From 099212167b2b3d5f8bdf529d24a6c47536716706 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Fri, 29 Aug 2014 23:40:21 +0100
Subject: Implement STATUS_BLOCK_GRAB_OBJECT in llSetStatus()/llGetStatus() and
correct effect of STATUS_BLOCK_GRAB
As per http://wiki.secondlife.com/wiki/LlSetStatus
Setting STATUS_BLOCK_GRAB_OBJECT prevents or allows move of a physical linkset by grab on any prim.
Setting STATUS_BLOCK_GRAB prevents or allows move of a physical linkset by grab on a particular prim.
Previously, setting STATUS_BLOCK_GRAB would prevent drag via all prims of the linkset.
---
OpenSim/Region/Framework/Scenes/SceneGraph.cs | 3 ++-
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 16 ++++++++++++++--
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 18 +-----------------
3 files changed, 17 insertions(+), 20 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes')
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 3678c7e..51f50d9 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -1446,8 +1446,9 @@ namespace OpenSim.Region.Framework.Scenes
{
if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))// && PermissionsMngr.)
{
- group.GrabMovement(offset, pos, remoteClient);
+ group.GrabMovement(objectID, offset, pos, remoteClient);
}
+
// This is outside the above permissions condition
// so that if the object is locked the client moving the object
// get's it's position on the simulator even if it was the same as before
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index e37bbd8..2aeccd8 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -828,6 +828,12 @@ namespace OpenSim.Region.Framework.Scenes
public UUID FromFolderID { get; set; }
///
+ /// If true then grabs are blocked no matter what the individual part BlockGrab setting.
+ ///
+ /// true if block grab override; otherwise, false.
+ public bool BlockGrabOverride { get; set; }
+
+ ///
/// IDs of all avatars sat on this scene object.
///
///
@@ -2610,20 +2616,26 @@ namespace OpenSim.Region.Framework.Scenes
/// If object is physical, apply force to move it around
/// If object is not physical, just put it at the resulting location
///
+ /// Part ID to check for grab
/// Always seems to be 0,0,0, so ignoring
/// New position. We do the math here to turn it into a force
///
- public void GrabMovement(Vector3 offset, Vector3 pos, IClientAPI remoteClient)
+ public void GrabMovement(UUID partID, Vector3 offset, Vector3 pos, IClientAPI remoteClient)
{
if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
{
+ SceneObjectPart part = GetPart(partID);
+
+ if (part == null)
+ return;
+
PhysicsActor pa = m_rootPart.PhysActor;
if (pa != null)
{
if (pa.IsPhysical)
{
- if (!m_rootPart.BlockGrab)
+ if (!BlockGrabOverride && !part.BlockGrab)
{
Vector3 llmoveforce = pos - AbsolutePosition;
Vector3 grabforce = llmoveforce;
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 05e3ee9..8785ca9 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -186,7 +186,7 @@ namespace OpenSim.Region.Framework.Scenes
public bool RETURN_AT_EDGE;
- public bool BlockGrab;
+ public bool BlockGrab { get; set; }
public bool StatusSandbox;
@@ -2079,22 +2079,6 @@ namespace OpenSim.Region.Framework.Scenes
ParentGroup.RootPart.RETURN_AT_EDGE = p;
}
- public bool GetBlockGrab()
- {
- if (ParentGroup.IsDeleted)
- return false;
-
- return ParentGroup.RootPart.BlockGrab;
- }
-
- public void SetBlockGrab(bool p)
- {
- if (ParentGroup.IsDeleted)
- return;
-
- ParentGroup.RootPart.BlockGrab = p;
- }
-
public void SetStatusSandbox(bool p)
{
if (ParentGroup.IsDeleted)
--
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