diff --git a/OpenSim/Capabilities/Handlers/WebFetchInventoryDescendents/WebFetchInvDescHandler.cs b/OpenSim/Capabilities/Handlers/WebFetchInventoryDescendents/WebFetchInvDescHandler.cs
index 515637eac0..9a6ca8640a 100644
--- a/OpenSim/Capabilities/Handlers/WebFetchInventoryDescendents/WebFetchInvDescHandler.cs
+++ b/OpenSim/Capabilities/Handlers/WebFetchInventoryDescendents/WebFetchInvDescHandler.cs
@@ -301,7 +301,8 @@ namespace OpenSim.Capabilities.Handlers
InventoryItemBase linkedItem
= m_InventoryService.GetItem(new InventoryItemBase(link.AssetID));
- itemsToReturn.Insert(0, linkedItem);
+ if (linkedItem != null)
+ itemsToReturn.Insert(0, linkedItem);
}
}
}
diff --git a/OpenSim/Framework/IScene.cs b/OpenSim/Framework/IScene.cs
index b2604f4a39..a9432c2df3 100644
--- a/OpenSim/Framework/IScene.cs
+++ b/OpenSim/Framework/IScene.cs
@@ -56,6 +56,11 @@ namespace OpenSim.Framework
public interface IScene
{
+ ///
+ /// The name of this scene.
+ ///
+ string Name { get; }
+
RegionInfo RegionInfo { get; }
RegionStatus RegionStatus { get; set; }
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/Tests/MockScene.cs b/OpenSim/Region/ClientStack/Linden/UDP/Tests/MockScene.cs
index d76927be9f..119a677f80 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/Tests/MockScene.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/Tests/MockScene.cs
@@ -44,9 +44,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
}
protected int m_objectNameCallsReceived;
- public MockScene()
+ public MockScene() : base(new RegionInfo(1000, 1000, null, null))
{
- m_regInfo = new RegionInfo(1000, 1000, null, null);
m_regStatus = RegionStatus.Up;
}
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index fcf682b9a9..1fa5ec04dc 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -366,10 +366,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
// At the moment we can only deal with a single attachment
if (attachments.Count != 0)
{
- UUID oldAttachmentItemID = attachments[0].FromItemID;
-
- if (oldAttachmentItemID != UUID.Zero)
- DetachSingleAttachmentToInvInternal(sp, oldAttachmentItemID);
+ if (attachments[0].FromItemID != UUID.Zero)
+ DetachSingleAttachmentToInvInternal(sp, attachments[0]);
else
m_log.WarnFormat(
"[ATTACHMENTS MODULE]: When detaching existing attachment {0} {1} at point {2} to make way for {3} {4} for {5}, couldn't find the associated item ID to adjust inventory attachment record!",
@@ -434,12 +432,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
return null;
}
- SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, doc);
-
- if (att == null)
- DetachSingleAttachmentToInv(sp, itemID);
-
- return att;
+ return RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, doc);
}
public void RezMultipleAttachmentsFromInventory(IScenePresence sp, List> rezlist)
@@ -516,18 +509,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
m_scene.EventManager.TriggerOnAttach(so.LocalId, so.UUID, UUID.Zero);
}
- public void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID)
+ public void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup so)
{
lock (sp.AttachmentsSyncLock)
{
// Save avatar attachment information
// m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + sp.UUID + ", ItemID: " + itemID);
- bool changed = sp.Appearance.DetachAttachment(itemID);
+ if (so.AttachedAvatar != sp.UUID)
+ {
+ m_log.WarnFormat(
+ "[ATTACHMENTS MODULE]: Tried to detach object {0} from {1} {2} but attached avatar id was {3} in {4}",
+ so.Name, sp.Name, sp.UUID, so.AttachedAvatar, m_scene.RegionInfo.RegionName);
+
+ return;
+ }
+
+ bool changed = sp.Appearance.DetachAttachment(so.FromItemID);
if (changed && m_scene.AvatarFactory != null)
m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
- DetachSingleAttachmentToInvInternal(sp, itemID);
+ DetachSingleAttachmentToInvInternal(sp, so);
}
}
@@ -794,46 +796,21 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
return item;
}
- // What makes this method odd and unique is it tries to detach using an UUID.... Yay for standards.
- // To LocalId or UUID, *THAT* is the question. How now Brown UUID??
- private void DetachSingleAttachmentToInvInternal(IScenePresence sp, UUID itemID)
+ private void DetachSingleAttachmentToInvInternal(IScenePresence sp, SceneObjectGroup so)
{
// m_log.DebugFormat("[ATTACHMENTS MODULE]: Detaching item {0} to inventory for {1}", itemID, sp.Name);
- if (itemID == UUID.Zero) // If this happened, someone made a mistake....
- return;
+ m_scene.EventManager.TriggerOnAttach(so.LocalId, so.FromItemID, UUID.Zero);
+ sp.RemoveAttachment(so);
+ m_scene.DeleteSceneObject(so, false);
- // We can NOT use the dictionries here, as we are looking
- // for an entity by the fromAssetID, which is NOT the prim UUID
- EntityBase[] detachEntities = m_scene.GetEntities();
- SceneObjectGroup group;
+ // Prepare sog for storage
+ so.AttachedAvatar = UUID.Zero;
+ so.RootPart.SetParentLocalId(0);
+ so.IsAttachment = false;
+ so.AbsolutePosition = so.RootPart.AttachedPos;
- lock (sp.AttachmentsSyncLock)
- {
- foreach (EntityBase entity in detachEntities)
- {
- if (entity is SceneObjectGroup)
- {
- group = (SceneObjectGroup)entity;
- if (group.FromItemID == itemID)
- {
- m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero);
- sp.RemoveAttachment(group);
- m_scene.DeleteSceneObject(group, false);
-
- // Prepare sog for storage
- group.AttachedAvatar = UUID.Zero;
- group.RootPart.SetParentLocalId(0);
- group.IsAttachment = false;
- group.AbsolutePosition = group.RootPart.AttachedPos;
-
- UpdateKnownItem(sp, group, true);
-
- return;
- }
- }
- }
- }
+ UpdateKnownItem(sp, so, true);
}
protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
@@ -1047,8 +1024,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
SceneObjectGroup group = m_scene.GetGroupByPrim(objectLocalID);
+
if (sp != null && group != null)
- DetachSingleAttachmentToInv(sp, group.FromItemID);
+ DetachSingleAttachmentToInv(sp, group);
}
private void Client_OnDetachAttachmentIntoInv(UUID itemID, IClientAPI remoteClient)
@@ -1058,7 +1036,21 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
if (sp != null)
- DetachSingleAttachmentToInv(sp, itemID);
+ {
+ lock (sp.AttachmentsSyncLock)
+ {
+ List attachments = sp.GetAttachments();
+
+ foreach (SceneObjectGroup group in attachments)
+ {
+ if (group.FromItemID == itemID)
+ {
+ DetachSingleAttachmentToInv(sp, group);
+ return;
+ }
+ }
+ }
+ }
}
private void Client_OnObjectDrop(uint soLocalId, IClientAPI remoteClient)
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
index 1c10422e3f..df99d0c024 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
@@ -227,9 +227,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
InventoryItemBase attItem = CreateAttachmentItem(scene, ua1.PrincipalID, "att", 0x10, 0x20);
- scene.AttachmentsModule.RezSingleAttachmentFromInventory(
- sp, attItem.ID, (uint)AttachmentPoint.Chest);
- scene.AttachmentsModule.DetachSingleAttachmentToInv(sp, attItem.ID);
+ SceneObjectGroup so
+ = (SceneObjectGroup)scene.AttachmentsModule.RezSingleAttachmentFromInventory(
+ sp, attItem.ID, (uint)AttachmentPoint.Chest);
+ scene.AttachmentsModule.DetachSingleAttachmentToInv(sp, so);
// Check status on scene presence
Assert.That(sp.HasAttachments(), Is.False);
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index 7446530cb6..e7b9ba5fb2 100644
--- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
@@ -114,11 +114,11 @@ namespace OpenSim.Region.Framework.Interfaces
void DetachSingleAttachmentToGround(IScenePresence sp, uint objectLocalID);
///
- /// Detach the given item so that it remains in the user's inventory.
+ /// Detach the given attachment so that it remains in the user's inventory.
///
/// /param>
- ///
- void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID);
+ /// The attachment to detach.
+ void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup grp);
/// Update the position of an attachment.
///
diff --git a/OpenSim/Region/Framework/Interfaces/IScenePresence.cs b/OpenSim/Region/Framework/Interfaces/IScenePresence.cs
index 19a8236427..e6b926ce8c 100644
--- a/OpenSim/Region/Framework/Interfaces/IScenePresence.cs
+++ b/OpenSim/Region/Framework/Interfaces/IScenePresence.cs
@@ -72,6 +72,10 @@ namespace OpenSim.Region.Framework.Interfaces
///
List GetAttachments(uint attachmentPoint);
+ ///
+ /// Does this avatar have any attachments?
+ ///
+ ///
bool HasAttachments();
// Don't use these methods directly. Instead, use the AttachmentsModule
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 8591b09e2e..8c76b8264c 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -637,7 +637,6 @@ namespace OpenSim.Region.Framework.Scenes
m_SimulationDataService = simDataService;
m_EstateDataService = estateDataService;
m_regionHandle = m_regInfo.RegionHandle;
- m_regionName = m_regInfo.RegionName;
m_lastIncoming = 0;
m_lastOutgoing = 0;
@@ -654,7 +653,7 @@ namespace OpenSim.Region.Framework.Scenes
// resave.
// FIXME: It shouldn't be up to the database plugins to create this data - we should do it when a new
// region is set up and avoid these gyrations.
- RegionSettings rs = simDataService.LoadRegionSettings(m_regInfo.RegionID);
+ RegionSettings rs = simDataService.LoadRegionSettings(RegionInfo.RegionID);
bool updatedTerrainTextures = false;
if (rs.TerrainTexture1 == UUID.Zero)
{
@@ -683,10 +682,10 @@ namespace OpenSim.Region.Framework.Scenes
if (updatedTerrainTextures)
rs.Save();
- m_regInfo.RegionSettings = rs;
+ RegionInfo.RegionSettings = rs;
if (estateDataService != null)
- m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false);
+ RegionInfo.EstateSettings = estateDataService.LoadEstateSettings(RegionInfo.RegionID, false);
#endregion Region Settings
@@ -861,7 +860,7 @@ namespace OpenSim.Region.Framework.Scenes
StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
}
- public Scene(RegionInfo regInfo)
+ public Scene(RegionInfo regInfo) : base(regInfo)
{
PhysicalPrims = true;
CollidablePrims = true;
@@ -888,7 +887,6 @@ namespace OpenSim.Region.Framework.Scenes
WestBorders.Add(westBorder);
BordersLocked = false;
- m_regInfo = regInfo;
m_eventManager = new EventManager();
m_permissions = new ScenePermissions(this);
@@ -1232,8 +1230,8 @@ namespace OpenSim.Region.Framework.Scenes
m_sceneGraph.Close();
- if (!GridService.DeregisterRegion(m_regInfo.RegionID))
- m_log.WarnFormat("[SCENE]: Deregister from grid failed for region {0}", m_regInfo.RegionName);
+ if (!GridService.DeregisterRegion(RegionInfo.RegionID))
+ m_log.WarnFormat("[SCENE]: Deregister from grid failed for region {0}", Name);
// call the base class Close method.
base.Close();
@@ -1770,14 +1768,14 @@ namespace OpenSim.Region.Framework.Scenes
public void StoreWindlightProfile(RegionLightShareData wl)
{
- m_regInfo.WindlightSettings = wl;
+ RegionInfo.WindlightSettings = wl;
SimulationDataService.StoreRegionWindlightSettings(wl);
m_eventManager.TriggerOnSaveNewWindlightProfile();
}
public void LoadWindlightProfile()
{
- m_regInfo.WindlightSettings = SimulationDataService.LoadRegionWindlightSettings(RegionInfo.RegionID);
+ RegionInfo.WindlightSettings = SimulationDataService.LoadRegionWindlightSettings(RegionInfo.RegionID);
m_eventManager.TriggerOnSaveNewWindlightProfile();
}
@@ -2318,7 +2316,7 @@ namespace OpenSim.Region.Framework.Scenes
ForceSceneObjectBackup(so);
so.DetachFromBackup();
- SimulationDataService.RemoveObject(so.UUID, m_regInfo.RegionID);
+ SimulationDataService.RemoveObject(so.UUID, RegionInfo.RegionID);
}
// We need to keep track of this state in case this group is still queued for further backup.
@@ -2662,7 +2660,7 @@ namespace OpenSim.Region.Framework.Scenes
// enter. Period.
//
int flags = GetUserFlags(sceneObject.OwnerID);
- if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
+ if (RegionInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
{
m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
@@ -3908,9 +3906,9 @@ namespace OpenSim.Region.Framework.Scenes
}
}
- if (m_regInfo.EstateSettings != null)
+ if (RegionInfo.EstateSettings != null)
{
- if (m_regInfo.EstateSettings.IsBanned(agent.AgentID,0))
+ if (RegionInfo.EstateSettings.IsBanned(agent.AgentID, 0))
{
m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3942,7 +3940,7 @@ namespace OpenSim.Region.Framework.Scenes
}
bool groupAccess = false;
- UUID[] estateGroups = m_regInfo.EstateSettings.EstateGroups;
+ UUID[] estateGroups = RegionInfo.EstateSettings.EstateGroups;
if (estateGroups != null)
{
@@ -3960,8 +3958,8 @@ namespace OpenSim.Region.Framework.Scenes
m_log.ErrorFormat("[CONNECTION BEGIN]: EstateGroups is null!");
}
- if (!m_regInfo.EstateSettings.PublicAccess &&
- !m_regInfo.EstateSettings.HasAccess(agent.AgentID) &&
+ if (!RegionInfo.EstateSettings.PublicAccess &&
+ !RegionInfo.EstateSettings.HasAccess(agent.AgentID) &&
!groupAccess)
{
m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the estate",
@@ -4034,7 +4032,7 @@ namespace OpenSim.Region.Framework.Scenes
// if (loggingOffUser != null)
// {
// UUID localRegionSecret = UUID.Zero;
-// bool parsedsecret = UUID.TryParse(m_regInfo.regionSecret, out localRegionSecret);
+// bool parsedsecret = UUID.TryParse(RegionInfo.regionSecret, out localRegionSecret);
//
// // Region Secret is used here in case a new sessionid overwrites an old one on the user server.
// // Will update the user server in a few revisions to use it.
@@ -4272,13 +4270,13 @@ namespace OpenSim.Region.Framework.Scenes
ScenePresence sp = GetScenePresence(remoteClient.AgentId);
if (sp != null)
{
- uint regionX = m_regInfo.RegionLocX;
- uint regionY = m_regInfo.RegionLocY;
+ uint regionX = RegionInfo.RegionLocX;
+ uint regionY = RegionInfo.RegionLocY;
Utils.LongToUInts(regionHandle, out regionX, out regionY);
- int shiftx = (int) regionX - (int) m_regInfo.RegionLocX * (int)Constants.RegionSize;
- int shifty = (int) regionY - (int) m_regInfo.RegionLocY * (int)Constants.RegionSize;
+ int shiftx = (int) regionX - (int) RegionInfo.RegionLocX * (int)Constants.RegionSize;
+ int shifty = (int) regionY - (int) RegionInfo.RegionLocY * (int)Constants.RegionSize;
position.X += shiftx;
position.Y += shifty;
@@ -4301,7 +4299,7 @@ namespace OpenSim.Region.Framework.Scenes
if (!result)
{
- regionHandle = m_regInfo.RegionHandle;
+ regionHandle = RegionInfo.RegionHandle;
}
else
{
@@ -4807,7 +4805,7 @@ namespace OpenSim.Region.Framework.Scenes
public void DeleteFromStorage(UUID uuid)
{
- SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
+ SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID);
}
public int GetHealth(out int flags, out string message)
@@ -5288,7 +5286,7 @@ Environment.Exit(1);
IEstateDataService estateDataService = EstateDataService;
if (estateDataService != null)
{
- m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false);
+ RegionInfo.EstateSettings = estateDataService.LoadEstateSettings(RegionInfo.RegionID, false);
TriggerEstateSunUpdate();
}
}
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index 9b8a3ae3c9..e8134cd866 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -51,6 +51,8 @@ namespace OpenSim.Region.Framework.Scenes
#endregion
#region Fields
+
+ public string Name { get { return RegionInfo.RegionName; } }
public IConfigSource Config
{
@@ -148,6 +150,11 @@ namespace OpenSim.Region.Framework.Scenes
#endregion
+ public SceneBase(RegionInfo regInfo)
+ {
+ RegionInfo = regInfo;
+ }
+
#region Update Methods
///
@@ -211,10 +218,7 @@ namespace OpenSim.Region.Framework.Scenes
///
///
///
- public virtual RegionInfo RegionInfo
- {
- get { return m_regInfo; }
- }
+ public virtual RegionInfo RegionInfo { get; private set; }
#region admin stuff
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index 54b69a2c73..f3b0630843 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -1270,7 +1270,7 @@ namespace OpenSim.Region.Physics.OdePlugin
public override void UnSubscribeEvents()
{
- CollisionEventsThisFrame.Clear();
+ _parent_scene.RemoveCollisionEventReporting(this);
// Don't clear collision event reporting here. This is called directly from scene code and so can lead
// to a race condition with the simulate loop
diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
index c6ecc68ae9..32e81e2ea1 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
@@ -387,12 +387,12 @@ namespace OpenSim.Region.Physics.OdePlugin
///
/// A dictionary of actors that should receive collision events.
///
- private readonly Dictionary _collisionEventPrim = new Dictionary();
+ private readonly Dictionary m_collisionEventActors = new Dictionary();
///
/// A dictionary of collision event changes that are waiting to be processed.
///
- private readonly Dictionary _collisionEventPrimChanges = new Dictionary();
+ private readonly Dictionary m_collisionEventActorsChanges = new Dictionary();
///
/// Maps a unique geometry id (a memory location) to a physics actor name.
@@ -1908,8 +1908,8 @@ namespace OpenSim.Region.Physics.OdePlugin
{
// m_log.DebugFormat("[PHYSICS]: Adding {0} {1} to collision event reporting", obj.SOPName, obj.LocalID);
- lock (_collisionEventPrimChanges)
- _collisionEventPrimChanges[obj.LocalID] = obj;
+ lock (m_collisionEventActorsChanges)
+ m_collisionEventActorsChanges[obj.LocalID] = obj;
}
///
@@ -1920,8 +1920,8 @@ namespace OpenSim.Region.Physics.OdePlugin
{
// m_log.DebugFormat("[PHYSICS]: Removing {0} {1} from collision event reporting", obj.SOPName, obj.LocalID);
- lock (_collisionEventPrimChanges)
- _collisionEventPrimChanges[obj.LocalID] = null;
+ lock (m_collisionEventActorsChanges)
+ m_collisionEventActorsChanges[obj.LocalID] = null;
}
#region Add/Remove Entities
@@ -2930,17 +2930,17 @@ namespace OpenSim.Region.Physics.OdePlugin
// We change _collisionEventPrimChanges to avoid locking _collisionEventPrim itself and causing potential
// deadlock if the collision event tries to lock something else later on which is already locked by a
// caller that is adding or removing the collision event.
- lock (_collisionEventPrimChanges)
+ lock (m_collisionEventActorsChanges)
{
- foreach (KeyValuePair kvp in _collisionEventPrimChanges)
+ foreach (KeyValuePair kvp in m_collisionEventActorsChanges)
{
if (kvp.Value == null)
- _collisionEventPrim.Remove(kvp.Key);
+ m_collisionEventActors.Remove(kvp.Key);
else
- _collisionEventPrim[kvp.Key] = kvp.Value;
+ m_collisionEventActors[kvp.Key] = kvp.Value;
}
- _collisionEventPrimChanges.Clear();
+ m_collisionEventActorsChanges.Clear();
}
if (SupportsNINJAJoints)
@@ -3092,7 +3092,7 @@ namespace OpenSim.Region.Physics.OdePlugin
tempTick = tempTick2;
}
- foreach (PhysicsActor obj in _collisionEventPrim.Values)
+ foreach (PhysicsActor obj in m_collisionEventActors.Values)
{
// m_log.DebugFormat("[PHYSICS]: Assessing {0} {1} for collision events", obj.SOPName, obj.LocalID);
@@ -3227,10 +3227,10 @@ namespace OpenSim.Region.Physics.OdePlugin
}
tickCountFrameRun = Util.EnvironmentTickCount();
- }
- if (CollectStats)
- m_stats[ODETotalFrameMsStatName] += Util.EnvironmentTickCountSubtract(startFrameTick);
+ if (CollectStats)
+ m_stats[ODETotalFrameMsStatName] += Util.EnvironmentTickCountSubtract(startFrameTick);
+ }
return fps;
}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 389980e3ec..04c4c00778 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -3267,15 +3267,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
private void DetachWrapper(object o)
{
- SceneObjectPart host = (SceneObjectPart)o;
-
- SceneObjectGroup grp = host.ParentGroup;
- UUID itemID = grp.FromItemID;
- ScenePresence presence = World.GetScenePresence(host.OwnerID);
-
- IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule;
- if (attachmentsModule != null)
- attachmentsModule.DetachSingleAttachmentToInv(presence, itemID);
+ if (World.AttachmentsModule != null)
+ {
+ SceneObjectPart host = (SceneObjectPart)o;
+ ScenePresence presence = World.GetScenePresence(host.OwnerID);
+ World.AttachmentsModule.DetachSingleAttachmentToInv(presence, host.ParentGroup);
+ }
}
public void llAttachToAvatar(int attachmentPoint)
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index 79d1944a77..7364b193ba 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
@@ -847,27 +847,34 @@ namespace OpenSim.Region.ScriptEngine.XEngine
if (engine == ScriptEngineName)
{
// If we are falling back on XEngine as the default engine, then only complain to the user
- // if a script language has been explicitly set and it's one that we recognize. If it's
+ // if a script language has been explicitly set and it's one that we recognize or there are
+ // no non-whitespace characters after the colon.
+ //
+ // If the script is
// explicitly not allowed or the script is not in LSL then the user will be informed by a later compiler message.
//
+ // If the colon ends the line then we'll risk the false positive as this is more likely
+ // to signal a real scriptengine line where the user wants to use the default compile language.
+ //
// This avoids the overwhelming number of false positives where we're in this code because
// there's a colon in a comment in the first line of a script for entirely
// unrelated reasons (e.g. vim settings).
//
// TODO: A better fix would be to deprecate simple : detection and look for some less likely
// string to begin the comment (like #! in unix shell scripts).
- bool scriptExplicitlyInXEngineLanguage = false;
- string restOfScript = script.Substring(colon + 1);
+ bool warnRunningInXEngine = false;
+ string restOfFirstLine = firstline.Substring(colon + 1);
// FIXME: These are hardcoded because they are currently hardcoded in Compiler.cs
- if (restOfScript.StartsWith("c#")
- || restOfScript.StartsWith("vb")
- || restOfScript.StartsWith("lsl")
- || restOfScript.StartsWith("js")
- || restOfScript.StartsWith("yp"))
- scriptExplicitlyInXEngineLanguage = true;
+ if (restOfFirstLine.StartsWith("c#")
+ || restOfFirstLine.StartsWith("vb")
+ || restOfFirstLine.StartsWith("lsl")
+ || restOfFirstLine.StartsWith("js")
+ || restOfFirstLine.StartsWith("yp")
+ || restOfFirstLine.Length == 0)
+ warnRunningInXEngine = true;
- if (scriptExplicitlyInXEngineLanguage)
+ if (warnRunningInXEngine)
{
SceneObjectPart part =
m_Scene.GetSceneObjectPart(