diff --git a/.nant/local.include b/.nant/local.include
index 5e02665f2a..1e8bedc64e 100644
--- a/.nant/local.include
+++ b/.nant/local.include
@@ -1,8 +1,59 @@
-
+
+
+
+
+
+
+
+
+
+
+
+
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+
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+-->
@@ -317,17 +368,3 @@
-
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diff --git a/OpenSim/Framework/Servers/VersionInfo.cs b/OpenSim/Framework/Servers/VersionInfo.cs
index f618047245..58d65d1575 100644
--- a/OpenSim/Framework/Servers/VersionInfo.cs
+++ b/OpenSim/Framework/Servers/VersionInfo.cs
@@ -31,6 +31,7 @@ namespace OpenSim
{
private const string VERSION_NUMBER = "0.6.8CM";
private const Flavour VERSION_FLAVOUR = Flavour.Dev;
+
public enum Flavour
{
Unknown,
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index ffbf745e90..b04871eca9 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -2349,9 +2349,18 @@ namespace OpenSim.Region.Framework.Scenes
EventManager.TriggerOnAttach(localID, itemID, avatarID);
}
- public UUID RezSingleAttachment(IClientAPI remoteClient, UUID itemID,
- uint AttachmentPt)
+ ///
+ /// Called when the client receives a request to rez a single attachment on to the avatar from inventory
+ /// (RezSingleAttachmentFromInv packet).
+ ///
+ ///
+ ///
+ ///
+ ///
+ public UUID RezSingleAttachment(IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
{
+ m_log.DebugFormat("[USER INVENTORY]: Rezzing single attachment from item {0} for {1}", itemID, remoteClient.Name);
+
SceneObjectGroup att = m_sceneGraph.RezSingleAttachment(remoteClient, itemID, AttachmentPt);
if (att == null)
@@ -2363,9 +2372,20 @@ namespace OpenSim.Region.Framework.Scenes
return RezSingleAttachment(att, remoteClient, itemID, AttachmentPt);
}
- public UUID RezSingleAttachment(SceneObjectGroup att,
- IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
+ ///
+ /// Update the user inventory to reflect an attachment
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ public UUID RezSingleAttachment(SceneObjectGroup att, IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
{
+ m_log.DebugFormat(
+ "[USER INVENTORY]: Updating inventory of {0} to show attachment of {1} (item ID {2})",
+ remoteClient.Name, att.Name, itemID);
+
if (!att.IsDeleted)
AttachmentPt = att.RootPart.AttachmentPoint;
@@ -2404,8 +2424,19 @@ namespace OpenSim.Region.Framework.Scenes
return m_sceneGraph.AttachObject(controllingClient, localID, attachPoint, rot, pos, silent);
}
+ ///
+ /// This registers the item as attached in a user's inventory
+ ///
+ ///
+ ///
+ ///
+ ///
public void AttachObject(IClientAPI remoteClient, uint AttachmentPt, UUID itemID, SceneObjectGroup att)
{
+// m_log.DebugFormat(
+// "[USER INVENTORY]: Updating attachment {0} for {1} at {2} using item ID {3}",
+// att.Name, remoteClient.Name, AttachmentPt, itemID);
+
if (UUID.Zero == itemID)
{
m_log.Error("[SCENE INVENTORY]: Unable to save attachment. Error inventory item ID.");
@@ -2433,10 +2464,7 @@ namespace OpenSim.Region.Framework.Scenes
presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /*att.UUID*/);
if (m_AvatarFactory != null)
- {
m_AvatarFactory.UpdateDatabase(remoteClient.AgentId, presence.Appearance);
- }
-
}
}
@@ -2519,6 +2547,7 @@ namespace OpenSim.Region.Framework.Scenes
{
sog.SetOwnerId(ownerID);
sog.SetGroup(groupID, remoteClient);
+ sog.ScheduleGroupForFullUpdate();
foreach (SceneObjectPart child in sog.Children.Values)
child.Inventory.ChangeInventoryOwner(ownerID);
@@ -2540,6 +2569,7 @@ namespace OpenSim.Region.Framework.Scenes
sog.SetOwnerId(groupID);
sog.ApplyNextOwnerPermissions();
}
+
}
foreach (uint localID in localIDs)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index ab0d39777c..fec8aa70e5 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -1840,14 +1840,22 @@ namespace OpenSim.Region.Framework.Scenes
//m_log.DebugFormat(
// "[SCENE]: Scene.AddNewPrim() pcode {0} called for {1} in {2}", shape.PCode, ownerID, RegionInfo.RegionName);
+ SceneObjectGroup sceneObject = null;
+
// If an entity creator has been registered for this prim type then use that
if (m_entityCreators.ContainsKey((PCode)shape.PCode))
- return m_entityCreators[(PCode)shape.PCode].CreateEntity(ownerID, groupID, pos, rot, shape);
+ {
+ sceneObject = m_entityCreators[(PCode)shape.PCode].CreateEntity(ownerID, groupID, pos, rot, shape);
+ }
+ else
+ {
+ // Otherwise, use this default creation code;
+ sceneObject = new SceneObjectGroup(ownerID, pos, rot, shape);
+ AddNewSceneObject(sceneObject, true);
+ sceneObject.SetGroup(groupID, null);
+ }
- // Otherwise, use this default creation code;
- SceneObjectGroup sceneObject = new SceneObjectGroup(ownerID, pos, rot, shape);
- AddNewSceneObject(sceneObject, true);
- sceneObject.SetGroup(groupID, null);
+ sceneObject.ScheduleGroupForFullUpdate();
return sceneObject;
}
@@ -1875,7 +1883,7 @@ namespace OpenSim.Region.Framework.Scenes
}
///
- /// Add a newly created object to the scene
+ /// Add a newly created object to the scene. Updates are also sent to viewers.
///
///
///
@@ -1884,8 +1892,25 @@ namespace OpenSim.Region.Framework.Scenes
///
public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
{
- return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup);
+ return AddNewSceneObject(sceneObject, attachToBackup, true);
}
+
+ ///
+ /// Add a newly created object to the scene
+ ///
+ ///
+ ///
+ /// If true, the object is made persistent into the scene.
+ /// If false, the object will not persist over server restarts
+ ///
+ ///
+ /// If true, updates for the new scene object are sent to all viewers in range.
+ /// If false, it is left to the caller to schedule the update
+ ///
+ public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
+ {
+ return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates);
+ }
///
/// Delete every object from the scene
@@ -3349,7 +3374,6 @@ namespace OpenSim.Region.Framework.Scenes
}
else
m_log.Debug("[SCENE]: Unable to register with InterregionCommsIn");
-
}
///
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index e28d29fa9b..bbcb85ec78 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -252,7 +252,7 @@ namespace OpenSim.Region.Framework.Scenes
sceneObject.HasGroupChanged = true;
}
- return AddSceneObject(sceneObject, attachToBackup);
+ return AddSceneObject(sceneObject, attachToBackup, true);
}
///
@@ -267,12 +267,12 @@ namespace OpenSim.Region.Framework.Scenes
///
/// true if the object was added, false if an object with the same uuid was already in the scene
///
- protected internal bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
+ protected internal bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
{
// Ensure that we persist this new scene object
sceneObject.HasGroupChanged = true;
- return AddSceneObject(sceneObject, attachToBackup);
+ return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates);
}
///
@@ -284,12 +284,19 @@ namespace OpenSim.Region.Framework.Scenes
/// If true, the object is made persistent into the scene.
/// If false, the object will not persist over server restarts
///
- /// true if the object was added, false if an object with the same uuid was already in the scene
+ ///
+ /// If true, updates for the new scene object are sent to all viewers in range.
+ /// If false, it is left to the caller to schedule the update
+ ///
+ ///
+ /// true if the object was added, false if an object with the same uuid was already in the scene
///
- protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
+ protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
{
if (sceneObject == null || sceneObject.RootPart == null || sceneObject.RootPart.UUID == UUID.Zero)
return false;
+
+ bool alreadyExisted = false;
if (m_parentScene.m_clampPrimSize)
{
@@ -310,6 +317,9 @@ namespace OpenSim.Region.Framework.Scenes
sceneObject.AttachToScene(m_parentScene);
+ if (sendClientUpdates)
+ sceneObject.ScheduleGroupForFullUpdate();
+
lock (sceneObject)
{
if (!Entities.ContainsKey(sceneObject.UUID))
@@ -333,12 +343,14 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectGroupsByLocalID[part.LocalId] = sceneObject;
}
}
-
- return true;
+ }
+ else
+ {
+ alreadyExisted = true;
}
}
- return false;
+ return alreadyExisted;
}
///
@@ -545,26 +557,34 @@ namespace OpenSim.Region.Framework.Scenes
itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
false, false, remoteClient.AgentId, true);
+// m_log.DebugFormat(
+// "[SCENE GRAPH]: Retrieved single object {0} for attachment to {1} on point {2}",
+// objatt.Name, remoteClient.Name, AttachmentPt);
+
if (objatt != null)
{
bool tainted = false;
if (AttachmentPt != 0 && AttachmentPt != objatt.GetAttachmentPoint())
tainted = true;
- if (AttachObject(
- remoteClient, objatt.LocalId, AttachmentPt, Quaternion.Identity, objatt.AbsolutePosition, false))
- {
- objatt.ScheduleGroupForFullUpdate();
- if (tainted)
- objatt.HasGroupChanged = true;
-
- // Fire after attach, so we don't get messy perms dialogs
- // 3 == AttachedRez
- objatt.CreateScriptInstances(0, true, m_parentScene.DefaultScriptEngine, 3);
+ AttachObject(remoteClient, objatt.LocalId, AttachmentPt, Quaternion.Identity, objatt.AbsolutePosition, false);
+ //objatt.ScheduleGroupForFullUpdate();
- // Do this last so that event listeners have access to all the effects of the attachment
- m_parentScene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, remoteClient.AgentId);
- }
+ if (tainted)
+ objatt.HasGroupChanged = true;
+
+ // Fire after attach, so we don't get messy perms dialogs
+ // 3 == AttachedRez
+ objatt.CreateScriptInstances(0, true, m_parentScene.DefaultScriptEngine, 3);
+
+ // Do this last so that event listeners have access to all the effects of the attachment
+ m_parentScene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, remoteClient.AgentId);
+ }
+ else
+ {
+ m_log.WarnFormat(
+ "[SCENE GRAPH]: Could not retrieve item {0} for attaching to avatar {1} at point {2}",
+ itemID, remoteClient.Name, AttachmentPt);
}
return objatt;
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 5443c28477..5951a924c0 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -642,8 +642,10 @@ namespace OpenSim.Region.Framework.Scenes
}
ApplyPhysics(m_scene.m_physicalPrim);
-
- ScheduleGroupForFullUpdate();
+
+ // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
+ // for the same object with very different properties. The caller must schedule the update.
+ //ScheduleGroupForFullUpdate();
}
public Vector3 GroupScale()
@@ -1045,10 +1047,11 @@ namespace OpenSim.Region.Framework.Scenes
// don't attach attachments to child agents
if (avatar.IsChildAgent) return;
+// m_log.DebugFormat("[SOG]: Adding attachment {0} to avatar {1}", Name, avatar.Name);
+
DetachFromBackup();
// Remove from database and parcel prim count
- //
m_scene.DeleteFromStorage(UUID);
m_scene.EventManager.TriggerParcelPrimCountTainted();
@@ -1074,7 +1077,6 @@ namespace OpenSim.Region.Framework.Scenes
SetAttachmentPoint(Convert.ToByte(attachmentpoint));
avatar.AddAttachment(this);
- m_log.Debug("[SOG]: Added attachment " + UUID + " to avatar " + avatar.UUID);
if (!silent)
{
@@ -1091,6 +1093,12 @@ namespace OpenSim.Region.Framework.Scenes
ScheduleGroupForFullUpdate();
}
}
+ else
+ {
+ m_log.WarnFormat(
+ "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
+ UUID, agentID, Scene.RegionInfo.RegionName);
+ }
}
public byte GetAttachmentPoint()
@@ -2136,6 +2144,8 @@ namespace OpenSim.Region.Framework.Scenes
public void ScheduleFullUpdateToAvatar(ScenePresence presence)
{
+// m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1} just to avatar {2}", Name, UUID, presence.Name);
+
RootPart.AddFullUpdateToAvatar(presence);
lockPartsForRead(true);
@@ -2170,6 +2180,8 @@ namespace OpenSim.Region.Framework.Scenes
///
public void ScheduleGroupForFullUpdate()
{
+// m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, UUID);
+
checkAtTargets();
RootPart.ScheduleFullUpdate();
@@ -2191,7 +2203,13 @@ namespace OpenSim.Region.Framework.Scenes
///
public void ScheduleGroupForTerseUpdate()
{
+<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
lockPartsForRead(true);
+=======
+// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1}", Name, UUID);
+
+ lock (m_parts)
+>>>>>>> 0.6.9-post-fixes:OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
{
foreach (SceneObjectPart part in m_parts.Values)
{
@@ -2207,9 +2225,11 @@ namespace OpenSim.Region.Framework.Scenes
/// Immediately send a full update for this scene object.
///
public void SendGroupFullUpdate()
- {
+ {
if (IsDeleted)
return;
+
+// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
RootPart.SendFullUpdateToAllClients();
@@ -2229,7 +2249,7 @@ namespace OpenSim.Region.Framework.Scenes
///
/// Immediately send an update for this scene object's root prim only.
/// This is for updates regarding the object as a whole, and none of its parts in particular.
- /// Note: this may not be cused by opensim (it probably should) but it's used by
+ /// Note: this may not be used by opensim (it probably should) but it's used by
/// external modules.
///
public void SendGroupRootTerseUpdate()
@@ -2244,6 +2264,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if (m_scene == null) // Need to check here as it's null during object creation
return;
+
m_scene.SceneGraph.AddToUpdateList(this);
}
@@ -3744,8 +3765,15 @@ namespace OpenSim.Region.Framework.Scenes
HasGroupChanged = true;
}
+<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
lockPartsForRead(false);
ScheduleGroupForFullUpdate();
+=======
+
+ // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
+ // for the same object with very different properties. The caller must schedule the update.
+ //ScheduleGroupForFullUpdate();
+>>>>>>> 0.6.9-post-fixes:OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
}
public void TriggerScriptChangedEvent(Changed val)