mantis8569: do aggregate script events when a script is deleted; block nonphysical drag if a touch event is triggered, add a time guard on that

0.9.1.0-post-fixes
UbitUmarov 2019-08-01 04:14:31 +01:00
parent 6359874d64
commit 618c6ceda5
3 changed files with 40 additions and 22 deletions

View File

@ -341,7 +341,7 @@ namespace OpenSim.Region.Framework.Scenes
if(group == null || group.IsDeleted) if(group == null || group.IsDeleted)
return; return;
if (Permissions.CanMoveObject(group, remoteClient))// && PermissionsMngr.) if (Permissions.CanMoveObject(group, remoteClient))
{ {
group.GrabMovement(objectID, offset, pos, remoteClient); group.GrabMovement(objectID, offset, pos, remoteClient);
} }
@ -359,17 +359,14 @@ namespace OpenSim.Region.Framework.Scenes
Vector3 grabOffset = pos - part.AbsolutePosition; Vector3 grabOffset = pos - part.AbsolutePosition;
// If the touched prim handles touches, deliver it // If the touched prim handles touches, deliver it
if ((part.ScriptEvents & scriptEvents.touch) != 0) if ((part.ScriptEvents & scriptEvents.touch) != 0)
// EventManager.TriggerObjectGrabbing(part.LocalId, 0, part.OffsetPosition, remoteClient, surfaceArg);
EventManager.TriggerObjectGrabbing(part.LocalId, 0, grabOffset, remoteClient, surfaceArg); EventManager.TriggerObjectGrabbing(part.LocalId, 0, grabOffset, remoteClient, surfaceArg);
// Deliver to the root prim if the touched prim doesn't handle touches // Deliver to the root prim if the touched prim doesn't handle touches
// or if we're meant to pass on touches anyway. // or if we're meant to pass on touches anyway.
if (((part.ScriptEvents & scriptEvents.touch) == 0) || if (((part.ScriptEvents & scriptEvents.touch) == 0) ||
(part.PassTouches && (part.LocalId != group.RootPart.LocalId))) (part.PassTouches && (part.LocalId != group.RootPart.LocalId)))
{
// EventManager.TriggerObjectGrabbing(group.RootPart.LocalId, part.LocalId, part.OffsetPosition, remoteClient, surfaceArg);
EventManager.TriggerObjectGrabbing(group.RootPart.LocalId, part.LocalId, grabOffset, remoteClient, surfaceArg); EventManager.TriggerObjectGrabbing(group.RootPart.LocalId, part.LocalId, grabOffset, remoteClient, surfaceArg);
} }
}
public virtual void ProcessObjectDeGrab(uint localID, IClientAPI remoteClient, List<SurfaceTouchEventArgs> surfaceArgs) public virtual void ProcessObjectDeGrab(uint localID, IClientAPI remoteClient, List<SurfaceTouchEventArgs> surfaceArgs)
{ {

View File

@ -2086,13 +2086,20 @@ namespace OpenSim.Region.Framework.Scenes
public void ObjectGrabHandler(uint localId, Vector3 offsetPos, IClientAPI remoteClient) public void ObjectGrabHandler(uint localId, Vector3 offsetPos, IClientAPI remoteClient)
{ {
if (m_rootPart.LocalId == localId) if (m_rootPart.LocalId == localId)
{ {
if((RootPart.ScriptEvents & scriptEvents.anytouch) != 0)
lastTouchTime = Util.GetTimeStampMS();
OnGrabGroup(offsetPos, remoteClient); OnGrabGroup(offsetPos, remoteClient);
} }
else else
{ {
SceneObjectPart part = GetPart(localId); SceneObjectPart part = GetPart(localId);
if (((part.ScriptEvents & scriptEvents.anytouch) != 0) ||
(part.PassTouches && (RootPart.ScriptEvents & scriptEvents.anytouch) != 0))
lastTouchTime = Util.GetTimeStampMS();
OnGrabPart(part, offsetPos, remoteClient); OnGrabPart(part, offsetPos, remoteClient);
} }
} }
@ -3615,6 +3622,10 @@ namespace OpenSim.Region.Framework.Scenes
// part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false); // part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
} }
double lastTouchTime = 0;
/// <summary> /// <summary>
/// If object is physical, apply force to move it around /// If object is physical, apply force to move it around
/// If object is not physical, just put it at the resulting location /// If object is not physical, just put it at the resulting location
@ -3623,7 +3634,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="offset">Always seems to be 0,0,0, so ignoring</param> /// <param name="offset">Always seems to be 0,0,0, so ignoring</param>
/// <param name="pos">New position. We do the math here to turn it into a force</param> /// <param name="pos">New position. We do the math here to turn it into a force</param>
/// <param name="remoteClient"></param> /// <param name="remoteClient"></param>
public void GrabMovement(UUID partID, Vector3 offset, Vector3 pos, IClientAPI remoteClient) public void GrabMovement(UUID partID, Vector3 offset, Vector3 pos, IClientAPI remoteClienth)
{ {
if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
{ {
@ -3650,23 +3661,30 @@ namespace OpenSim.Region.Framework.Scenes
} }
else else
{ {
NonPhysicalGrabMovement(pos); if(IsAttachment)
} return;
}
// block movement if there was a touch at start
double now = Util.GetTimeStampMS();
if (now - lastTouchTime < 250)
{
lastTouchTime = now;
return;
} }
/// <summary> // a touch or pass may had become active ??
/// Apply possition for grabbing non-physical linksets (Ctrl+Drag) if (((part.ScriptEvents & scriptEvents.anytouch) != 0) ||
/// This MUST be blocked for linksets that contain touch scripts because the viewer triggers grab on the touch (part.PassTouches && (RootPart.ScriptEvents & scriptEvents.anytouch) != 0))
/// event (Viewer Bug?) This would allow anyone to drag a linkset with a touch script. SL behaviour is also to
/// block grab on prims with touch events.
/// </summary>
/// <param name="pos">New Position</param>
public void NonPhysicalGrabMovement(Vector3 pos)
{ {
if(!IsAttachment && ScriptCount() == 0) lastTouchTime = now;
return;
}
lastTouchTime = 0;
UpdateGroupPosition(pos); UpdateGroupPosition(pos);
} }
}
}
/// <summary> /// <summary>
/// If object is physical, prepare for spinning torques (set flag to save old orientation) /// If object is physical, prepare for spinning torques (set flag to save old orientation)

View File

@ -1091,7 +1091,6 @@ namespace OpenSim.Region.Framework.Scenes
m_part.ParentGroup.InvalidateDeepEffectivePerms(); m_part.ParentGroup.InvalidateDeepEffectivePerms();
m_inventorySerial++; m_inventorySerial++;
m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
HasInventoryChanged = true; HasInventoryChanged = true;
m_part.ParentGroup.HasGroupChanged = true; m_part.ParentGroup.HasGroupChanged = true;
@ -1113,8 +1112,12 @@ namespace OpenSim.Region.Framework.Scenes
m_part.RemFlag(PrimFlags.Scripted); m_part.RemFlag(PrimFlags.Scripted);
} }
if (type == (int)InventoryType.LSL)
m_part.aggregateScriptEvents(); // this also does full update
else
m_part.ScheduleFullUpdate(); m_part.ScheduleFullUpdate();
m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
return type; return type;
} }
else else