Merge branch 'master' into careminster-presence-refactor
commit
05dbe4f2c4
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@ -44,10 +44,8 @@ namespace OpenSim.Region.CoreModules
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/// it is not based on ~06:00 == Sun Rise. Rather it is based on 00:00 being sun-rise.
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/// </summary>
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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//
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// Global Constants used to determine where in the sky the sun is
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//
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@ -108,26 +106,25 @@ namespace OpenSim.Region.CoreModules
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private Scene m_scene = null;
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// Calculated Once in the lifetime of a region
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private long TicksToEpoch; // Elapsed time for 1/1/1970
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private uint SecondsPerSunCycle; // Length of a virtual day in RW seconds
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private uint SecondsPerYear; // Length of a virtual year in RW seconds
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private double SunSpeed; // Rate of passage in radians/second
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private double SeasonSpeed; // Rate of change for seasonal effects
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// private double HoursToRadians; // Rate of change for seasonal effects
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private long TicksUTCOffset = 0; // seconds offset from UTC
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private long TicksToEpoch; // Elapsed time for 1/1/1970
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private uint SecondsPerSunCycle; // Length of a virtual day in RW seconds
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private uint SecondsPerYear; // Length of a virtual year in RW seconds
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private double SunSpeed; // Rate of passage in radians/second
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private double SeasonSpeed; // Rate of change for seasonal effects
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// private double HoursToRadians; // Rate of change for seasonal effects
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private long TicksUTCOffset = 0; // seconds offset from UTC
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// Calculated every update
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private float OrbitalPosition; // Orbital placement at a point in time
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private double HorizonShift; // Axis offset to skew day and night
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private double TotalDistanceTravelled; // Distance since beginning of time (in radians)
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private double SeasonalOffset; // Seaonal variation of tilt
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private float Magnitude; // Normal tilt
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// private double VWTimeRatio; // VW time as a ratio of real time
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private float OrbitalPosition; // Orbital placement at a point in time
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private double HorizonShift; // Axis offset to skew day and night
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private double TotalDistanceTravelled; // Distance since beginning of time (in radians)
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private double SeasonalOffset; // Seaonal variation of tilt
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private float Magnitude; // Normal tilt
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// private double VWTimeRatio; // VW time as a ratio of real time
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// Working values
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private Vector3 Position = Vector3.Zero;
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private Vector3 Velocity = Vector3.Zero;
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private Quaternion Tilt = new Quaternion(1.0f, 0.0f, 0.0f, 0.0f);
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private Quaternion Tilt = new Quaternion(1.0f, 0.0f, 0.0f, 0.0f);
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// Used to fix the sun in the sky so it doesn't move based on current time
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private bool m_SunFixed = false;
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@ -135,8 +132,6 @@ namespace OpenSim.Region.CoreModules
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private const int TICKS_PER_SECOND = 10000000;
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// Current time in elapsed seconds since Jan 1st 1970
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private ulong CurrentTime
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{
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@ -149,8 +144,6 @@ namespace OpenSim.Region.CoreModules
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// Time in seconds since UTC to use to calculate sun position.
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ulong PosTime = 0;
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/// <summary>
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/// Calculate the sun's orbital position and its velocity.
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/// </summary>
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@ -202,7 +195,6 @@ namespace OpenSim.Region.CoreModules
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PosTime += (ulong)(((CurDayPercentage - 0.5) / .5) * NightSeconds);
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}
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}
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}
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TotalDistanceTravelled = SunSpeed * PosTime; // distance measured in radians
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@ -251,7 +243,6 @@ namespace OpenSim.Region.CoreModules
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Velocity.X = 0;
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Velocity.Y = 0;
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Velocity.Z = 0;
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}
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else
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{
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@ -271,9 +262,7 @@ namespace OpenSim.Region.CoreModules
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private float GetCurrentTimeAsLindenSunHour()
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{
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if (m_SunFixed)
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{
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return m_SunFixedHour + 6;
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}
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return GetCurrentSunHour() + 6.0f;
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}
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@ -297,8 +286,6 @@ namespace OpenSim.Region.CoreModules
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m_scene.AddCommand(this, String.Format("sun {0}", kvp.Key), String.Format("{0} - {1}", kvp.Key, kvp.Value), "", HandleSunConsoleCommand);
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}
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TimeZone local = TimeZone.CurrentTimeZone;
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TicksUTCOffset = local.GetUtcOffset(local.ToLocalTime(DateTime.Now)).Ticks;
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m_log.Debug("[SUN]: localtime offset is " + TicksUTCOffset);
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@ -325,13 +312,11 @@ namespace OpenSim.Region.CoreModules
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// must hard code to ~.5 to match sun position in LL based viewers
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m_HorizonShift = config.Configs["Sun"].GetDouble("day_night_offset", d_day_night);
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// Scales the sun hours 0...12 vs 12...24, essentially makes daylight hours longer/shorter vs nighttime hours
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m_DayTimeSunHourScale = config.Configs["Sun"].GetDouble("day_time_sun_hour_scale", d_DayTimeSunHourScale);
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// Update frequency in frames
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m_UpdateInterval = config.Configs["Sun"].GetInt("update_interval", d_frame_mod);
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}
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catch (Exception e)
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{
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@ -391,10 +376,8 @@ namespace OpenSim.Region.CoreModules
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}
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scene.RegisterModuleInterface<ISunModule>(this);
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}
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public void PostInitialise()
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{
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}
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@ -419,6 +402,7 @@ namespace OpenSim.Region.CoreModules
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{
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get { return false; }
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}
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#endregion
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#region EventManager Events
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@ -446,9 +430,7 @@ namespace OpenSim.Region.CoreModules
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public void SunUpdate()
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{
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if (((m_frame++ % m_UpdateInterval) != 0) || !ready || m_SunFixed || !receivedEstateToolsSunUpdate)
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{
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return;
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}
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GenSunPos(); // Generate shared values once
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@ -484,7 +466,6 @@ namespace OpenSim.Region.CoreModules
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while (FixedSunHour < 0)
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FixedSunHour += 24;
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m_SunFixedHour = FixedSunHour;
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m_SunFixed = FixedSun;
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@ -499,14 +480,12 @@ namespace OpenSim.Region.CoreModules
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// When sun settings are updated, we should update all clients with new settings.
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SunUpdateToAllClients();
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m_log.DebugFormat("[SUN]: PosTime : {0}", PosTime.ToString());
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}
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}
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#endregion
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private void SunUpdateToAllClients()
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{
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m_scene.ForEachScenePresence(delegate(ScenePresence sp)
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@ -553,7 +532,6 @@ namespace OpenSim.Region.CoreModules
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{
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float ticksleftover = CurrentTime % SecondsPerSunCycle;
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return (24.0f * (ticksleftover / SecondsPerSunCycle));
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}
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@ -666,7 +644,6 @@ namespace OpenSim.Region.CoreModules
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// When sun settings are updated, we should update all clients with new settings.
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SunUpdateToAllClients();
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}
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return Output;
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@ -3394,7 +3394,6 @@ namespace OpenSim.Region.Framework.Scenes
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m_log.WarnFormat("[SCENE]: Deregister from grid failed for region {0}", m_regInfo.RegionName);
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}
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/// <summary>
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/// Do the work necessary to initiate a new user connection for a particular scene.
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/// At the moment, this consists of setting up the caps infrastructure
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@ -3406,6 +3405,23 @@ namespace OpenSim.Region.Framework.Scenes
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/// <returns>True if the region accepts this agent. False if it does not. False will
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/// also return a reason.</returns>
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public bool NewUserConnection(AgentCircuitData agent, uint teleportFlags, out string reason)
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{
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return NewUserConnection(agent, teleportFlags, out reason, true);
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}
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/// <summary>
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/// Do the work necessary to initiate a new user connection for a particular scene.
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/// At the moment, this consists of setting up the caps infrastructure
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/// The return bool should allow for connections to be refused, but as not all calling paths
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/// take proper notice of it let, we allowed banned users in still.
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/// </summary>
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/// <param name="agent">CircuitData of the agent who is connecting</param>
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/// <param name="reason">Outputs the reason for the false response on this string</param>
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/// <param name="requirePresenceLookup">True for normal presence. False for NPC
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/// or other applications where a full grid/Hypergrid presence may not be required.</param>
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/// <returns>True if the region accepts this agent. False if it does not. False will
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/// also return a reason.</returns>
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public bool NewUserConnection(AgentCircuitData agent, uint teleportFlags, out string reason, bool requirePresenceLookup)
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{
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bool vialogin = ((teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0 ||
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(teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0);
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@ -3456,16 +3472,18 @@ namespace OpenSim.Region.Framework.Scenes
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if (sp == null) // We don't have an [child] agent here already
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{
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try
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if (requirePresenceLookup)
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{
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if (!VerifyUserPresence(agent, out reason))
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try
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{
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if (!VerifyUserPresence(agent, out reason))
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return false;
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}
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catch (Exception e)
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{
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m_log.ErrorFormat("[CONNECTION BEGIN]: Exception verifying presence " + e.ToString());
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return false;
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}
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catch (Exception e)
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{
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m_log.ErrorFormat("[CONNECTION BEGIN]: Exception verifying presence " + e.ToString());
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return false;
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}
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}
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try
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@ -428,11 +428,14 @@ namespace OpenSim.Region.Framework.Scenes
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public bool DeleteSceneObject(UUID uuid, bool resultOfObjectLinked)
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{
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EntityBase entity;
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if (!Entities.TryGetValue(uuid, out entity) && entity is SceneObjectGroup)
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if (!Entities.TryGetValue(uuid, out entity) || (!(entity is SceneObjectGroup)))
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return false;
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SceneObjectGroup grp = (SceneObjectGroup)entity;
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if (entity == null)
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return false;
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if (!resultOfObjectLinked)
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{
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m_numPrim -= grp.PrimCount;
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@ -304,7 +304,6 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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public void PostInitialise()
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{
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}
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public void Close()
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@ -350,7 +349,6 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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if (!Directory.Exists(tmp))
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Directory.CreateDirectory(tmp);
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m_log.Info("MRM 2");
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try
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@ -396,8 +394,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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parameters.IncludeDebugInformation = true;
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string rootPath =
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Path.GetDirectoryName(AppDomain.CurrentDomain.BaseDirectory);
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string rootPath = Path.GetDirectoryName(AppDomain.CurrentDomain.BaseDirectory);
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List<string> libraries = new List<string>();
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string[] lines = Script.Split(new string[] {"\n"}, StringSplitOptions.RemoveEmptyEntries);
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