private SceneObjectGroup RezSingleObjectToWorld(IClientAPI remoteClient, UUID itemID, 
            SceneObjectGroup group, Vector3 RayEnd, Vector3 RayStart,
            UUID RayTargetID, byte BypassRayCast, byte bRayEndIsIntersection,
            bool RezSelected, bool attachment, Vector3 pos, string name,
            string description, IInventoryItem item, ItemPermissionBlock itemPermissions,
            int? startParam, UUID? newAvatarGroupId, UUID? rezzedByObjectUUID)
        {
            bool ownerChanged = false;  // record this for the CHANGED_OWNER changed event

            if (IsBadUserLoad(group))
            {
                if (remoteClient != null)
                    remoteClient.SendAgentAlertMessage("You are currently not allowed to rez objects in this region.", false);
                return null;   // already reported above
            }
            if (IsBlacklistedLoad(group))
            {
                if (remoteClient != null)
                    remoteClient.SendAgentAlertMessage("Cannot rez blacklisted object '" + group.Name + "'.", false);
                return null;   // already reported above
            }

            //set the group here so that positioning in world will enable/disable the
            //script correctly based on the group the use is currently in

            // Initialize the server weight (LI)
            group.RecalcPrimWeights();

            group.RezzedFromFolderId = item.Folder;
            //group.FromAssetId = item.AssetID; //not needed yet

            if (newAvatarGroupId.HasValue)
            {
                //set the object's land group
                group.SetGroup(newAvatarGroupId.Value, null);
            }

            if (attachment)
            {
                group.SetFromItemID(itemID);
            }
            else
            {
                group.RootPart.SetGroupPositionDirect(pos);

                if (RezSelected)
                {
                    //also tell the client there is a new object being rezzed
                    foreach (SceneObjectPart part in group.GetParts())
                    {
                        part.AddFlag(PrimFlags.CreateSelected);
                    }
                }
            }

            SceneObjectPart rootPart = group.GetChildPart(group.UUID);
            if (rootPart == null) {
                string what = "object ";
                if (attachment)
                    what = " attachment ";
                m_log.Error("[AGENT INVENTORY]: Error rezzing ItemID: " + itemID + what + " root part not found.");
                return null;
            }

            // Since renaming the item in the inventory does not affect the name stored
            // in the serialization, transfer the correct name from the inventory to the
            // object itself before we rez.
            rootPart.Name = name;
            rootPart.Description = description;

            var partList = group.GetParts();

            foreach (SceneObjectPart part in partList)
            {
                /// This fixes inconsistencies between this part and the root part.
                /// In the past, there was a bug in Link operations that did not force 
                /// these permissions on child prims when linking.
                part.SyncChildPermsWithRoot();
            }

            if (rootPart.OwnerID != item.Owner)
            {
                if (Permissions.PropagatePermissions())
                {
                    if ((itemPermissions.CurrentPermissions & ScenePermBits.SLAM) != 0)
                    {    // enforce slam bit, apply item perms to the group parts
                        foreach (SceneObjectPart part in partList)
                        {
                            part.EveryoneMask = item.EveryOnePermissions;
                            part.NextOwnerMask = item.NextPermissions;
                            part.GroupMask = 0; // DO NOT propagate here
                        }
                    }
                    group.ApplyNextOwnerPermissions();
                }
            }

            ownerChanged |= group.Rationalize(item.Owner, false);

            foreach (SceneObjectPart part in partList)
            {
                if (part.OwnerID != item.Owner)
                {
                    part.LastOwnerID = part.OwnerID;
                    part.OwnerID = item.Owner;
                    part.Inventory.ChangeInventoryOwner(item.Owner);
                    ownerChanged = true;
                }
                else if (((itemPermissions.CurrentPermissions & ScenePermBits.SLAM) != 0) && (!attachment)) // Slam!
                {
                    part.EveryoneMask = itemPermissions.EveryOnePermissions;
                    part.NextOwnerMask = itemPermissions.NextPermissions;

                    part.GroupMask = 0; // DO NOT propagate here
                }
            }

            rootPart.TrimPermissions();

            if (!attachment)
            {
                if (group.RootPart.IsPrim)
                {
                    group.ClearPartAttachmentData();
                }
            }

            if (this.AddObjectToSceneIfPermitted(group, remoteClient, pos, attachment, rezzedByObjectUUID))
            {
                if (ownerChanged)
                {
                    foreach (SceneObjectPart part in partList)
                        part.TriggerScriptChangedEvent(Changed.OWNER);
                }

                if (!attachment)
                {
                    // Fire on_rez
                    group.CreateScriptInstances(startParam, ScriptStartFlags.PostOnRez, DefaultScriptEngine, (int)ScriptStateSource.PrimData, null);

                    rootPart.ScheduleFullUpdate(PrimUpdateFlags.ForcedFullUpdate);
                }

            } 
            else 
            {
                // The viewer automatically removes no-copy items from inventory on a rez attempt.
                // Since this one did not rez, it's still in inventory so let's "put it back".
                if (remoteClient != null)
                {
                    InventoryItemBase ib = item as InventoryItemBase;

                    if (item != null)
                    {
                        //this is a folder item, not a task item. update the user
                        remoteClient.SendInventoryItemCreateUpdate(ib, 0);
                    }
                }
                return null;
            }

            return rootPart.ParentGroup;
        }
示例#2
0
        /// <summary>
        /// Add an object to the scene.  This will both update the scene, and send information about the
        /// new object to all clients interested in the scene.
        /// </summary>
        /// <param name="sceneObject"></param>
        /// <param name="attachToBackup">
        /// If true, the object is made persistent into the scene.
        /// If false, the object will not persist over server restarts
        /// </param>
        /// <returns>true if the object was added, false if an object with the same uuid was already in the scene
        /// </returns>
        public bool AddGroupToSceneGraph(SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool fromStorage,
            bool fromCrossing)
        {
            if (sceneObject == null || sceneObject.RootPart == null || sceneObject.RootPart.UUID == UUID.Zero)
            {
                m_log.ErrorFormat("[SceneGraph]: {0} AddGroupToSceneGraph failed, invalid or null object.", m_parentScene.RegionInfo.RegionName);
                return false;
            }

            foreach (SceneObjectPart part in sceneObject.Children.Values)
            {
                Vector3 scale = part.Shape.Scale;
                if (scale.X < SceneObjectPart.MIN_PART_SCALE)
                {
                    scale.X = SceneObjectPart.MIN_PART_SCALE;
                    sceneObject.HasGroupChanged = true;
                }
                if (scale.Y < SceneObjectPart.MIN_PART_SCALE)
                {
                    scale.Y = SceneObjectPart.MIN_PART_SCALE;
                    sceneObject.HasGroupChanged = true;
                }
                if (scale.Z < SceneObjectPart.MIN_PART_SCALE)
                {
                    scale.Z = SceneObjectPart.MIN_PART_SCALE;
                    sceneObject.HasGroupChanged = true;
                }

                if (m_parentScene.m_clampPrimSize)
                {
                    if (scale.X > m_parentScene.m_maxNonphys)
                        scale.X = m_parentScene.m_maxNonphys;
                    if (scale.Y > m_parentScene.m_maxNonphys)
                        scale.Y = m_parentScene.m_maxNonphys;
                    if (scale.Z > m_parentScene.m_maxNonphys)
                        scale.Z = m_parentScene.m_maxNonphys;
                }
                part.Shape.Scale = scale;
            }

            // if physical, make sure we're above the ground by at least 10 cm
            if ((sceneObject.RootPart.Flags & PrimFlags.Physics) != 0)
            {
                OpenSim.Framework.Geom.Box bbox = sceneObject.BoundingBox();
                float groundHeight = m_parentScene.Heightmap.CalculateHeightAt(sceneObject.AbsolutePosition.X, sceneObject.AbsolutePosition.Y);
                if (sceneObject.AbsolutePosition.Z + bbox.Size.Z <= groundHeight)
                {
                    Vector3 newPos = sceneObject.AbsolutePosition;
                    newPos.Z = (bbox.Size.Z / 2.0f) + groundHeight + 0.1f;

                    sceneObject.RootPart.SetGroupPositionDirect(newPos);
                }

                AddPhysicalObject();
            }

            // rationalize the group: fix any inconsistency in locked bits, and 
            // clear the default touch action of BUY for any objects not actually for sale, etc
            sceneObject.Rationalize(sceneObject.OwnerID, fromCrossing);

            sceneObject.AttachToScene(m_parentScene, fromStorage); // allocates the localIds for the prims
            if (!alreadyPersisted)
            {
                sceneObject.HasGroupChanged = true;
            }

            sceneObject.IsPersisted = alreadyPersisted;

            lock (sceneObject)
            {
                bool entityAdded = false;
                lock (m_dictionary_lock)
                {
                    if (!Entities.ContainsKey(sceneObject.LocalId))
                    {
                        Entities.Add(sceneObject);
                        foreach (SceneObjectPart part in sceneObject.Children.Values)
                        {
                            SceneObjectPartsByFullID[part.UUID] = part;
                            SceneObjectPartsByLocalID[part.LocalId] = part;
                        }

                        entityAdded = true;
                    }
                }

                if (entityAdded)
                {
                    m_numPrim += sceneObject.Children.Count;
                    m_parentScene.EventManager.TriggerParcelPrimCountTainted();

                    if (attachToBackup)
                    {
                        sceneObject.AttachToBackup();
                        //this gets the new object on the taint list
                        if (!alreadyPersisted)
                        {
                            sceneObject.HasGroupChanged = true;
                        }

                        m_parentScene.InspectForAutoReturn(sceneObject);
                    }

                    //This property doesn't work on rezzing, only on crossings or restarts
                    if ((fromStorage || fromCrossing) && sceneObject.RootPart.KeyframeAnimation != null)
                    {
                        if (sceneObject.RootPart.KeyframeAnimation.CurrentCommand == KeyframeAnimation.Commands.Play)
                        {
                            if (!fromStorage)
                            {
                                //Offset the initial position so that it is in the new region's coordinates
                                // (only if we are actually crossing from a different region)
                                Vector3 regionOffset = sceneObject.AbsolutePosition - sceneObject.OriginalEnteringScenePosition;
                                sceneObject.RootPart.KeyframeAnimation.InitialPosition += regionOffset;
                            }

                            sceneObject.AddKeyframedMotion(null, KeyframeAnimation.Commands.Play);
                        }
                    }

                    if (OnObjectCreate != null)
                        OnObjectCreate(sceneObject);

                    return true;
                }

            }

            return false;
        }