diff --git a/OpenSim/Framework/IClientAPI.cs b/OpenSim/Framework/IClientAPI.cs index 6cb37b2f75..5ca8c88ecb 100644 --- a/OpenSim/Framework/IClientAPI.cs +++ b/OpenSim/Framework/IClientAPI.cs @@ -685,10 +685,10 @@ namespace OpenSim.Framework ExtraData = 1 << 20, Sound = 1 << 21, Joint = 1 << 22, - FullUpdate = 0x0fffffff, - SendInTransit = 1 << 30, - CancelKill = 0x4fffffff, // 1 << 31 - Kill = 0x80000000 // 1 << 32 + FullUpdate = 0x0fffffff, + SendInTransit = 0x20000000, + CancelKill = 0x4fffffff, // 1 << 30 + Kill = 0x80000000 // 1 << 31 } /* included in .net 4.0 diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 4c77c1826d..dc8d267278 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -4087,10 +4087,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP */ if (entity is SceneObjectPart) { - SceneObjectPart e = (SceneObjectPart)entity; - SceneObjectGroup g = e.ParentGroup; + SceneObjectPart p = (SceneObjectPart)entity; + SceneObjectGroup g = p.ParentGroup; if (g.HasPrivateAttachmentPoint && g.OwnerID != AgentId) return; // Don't send updates for other people's HUDs + + if((updateFlags ^ PrimUpdateFlags.SendInTransit) == 0) + { + List partIDs = (new List {p.LocalId}); + lock (m_entityProps.SyncRoot) + m_entityProps.Remove(partIDs); + lock (m_entityUpdates.SyncRoot) + m_entityUpdates.Remove(partIDs); + return; + } } //double priority = m_prioritizer.GetUpdatePriority(this, entity); diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 92485a130e..87b76dc30b 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -1703,11 +1703,81 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer return agent; } + public bool CrossAgentCreateFarChild(ScenePresence agent, GridRegion neighbourRegion, Vector3 pos, EntityTransferContext ctx) + { + ulong regionhandler = neighbourRegion.RegionHandle; + + if(agent.knowsNeighbourRegion(regionhandler)) + return true; + + string reason; + ulong currentRegionHandler = agent.Scene.RegionInfo.RegionHandle; + GridRegion source = new GridRegion(agent.Scene.RegionInfo); + + AgentCircuitData currentAgentCircuit = + agent.Scene.AuthenticateHandler.GetAgentCircuitData(agent.ControllingClient.CircuitCode); + AgentCircuitData agentCircuit = agent.ControllingClient.RequestClientInfo(); + agentCircuit.startpos = pos; + agentCircuit.child = true; + + agentCircuit.Appearance = new AvatarAppearance(); + agentCircuit.Appearance.AvatarHeight = agent.Appearance.AvatarHeight; + + if (currentAgentCircuit != null) + { + agentCircuit.ServiceURLs = currentAgentCircuit.ServiceURLs; + agentCircuit.IPAddress = currentAgentCircuit.IPAddress; + agentCircuit.Viewer = currentAgentCircuit.Viewer; + agentCircuit.Channel = currentAgentCircuit.Channel; + agentCircuit.Mac = currentAgentCircuit.Mac; + agentCircuit.Id0 = currentAgentCircuit.Id0; + } + + agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath(); + agent.AddNeighbourRegion(neighbourRegion, agentCircuit.CapsPath); + + IPEndPoint endPoint = neighbourRegion.ExternalEndPoint; + if (Scene.SimulationService.CreateAgent(source, neighbourRegion, agentCircuit, (int)TeleportFlags.Default, ctx, out reason)) + { + string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath); + int newSizeX = neighbourRegion.RegionSizeX; + int newSizeY = neighbourRegion.RegionSizeY; + + if (m_eqModule != null) + { + #region IP Translation for NAT + IClientIPEndpoint ipepClient; + if (agent.ClientView.TryGet(out ipepClient)) + endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address); + + m_log.DebugFormat("{0} {1} is sending {2} EnableSimulator for neighbour region {3}(loc=<{4},{5}>,siz=<{6},{7}>) " + + "and EstablishAgentCommunication with seed cap {8}", LogHeader, + source.RegionName, agent.Name, + neighbourRegion.RegionName, neighbourRegion.RegionLocX, neighbourRegion.RegionLocY, newSizeX, newSizeY , capsPath); + + m_eqModule.EnableSimulator(regionhandler, + endPoint, agent.UUID, newSizeX, newSizeY); + m_eqModule.EstablishAgentCommunication(agent.UUID, endPoint, capsPath, + regionhandler, newSizeX, newSizeY); + } + else + { + agent.ControllingClient.InformClientOfNeighbour(regionhandler, endPoint); + } + return true; + } + agent.RemoveNeighbourRegion(regionhandler); + return false; + } + public bool CrossAgentIntoNewRegionMain(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, EntityTransferContext ctx) { int ts = Util.EnvironmentTickCount(); + bool sucess = true; + string reason = String.Empty; try { + AgentData cAgent = new AgentData(); agent.CopyTo(cAgent,true); @@ -1725,18 +1795,26 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // Beyond this point, extra cleanup is needed beyond removing transit state m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.Transferring); - if (!agent.Scene.SimulationService.UpdateAgent(neighbourRegion, cAgent, ctx)) + if (sucess && !agent.Scene.SimulationService.UpdateAgent(neighbourRegion, cAgent, ctx)) + { + sucess = false; + reason = "agent update failed"; + } + + if(!sucess) { // region doesn't take it m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp); m_log.WarnFormat( - "[ENTITY TRANSFER MODULE]: Region {0} would not accept update for agent {1} on cross attempt. Returning to original region.", - neighbourRegion.RegionName, agent.Name); + "[ENTITY TRANSFER MODULE]: agent {0} crossing to {1} failed: {2}", + agent.Name, neighbourRegion.RegionName, reason); ReInstantiateScripts(agent); if(agent.ParentID == 0 && agent.ParentUUID == UUID.Zero) + { agent.AddToPhysicalScene(isFlying); + } return false; } @@ -1777,7 +1855,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID); - Vector3 vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0); + Vector3 vel2 = Vector3.Zero; + if((agent.crossingFlags & 2) != 0) + vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0); if (m_eqModule != null) { @@ -1804,7 +1884,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // this may need the attachments - agent.HasMovedAway(true); + agent.HasMovedAway((agent.crossingFlags & 8) == 0); agent.MakeChildAgent(neighbourRegion.RegionHandle); @@ -2135,7 +2215,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer sp.Scene.RegionInfo.WorldLocY - neighbour.RegionLocY, 0f); } - + #endregion #region NotFoundLocationCache class // A collection of not found locations to make future lookups 'not found' lookups quick. diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index af7084845f..0e7ac58fed 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -538,7 +538,7 @@ namespace OpenSim.Region.Framework.Scenes public bool inTransit = false; - public delegate SceneObjectGroup SOGCrossDelegate(SceneObjectGroup sog,Vector3 pos); + private delegate SceneObjectGroup SOGCrossDelegate(SceneObjectGroup sog,Vector3 pos, TeleportObjectData tpData); /// /// The absolute position of this scene object in the scene @@ -560,7 +560,7 @@ namespace OpenSim.Region.Framework.Scenes { inTransit = true; SOGCrossDelegate d = CrossAsync; - d.BeginInvoke(this, val, CrossAsyncCompleted, d); + d.BeginInvoke(this, val, null, CrossAsyncCompleted, d); } return; } @@ -601,7 +601,6 @@ namespace OpenSim.Region.Framework.Scenes av.sitSOGmoved(); } - // now that position is changed tell it to scripts if (triggerScriptEvent) { @@ -617,64 +616,75 @@ namespace OpenSim.Region.Framework.Scenes } } - public SceneObjectGroup CrossAsync(SceneObjectGroup sog, Vector3 val) + private SceneObjectGroup CrossAsync(SceneObjectGroup sog, Vector3 val, TeleportObjectData tpdata) { Scene sogScene = sog.m_scene; + SceneObjectPart root = sog.RootPart; + + bool isTeleport = tpdata != null; + + if(!isTeleport) + { + if (root.DIE_AT_EDGE) + { + try + { + sogScene.DeleteSceneObject(sog, false); + } + catch (Exception) + { + m_log.Warn("[SCENE]: exception when trying to remove the prim that crossed the border."); + } + return sog; + } + + if (root.RETURN_AT_EDGE) + { + // We remove the object here + try + { + List localIDs = new List(); + localIDs.Add(root.LocalId); + sogScene.AddReturn(sog.OwnerID, sog.Name, sog.AbsolutePosition, + "Returned at region cross"); + sogScene.DeRezObjects(null, localIDs, UUID.Zero, DeRezAction.Return, UUID.Zero, false); + } + catch (Exception) + { + m_log.Warn("[SCENE]: exception when trying to return the prim that crossed the border."); + } + return sog; + } + } + + if (root.KeyframeMotion != null) + root.KeyframeMotion.StartCrossingCheck(); + + if(root.PhysActor != null) + root.PhysActor.CrossingStart(); + IEntityTransferModule entityTransfer = sogScene.RequestModuleInterface(); - Vector3 newpos = Vector3.Zero; - OpenSim.Services.Interfaces.GridRegion destination = null; - - if (sog.RootPart.DIE_AT_EDGE) - { - try - { - sogScene.DeleteSceneObject(sog, false); - } - catch (Exception) - { - m_log.Warn("[SCENE]: exception when trying to remove the prim that crossed the border."); - } - return sog; - } - - if (sog.RootPart.RETURN_AT_EDGE) - { - // We remove the object here - try - { - List localIDs = new List(); - localIDs.Add(sog.RootPart.LocalId); - sogScene.AddReturn(sog.OwnerID, sog.Name, sog.AbsolutePosition, - "Returned at region cross"); - sogScene.DeRezObjects(null, localIDs, UUID.Zero, DeRezAction.Return, UUID.Zero, false); - } - catch (Exception) - { - m_log.Warn("[SCENE]: exception when trying to return the prim that crossed the border."); - } - return sog; - } - - if (sog.m_rootPart.KeyframeMotion != null) - sog.m_rootPart.KeyframeMotion.StartCrossingCheck(); - if (entityTransfer == null) return sog; + Vector3 newpos = Vector3.Zero; + OpenSim.Services.Interfaces.GridRegion destination = null; + destination = entityTransfer.GetObjectDestination(sog, val, out newpos); if (destination == null) return sog; if (sog.m_sittingAvatars.Count == 0) { - entityTransfer.CrossPrimGroupIntoNewRegion(destination, newpos, sog, true, true); + entityTransfer.CrossPrimGroupIntoNewRegion(destination, newpos, sog, !isTeleport, true); return sog; } string reason = String.Empty; EntityTransferContext ctx = new EntityTransferContext(); + Vector3 curPos = root.GroupPosition; foreach (ScenePresence av in sog.m_sittingAvatars) { // We need to cross these agents. First, let's find @@ -685,10 +695,15 @@ namespace OpenSim.Region.Framework.Scenes // We set the avatar position as being the object // position to get the region to send to - if(!entityTransfer.checkAgentAccessToRegion(av, destination, newpos, ctx, out reason)) - { + if(av.IsNPC) + continue; + + if(av.IsInTransit) return sog; - } + + if(!entityTransfer.checkAgentAccessToRegion(av, destination, newpos, ctx, out reason)) + return sog; + m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName); } @@ -696,8 +711,10 @@ namespace OpenSim.Region.Framework.Scenes // be made to stand up List avsToCross = new List(); - - foreach (ScenePresence av in sog.m_sittingAvatars) + List avsToCrossFar = new List(); + ulong destHandle = destination.RegionHandle; + List sittingAvatars = GetSittingAvatars(); + foreach (ScenePresence av in sittingAvatars) { byte cflags = 1; @@ -711,68 +728,175 @@ namespace OpenSim.Region.Framework.Scenes else cflags = 3; } + if(!av.knowsNeighbourRegion(destHandle)) + cflags |= 8; // 1 is crossing // 2 is sitting // 4 is sitting at sittarget - av.crossingFlags = cflags; + // 8 far crossing avinfo.av = av; avinfo.ParentID = av.ParentID; avsToCross.Add(avinfo); + if(!av.knowsNeighbourRegion(destHandle)) + { + cflags |= 8; + avsToCrossFar.Add(av); + } + + if(av.IsNPC) + av.crossingFlags = 0; + else + av.crossingFlags = cflags; + av.PrevSitOffset = av.OffsetPosition; av.ParentID = 0; } + Vector3 vel = root.Velocity; + Vector3 avel = root.AngularVelocity; + Vector3 acc = root.Acceleration; + Quaternion ori = root.RotationOffset; + + if(isTeleport) + { + root.Stop(); + sogScene.ForEachScenePresence(delegate(ScenePresence av) + { + av.ControllingClient.SendEntityUpdate(root,PrimUpdateFlags.SendInTransit); + av.ControllingClient.SendEntityTerseUpdateImmediate(root); + }); + + root.Velocity = tpdata.vel; + root.AngularVelocity = tpdata.avel; + root.Acceleration = tpdata.acc; + root.RotationOffset = tpdata.ori; + } + if (entityTransfer.CrossPrimGroupIntoNewRegion(destination, newpos, sog, true, false)) { + if(isTeleport) + { + sogScene.ForEachScenePresence(delegate(ScenePresence oav) + { + if(sittingAvatars.Contains(oav)) + return; + if(oav.knowsNeighbourRegion(destHandle)) + return; + oav.ControllingClient.SendEntityUpdate(root, PrimUpdateFlags.Kill); + foreach (ScenePresence sav in sittingAvatars) + { + sav.SendKillTo(oav); + } + }); + } + bool crossedfar = false; + foreach (ScenePresence av in avsToCrossFar) + { + if(entityTransfer.CrossAgentCreateFarChild(av,destination, newpos, ctx)) + crossedfar = true; + else + av.crossingFlags = 0; + } + + if(crossedfar) + Thread.Sleep(1000); + foreach (avtocrossInfo avinfo in avsToCross) { ScenePresence av = avinfo.av; - if (!av.IsInTransit) // just in case... + av.IsInTransit = true; + m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val); + + if(av.crossingFlags > 0) + entityTransfer.CrossAgentToNewRegionAsync(av, newpos, destination, false, ctx); + + if (av.IsChildAgent) { - m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val); - - av.IsInTransit = true; - -// CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync; -// d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d); - entityTransfer.CrossAgentToNewRegionAsync(av, newpos, destination, av.Flying, ctx); - if (av.IsChildAgent) + // avatar crossed do some extra cleanup + if (av.ParentUUID != UUID.Zero) { - // avatar crossed do some extra cleanup - if (av.ParentUUID != UUID.Zero) - { - av.ClearControls(); - av.ParentPart = null; - } + av.ClearControls(); + av.ParentPart = null; } - else - { - // avatar cross failed we need do dedicated standUp - // part of it was done at CrossAgentToNewRegionAsync - // so for now just remove the sog controls - // this may need extra care - av.UnRegisterSeatControls(sog.UUID); - } - av.ParentUUID = UUID.Zero; + av.ParentPart = null; // In any case av.IsInTransit = false; av.crossingFlags = 0; m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", av.Firstname, av.Lastname); } else - m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar already in transit {0} to {1}", av.Name, val); + { + // avatar cross failed we need do dedicated standUp + // part of it was done at CrossAgentToNewRegionAsync + // so for now just remove the sog controls + // this may need extra care + av.UnRegisterSeatControls(sog.UUID); + av.ParentUUID = UUID.Zero; + av.ParentPart = null; + Vector3 oldp = curPos; + oldp.X = Util.Clamp(oldp.X, 0.5f, sog.m_scene.RegionInfo.RegionSizeX - 0.5f); + oldp.Y = Util.Clamp(oldp.Y, 0.5f, sog.m_scene.RegionInfo.RegionSizeY - 0.5f); + av.AbsolutePosition = oldp; + av.crossingFlags = 0; + av.sitAnimation = "SIT"; + av.IsInTransit = false; + if(av.Animator!= null) + av.Animator.SetMovementAnimations("STAND"); + av.AddToPhysicalScene(false); + sogScene.ForEachScenePresence(delegate(ScenePresence oav) + { + if(sittingAvatars.Contains(oav)) + return; + if(oav.knowsNeighbourRegion(destHandle)) + av.SendAvatarDataToAgent(oav); + else + { + av.SendAvatarDataToAgent(oav); + av.SendAppearanceToAgent(oav); + if (av.Animator != null) + av.Animator.SendAnimPackToClient(oav.ControllingClient); + av.SendAttachmentsToAgentNF(oav); // not ok + } + }); + m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} failed.", av.Firstname, av.Lastname); + } } + + if(crossedfar) + { + Thread.Sleep(10000); + foreach (ScenePresence av in avsToCrossFar) + { + if(av.IsChildAgent) + { + av.Scene.CloseAgent(av.UUID, false); + } + else + av.RemoveNeighbourRegion(destHandle); + } + } + avsToCrossFar.Clear(); avsToCross.Clear(); sog.RemoveScriptInstances(true); sog.Clear(); return sog; } - else // cross failed, put avas back ?? + else { + if(isTeleport) + { + if((tpdata.flags & OSTPOBJ_STOPONFAIL) == 0) + { + root.Velocity = vel; + root.AngularVelocity = avel; + root.Acceleration = acc; + } + root.RotationOffset = ori; + } foreach (avtocrossInfo avinfo in avsToCross) { ScenePresence av = avinfo.av; @@ -782,7 +906,6 @@ namespace OpenSim.Region.Framework.Scenes } } avsToCross.Clear(); - return sog; } @@ -794,11 +917,14 @@ namespace OpenSim.Region.Framework.Scenes if (!sog.IsDeleted) { SceneObjectPart rootp = sog.m_rootPart; + Vector3 oldp = rootp.GroupPosition; oldp.X = Util.Clamp(oldp.X, 0.5f, sog.m_scene.RegionInfo.RegionSizeX - 0.5f); oldp.Y = Util.Clamp(oldp.Y, 0.5f, sog.m_scene.RegionInfo.RegionSizeY - 0.5f); rootp.GroupPosition = oldp; + rootp.Stop(); + SceneObjectPart[] parts = sog.m_parts.GetArray(); foreach (SceneObjectPart part in parts) @@ -812,57 +938,37 @@ namespace OpenSim.Region.Framework.Scenes av.sitSOGmoved(); } - sog.Velocity = Vector3.Zero; - if (sog.m_rootPart.KeyframeMotion != null) sog.m_rootPart.KeyframeMotion.CrossingFailure(); if (sog.RootPart.PhysActor != null) - { sog.RootPart.PhysActor.CrossingFailure(); - } sog.inTransit = false; + AttachToBackup(); sog.ScheduleGroupForFullUpdate(); } } -/* outdated - private void CrossAgentToNewRegionCompleted(ScenePresence agent) + private class TeleportObjectData { - //// If the cross was successful, this agent is a child agent - if (agent.IsChildAgent) - { - if (agent.ParentUUID != UUID.Zero) - { - agent.HandleForceReleaseControls(agent.ControllingClient,agent.UUID); - agent.ParentPart = null; -// agent.ParentPosition = Vector3.Zero; -// agent.ParentUUID = UUID.Zero; - } - } - - agent.ParentUUID = UUID.Zero; -// agent.Reset(); -// else // Not successful -// agent.RestoreInCurrentScene(); - - // In any case - agent.IsInTransit = false; - - m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname); + public int flags; + public Vector3 vel; + public Vector3 avel; + public Vector3 acc; + public Quaternion ori; + public UUID sourceID; } -*/ // copy from LSL_constants.cs - const int OSTPOBJ_STOPATTARRGET = 0x1; // stops at destination + const int OSTPOBJ_STOPATTARGET = 0x1; // stops at destination const int OSTPOBJ_STOPONFAIL = 0x2; // stops at start if tp fails const int OSTPOBJ_SETROT = 0x4; // the rotation is the final rotation, otherwise is a added rotation - public void TeleportObject(UUID sourceID, Vector3 targetPosition, Quaternion rotation, int flags) + public int TeleportObject(UUID sourceID, Vector3 targetPosition, Quaternion rotation, int flags) { if(inTransit || IsDeleted || IsAttachmentCheckFull() || IsSelected || Scene == null) - return; + return -1; inTransit = true; @@ -870,7 +976,41 @@ namespace OpenSim.Region.Framework.Scenes if(pa == null || RootPart.KeyframeMotion != null /*|| m_sittingAvatars.Count == 0*/) { inTransit = false; - return; + return -1; + } + + bool stop = (flags & OSTPOBJ_STOPATTARGET) != 0; + bool setrot = (flags & OSTPOBJ_SETROT) != 0; + + rotation.Normalize(); + + Quaternion currentRot = RootPart.RotationOffset; + if(setrot) + rotation = Quaternion.Conjugate(currentRot) * rotation; + + bool dorot = setrot | (Math.Abs(rotation.W) < 0.99999); + + Vector3 vel = Vector3.Zero; + Vector3 avel = Vector3.Zero; + Vector3 acc = Vector3.Zero; + + if(!stop) + { + vel = RootPart.Velocity; + avel = RootPart.AngularVelocity; + acc = RootPart.Acceleration; + } + Quaternion ori = RootPart.RotationOffset; + + if(dorot) + { + if(!stop) + { + vel *= rotation; + avel *= rotation; + acc *= rotation; + } + ori *= rotation; } if(Scene.PositionIsInCurrentRegion(targetPosition)) @@ -878,7 +1018,7 @@ namespace OpenSim.Region.Framework.Scenes if(Scene.InTeleportTargetsCoolDown(UUID, sourceID, 1.0)) { inTransit = false; - return; + return -2; } Vector3 curPos = AbsolutePosition; @@ -891,7 +1031,7 @@ namespace OpenSim.Region.Framework.Scenes if(!Scene.Permissions.CanObjectEnterWithScripts(this, land)) { inTransit = false; - return; + return -3; } UUID agentID; @@ -901,49 +1041,15 @@ namespace OpenSim.Region.Framework.Scenes if(land.IsRestrictedFromLand(agentID) || land.IsBannedFromLand(agentID)) { inTransit = false; - return; + return -4; } } } - bool stop = (flags & OSTPOBJ_STOPATTARRGET) != 0; - bool setrot = (flags & OSTPOBJ_SETROT) != 0; - - rotation.Normalize(); - Quaternion currentRot = RootPart.RotationOffset; - - if(setrot) - rotation = Quaternion.Conjugate(currentRot) * rotation; - - bool dorot = setrot | (Math.Abs(rotation.W) < 0.999); - - if(stop) - { - RootPart.Stop(); - } - else - { - if(dorot) - { - Vector3 vel = RootPart.Velocity; - Vector3 avel = RootPart.AngularVelocity; - Vector3 acc = RootPart.Acceleration; - - vel *= rotation; - avel *= rotation; - acc *= rotation; - - RootPart.Velocity = vel; - RootPart.AngularVelocity = avel; - RootPart.Acceleration = acc; - } - } - - if(dorot) - { - currentRot *= rotation; - RootPart.RotationOffset = currentRot; - } + RootPart.Velocity = vel; + RootPart.AngularVelocity = avel; + RootPart.Acceleration = acc; + RootPart.RotationOffset = ori; Vector3 s = RootPart.Scale * RootPart.RotationOffset; float h = Scene.GetGroundHeight(posX, posY) + 0.5f * (float)Math.Abs(s.Z) + 0.01f; @@ -953,10 +1059,27 @@ namespace OpenSim.Region.Framework.Scenes inTransit = false; AbsolutePosition = targetPosition; RootPart.ScheduleTerseUpdate(); - return; + return 1; } - inTransit = false; + if(Scene.InTeleportTargetsCoolDown(UUID, sourceID, 20.0)) + { + inTransit = false; + return -1; + } + + TeleportObjectData tdata = new TeleportObjectData(); + tdata.flags = flags; + tdata.vel = vel; + tdata.avel = avel; + tdata.acc = acc; + tdata.ori = ori; + tdata.sourceID = sourceID; + + + SOGCrossDelegate d = CrossAsync; + d.BeginInvoke(this, targetPosition, tdata, CrossAsyncCompleted, d); + return 0; } public override Vector3 Velocity @@ -5398,9 +5521,9 @@ namespace OpenSim.Region.Framework.Scenes { if (avs[i].Name == name) { - GetLinkNumber_lastname = name; - GetLinkNumber_lastnumber = j; - return j; + GetLinkNumber_lastname = name; + GetLinkNumber_lastnumber = j; + return j; } } } diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 8d04c9ffeb..affd4ded94 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -1066,7 +1066,7 @@ namespace OpenSim.Region.Framework.Scenes m_angularVelocity = value; PhysicsActor actor = PhysActor; - if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this && VehicleType == (int)Vehicle.TYPE_NONE) + if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this) { actor.RotationalVelocity = m_angularVelocity; } @@ -1092,6 +1092,12 @@ namespace OpenSim.Region.Framework.Scenes m_acceleration = Vector3.Zero; else m_acceleration = value; + + PhysicsActor actor = PhysActor; + if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this) + { + actor.Acceleration = m_acceleration; + } } } @@ -2016,7 +2022,7 @@ namespace OpenSim.Region.Framework.Scenes // SetVelocity for LSL llSetVelocity.. may need revision if having other uses in future public void SetVelocity(Vector3 pVel, bool localGlobalTF) { - if (ParentGroup == null || ParentGroup.IsDeleted) + if (ParentGroup == null || ParentGroup.IsDeleted || ParentGroup.inTransit) return; if (ParentGroup.IsAttachment) @@ -2043,7 +2049,7 @@ namespace OpenSim.Region.Framework.Scenes // SetAngularVelocity for LSL llSetAngularVelocity.. may need revision if having other uses in future public void SetAngularVelocity(Vector3 pAngVel, bool localGlobalTF) { - if (ParentGroup == null || ParentGroup.IsDeleted) + if (ParentGroup == null || ParentGroup.IsDeleted || ParentGroup.inTransit) return; if (ParentGroup.IsAttachment) @@ -2077,6 +2083,9 @@ namespace OpenSim.Region.Framework.Scenes /// true for the local frame, false for the global frame public void ApplyAngularImpulse(Vector3 impulsei, bool localGlobalTF) { + if (ParentGroup == null || ParentGroup.IsDeleted || ParentGroup.inTransit) + return; + Vector3 impulse = impulsei; if (localGlobalTF) @@ -3376,25 +3385,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter /// public void SendFullUpdateToClient(IClientAPI remoteClient) { - SendFullUpdateToClient(remoteClient, OffsetPosition); - } - - /// - /// Sends a full update to the client - /// - /// - /// - public void SendFullUpdateToClient(IClientAPI remoteClient, Vector3 lPos) - { - if (ParentGroup == null) - return; - - // Suppress full updates during attachment editing - // sl Does send them - // if (ParentGroup.IsSelected && ParentGroup.IsAttachment) - // return; - - if (ParentGroup.IsDeleted) + if (ParentGroup == null || ParentGroup.IsDeleted) return; if (ParentGroup.IsAttachment diff --git a/OpenSim/Region/PhysicsModules/ubOde/ODEPrim.cs b/OpenSim/Region/PhysicsModules/ubOde/ODEPrim.cs index 0d8eeec08b..bf0400b76b 100644 --- a/OpenSim/Region/PhysicsModules/ubOde/ODEPrim.cs +++ b/OpenSim/Region/PhysicsModules/ubOde/ODEPrim.cs @@ -85,7 +85,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde private Vector3 m_lastposition; private Vector3 m_rotationalVelocity; private Vector3 _size; - private Vector3 _acceleration; + private Vector3 m_acceleration; private IntPtr Amotor; internal Vector3 m_force; @@ -746,8 +746,12 @@ namespace OpenSim.Region.PhysicsModule.ubOde public override Vector3 Acceleration { - get { return _acceleration; } - set { } + get { return m_acceleration; } + set + { + if(m_outbounds) + m_acceleration = value; + } } public override Vector3 RotationalVelocity @@ -767,7 +771,10 @@ namespace OpenSim.Region.PhysicsModule.ubOde { if (value.IsFinite()) { - AddChange(changes.AngVelocity, value); + if(m_outbounds) + m_rotationalVelocity = value; + else + AddChange(changes.AngVelocity, value); } else { @@ -941,7 +948,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde } public void SetAcceleration(Vector3 accel) { - _acceleration = accel; + m_acceleration = accel; } public override void AddForce(Vector3 force, bool pushforce) @@ -2748,7 +2755,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde m_angularForceacc = Vector3.Zero; // m_torque = Vector3.Zero; _velocity = Vector3.Zero; - _acceleration = Vector3.Zero; + m_acceleration = Vector3.Zero; m_rotationalVelocity = Vector3.Zero; _target_velocity = Vector3.Zero; if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) @@ -3784,9 +3791,9 @@ namespace OpenSim.Region.PhysicsModule.ubOde m_outbounds = true; lpos.Z = Util.Clip(lpos.Z, -100f, 100000f); - _acceleration.X = 0; - _acceleration.Y = 0; - _acceleration.Z = 0; + m_acceleration.X = 0; + m_acceleration.Y = 0; + m_acceleration.Z = 0; _velocity.X = 0; _velocity.Y = 0; @@ -3915,12 +3922,12 @@ namespace OpenSim.Region.PhysicsModule.ubOde _orientation.W = ori.W; } - // update velocities and aceleration + // update velocities and acceleration if (_zeroFlag || lastZeroFlag) { // disable interpolators _velocity = Vector3.Zero; - _acceleration = Vector3.Zero; + m_acceleration = Vector3.Zero; m_rotationalVelocity = Vector3.Zero; } else @@ -3929,7 +3936,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde { d.Vector3 vel = d.BodyGetLinearVel(Body); - _acceleration = _velocity; + m_acceleration = _velocity; if ((Math.Abs(vel.X) < 0.005f) && (Math.Abs(vel.Y) < 0.005f) && @@ -3937,21 +3944,21 @@ namespace OpenSim.Region.PhysicsModule.ubOde { _velocity = Vector3.Zero; float t = -m_invTimeStep; - _acceleration = _acceleration * t; + m_acceleration = m_acceleration * t; } else { _velocity.X = vel.X; _velocity.Y = vel.Y; _velocity.Z = vel.Z; - _acceleration = (_velocity - _acceleration) * m_invTimeStep; + m_acceleration = (_velocity - m_acceleration) * m_invTimeStep; } - if ((Math.Abs(_acceleration.X) < 0.01f) && - (Math.Abs(_acceleration.Y) < 0.01f) && - (Math.Abs(_acceleration.Z) < 0.01f)) + if ((Math.Abs(m_acceleration.X) < 0.01f) && + (Math.Abs(m_acceleration.Y) < 0.01f) && + (Math.Abs(m_acceleration.Z) < 0.01f)) { - _acceleration = Vector3.Zero; + m_acceleration = Vector3.Zero; } vel = d.BodyGetAngularVel(Body); diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs index b3bd8c4568..e12cedf96a 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs @@ -4664,7 +4664,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api /// has a cool down time. retries before expire reset it /// fail conditions are silent ignored /// - public void osTeleportObject(LSL_Key objectUUID, LSL_Vector targetPos, LSL_Rotation rotation, LSL_Integer flags) + public LSL_Integer osTeleportObject(LSL_Key objectUUID, LSL_Vector targetPos, LSL_Rotation rotation, LSL_Integer flags) { CheckThreatLevel(ThreatLevel.Severe, "osTeleportObject"); m_host.AddScriptLPS(1); @@ -4673,16 +4673,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api if (!UUID.TryParse(objectUUID, out objUUID)) { OSSLShoutError("osTeleportObject() invalid object Key"); - return; + return -1; } SceneObjectGroup sog = World.GetSceneObjectGroup(objUUID); if(sog== null || sog.IsDeleted) - return; + return -1; UUID myid = m_host.ParentGroup.UUID; - sog.TeleportObject(myid, targetPos, rotation, flags); + return sog.TeleportObject(myid, targetPos, rotation, flags); // a delay here may break vehicles } diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs index 08b144a95d..bd5d008d92 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs @@ -51,7 +51,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces /// public enum ThreatLevel { - // Not documented, presumably means permanently disabled ? NoAccess = -1, /// @@ -496,7 +495,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces void osSetInertiaAsSphere(LSL_Float mass, LSL_Float radius, vector centerOfMass); void osSetInertiaAsCylinder(LSL_Float mass, LSL_Float radius, LSL_Float lenght, vector centerOfMass,rotation lslrot); - void osTeleportObject(LSL_Key objectUUID, vector targetPos, rotation targetrotation, LSL_Integer flags); + LSL_Integer osTeleportObject(LSL_Key objectUUID, vector targetPos, rotation targetrotation, LSL_Integer flags); LSL_Integer osGetLinkNumber(LSL_String name); } } diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs index 59493a3b72..ce0fa4824c 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs @@ -856,7 +856,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase // for osTeleportObject public const int OSTPOBJ_NONE = 0x0; - public const int OSTPOBJ_STOPATTARRGET = 0x1; // stops at destination + public const int OSTPOBJ_STOPATTARGET = 0x1; // stops at destination public const int OSTPOBJ_STOPONFAIL = 0x2; // stops at jump point if tp fails public const int OSTPOBJ_SETROT = 0x4; // the rotation is the final rotation, otherwise is a added rotation diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OSSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OSSL_Stub.cs index 7c0862845b..9eac1149da 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OSSL_Stub.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OSSL_Stub.cs @@ -1140,9 +1140,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase m_OSSL_Functions.osClearInertia(); } - public void osTeleportObject(LSL_Key objectUUID, vector targetPos, rotation targetrotation, LSL_Integer flags) + public LSL_Integer osTeleportObject(LSL_Key objectUUID, vector targetPos, rotation targetrotation, LSL_Integer flags) { - m_OSSL_Functions.osTeleportObject(objectUUID, targetPos, targetrotation, flags); + return m_OSSL_Functions.osTeleportObject(objectUUID, targetPos, targetrotation, flags); } public LSL_Integer osGetLinkNumber(LSL_String name)