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Merge branch 'master' of /home/opensim/var/repo/opensim
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@@ -1988,7 +1988,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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if (permissionToTake)
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if (permissionToTake && (action != DeRezAction.Delete || this.m_useTrashOnDelete))
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{
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m_asyncSceneObjectDeleter.DeleteToInventory(
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action, destinationID, deleteGroups, remoteClient,
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@@ -103,6 +103,7 @@ namespace OpenSim.Region.Framework.Scenes
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public bool m_trustBinaries;
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public bool m_allowScriptCrossings;
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public bool m_useFlySlow;
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public bool m_useTrashOnDelete = true;
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/// <summary>
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/// Temporarily setting to trigger appearance resends at 60 second intervals.
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@@ -709,6 +710,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_clampPrimSize = true;
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}
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m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete);
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m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
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m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
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m_dontPersistBefore =
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@@ -1969,6 +1969,11 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="objectGroup">The group of prims which should be linked to this group</param>
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public void LinkToGroup(SceneObjectGroup objectGroup)
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{
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LinkToGroup(objectGroup, false);
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}
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public void LinkToGroup(SceneObjectGroup objectGroup, bool insert)
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{
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// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}",
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// objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID);
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@@ -1979,6 +1984,10 @@ namespace OpenSim.Region.Framework.Scenes
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SceneObjectPart linkPart = objectGroup.m_rootPart;
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// physics flags from group to be applied to linked parts
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bool grpusephys = UsesPhysics;
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bool grptemporary = IsTemporary;
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Vector3 oldGroupPosition = linkPart.GroupPosition;
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Quaternion oldRootRotation = linkPart.RotationOffset;
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@@ -2002,15 +2011,35 @@ namespace OpenSim.Region.Framework.Scenes
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lock (m_parts.SyncRoot)
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{
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int linkNum = PrimCount + 1;
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int linkNum;
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if (insert)
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{
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linkNum = 2;
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foreach (SceneObjectPart part in Parts)
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{
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if (part.LinkNum > 1)
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part.LinkNum++;
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}
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}
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else
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{
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linkNum = PrimCount + 1;
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}
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m_parts.Add(linkPart.UUID, linkPart);
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linkPart.SetParent(this);
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linkPart.CreateSelected = true;
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// let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
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linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive);
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if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
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{
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linkPart.PhysActor.link(m_rootPart.PhysActor);
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this.Scene.PhysicsScene.AddPhysicsActorTaint(linkPart.PhysActor);
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}
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linkPart.LinkNum = linkNum++;
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linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect);
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SceneObjectPart[] ogParts = objectGroup.Parts;
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Array.Sort(ogParts, delegate(SceneObjectPart a, SceneObjectPart b)
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@@ -2022,7 +2051,16 @@ namespace OpenSim.Region.Framework.Scenes
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{
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SceneObjectPart part = ogParts[i];
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if (part.UUID != objectGroup.m_rootPart.UUID)
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{
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LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
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// let physics know
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part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive);
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if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
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{
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part.PhysActor.link(m_rootPart.PhysActor);
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this.Scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
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}
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}
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part.ClearUndoState();
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}
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}
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@@ -990,23 +990,24 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="pos"></param>
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public void Teleport(Vector3 pos)
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{
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bool isFlying = Flying;
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RemoveFromPhysicalScene();
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Velocity = Vector3.Zero;
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CheckLandingPoint(ref pos);
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AbsolutePosition = pos;
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AddToPhysicalScene(isFlying);
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SendTerseUpdateToAllClients();
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TeleportWithMomentum(pos, null);
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}
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public void TeleportWithMomentum(Vector3 pos)
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public void TeleportWithMomentum(Vector3 pos, Vector3? v)
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{
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bool isFlying = Flying;
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Vector3 vel = Velocity;
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RemoveFromPhysicalScene();
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CheckLandingPoint(ref pos);
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AbsolutePosition = pos;
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AddToPhysicalScene(isFlying);
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if (PhysicsActor != null)
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{
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if (v.HasValue)
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PhysicsActor.SetMomentum((Vector3)v);
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else
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PhysicsActor.SetMomentum(vel);
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}
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SendTerseUpdateToAllClients();
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}
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@@ -33,6 +33,7 @@ using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications;
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using OpenSim.Framework.Servers;
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using OpenSim.Region.CoreModules.Framework.EntityTransfer;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
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using OpenSim.Tests.Common;
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@@ -47,6 +48,41 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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[TestFixture]
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public class ScenePresenceTeleportTests
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{
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[Test]
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public void TestSameRegionTeleport()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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EntityTransferModule etm = new EntityTransferModule();
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IConfigSource config = new IniConfigSource();
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config.AddConfig("Modules");
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// Not strictly necessary since FriendsModule assumes it is the default (!)
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config.Configs["Modules"].Set("EntityTransferModule", etm.Name);
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TestScene scene = SceneHelpers.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
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SceneHelpers.SetupSceneModules(scene, config, etm);
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Vector3 teleportPosition = new Vector3(10, 11, 12);
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Vector3 teleportLookAt = new Vector3(20, 21, 22);
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ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
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sp.AbsolutePosition = new Vector3(30, 31, 32);
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scene.RequestTeleportLocation(
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sp.ControllingClient,
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scene.RegionInfo.RegionHandle,
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teleportPosition,
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teleportLookAt,
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(uint)TeleportFlags.ViaLocation);
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Assert.That(sp.AbsolutePosition, Is.EqualTo(teleportPosition));
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// Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
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// position instead).
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// Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
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}
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/// <summary>
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/// Test a teleport between two regions that are not neighbours and do not share any neighbours in common.
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/// </summary>
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