } 1318 lockScriptsForRead(false);
1241 1319
1242 foreach (IScriptInstance i in instances) 1320 foreach (IScriptInstance i in instances)
1243 { 1321 {
diff --git a/OpenSim/Server/Handlers/Simulation/AgentHandlers.cs b/OpenSim/Server/Handlers/Simulation/AgentHandlers.cs
index d261678..9739e5a 100644
--- a/OpenSim/Server/Handlers/Simulation/AgentHandlers.cs
+++ b/OpenSim/Server/Handlers/Simulation/AgentHandlers.cs
@@ -108,6 +108,11 @@ namespace OpenSim.Server.Handlers.Simulation
108 DoAgentDelete(request, responsedata, agentID, action, regionID); 108 DoAgentDelete(request, responsedata, agentID, action, regionID);
109 return responsedata; 109 return responsedata;
110 } 110 }
111 else if (method.Equals("DELETECHILD"))
112 {
113 DoChildAgentDelete(request, responsedata, agentID, action, regionID);
114 return responsedata;
115 }
111 else 116 else
112 { 117 {
113 m_log.InfoFormat("[AGENT HANDLER]: method {0} not supported in agent message", method); 118 m_log.InfoFormat("[AGENT HANDLER]: method {0} not supported in agent message", method);
@@ -330,6 +335,24 @@ namespace OpenSim.Server.Handlers.Simulation
330 } 335 }
331 } 336 }
332 337
338 protected void DoChildAgentDelete(Hashtable request, Hashtable responsedata, UUID id, string action, UUID regionID)
339 {
340 m_log.Debug(" >>> DoChildAgentDelete action:" + action + "; RegionID:" + regionID);
341
342 GridRegion destination = new GridRegion();
343 destination.RegionID = regionID;
344
345 if (action.Equals("release"))
346 ReleaseAgent(regionID, id);
347 else
348 m_SimulationService.CloseChildAgent(destination, id);
349
350 responsedata["int_response_code"] = HttpStatusCode.OK;
351 responsedata["str_response_string"] = "OpenSim agent " + id.ToString();
352
353 m_log.Debug("[AGENT HANDLER]: Child Agent Released/Deleted.");
354 }
355
333 protected void DoAgentDelete(Hashtable request, Hashtable responsedata, UUID id, string action, UUID regionID) 356 protected void DoAgentDelete(Hashtable request, Hashtable responsedata, UUID id, string action, UUID regionID)
334 { 357 {
335 m_log.Debug(" >>> DoDelete action:" + action + "; RegionID:" + regionID); 358 m_log.Debug(" >>> DoDelete action:" + action + "; RegionID:" + regionID);
diff --git a/OpenSim/Services/AssetService/AssetService.cs b/OpenSim/Services/AssetService/AssetService.cs
index 470a4dd..3122382 100644
--- a/OpenSim/Services/AssetService/AssetService.cs
+++ b/OpenSim/Services/AssetService/AssetService.cs
@@ -144,7 +144,10 @@ namespace OpenSim.Services.AssetService
144 public string Store(AssetBase asset) 144 public string Store(AssetBase asset)
145 { 145 {
146 //m_log.DebugFormat("[ASSET SERVICE]: Store asset {0} {1}", asset.Name, asset.ID); 146 //m_log.DebugFormat("[ASSET SERVICE]: Store asset {0} {1}", asset.Name, asset.ID);
147 m_Database.StoreAsset(asset); 147 if (!m_Database.StoreAsset(asset))
148 {
149 return UUID.Zero.ToString();
150 }
148 151
149 return asset.ID; 152 return asset.ID;
150 } 153 }
diff --git a/OpenSim/Services/Connectors/Asset/AssetServiceConnector.cs b/OpenSim/Services/Connectors/Asset/AssetServiceConnector.cs
index 65b3537..ad18a23 100644
--- a/OpenSim/Services/Connectors/Asset/AssetServiceConnector.cs
+++ b/OpenSim/Services/Connectors/Asset/AssetServiceConnector.cs
@@ -30,6 +30,7 @@ using System;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.IO; 31using System.IO;
32using System.Reflection; 32using System.Reflection;
33using System.Timers;
33using Nini.Config; 34using Nini.Config;
34using OpenSim.Framework; 35using OpenSim.Framework;
35using OpenSim.Framework.Console; 36using OpenSim.Framework.Console;
@@ -48,7 +49,9 @@ namespace OpenSim.Services.Connectors
48 49
49 private string m_ServerURI = String.Empty; 50 private string m_ServerURI = String.Empty;
50 private IImprovedAssetCache m_Cache = null; 51 private IImprovedAssetCache m_Cache = null;
51 52 private int m_retryCounter;
53 private Dictionary<int, List<AssetBase>> m_retryQueue = new Dictionary<int, List<AssetBase>>();
54 private Timer m_retryTimer;
52 public AssetServicesConnector() 55 public AssetServicesConnector()
53 { 56 {
54 } 57 }
@@ -85,6 +88,55 @@ namespace OpenSim.Services.Connectors
85 MainConsole.Instance.Commands.AddCommand("asset", false, "dump asset", 88 MainConsole.Instance.Commands.AddCommand("asset", false, "dump asset",
86 "dump asset <id> <file>", 89 "dump asset <id> <file>",
87 "dump one cached asset", HandleDumpAsset); 90 "dump one cached asset", HandleDumpAsset);
91
92 m_retryTimer = new Timer();
93 m_retryTimer.Elapsed += new ElapsedEventHandler(retryCheck);
94 m_retryTimer.Interval = 60000;
95 }
96
97 protected void retryCheck(object source, ElapsedEventArgs e)
98 {
99 m_retryCounter++;
100 if (m_retryCounter > 60) m_retryCounter -= 60;
101 List<int> keys = new List<int>();
102 foreach (int a in m_retryQueue.Keys)
103 {
104 keys.Add(a);
105 }
106 foreach (int a in keys)
107 {
108 //We exponentially fall back on frequency until we reach one attempt per hour
109 //The net result is that we end up in the queue for roughly 24 hours..
110 //24 hours worth of assets could be a lot, so the hope is that the region admin
111 //will have gotten the asset connector back online quickly!
112
113 int timefactor = a ^ 2;
114 if (timefactor > 60)
115 {
116 timefactor = 60;
117 }
118
119 //First, find out if we care about this timefactor
120 if (timefactor % a == 0)
121 {
122 //Yes, we do!
123 List<AssetBase> retrylist = m_retryQueue[a];
124 m_retryQueue.Remove(a);
125
126 foreach(AssetBase ass in retrylist)
127 {
128 Store(ass); //Store my ass. This function will put it back in the dictionary if it fails
129 }
130 }
131 }
132
133 if (m_retryQueue.Count == 0)
134 {
135 //It might only be one tick per minute, but I have
136 //repented and abandoned my wasteful ways
137 m_retryCounter = 0;
138 m_retryTimer.Stop();
139 }
88 } 140 }
89 141
90 protected void SetCache(IImprovedAssetCache cache) 142 protected void SetCache(IImprovedAssetCache cache)
@@ -99,8 +151,8 @@ namespace OpenSim.Services.Connectors
99 AssetBase asset = null; 151 AssetBase asset = null;
100 if (m_Cache != null) 152 if (m_Cache != null)
101 asset = m_Cache.Get(id); 153 asset = m_Cache.Get(id);
102 154
103 if (asset == null) 155 if (asset == null || asset.Data == null || asset.Data.Length == 0)
104 { 156 {
105 asset = SynchronousRestObjectRequester. 157 asset = SynchronousRestObjectRequester.
106 MakeRequest<int, AssetBase>("GET", uri, 0); 158 MakeRequest<int, AssetBase>("GET", uri, 0);
@@ -177,7 +229,7 @@ namespace OpenSim.Services.Connectors
177 if (m_Cache != null) 229 if (m_Cache != null)
178 asset = m_Cache.Get(id); 230 asset = m_Cache.Get(id);
179 231
180 if (asset == null) 232 if (asset == null || asset.Data == null || asset.Data.Length == 0)
181 { 233 {
182 bool result = false; 234 bool result = false;
183 235
@@ -204,11 +256,10 @@ namespace OpenSim.Services.Connectors
204 256
205 public string Store(AssetBase asset) 257 public string Store(AssetBase asset)
206 { 258 {
259 if (m_Cache != null)
260 m_Cache.Cache(asset);
207 if (asset.Temporary || asset.Local) 261 if (asset.Temporary || asset.Local)
208 { 262 {
209 if (m_Cache != null)
210 m_Cache.Cache(asset);
211
212 return asset.ID; 263 return asset.ID;
213 } 264 }
214 265
@@ -218,24 +269,57 @@ namespace OpenSim.Services.Connectors
218 try 269 try
219 { 270 {
220 newID = SynchronousRestObjectRequester. 271 newID = SynchronousRestObjectRequester.
221 MakeRequest<AssetBase, string>("POST", uri, asset); 272 MakeRequest<AssetBase, string>("POST", uri, asset, 25);
273 if (newID == null || newID == "")
274 {
275 newID = UUID.Zero.ToString();
276 }
222 } 277 }
223 catch (Exception e) 278 catch (Exception e)
224 { 279 {
225 m_log.WarnFormat("[ASSET CONNECTOR]: Unable to send asset {0} to asset server. Reason: {1}", asset.ID, e.Message); 280 newID = UUID.Zero.ToString();
226 } 281 }
227 282
228 if (newID != String.Empty) 283 if (newID == UUID.Zero.ToString())
229 { 284 {
230 // Placing this here, so that this work with old asset servers that don't send any reply back 285 //The asset upload failed, put it in a queue for later
231 // SynchronousRestObjectRequester returns somethins that is not an empty string 286 asset.UploadAttempts++;
232 if (newID != null) 287 if (asset.UploadAttempts > 30)
233 asset.ID = newID; 288 {
234 289 //By this stage we've been in the queue for a good few hours;
235 if (m_Cache != null) 290 //We're going to drop the asset.
236 m_Cache.Cache(asset); 291 m_log.ErrorFormat("[Assets] Dropping asset {0} - Upload has been in the queue for too long.", asset.ID.ToString());
292 }
293 else
294 {
295 if (!m_retryQueue.ContainsKey(asset.UploadAttempts))
296 {
297 m_retryQueue.Add(asset.UploadAttempts, new List<AssetBase>());
298 }
299 List<AssetBase> m_queue = m_retryQueue[asset.UploadAttempts];
300 m_queue.Add(asset);
301 m_log.WarnFormat("[Assets] Upload failed: {0} - Requeuing asset for another run.", asset.ID.ToString());
302 m_retryTimer.Start();
303 }
304 }
305 else
306 {
307 if (asset.UploadAttempts > 0)
308 {
309 m_log.InfoFormat("[Assets] Upload of {0} succeeded after {1} failed attempts", asset.ID.ToString(), asset.UploadAttempts.ToString());
310 }
311 if (newID != String.Empty)
312 {
313 // Placing this here, so that this work with old asset servers that don't send any reply back
314 // SynchronousRestObjectRequester returns somethins that is not an empty string
315 if (newID != null)
316 asset.ID = newID;
317
318 if (m_Cache != null)
319 m_Cache.Cache(asset);
320 }
237 } 321 }
238 return newID; 322 return asset.ID;
239 } 323 }
240 324
241 public bool UpdateContent(string id, byte[] data) 325 public bool UpdateContent(string id, byte[] data)
diff --git a/OpenSim/Services/Connectors/Hypergrid/GatekeeperServiceConnector.cs b/OpenSim/Services/Connectors/Hypergrid/GatekeeperServiceConnector.cs
index c426bba..6f159a0 100644
--- a/OpenSim/Services/Connectors/Hypergrid/GatekeeperServiceConnector.cs
+++ b/OpenSim/Services/Connectors/Hypergrid/GatekeeperServiceConnector.cs
@@ -87,7 +87,12 @@ namespace OpenSim.Services.Connectors.Hypergrid
87 paramList.Add(hash); 87 paramList.Add(hash);
88 88
89 XmlRpcRequest request = new XmlRpcRequest("link_region", paramList); 89 XmlRpcRequest request = new XmlRpcRequest("link_region", paramList);
90 string uri = "http://" + info.ExternalEndPoint.Address + ":" + info.HttpPort + "/"; 90 IPEndPoint ext = info.ExternalEndPoint;
91 string uri = "";
92 if (ext != null)
93 {
94 uri = "http://" + ext.Address + ":" + info.HttpPort + "/";
95 }
91 //m_log.Debug("[GATEKEEPER SERVICE CONNECTOR]: Linking to " + uri); 96 //m_log.Debug("[GATEKEEPER SERVICE CONNECTOR]: Linking to " + uri);
92 XmlRpcResponse response = null; 97 XmlRpcResponse response = null;
93 try 98 try
@@ -189,7 +194,12 @@ namespace OpenSim.Services.Connectors.Hypergrid
189 paramList.Add(hash); 194 paramList.Add(hash);
190 195
191 XmlRpcRequest request = new XmlRpcRequest("get_region", paramList); 196 XmlRpcRequest request = new XmlRpcRequest("get_region", paramList);
192 string uri = "http://" + gatekeeper.ExternalEndPoint.Address + ":" + gatekeeper.HttpPort + "/"; 197 IPEndPoint ext = gatekeeper.ExternalEndPoint;
198 string uri = "";
199 if (ext != null)
200 {
201 uri = "http://" + ext.Address + ":" + gatekeeper.HttpPort + "/";
202 }
193 m_log.Debug("[GATEKEEPER SERVICE CONNECTOR]: contacting " + uri); 203 m_log.Debug("[GATEKEEPER SERVICE CONNECTOR]: contacting " + uri);
194 XmlRpcResponse response = null; 204 XmlRpcResponse response = null;
195 try 205 try
diff --git a/OpenSim/Services/Connectors/Land/LandServiceConnector.cs b/OpenSim/Services/Connectors/Land/LandServiceConnector.cs
index 06bc11c..0223a77 100644
--- a/OpenSim/Services/Connectors/Land/LandServiceConnector.cs
+++ b/OpenSim/Services/Connectors/Land/LandServiceConnector.cs
@@ -83,6 +83,8 @@ namespace OpenSim.Services.Connectors
83 if (info != null) // just to be sure 83 if (info != null) // just to be sure
84 { 84 {
85 XmlRpcRequest request = new XmlRpcRequest("land_data", paramList); 85 XmlRpcRequest request = new XmlRpcRequest("land_data", paramList);
86
87 //Possible nullref from info.externalendpoint will be caught here
86 string uri = "http://" + info.ExternalEndPoint.Address + ":" + info.HttpPort + "/"; 88 string uri = "http://" + info.ExternalEndPoint.Address + ":" + info.HttpPort + "/";
87 XmlRpcResponse response = request.Send(uri, 10000); 89 XmlRpcResponse response = request.Send(uri, 10000);
88 if (response.IsFault) 90 if (response.IsFault)
diff --git a/OpenSim/Services/Connectors/Neighbour/NeighbourServiceConnector.cs b/OpenSim/Services/Connectors/Neighbour/NeighbourServiceConnector.cs
index 0a982f8..daf0439 100644
--- a/OpenSim/Services/Connectors/Neighbour/NeighbourServiceConnector.cs
+++ b/OpenSim/Services/Connectors/Neighbour/NeighbourServiceConnector.cs
@@ -87,7 +87,9 @@ namespace OpenSim.Services.Connectors
87 87
88 public bool DoHelloNeighbourCall(GridRegion region, RegionInfo thisRegion) 88 public bool DoHelloNeighbourCall(GridRegion region, RegionInfo thisRegion)
89 { 89 {
90 string uri = "http://" + region.ExternalEndPoint.Address + ":" + region.HttpPort + "/region/" + thisRegion.RegionID + "/"; 90 IPEndPoint ext = region.ExternalEndPoint;
91 if (ext == null) return false;
92 string uri = "http://" + ext.Address + ":" + region.HttpPort + "/region/" + thisRegion.RegionID + "/";
91 //m_log.Debug(" >>> DoHelloNeighbourCall <<< " + uri); 93 //m_log.Debug(" >>> DoHelloNeighbourCall <<< " + uri);
92 94
93 WebRequest HelloNeighbourRequest = WebRequest.Create(uri); 95 WebRequest HelloNeighbourRequest = WebRequest.Create(uri);
diff --git a/OpenSim/Services/Connectors/Presence/PresenceServiceConnector.cs b/OpenSim/Services/Connectors/Presence/PresenceServiceConnector.cs
index 41ebeaf..9f86078 100644
--- a/OpenSim/Services/Connectors/Presence/PresenceServiceConnector.cs
+++ b/OpenSim/Services/Connectors/Presence/PresenceServiceConnector.cs
@@ -300,6 +300,14 @@ namespace OpenSim.Services.Connectors
300 { 300 {
301 pinfo = new PresenceInfo((Dictionary<string, object>)replyData["result"]); 301 pinfo = new PresenceInfo((Dictionary<string, object>)replyData["result"]);
302 } 302 }
303 else
304 {
305 m_log.DebugFormat("[PRESENCE CONNECTOR]: Invalid reply (result not dictionary) received from presence server when querying for sessionID {0}", sessionID.ToString());
306 }
307 }
308 else
309 {
310 m_log.DebugFormat("[PRESENCE CONNECTOR]: Invalid reply received from presence server when querying for sessionID {0}", sessionID.ToString());
303 } 311 }
304 312
305 return pinfo; 313 return pinfo;
diff --git a/OpenSim/Services/Connectors/SimianGrid/SimianGridServiceConnector.cs b/OpenSim/Services/Connectors/SimianGrid/SimianGridServiceConnector.cs
index bea8172..496eb2c 100644
--- a/OpenSim/Services/Connectors/SimianGrid/SimianGridServiceConnector.cs
+++ b/OpenSim/Services/Connectors/SimianGrid/SimianGridServiceConnector.cs
@@ -122,6 +122,8 @@ namespace OpenSim.Services.Connectors.SimianGrid
122 122
123 public string RegisterRegion(UUID scopeID, GridRegion regionInfo) 123 public string RegisterRegion(UUID scopeID, GridRegion regionInfo)
124 { 124 {
125 IPEndPoint ext = regionInfo.ExternalEndPoint;
126 if (ext == null) return "Region registration for " + regionInfo.RegionName + " failed: Could not resolve EndPoint";
125 // Generate and upload our map tile in PNG format to the SimianGrid AddMapTile service 127 // Generate and upload our map tile in PNG format to the SimianGrid AddMapTile service
126 Scene scene; 128 Scene scene;
127 if (m_scenes.TryGetValue(regionInfo.RegionID, out scene)) 129 if (m_scenes.TryGetValue(regionInfo.RegionID, out scene))
@@ -139,7 +141,7 @@ namespace OpenSim.Services.Connectors.SimianGrid
139 { "ServerURI", OSD.FromString(regionInfo.ServerURI) }, 141 { "ServerURI", OSD.FromString(regionInfo.ServerURI) },
140 { "InternalAddress", OSD.FromString(regionInfo.InternalEndPoint.Address.ToString()) }, 142 { "InternalAddress", OSD.FromString(regionInfo.InternalEndPoint.Address.ToString()) },
141 { "InternalPort", OSD.FromInteger(regionInfo.InternalEndPoint.Port) }, 143 { "InternalPort", OSD.FromInteger(regionInfo.InternalEndPoint.Port) },
142 { "ExternalAddress", OSD.FromString(regionInfo.ExternalEndPoint.Address.ToString()) }, 144 { "ExternalAddress", OSD.FromString(ext.Address.ToString()) },
143 { "ExternalPort", OSD.FromInteger(regionInfo.ExternalEndPoint.Port) }, 145 { "ExternalPort", OSD.FromInteger(regionInfo.ExternalEndPoint.Port) },
144 { "MapTexture", OSD.FromUUID(regionInfo.TerrainImage) }, 146 { "MapTexture", OSD.FromUUID(regionInfo.TerrainImage) },
145 { "Access", OSD.FromInteger(regionInfo.Access) }, 147 { "Access", OSD.FromInteger(regionInfo.Access) },
diff --git a/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs b/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs
index 32f02fb..0947b5f 100644
--- a/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs
+++ b/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs
@@ -348,9 +348,11 @@ namespace OpenSim.Services.Connectors.Simulation
348 348
349 public bool RetrieveAgent(GridRegion destination, UUID id, out IAgentData agent) 349 public bool RetrieveAgent(GridRegion destination, UUID id, out IAgentData agent)
350 { 350 {
351 IPEndPoint ext = destination.ExternalEndPoint;
351 agent = null; 352 agent = null;
353 if (ext == null) return false;
352 // Eventually, we want to use a caps url instead of the agentID 354 // Eventually, we want to use a caps url instead of the agentID
353 string uri = "http://" + destination.ExternalEndPoint.Address + ":" + destination.HttpPort + AgentPath() + id + "/" + destination.RegionID.ToString() + "/"; 355 string uri = "http://" + ext.Address + ":" + destination.HttpPort + AgentPath() + id + "/" + destination.RegionID.ToString() + "/";
354 //Console.WriteLine(" >>> DoRetrieveRootAgentCall <<< " + uri); 356 //Console.WriteLine(" >>> DoRetrieveRootAgentCall <<< " + uri);
355 357
356 HttpWebRequest request = (HttpWebRequest)WebRequest.Create(uri); 358 HttpWebRequest request = (HttpWebRequest)WebRequest.Create(uri);
@@ -442,7 +444,7 @@ namespace OpenSim.Services.Connectors.Simulation
442 return true; 444 return true;
443 } 445 }
444 446
445 public bool CloseAgent(GridRegion destination, UUID id) 447 private bool CloseAgent(GridRegion destination, UUID id, bool ChildOnly)
446 { 448 {
447 string uri = string.Empty; 449 string uri = string.Empty;
448 try 450 try
@@ -459,6 +461,8 @@ namespace OpenSim.Services.Connectors.Simulation
459 461
460 WebRequest request = WebRequest.Create(uri); 462 WebRequest request = WebRequest.Create(uri);
461 request.Method = "DELETE"; 463 request.Method = "DELETE";
464 if (ChildOnly)
465 request.Method += "CHILD";
462 request.Timeout = 10000; 466 request.Timeout = 10000;
463 467
464 StreamReader sr = null; 468 StreamReader sr = null;
@@ -491,6 +495,16 @@ namespace OpenSim.Services.Connectors.Simulation
491 return true; 495 return true;
492 } 496 }
493 497
498 public bool CloseChildAgent(GridRegion destination, UUID id)
499 {
500 return CloseAgent(destination, id, true);
501 }
502
503 public bool CloseAgent(GridRegion destination, UUID id)
504 {
505 return CloseAgent(destination, id, false);
506 }
507
494 #endregion Agents 508 #endregion Agents
495 509
496 #region Objects 510 #region Objects
@@ -502,8 +516,10 @@ namespace OpenSim.Services.Connectors.Simulation
502 516
503 public bool CreateObject(GridRegion destination, ISceneObject sog, bool isLocalCall) 517 public bool CreateObject(GridRegion destination, ISceneObject sog, bool isLocalCall)
504 { 518 {
519 IPEndPoint ext = destination.ExternalEndPoint;
520 if (ext == null) return false;
505 string uri 521 string uri
506 = "http://" + destination.ExternalEndPoint.Address + ":" + destination.HttpPort + ObjectPath() + sog.UUID + "/"; 522 = "http://" + ext.Address + ":" + destination.HttpPort + ObjectPath() + sog.UUID + "/";
507 //m_log.Debug(" >>> DoCreateObjectCall <<< " + uri); 523 //m_log.Debug(" >>> DoCreateObjectCall <<< " + uri);
508 524
509 WebRequest ObjectCreateRequest = WebRequest.Create(uri); 525 WebRequest ObjectCreateRequest = WebRequest.Create(uri);
diff --git a/OpenSim/Services/Interfaces/IAttachmentsService.cs b/OpenSim/Services/Interfaces/IAttachmentsService.cs
new file mode 100644
index 0000000..bdde369
--- /dev/null
+++ b/OpenSim/Services/Interfaces/IAttachmentsService.cs
@@ -0,0 +1,17 @@
1////////////////////////////////////////////////////////////////
2//
3// (c) 2009, 2010 Careminster Limited and Melanie Thielker
4//
5// All rights reserved
6//
7using System;
8using Nini.Config;
9
10namespace OpenSim.Services.Interfaces
11{
12 public interface IAttachmentsService
13 {
14 string Get(string id);
15 void Store(string id, string data);
16 }
17}
diff --git a/OpenSim/Services/Interfaces/IGridService.cs b/OpenSim/Services/Interfaces/IGridService.cs
index e55b633..94cee57 100644
--- a/OpenSim/Services/Interfaces/IGridService.cs
+++ b/OpenSim/Services/Interfaces/IGridService.cs
@@ -259,9 +259,13 @@ namespace OpenSim.Services.Interfaces
259 } 259 }
260 catch (SocketException e) 260 catch (SocketException e)
261 { 261 {
262 throw new Exception( 262 /*throw new Exception(
263 "Unable to resolve local hostname " + m_externalHostName + " innerException of type '" + 263 "Unable to resolve local hostname " + m_externalHostName + " innerException of type '" +
264 e + "' attached to this exception", e); 264 e + "' attached to this exception", e);*/
265 // Don't throw a fatal exception here, instead, return Null and handle it in the caller.
266 // Reason is, on systems such as OSgrid it has occured that known hostnames stop
267 // resolving and thus make surrounding regions crash out with this exception.
268 return null;
265 } 269 }
266 270
267 return new IPEndPoint(ia, m_internalEndPoint.Port); 271 return new IPEndPoint(ia, m_internalEndPoint.Port);
diff --git a/OpenSim/Services/Interfaces/ISimulationService.cs b/OpenSim/Services/Interfaces/ISimulationService.cs
index 67d7cbe..33d6fde 100644
--- a/OpenSim/Services/Interfaces/ISimulationService.cs
+++ b/OpenSim/Services/Interfaces/ISimulationService.cs
@@ -71,6 +71,14 @@ namespace OpenSim.Services.Interfaces
71 bool ReleaseAgent(UUID originRegion, UUID id, string uri); 71 bool ReleaseAgent(UUID originRegion, UUID id, string uri);
72 72
73 /// <summary> 73 /// <summary>
74 /// Close child agent.
75 /// </summary>
76 /// <param name="regionHandle"></param>
77 /// <param name="id"></param>
78 /// <returns></returns>
79 bool CloseChildAgent(GridRegion destination, UUID id);
80
81 /// <summary>
74 /// Close agent. 82 /// Close agent.
75 /// </summary> 83 /// </summary>
76 /// <param name="regionHandle"></param> 84 /// <param name="regionHandle"></param>
diff --git a/OpenSim/Services/LLLoginService/LLLoginResponse.cs b/OpenSim/Services/LLLoginService/LLLoginResponse.cs
index 3366922..240f5b1 100644
--- a/OpenSim/Services/LLLoginService/LLLoginResponse.cs
+++ b/OpenSim/Services/LLLoginService/LLLoginResponse.cs
@@ -57,6 +57,7 @@ namespace OpenSim.Services.LLLoginService
57 public static LLFailedLoginResponse InventoryProblem; 57 public static LLFailedLoginResponse InventoryProblem;
58 public static LLFailedLoginResponse DeadRegionProblem; 58 public static LLFailedLoginResponse DeadRegionProblem;
59 public static LLFailedLoginResponse LoginBlockedProblem; 59 public static LLFailedLoginResponse LoginBlockedProblem;
60 public static LLFailedLoginResponse UnverifiedAccountProblem;
60 public static LLFailedLoginResponse AlreadyLoggedInProblem; 61 public static LLFailedLoginResponse AlreadyLoggedInProblem;
61 public static LLFailedLoginResponse InternalError; 62 public static LLFailedLoginResponse InternalError;
62 63
@@ -80,6 +81,10 @@ namespace OpenSim.Services.LLLoginService
80 LoginBlockedProblem = new LLFailedLoginResponse("presence", 81 LoginBlockedProblem = new LLFailedLoginResponse("presence",
81 "Logins are currently restricted. Please try again later.", 82 "Logins are currently restricted. Please try again later.",
82 "false"); 83 "false");
84 UnverifiedAccountProblem = new LLFailedLoginResponse("presence",
85 "Your account has not yet been verified. Please check " +
86 "your email and click the provided link.",
87 "false");
83 AlreadyLoggedInProblem = new LLFailedLoginResponse("presence", 88 AlreadyLoggedInProblem = new LLFailedLoginResponse("presence",
84 "You appear to be already logged in. " + 89 "You appear to be already logged in. " +
85 "If this is not the case please wait for your session to timeout. " + 90 "If this is not the case please wait for your session to timeout. " +
@@ -326,6 +331,7 @@ namespace OpenSim.Services.LLLoginService
326 private void FillOutRegionData(GridRegion destination) 331 private void FillOutRegionData(GridRegion destination)
327 { 332 {
328 IPEndPoint endPoint = destination.ExternalEndPoint; 333 IPEndPoint endPoint = destination.ExternalEndPoint;
334 if (endPoint == null) return;
329 SimAddress = endPoint.Address.ToString(); 335 SimAddress = endPoint.Address.ToString();
330 SimPort = (uint)endPoint.Port; 336 SimPort = (uint)endPoint.Port;
331 RegionX = (uint)destination.RegionLocX; 337 RegionX = (uint)destination.RegionLocX;
diff --git a/OpenSim/Services/LLLoginService/LLLoginService.cs b/OpenSim/Services/LLLoginService/LLLoginService.cs
index 036bec6..9446126 100644
--- a/OpenSim/Services/LLLoginService/LLLoginService.cs
+++ b/OpenSim/Services/LLLoginService/LLLoginService.cs
@@ -225,6 +225,12 @@ namespace OpenSim.Services.LLLoginService
225 return LLFailedLoginResponse.UserProblem; 225 return LLFailedLoginResponse.UserProblem;
226 } 226 }
227 227
228 if (account.UserLevel < 0)
229 {
230 m_log.InfoFormat("[LLOGIN SERVICE]: Login failed, reason: Unverified account");
231 return LLFailedLoginResponse.UnverifiedAccountProblem;
232 }
233
228 if (account.UserLevel < m_MinLoginLevel) 234 if (account.UserLevel < m_MinLoginLevel)
229 { 235 {
230 m_log.InfoFormat("[LLOGIN SERVICE]: Login failed, reason: login is blocked for user level {0}", account.UserLevel); 236 m_log.InfoFormat("[LLOGIN SERVICE]: Login failed, reason: login is blocked for user level {0}", account.UserLevel);
diff --git a/OpenSim/Tests/Common/Mock/MockAssetDataPlugin.cs b/OpenSim/Tests/Common/Mock/MockAssetDataPlugin.cs
index 4a15cf2..5bab62c 100644
--- a/OpenSim/Tests/Common/Mock/MockAssetDataPlugin.cs
+++ b/OpenSim/Tests/Common/Mock/MockAssetDataPlugin.cs
@@ -54,9 +54,10 @@ namespace OpenSim.Tests.Common.Mock
54 return assets.Find(x=>x.FullID == uuid); 54 return assets.Find(x=>x.FullID == uuid);
55 } 55 }
56 56
57 public void StoreAsset(AssetBase asset) 57 public bool StoreAsset(AssetBase asset)
58 { 58 {
59 assets.Add(asset); 59 assets.Add(asset);
60 return true;
60 } 61 }
61 62
62 public List<AssetMetadata> FetchAssetMetadataSet(int start, int count) { return new List<AssetMetadata>(count); } 63 public List<AssetMetadata> FetchAssetMetadataSet(int start, int count) { return new List<AssetMetadata>(count); }
diff --git a/OpenSim/Tests/Common/Mock/TestClient.cs b/OpenSim/Tests/Common/Mock/TestClient.cs
index 999cf5e..2993b46 100644
--- a/OpenSim/Tests/Common/Mock/TestClient.cs
+++ b/OpenSim/Tests/Common/Mock/TestClient.cs
@@ -875,12 +875,20 @@ namespace OpenSim.Tests.Common.Mock
875 { 875 {
876 } 876 }
877 877
878 public void ProcessPendingPackets()
879 {
880 }
881
878 public void ProcessInPacket(Packet NewPack) 882 public void ProcessInPacket(Packet NewPack)
879 { 883 {
880 } 884 }
881 885
882 public void Close() 886 public void Close()
883 { 887 {
888 Close(true);
889 }
890 public void Close(bool sendStop)
891 {
884 m_scene.RemoveClient(AgentId); 892 m_scene.RemoveClient(AgentId);
885 } 893 }
886 894