diff --git a/OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs b/OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs index 9b43a8059d..04cc33aa51 100644 --- a/OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs +++ b/OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs @@ -223,9 +223,9 @@ namespace OpenSim.Capabilities.Handlers // sending back the last byte instead of an error status if (start >= texture.Data.Length) { - m_log.DebugFormat( - "[GETTEXTURE]: Client requested range for texture {0} starting at {1} but texture has end of {2}", - texture.ID, start, texture.Data.Length); +// m_log.DebugFormat( +// "[GETTEXTURE]: Client requested range for texture {0} starting at {1} but texture has end of {2}", +// texture.ID, start, texture.Data.Length); // Stricly speaking, as per http://www.w3.org/Protocols/rfc2616/rfc2616-sec14.html, we should be sending back // Requested Range Not Satisfiable (416) here. However, it appears that at least recent implementations diff --git a/OpenSim/Framework/Console/ConsoleUtil.cs b/OpenSim/Framework/Console/ConsoleUtil.cs index 2612a50425..a7cf0c03b2 100644 --- a/OpenSim/Framework/Console/ConsoleUtil.cs +++ b/OpenSim/Framework/Console/ConsoleUtil.cs @@ -34,7 +34,7 @@ using OpenMetaverse; public class ConsoleUtil { - private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); +// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); public const string MinRawConsoleVectorValue = "-~"; public const string MaxRawConsoleVectorValue = "~"; @@ -107,7 +107,7 @@ public class ConsoleUtil string semiDigestedConsoleVector = string.Join(VectorSeparator, semiDigestedComponents.ToArray()); - m_log.DebugFormat("[CONSOLE UTIL]: Parsing {0} into OpenMetaverse.Vector3", semiDigestedConsoleVector); +// m_log.DebugFormat("[CONSOLE UTIL]: Parsing {0} into OpenMetaverse.Vector3", semiDigestedConsoleVector); return Vector3.TryParse(semiDigestedConsoleVector, out vector); } diff --git a/OpenSim/Framework/IClientAPI.cs b/OpenSim/Framework/IClientAPI.cs index 8a63bff9f5..9856978cfd 100644 --- a/OpenSim/Framework/IClientAPI.cs +++ b/OpenSim/Framework/IClientAPI.cs @@ -805,8 +805,23 @@ namespace OpenSim.Framework event Action OnRegionHandShakeReply; event GenericCall1 OnRequestWearables; event Action OnCompleteMovementToRegion; + + /// + /// Called when an AgentUpdate message is received and before OnAgentUpdate. + /// + /// + /// Listeners must not retain a reference to AgentUpdateArgs since this object may be reused for subsequent AgentUpdates. + /// event UpdateAgent OnPreAgentUpdate; + + /// + /// Called when an AgentUpdate message is received and after OnPreAgentUpdate. + /// + /// + /// Listeners must not retain a reference to AgentUpdateArgs since this object may be reused for subsequent AgentUpdates. + /// event UpdateAgent OnAgentUpdate; + event AgentRequestSit OnAgentRequestSit; event AgentSit OnAgentSit; event AvatarPickerRequest OnAvatarPickerRequest; diff --git a/OpenSim/Framework/LandData.cs b/OpenSim/Framework/LandData.cs index bf2ecf2e82..fc02f33fdf 100644 --- a/OpenSim/Framework/LandData.cs +++ b/OpenSim/Framework/LandData.cs @@ -49,8 +49,8 @@ namespace OpenSim.Framework // use only one serializer to give the runtime a chance to // optimize it (it won't do that if you use a new instance // every time) - private static XmlSerializer serializer = new XmlSerializer(typeof (LandData)); - + private static XmlSerializer serializer = new XmlSerializer(typeof(LandData)); + private Vector3 _AABBMax = new Vector3(); private Vector3 _AABBMin = new Vector3(); private int _area = 0; @@ -65,11 +65,11 @@ namespace OpenSim.Framework private byte[] _bitmap = new byte[512]; private string _description = String.Empty; - private uint _flags = (uint) ParcelFlags.AllowFly | (uint) ParcelFlags.AllowLandmark | - (uint) ParcelFlags.AllowAPrimitiveEntry | - (uint) ParcelFlags.AllowDeedToGroup | (uint) ParcelFlags.AllowTerraform | - (uint) ParcelFlags.CreateObjects | (uint) ParcelFlags.AllowOtherScripts | - (uint) ParcelFlags.SoundLocal | (uint) ParcelFlags.AllowVoiceChat; + private uint _flags = (uint)ParcelFlags.AllowFly | (uint)ParcelFlags.AllowLandmark | + (uint)ParcelFlags.AllowAPrimitiveEntry | + (uint)ParcelFlags.AllowDeedToGroup | (uint)ParcelFlags.AllowTerraform | + (uint)ParcelFlags.CreateObjects | (uint)ParcelFlags.AllowOtherScripts | + (uint)ParcelFlags.SoundLocal | (uint)ParcelFlags.AllowVoiceChat; private byte _landingType = 0; private string _name = "Your Parcel"; @@ -97,16 +97,36 @@ namespace OpenSim.Framework private bool _mediaLoop = false; private bool _obscureMusic = false; private bool _obscureMedia = false; + private float _dwell = 0; + + /// + /// Traffic count of parcel + /// + [XmlIgnore] + public float Dwell + { + get + { + return _dwell; + } + set + { + _dwell = value; + } + } /// /// Whether to obscure parcel media URL /// [XmlIgnore] - public bool ObscureMedia { - get { + public bool ObscureMedia + { + get + { return _obscureMedia; } - set { + set + { _obscureMedia = value; } } @@ -115,11 +135,14 @@ namespace OpenSim.Framework /// Whether to obscure parcel music URL /// [XmlIgnore] - public bool ObscureMusic { - get { + public bool ObscureMusic + { + get + { return _obscureMusic; } - set { + set + { _obscureMusic = value; } } @@ -128,11 +151,14 @@ namespace OpenSim.Framework /// Whether to loop parcel media /// [XmlIgnore] - public bool MediaLoop { - get { + public bool MediaLoop + { + get + { return _mediaLoop; } - set { + set + { _mediaLoop = value; } } @@ -141,11 +167,14 @@ namespace OpenSim.Framework /// Height of parcel media render /// [XmlIgnore] - public int MediaHeight { - get { + public int MediaHeight + { + get + { return _mediaHeight; } - set { + set + { _mediaHeight = value; } } @@ -154,11 +183,14 @@ namespace OpenSim.Framework /// Width of parcel media render /// [XmlIgnore] - public int MediaWidth { - get { + public int MediaWidth + { + get + { return _mediaWidth; } - set { + set + { _mediaWidth = value; } } @@ -167,11 +199,14 @@ namespace OpenSim.Framework /// Upper corner of the AABB for the parcel /// [XmlIgnore] - public Vector3 AABBMax { - get { + public Vector3 AABBMax + { + get + { return _AABBMax; } - set { + set + { _AABBMax = value; } } @@ -179,11 +214,14 @@ namespace OpenSim.Framework /// Lower corner of the AABB for the parcel /// [XmlIgnore] - public Vector3 AABBMin { - get { + public Vector3 AABBMin + { + get + { return _AABBMin; } - set { + set + { _AABBMin = value; } } @@ -191,11 +229,14 @@ namespace OpenSim.Framework /// /// Area in meters^2 the parcel contains /// - public int Area { - get { + public int Area + { + get + { return _area; } - set { + set + { _area = value; } } @@ -203,11 +244,14 @@ namespace OpenSim.Framework /// /// ID of auction (3rd Party Integration) when parcel is being auctioned /// - public uint AuctionID { - get { + public uint AuctionID + { + get + { return _auctionID; } - set { + set + { _auctionID = value; } } @@ -215,11 +259,14 @@ namespace OpenSim.Framework /// /// UUID of authorized buyer of parcel. This is UUID.Zero if anyone can buy it. /// - public UUID AuthBuyerID { - get { + public UUID AuthBuyerID + { + get + { return _authBuyerID; } - set { + set + { _authBuyerID = value; } } @@ -227,11 +274,14 @@ namespace OpenSim.Framework /// /// Category of parcel. Used for classifying the parcel in classified listings /// - public ParcelCategory Category { - get { + public ParcelCategory Category + { + get + { return _category; } - set { + set + { _category = value; } } @@ -239,11 +289,14 @@ namespace OpenSim.Framework /// /// Date that the current owner purchased or claimed the parcel /// - public int ClaimDate { - get { + public int ClaimDate + { + get + { return _claimDate; } - set { + set + { _claimDate = value; } } @@ -251,11 +304,14 @@ namespace OpenSim.Framework /// /// The last price that the parcel was sold at /// - public int ClaimPrice { - get { + public int ClaimPrice + { + get + { return _claimPrice; } - set { + set + { _claimPrice = value; } } @@ -263,11 +319,14 @@ namespace OpenSim.Framework /// /// Global ID for the parcel. (3rd Party Integration) /// - public UUID GlobalID { - get { + public UUID GlobalID + { + get + { return _globalID; } - set { + set + { _globalID = value; } } @@ -275,11 +334,14 @@ namespace OpenSim.Framework /// /// Unique ID of the Group that owns /// - public UUID GroupID { - get { + public UUID GroupID + { + get + { return _groupID; } - set { + set + { _groupID = value; } } @@ -287,11 +349,14 @@ namespace OpenSim.Framework /// /// Returns true if the Land Parcel is owned by a group /// - public bool IsGroupOwned { - get { + public bool IsGroupOwned + { + get + { return _isGroupOwned; } - set { + set + { _isGroupOwned = value; } } @@ -299,11 +364,14 @@ namespace OpenSim.Framework /// /// jp2 data for the image representative of the parcel in the parcel dialog /// - public byte[] Bitmap { - get { + public byte[] Bitmap + { + get + { return _bitmap; } - set { + set + { _bitmap = value; } } @@ -311,11 +379,14 @@ namespace OpenSim.Framework /// /// Parcel Description /// - public string Description { - get { + public string Description + { + get + { return _description; } - set { + set + { _description = value; } } @@ -323,11 +394,14 @@ namespace OpenSim.Framework /// /// Parcel settings. Access flags, Fly, NoPush, Voice, Scripts allowed, etc. ParcelFlags /// - public uint Flags { - get { + public uint Flags + { + get + { return _flags; } - set { + set + { _flags = value; } } @@ -336,11 +410,14 @@ namespace OpenSim.Framework /// Determines if people are able to teleport where they please on the parcel or if they /// get constrainted to a specific point on teleport within the parcel /// - public byte LandingType { - get { + public byte LandingType + { + get + { return _landingType; } - set { + set + { _landingType = value; } } @@ -348,11 +425,14 @@ namespace OpenSim.Framework /// /// Parcel Name /// - public string Name { - get { + public string Name + { + get + { return _name; } - set { + set + { _name = value; } } @@ -360,11 +440,14 @@ namespace OpenSim.Framework /// /// Status of Parcel, Leased, Abandoned, For Sale /// - public ParcelStatus Status { - get { + public ParcelStatus Status + { + get + { return _status; } - set { + set + { _status = value; } } @@ -372,11 +455,14 @@ namespace OpenSim.Framework /// /// Internal ID of the parcel. Sometimes the client will try to use this value /// - public int LocalID { - get { + public int LocalID + { + get + { return _localID; } - set { + set + { _localID = value; } } @@ -384,11 +470,14 @@ namespace OpenSim.Framework /// /// Determines if we scale the media based on the surface it's on /// - public byte MediaAutoScale { - get { + public byte MediaAutoScale + { + get + { return _mediaAutoScale; } - set { + set + { _mediaAutoScale = value; } } @@ -396,11 +485,14 @@ namespace OpenSim.Framework /// /// Texture Guid to replace with the output of the media stream /// - public UUID MediaID { - get { + public UUID MediaID + { + get + { return _mediaID; } - set { + set + { _mediaID = value; } } @@ -408,11 +500,14 @@ namespace OpenSim.Framework /// /// URL to the media file to display /// - public string MediaURL { - get { + public string MediaURL + { + get + { return _mediaURL; } - set { + set + { _mediaURL = value; } } @@ -432,11 +527,14 @@ namespace OpenSim.Framework /// /// URL to the shoutcast music stream to play on the parcel /// - public string MusicURL { - get { + public string MusicURL + { + get + { return _musicURL; } - set { + set + { _musicURL = value; } } @@ -445,11 +543,14 @@ namespace OpenSim.Framework /// Owner Avatar or Group of the parcel. Naturally, all land masses must be /// owned by someone /// - public UUID OwnerID { - get { + public UUID OwnerID + { + get + { return _ownerID; } - set { + set + { _ownerID = value; } } @@ -457,11 +558,14 @@ namespace OpenSim.Framework /// /// List of access data for the parcel. User data, some bitflags, and a time /// - public List ParcelAccessList { - get { + public List ParcelAccessList + { + get + { return _parcelAccessList; } - set { + set + { _parcelAccessList = value; } } @@ -469,11 +573,14 @@ namespace OpenSim.Framework /// /// How long in hours a Pass to the parcel is given /// - public float PassHours { - get { + public float PassHours + { + get + { return _passHours; } - set { + set + { _passHours = value; } } @@ -481,11 +588,14 @@ namespace OpenSim.Framework /// /// Price to purchase a Pass to a restricted parcel /// - public int PassPrice { - get { + public int PassPrice + { + get + { return _passPrice; } - set { + set + { _passPrice = value; } } @@ -493,11 +603,14 @@ namespace OpenSim.Framework /// /// When the parcel is being sold, this is the price to purchase the parcel /// - public int SalePrice { - get { + public int SalePrice + { + get + { return _salePrice; } - set { + set + { _salePrice = value; } } @@ -506,11 +619,14 @@ namespace OpenSim.Framework /// Number of meters^2 in the Simulator /// [XmlIgnore] - public int SimwideArea { - get { + public int SimwideArea + { + get + { return _simwideArea; } - set { + set + { _simwideArea = value; } } @@ -519,11 +635,14 @@ namespace OpenSim.Framework /// Number of SceneObjectPart in the Simulator /// [XmlIgnore] - public int SimwidePrims { - get { + public int SimwidePrims + { + get + { return _simwidePrims; } - set { + set + { _simwidePrims = value; } } @@ -531,11 +650,14 @@ namespace OpenSim.Framework /// /// ID of the snapshot used in the client parcel dialog of the parcel /// - public UUID SnapshotID { - get { + public UUID SnapshotID + { + get + { return _snapshotID; } - set { + set + { _snapshotID = value; } } @@ -544,11 +666,14 @@ namespace OpenSim.Framework /// When teleporting is restricted to a certain point, this is the location /// that the user will be redirected to /// - public Vector3 UserLocation { - get { + public Vector3 UserLocation + { + get + { return _userLocation; } - set { + set + { _userLocation = value; } } @@ -557,11 +682,14 @@ namespace OpenSim.Framework /// When teleporting is restricted to a certain point, this is the rotation /// that the user will be positioned /// - public Vector3 UserLookAt { - get { + public Vector3 UserLookAt + { + get + { return _userLookAt; } - set { + set + { _userLookAt = value; } } @@ -570,11 +698,14 @@ namespace OpenSim.Framework /// Autoreturn number of minutes to return SceneObjectGroup that are owned by someone who doesn't own /// the parcel and isn't set to the same 'group' as the parcel. /// - public int OtherCleanTime { - get { + public int OtherCleanTime + { + get + { return _otherCleanTime; } - set { + set + { _otherCleanTime = value; } } @@ -582,11 +713,14 @@ namespace OpenSim.Framework /// /// parcel media description /// - public string MediaDescription { - get { + public string MediaDescription + { + get + { return _mediaDescription; } - set { + set + { _mediaDescription = value; } } @@ -622,7 +756,7 @@ namespace OpenSim.Framework landData._mediaURL = _mediaURL; landData._musicURL = _musicURL; landData._ownerID = _ownerID; - landData._bitmap = (byte[]) _bitmap.Clone(); + landData._bitmap = (byte[])_bitmap.Clone(); landData._description = _description; landData._flags = _flags; landData._name = _name; @@ -643,6 +777,7 @@ namespace OpenSim.Framework landData._obscureMedia = _obscureMedia; landData._simwideArea = _simwideArea; landData._simwidePrims = _simwidePrims; + landData._dwell = _dwell; landData._parcelAccessList.Clear(); foreach (LandAccessEntry entry in _parcelAccessList) diff --git a/OpenSim/Framework/Monitoring/BaseStatsCollector.cs b/OpenSim/Framework/Monitoring/BaseStatsCollector.cs index 57a63ef4f2..2903b6e7fe 100644 --- a/OpenSim/Framework/Monitoring/BaseStatsCollector.cs +++ b/OpenSim/Framework/Monitoring/BaseStatsCollector.cs @@ -49,7 +49,11 @@ namespace OpenSim.Framework.Monitoring Math.Round(GC.GetTotalMemory(false) / 1024.0 / 1024.0)); sb.AppendFormat( - "OpenSim object memory churn : {0} MB/s\n", + "OpenSim last object memory churn : {0} MB/s\n", + Math.Round((MemoryWatchdog.LastMemoryChurn * 1000) / 1024.0 / 1024, 3)); + + sb.AppendFormat( + "OpenSim average object memory churn : {0} MB/s\n", Math.Round((MemoryWatchdog.AverageMemoryChurn * 1000) / 1024.0 / 1024, 3)); sb.AppendFormat( diff --git a/OpenSim/Framework/Monitoring/MemoryWatchdog.cs b/OpenSim/Framework/Monitoring/MemoryWatchdog.cs index a23cf1fea8..c6010cd092 100644 --- a/OpenSim/Framework/Monitoring/MemoryWatchdog.cs +++ b/OpenSim/Framework/Monitoring/MemoryWatchdog.cs @@ -60,13 +60,21 @@ namespace OpenSim.Framework.Monitoring private static bool m_enabled; /// - /// Average memory churn in bytes per millisecond. + /// Last memory churn in bytes per millisecond. /// public static double AverageMemoryChurn { get { if (m_samples.Count > 0) return m_samples.Average(); else return 0; } } + /// + /// Average memory churn in bytes per millisecond. + /// + public static double LastMemoryChurn + { + get { if (m_samples.Count > 0) return m_samples.Last(); else return 0; } + } + /// /// Maximum number of statistical samples. /// diff --git a/OpenSim/Framework/Monitoring/SimExtraStatsCollector.cs b/OpenSim/Framework/Monitoring/SimExtraStatsCollector.cs index 8ac9090b06..aa862027b8 100644 --- a/OpenSim/Framework/Monitoring/SimExtraStatsCollector.cs +++ b/OpenSim/Framework/Monitoring/SimExtraStatsCollector.cs @@ -359,13 +359,19 @@ Asset service request failures: {3}" + Environment.NewLine, inPacketsPerSecond, outPacketsPerSecond, pendingDownloads, pendingUploads, unackedBytes, totalFrameTime, netFrameTime, physicsFrameTime, otherFrameTime, agentFrameTime, imageFrameTime)); - foreach (KeyValuePair kvp in StatsManager.RegisteredStats) - { - Stat stat = kvp.Value; + Dictionary> sceneStats; - if (stat.Category == "scene" && stat.Verbosity == StatVerbosity.Info) + if (StatsManager.TryGetStats("scene", out sceneStats)) + { + foreach (KeyValuePair> kvp in sceneStats) { - sb.AppendFormat("Slow frames ({0}): {1}\n", stat.Container, stat.Value); + foreach (Stat stat in kvp.Value.Values) + { + if (stat.Verbosity == StatVerbosity.Info) + { + sb.AppendFormat("{0} ({1}): {2}{3}\n", stat.Name, stat.Container, stat.Value, stat.UnitName); + } + } } } diff --git a/OpenSim/Framework/Monitoring/StatsManager.cs b/OpenSim/Framework/Monitoring/StatsManager.cs index b5dc24f4ae..31989e50ad 100644 --- a/OpenSim/Framework/Monitoring/StatsManager.cs +++ b/OpenSim/Framework/Monitoring/StatsManager.cs @@ -35,13 +35,23 @@ namespace OpenSim.Framework.Monitoring /// public class StatsManager { + // Subcommand used to list other stats. + public const string AllSubCommand = "all"; + + // Subcommand used to list other stats. + public const string ListSubCommand = "list"; + + // All subcommands + public static HashSet SubCommands = new HashSet { AllSubCommand, ListSubCommand }; + /// - /// Registered stats. + /// Registered stats categorized by category/container/shortname /// /// - /// Do not add or remove from this dictionary. + /// Do not add or remove directly from this dictionary. /// - public static Dictionary RegisteredStats = new Dictionary(); + public static Dictionary>> RegisteredStats + = new Dictionary>>(); private static AssetStatsCollector assetStats; private static UserStatsCollector userStats; @@ -51,6 +61,75 @@ namespace OpenSim.Framework.Monitoring public static UserStatsCollector UserStats { get { return userStats; } } public static SimExtraStatsCollector SimExtraStats { get { return simExtraStats; } } + public static void RegisterConsoleCommands(ICommandConsole console) + { + console.Commands.AddCommand( + "General", + false, + "show stats", + "show stats [list|all|]", + "Show statistical information for this server", + "If no final argument is specified then legacy statistics information is currently shown.\n" + + "If list is specified then statistic categories are shown.\n" + + "If all is specified then all registered statistics are shown.\n" + + "If a category name is specified then only statistics from that category are shown.\n" + + "THIS STATS FACILITY IS EXPERIMENTAL AND DOES NOT YET CONTAIN ALL STATS", + HandleShowStatsCommand); + } + + public static void HandleShowStatsCommand(string module, string[] cmd) + { + ICommandConsole con = MainConsole.Instance; + + if (cmd.Length > 2) + { + var categoryName = cmd[2]; + + if (categoryName == AllSubCommand) + { + foreach (var category in RegisteredStats.Values) + { + OutputCategoryStatsToConsole(con, category); + } + } + else if (categoryName == ListSubCommand) + { + con.Output("Statistic categories available are:"); + foreach (string category in RegisteredStats.Keys) + con.OutputFormat(" {0}", category); + } + else + { + Dictionary> category; + if (!RegisteredStats.TryGetValue(categoryName, out category)) + { + con.OutputFormat("No such category as {0}", categoryName); + } + else + { + OutputCategoryStatsToConsole(con, category); + } + } + } + else + { + // Legacy + con.Output(SimExtraStats.Report()); + } + } + + private static void OutputCategoryStatsToConsole( + ICommandConsole con, Dictionary> category) + { + foreach (var container in category.Values) + { + foreach (Stat stat in container.Values) + { + con.Output(stat.ToConsoleString()); + } + } + } + /// /// Start collecting statistics related to assets. /// Should only be called once. @@ -73,43 +152,100 @@ namespace OpenSim.Framework.Monitoring return userStats; } + /// + /// Registers a statistic. + /// + /// + /// public static bool RegisterStat(Stat stat) { + Dictionary> category = null, newCategory; + Dictionary container = null, newContainer; + lock (RegisteredStats) { - if (RegisteredStats.ContainsKey(stat.UniqueName)) - { - // XXX: For now just return false. This is to avoid problems in regression tests where all tests - // in a class are run in the same instance of the VM. + // Stat name is not unique across category/container/shortname key. + // XXX: For now just return false. This is to avoid problems in regression tests where all tests + // in a class are run in the same instance of the VM. + if (TryGetStat(stat, out category, out container)) return false; -// throw new Exception( -// "StatsManager already contains stat with ShortName {0} in Category {1}", stat.ShortName, stat.Category); - } + // We take a copy-on-write approach here of replacing dictionaries when keys are added or removed. + // This means that we don't need to lock or copy them on iteration, which will be a much more + // common operation after startup. + if (container != null) + newContainer = new Dictionary(container); + else + newContainer = new Dictionary(); - // We take a replace-on-write approach here so that we don't need to generate a new Dictionary - Dictionary newRegisteredStats = new Dictionary(RegisteredStats); - newRegisteredStats[stat.UniqueName] = stat; - RegisteredStats = newRegisteredStats; + if (category != null) + newCategory = new Dictionary>(category); + else + newCategory = new Dictionary>(); + + newContainer[stat.ShortName] = stat; + newCategory[stat.Container] = newContainer; + RegisteredStats[stat.Category] = newCategory; } return true; } + /// + /// Deregister a statistic + /// > + /// + /// > category = null, newCategory; + Dictionary container = null, newContainer; + lock (RegisteredStats) { - if (!RegisteredStats.ContainsKey(stat.UniqueName)) + if (!TryGetStat(stat, out category, out container)) return false; - Dictionary newRegisteredStats = new Dictionary(RegisteredStats); - newRegisteredStats.Remove(stat.UniqueName); - RegisteredStats = newRegisteredStats; + newContainer = new Dictionary(container); + newContainer.Remove(stat.UniqueName); + + newCategory = new Dictionary>(category); + newCategory.Remove(stat.Container); + + newCategory[stat.Container] = newContainer; + RegisteredStats[stat.Category] = newCategory; return true; } } + + public static bool TryGetStats(string category, out Dictionary> stats) + { + return RegisteredStats.TryGetValue(category, out stats); + } + + public static bool TryGetStat( + Stat stat, + out Dictionary> category, + out Dictionary container) + { + category = null; + container = null; + + lock (RegisteredStats) + { + if (RegisteredStats.TryGetValue(stat.Category, out category)) + { + if (category.TryGetValue(stat.Container, out container)) + { + if (container.ContainsKey(stat.ShortName)) + return true; + } + } + } + + return false; + } } /// @@ -157,9 +293,26 @@ namespace OpenSim.Framework.Monitoring public virtual double Value { get; set; } + /// + /// Constructor + /// + /// Short name for the stat. Must not contain spaces. e.g. "LongFrames" + /// Human readable name for the stat. e.g. "Long frames" + /// + /// Unit name for the stat. Should be preceeded by a space if the unit name isn't normally appeneded immediately to the value. + /// e.g. " frames" + /// + /// Category under which this stat should appear, e.g. "scene". Do not capitalize. + /// Entity to which this stat relates. e.g. scene name if this is a per scene stat. + /// Verbosity of stat. Controls whether it will appear in short stat display or only full display. + /// Description of stat public Stat( string shortName, string name, string unitName, string category, string container, StatVerbosity verbosity, string description) { + if (StatsManager.SubCommands.Contains(category)) + throw new Exception( + string.Format("Stat cannot be in category '{0}' since this is reserved for a subcommand", category)); + ShortName = shortName; Name = name; UnitName = unitName; @@ -175,6 +328,12 @@ namespace OpenSim.Framework.Monitoring { return string.Format("{0}+{1}+{2}", container, category, shortName); } + + public virtual string ToConsoleString() + { + return string.Format( + "{0}.{1}.{2} : {3}{4}", Category, Container, ShortName, Value, UnitName); + } } public class PercentageStat : Stat @@ -192,7 +351,7 @@ namespace OpenSim.Framework.Monitoring if (c == 0) return 0; - return (double)Antecedent / c; + return (double)Antecedent / c * 100; } set @@ -203,8 +362,13 @@ namespace OpenSim.Framework.Monitoring public PercentageStat( string shortName, string name, string category, string container, StatVerbosity verbosity, string description) - : base(shortName, name, " %", category, container, verbosity, description) + : base(shortName, name, "%", category, container, verbosity, description) {} + + public override string ToConsoleString() { + return string.Format( + "{0}.{1}.{2} : {3:0.##}{4} ({5}/{6})", + Category, Container, ShortName, Value, UnitName, Antecedent, Consequent); } } } \ No newline at end of file diff --git a/OpenSim/Framework/Monitoring/Watchdog.cs b/OpenSim/Framework/Monitoring/Watchdog.cs index 7964f28944..a20326dbd8 100644 --- a/OpenSim/Framework/Monitoring/Watchdog.cs +++ b/OpenSim/Framework/Monitoring/Watchdog.cs @@ -231,7 +231,25 @@ namespace OpenSim.Framework.Monitoring private static bool RemoveThread(int threadID) { lock (m_threads) - return m_threads.Remove(threadID); + { + ThreadWatchdogInfo twi; + if (m_threads.TryGetValue(threadID, out twi)) + { + m_log.DebugFormat( + "[WATCHDOG]: Removing thread {0}, ID {1}", twi.Thread.Name, twi.Thread.ManagedThreadId); + + m_threads.Remove(threadID); + + return true; + } + else + { + m_log.WarnFormat( + "[WATCHDOG]: Requested to remove thread with ID {0} but this is not being monitored", threadID); + + return false; + } + } } public static bool AbortThread(int threadID) diff --git a/OpenSim/Framework/Pool.cs b/OpenSim/Framework/Pool.cs new file mode 100644 index 0000000000..1ca06c3065 --- /dev/null +++ b/OpenSim/Framework/Pool.cs @@ -0,0 +1,76 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +using System; +using System.Collections.Generic; + +namespace OpenSim.Framework +{ + /// + /// Naive pool implementation. + /// + /// + /// Currently assumes that objects are in a useable state when returned. + /// + public class Pool + { + private Stack m_pool; + + private int m_maxPoolSize; + + private Func m_createFunction; + + public Pool(Func createFunction, int maxSize) + { + m_maxPoolSize = maxSize; + m_createFunction = createFunction; + m_pool = new Stack(m_maxPoolSize); + } + + public T GetObject() + { + lock (m_pool) + { + if (m_pool.Count > 0) + return m_pool.Pop(); + else + return m_createFunction(); + } + } + + public void ReturnObject(T obj) + { + lock (m_pool) + { + if (m_pool.Count >= m_maxPoolSize) + return; + else + m_pool.Push(obj); + } + } + } +} \ No newline at end of file diff --git a/OpenSim/Framework/Servers/BaseOpenSimServer.cs b/OpenSim/Framework/Servers/BaseOpenSimServer.cs index 7a5c16dd20..aac9c45fb7 100644 --- a/OpenSim/Framework/Servers/BaseOpenSimServer.cs +++ b/OpenSim/Framework/Servers/BaseOpenSimServer.cs @@ -96,11 +96,6 @@ namespace OpenSim.Framework.Servers get { return m_httpServer; } } - /// - /// Holds the non-viewer statistics collection object for this service/server - /// - protected IStatsCollector m_stats; - public BaseOpenSimServer() { m_startuptime = DateTime.Now; @@ -177,10 +172,6 @@ namespace OpenSim.Framework.Servers "show info", "Show general information about the server", HandleShow); - m_console.Commands.AddCommand("General", false, "show stats", - "show stats", - "Show statistics", HandleShow); - m_console.Commands.AddCommand("General", false, "show threads", "show threads", "Show thread status", HandleShow); @@ -226,12 +217,7 @@ namespace OpenSim.Framework.Servers { StringBuilder sb = new StringBuilder("DIAGNOSTICS\n\n"); sb.Append(GetUptimeReport()); - - if (m_stats != null) - { - sb.Append(m_stats.Report()); - } - + sb.Append(StatsManager.SimExtraStats.Report()); sb.Append(Environment.NewLine); sb.Append(GetThreadsReport()); @@ -382,10 +368,6 @@ namespace OpenSim.Framework.Servers { Notice("set log level [level] - change the console logging level only. For example, off or debug."); Notice("show info - show server information (e.g. startup path)."); - - if (m_stats != null) - Notice("show stats - show statistical information for this server"); - Notice("show threads - list tracked threads"); Notice("show uptime - show server startup time and uptime."); Notice("show version - show server version."); @@ -409,11 +391,6 @@ namespace OpenSim.Framework.Servers ShowInfo(); break; - case "stats": - if (m_stats != null) - Notice(m_stats.Report()); - break; - case "threads": Notice(GetThreadsReport()); break; @@ -604,8 +581,7 @@ namespace OpenSim.Framework.Servers public string osSecret { // Secret uuid for the simulator - get { return m_osSecret; } - + get { return m_osSecret; } } public string StatReport(IOSHttpRequest httpRequest) @@ -613,11 +589,11 @@ namespace OpenSim.Framework.Servers // If we catch a request for "callback", wrap the response in the value for jsonp if (httpRequest.Query.ContainsKey("callback")) { - return httpRequest.Query["callback"].ToString() + "(" + m_stats.XReport((DateTime.Now - m_startuptime).ToString() , m_version) + ");"; + return httpRequest.Query["callback"].ToString() + "(" + StatsManager.SimExtraStats.XReport((DateTime.Now - m_startuptime).ToString() , m_version) + ");"; } else { - return m_stats.XReport((DateTime.Now - m_startuptime).ToString() , m_version); + return StatsManager.SimExtraStats.XReport((DateTime.Now - m_startuptime).ToString() , m_version); } } diff --git a/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs b/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs index d5bc3c3e4d..b018e57c45 100644 --- a/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs +++ b/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs @@ -648,7 +648,7 @@ namespace OpenSim.Framework.Servers.HttpServer // Every month or so this will wrap and give bad numbers, not really a problem // since its just for reporting int tickdiff = requestEndTick - requestStartTick; - if (tickdiff > 3000 && requestHandler.Name != "GetTexture") + if (tickdiff > 3000 && requestHandler != null && requestHandler.Name != "GetTexture") { m_log.InfoFormat( "[BASE HTTP SERVER]: Slow handling of {0} {1} {2} {3} {4} from {5} took {6}ms", diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs index c3c612fb05..b24641a454 100644 --- a/OpenSim/Region/Application/OpenSim.cs +++ b/OpenSim/Region/Application/OpenSim.cs @@ -254,8 +254,14 @@ namespace OpenSim m_console.Commands.AddCommand("Debug", false, "debug teleport", "debug teleport", "Toggle teleport route debugging", Debug); m_console.Commands.AddCommand("Debug", false, "debug scene", - "debug scene ", - "Turn on scene debugging", Debug); + "debug scene active|collisions|physics|scripting|teleport true|false", + "Turn on scene debugging.", + "If active is false then main scene update and maintenance loops are suspended.\n" + + "If collisions is false then collisions with other objects are turned off.\n" + + "If physics is false then all physics objects are non-physical.\n" + + "If scripting is false then no scripting operations happen.\n" + + "If teleport is true then some extra teleport debug information is logged.", + Debug); m_console.Commands.AddCommand("General", false, "change region", "change region ", @@ -930,7 +936,8 @@ namespace OpenSim } else { - MainConsole.Instance.Output("Usage: debug scene scripting|collisions|physics|teleport true|false"); + MainConsole.Instance.Output( + "Usage: debug scene active|scripting|collisions|physics|teleport true|false"); } break; diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs index f78439860a..4f1b4392ad 100644 --- a/OpenSim/Region/Application/OpenSimBase.cs +++ b/OpenSim/Region/Application/OpenSimBase.cs @@ -223,8 +223,6 @@ namespace OpenSim base.StartupSpecific(); - m_stats = StatsManager.SimExtraStats; - // Create a ModuleLoader instance m_moduleLoader = new ModuleLoader(m_config.Source); @@ -234,51 +232,51 @@ namespace OpenSim plugin.PostInitialise(); } - AddPluginCommands(); - } - - protected virtual void AddPluginCommands() - { - // If console exists add plugin commands. if (m_console != null) { - List topics = GetHelpTopics(); + StatsManager.RegisterConsoleCommands(m_console); + AddPluginCommands(m_console); + } + } - foreach (string topic in topics) + protected virtual void AddPluginCommands(CommandConsole console) + { + List topics = GetHelpTopics(); + + foreach (string topic in topics) + { + string capitalizedTopic = char.ToUpper(topic[0]) + topic.Substring(1); + + // This is a hack to allow the user to enter the help command in upper or lowercase. This will go + // away at some point. + console.Commands.AddCommand(capitalizedTopic, false, "help " + topic, + "help " + capitalizedTopic, + "Get help on plugin command '" + topic + "'", + HandleCommanderHelp); + console.Commands.AddCommand(capitalizedTopic, false, "help " + capitalizedTopic, + "help " + capitalizedTopic, + "Get help on plugin command '" + topic + "'", + HandleCommanderHelp); + + ICommander commander = null; + + Scene s = SceneManager.CurrentOrFirstScene; + + if (s != null && s.GetCommanders() != null) { - string capitalizedTopic = char.ToUpper(topic[0]) + topic.Substring(1); + if (s.GetCommanders().ContainsKey(topic)) + commander = s.GetCommanders()[topic]; + } - // This is a hack to allow the user to enter the help command in upper or lowercase. This will go - // away at some point. - m_console.Commands.AddCommand(capitalizedTopic, false, "help " + topic, - "help " + capitalizedTopic, - "Get help on plugin command '" + topic + "'", - HandleCommanderHelp); - m_console.Commands.AddCommand(capitalizedTopic, false, "help " + capitalizedTopic, - "help " + capitalizedTopic, - "Get help on plugin command '" + topic + "'", - HandleCommanderHelp); + if (commander == null) + continue; - ICommander commander = null; - - Scene s = SceneManager.CurrentOrFirstScene; - - if (s != null && s.GetCommanders() != null) - { - if (s.GetCommanders().ContainsKey(topic)) - commander = s.GetCommanders()[topic]; - } - - if (commander == null) - continue; - - foreach (string command in commander.Commands.Keys) - { - m_console.Commands.AddCommand(capitalizedTopic, false, - topic + " " + command, - topic + " " + commander.Commands[command].ShortHelp(), - String.Empty, HandleCommanderCommand); - } + foreach (string command in commander.Commands.Keys) + { + console.Commands.AddCommand(capitalizedTopic, false, + topic + " " + command, + topic + " " + commander.Commands[command].ShortHelp(), + String.Empty, HandleCommanderCommand); } } } diff --git a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs index 185f9ce969..cc69645f4b 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs @@ -163,8 +163,8 @@ namespace OpenSim.Region.ClientStack.Linden m_HostCapsObj.RegisterHandler( "SEED", new RestStreamHandler("POST", capsBase + m_requestPath, SeedCapRequest, "SEED", null)); - m_log.DebugFormat( - "[CAPS]: Registered seed capability {0} for {1}", capsBase + m_requestPath, m_HostCapsObj.AgentID); +// m_log.DebugFormat( +// "[CAPS]: Registered seed capability {0} for {1}", capsBase + m_requestPath, m_HostCapsObj.AgentID); //m_capsHandlers["MapLayer"] = // new LLSDStreamhandler("POST", @@ -254,11 +254,12 @@ namespace OpenSim.Region.ClientStack.Linden public string SeedCapRequest(string request, string path, string param, IOSHttpRequest httpRequest, IOSHttpResponse httpResponse) { -// m_log.Debug("[CAPS]: Seed Caps Request in region: " + m_regionName); + m_log.DebugFormat( + "[CAPS]: Received SEED caps request in {0} for agent {1}", m_regionName, m_HostCapsObj.AgentID); if (!m_Scene.CheckClient(m_HostCapsObj.AgentID, httpRequest.RemoteIPEndPoint)) { - m_log.DebugFormat( + m_log.WarnFormat( "[CAPS]: Unauthorized CAPS client {0} from {1}", m_HostCapsObj.AgentID, httpRequest.RemoteIPEndPoint); diff --git a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs index 594b229f20..47cb04953f 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs @@ -94,7 +94,7 @@ namespace OpenSim.Region.ClientStack.Linden //scene.CommsManager.HttpServer.AddLLSDHandler("/CAPS/EQG/", EventQueueFallBack); - scene.EventManager.OnNewClient += OnNewClient; +// scene.EventManager.OnNewClient += OnNewClient; // TODO: Leaving these open, or closing them when we // become a child is incorrect. It messes up TP in a big @@ -102,6 +102,7 @@ namespace OpenSim.Region.ClientStack.Linden // circuit is there. scene.EventManager.OnClientClosed += ClientClosed; + scene.EventManager.OnMakeChildAgent += MakeChildAgent; scene.EventManager.OnRegisterCaps += OnRegisterCaps; @@ -110,10 +111,10 @@ namespace OpenSim.Region.ClientStack.Linden false, "debug eq", "debug eq [0|1|2]", - "Turn on event queue debugging" - + "<= 0 - turns off all event queue logging" - + ">= 1 - turns on outgoing event logging" - + ">= 2 - turns on poll notification", + "Turn on event queue debugging\n" + + " <= 0 - turns off all event queue logging\n" + + " >= 1 - turns on outgoing event logging\n" + + " >= 2 - turns on poll notification", HandleDebugEq); } else @@ -226,16 +227,6 @@ namespace OpenSim.Region.ClientStack.Linden #endregion - private void OnNewClient(IClientAPI client) - { - //client.OnLogout += ClientClosed; - } - -// private void ClientClosed(IClientAPI client) -// { -// ClientClosed(client.AgentId); -// } - private void ClientClosed(UUID agentID, Scene scene) { // m_log.DebugFormat("[EVENTQUEUE]: Closed client {0} in region {1}", agentID, m_scene.RegionInfo.RegionName); diff --git a/OpenSim/Region/ClientStack/Linden/Caps/RegionConsoleModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/RegionConsoleModule.cs index 36af55f0f3..17c7270479 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/RegionConsoleModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/RegionConsoleModule.cs @@ -107,7 +107,7 @@ namespace OpenSim.Region.ClientStack.Linden UUID capID = UUID.Random(); - m_log.DebugFormat("[REGION CONSOLE]: /CAPS/{0} in region {1}", capID, m_scene.RegionInfo.RegionName); +// m_log.DebugFormat("[REGION CONSOLE]: /CAPS/{0} in region {1}", capID, m_scene.RegionInfo.RegionName); caps.RegisterHandler( "SimConsoleAsync", new ConsoleHandler("/CAPS/" + capID + "/", "SimConsoleAsync", agentID, this, m_scene)); diff --git a/OpenSim/Region/ClientStack/Linden/UDP/IncomingPacket.cs b/OpenSim/Region/ClientStack/Linden/UDP/IncomingPacket.cs index 1b8535cacb..e22670b3a9 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/IncomingPacket.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/IncomingPacket.cs @@ -45,7 +45,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP public Packet Packet; /// - /// Default constructor + /// No arg constructor. + /// + public IncomingPacket() {} + + /// + /// Constructor /// /// Reference to the client this packet came from /// Packet data diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 62f51d9520..7427c5947a 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -347,7 +347,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP private int m_moneyBalance; private int m_animationSequenceNumber = 1; private bool m_SendLogoutPacketWhenClosing = true; - private AgentUpdateArgs lastarg; + + /// + /// We retain a single AgentUpdateArgs so that we can constantly reuse it rather than construct a new one for + /// every single incoming AgentUpdate. Every client sends 10 AgentUpdate UDP messages per second, even if it + /// is doing absolutely nothing. + /// + /// + /// This does mean that agent updates must be processed synchronously, at least for each client, and called methods + /// cannot retain a reference to it outside of that method. + /// + private AgentUpdateArgs m_lastAgentUpdateArgs; protected Dictionary m_packetHandlers = new Dictionary(); protected Dictionary m_genericPacketHandlers = new Dictionary(); //PauPaw:Local Generic Message handlers @@ -3922,7 +3932,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP { List blocks = terseAgentUpdateBlocks.Value; - ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); + ImprovedTerseObjectUpdatePacket packet + = (ImprovedTerseObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ImprovedTerseObjectUpdate); + packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; packet.RegionData.TimeDilation = timeDilation; packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count]; @@ -3967,7 +3979,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP { List blocks = terseUpdateBlocks.Value; - ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); + ImprovedTerseObjectUpdatePacket packet + = (ImprovedTerseObjectUpdatePacket)PacketPool.Instance.GetPacket( + PacketType.ImprovedTerseObjectUpdate); + packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; packet.RegionData.TimeDilation = timeDilation; packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count]; @@ -4959,7 +4974,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP Utils.UInt16ToBytes(Utils.FloatToUInt16(angularVelocity.Y, -64.0f, 64.0f), data, pos); pos += 2; Utils.UInt16ToBytes(Utils.FloatToUInt16(angularVelocity.Z, -64.0f, 64.0f), data, pos); pos += 2; - ImprovedTerseObjectUpdatePacket.ObjectDataBlock block = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock(); + ImprovedTerseObjectUpdatePacket.ObjectDataBlock block + = PacketPool.Instance.GetDataBlock(); + block.Data = data; if (textureEntry != null && textureEntry.Length > 0) @@ -5191,7 +5208,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP protected virtual void RegisterLocalPacketHandlers() { AddLocalPacketHandler(PacketType.LogoutRequest, HandleLogout); + + // If AgentUpdate is ever handled asynchronously, then we will also need to construct a new AgentUpdateArgs + // for each AgentUpdate packet. AddLocalPacketHandler(PacketType.AgentUpdate, HandleAgentUpdate, false); + AddLocalPacketHandler(PacketType.ViewerEffect, HandleViewerEffect, false); AddLocalPacketHandler(PacketType.AgentCachedTexture, HandleAgentTextureCached, false); AddLocalPacketHandler(PacketType.MultipleObjectUpdate, HandleMultipleObjUpdate, false); @@ -5418,80 +5439,83 @@ namespace OpenSim.Region.ClientStack.LindenUDP #region Scene/Avatar - private bool HandleAgentUpdate(IClientAPI sener, Packet Pack) + private bool HandleAgentUpdate(IClientAPI sener, Packet packet) { if (OnAgentUpdate != null) { - bool update = false; - AgentUpdatePacket agenUpdate = (AgentUpdatePacket)Pack; + AgentUpdatePacket agentUpdate = (AgentUpdatePacket)packet; #region Packet Session and User Check - if (agenUpdate.AgentData.SessionID != SessionId || agenUpdate.AgentData.AgentID != AgentId) + if (agentUpdate.AgentData.SessionID != SessionId || agentUpdate.AgentData.AgentID != AgentId) + { + PacketPool.Instance.ReturnPacket(packet); return false; + } #endregion - AgentUpdatePacket.AgentDataBlock x = agenUpdate.AgentData; + bool update = false; + AgentUpdatePacket.AgentDataBlock x = agentUpdate.AgentData; - // We can only check when we have something to check - // against. - - if (lastarg != null) + if (m_lastAgentUpdateArgs != null) { + // These should be ordered from most-likely to + // least likely to change. I've made an initial + // guess at that. update = ( - (x.BodyRotation != lastarg.BodyRotation) || - (x.CameraAtAxis != lastarg.CameraAtAxis) || - (x.CameraCenter != lastarg.CameraCenter) || - (x.CameraLeftAxis != lastarg.CameraLeftAxis) || - (x.CameraUpAxis != lastarg.CameraUpAxis) || - (x.ControlFlags != lastarg.ControlFlags) || - (x.Far != lastarg.Far) || - (x.Flags != lastarg.Flags) || - (x.State != lastarg.State) || - (x.HeadRotation != lastarg.HeadRotation) || - (x.SessionID != lastarg.SessionID) || - (x.AgentID != lastarg.AgentID) + (x.BodyRotation != m_lastAgentUpdateArgs.BodyRotation) || + (x.CameraAtAxis != m_lastAgentUpdateArgs.CameraAtAxis) || + (x.CameraCenter != m_lastAgentUpdateArgs.CameraCenter) || + (x.CameraLeftAxis != m_lastAgentUpdateArgs.CameraLeftAxis) || + (x.CameraUpAxis != m_lastAgentUpdateArgs.CameraUpAxis) || + (x.ControlFlags != m_lastAgentUpdateArgs.ControlFlags) || + (x.Far != m_lastAgentUpdateArgs.Far) || + (x.Flags != m_lastAgentUpdateArgs.Flags) || + (x.State != m_lastAgentUpdateArgs.State) || + (x.HeadRotation != m_lastAgentUpdateArgs.HeadRotation) || + (x.SessionID != m_lastAgentUpdateArgs.SessionID) || + (x.AgentID != m_lastAgentUpdateArgs.AgentID) ); } else { + m_lastAgentUpdateArgs = new AgentUpdateArgs(); update = true; } - // These should be ordered from most-likely to - // least likely to change. I've made an initial - // guess at that. - if (update) { // m_log.DebugFormat("[LLCLIENTVIEW]: Triggered AgentUpdate for {0}", sener.Name); - AgentUpdateArgs arg = new AgentUpdateArgs(); - arg.AgentID = x.AgentID; - arg.BodyRotation = x.BodyRotation; - arg.CameraAtAxis = x.CameraAtAxis; - arg.CameraCenter = x.CameraCenter; - arg.CameraLeftAxis = x.CameraLeftAxis; - arg.CameraUpAxis = x.CameraUpAxis; - arg.ControlFlags = x.ControlFlags; - arg.Far = x.Far; - arg.Flags = x.Flags; - arg.HeadRotation = x.HeadRotation; - arg.SessionID = x.SessionID; - arg.State = x.State; + m_lastAgentUpdateArgs.AgentID = x.AgentID; + m_lastAgentUpdateArgs.BodyRotation = x.BodyRotation; + m_lastAgentUpdateArgs.CameraAtAxis = x.CameraAtAxis; + m_lastAgentUpdateArgs.CameraCenter = x.CameraCenter; + m_lastAgentUpdateArgs.CameraLeftAxis = x.CameraLeftAxis; + m_lastAgentUpdateArgs.CameraUpAxis = x.CameraUpAxis; + m_lastAgentUpdateArgs.ControlFlags = x.ControlFlags; + m_lastAgentUpdateArgs.Far = x.Far; + m_lastAgentUpdateArgs.Flags = x.Flags; + m_lastAgentUpdateArgs.HeadRotation = x.HeadRotation; + m_lastAgentUpdateArgs.SessionID = x.SessionID; + m_lastAgentUpdateArgs.State = x.State; + UpdateAgent handlerAgentUpdate = OnAgentUpdate; UpdateAgent handlerPreAgentUpdate = OnPreAgentUpdate; - lastarg = arg; // save this set of arguments for nexttime + if (handlerPreAgentUpdate != null) - OnPreAgentUpdate(this, arg); + OnPreAgentUpdate(this, m_lastAgentUpdateArgs); + if (handlerAgentUpdate != null) - OnAgentUpdate(this, arg); + OnAgentUpdate(this, m_lastAgentUpdateArgs); handlerAgentUpdate = null; handlerPreAgentUpdate = null; } } + PacketPool.Instance.ReturnPacket(packet); + return true; } @@ -9056,7 +9080,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP } #endregion - switch (Utils.BytesToString(messagePacket.MethodData.Method)) + string method = Utils.BytesToString(messagePacket.MethodData.Method); + + switch (method) { case "getinfo": if (((Scene)m_scene).Permissions.CanIssueEstateCommand(AgentId, false)) @@ -9372,7 +9398,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP return true; default: - m_log.Error("EstateOwnerMessage: Unknown method requested\n" + messagePacket); + m_log.WarnFormat( + "[LLCLIENTVIEW]: EstateOwnerMessage: Unknown method {0} requested for {1} in {2}", + method, Name, Scene.Name); + + for (int i = 0; i < messagePacket.ParamList.Length; i++) + { + EstateOwnerMessagePacket.ParamListBlock block = messagePacket.ParamList[i]; + string data = (string)Utils.BytesToString(block.Parameter); + m_log.DebugFormat("[LLCLIENTVIEW]: Param {0}={1}", i, data); + } + return true; } @@ -11758,7 +11794,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP logPacket = false; if (DebugPacketLevel <= 50 - & (packet.Type == PacketType.ImprovedTerseObjectUpdate || packet.Type == PacketType.ObjectUpdate)) + && (packet.Type == PacketType.ImprovedTerseObjectUpdate || packet.Type == PacketType.ObjectUpdate)) logPacket = false; if (DebugPacketLevel <= 25 && packet.Type == PacketType.ObjectPropertiesFamily) @@ -11832,8 +11868,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP if (!ProcessPacketMethod(packet)) m_log.Warn("[CLIENT]: unhandled packet " + packet.Type); - - PacketPool.Instance.ReturnPacket(packet); } private static PrimitiveBaseShape GetShapeFromAddPacket(ObjectAddPacket addPacket) @@ -12286,7 +12320,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP ushort timeDilation = Utils.FloatToUInt16(TIME_DILATION, 0.0f, 1.0f); - ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); + ImprovedTerseObjectUpdatePacket packet + = (ImprovedTerseObjectUpdatePacket)PacketPool.Instance.GetPacket( + PacketType.ImprovedTerseObjectUpdate); + packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; packet.RegionData.TimeDilation = timeDilation; packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[1]; diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index d11fcbf7e0..419de66e7b 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -37,6 +37,7 @@ using log4net; using Nini.Config; using OpenMetaverse.Packets; using OpenSim.Framework; +using OpenSim.Framework.Console; using OpenSim.Framework.Monitoring; using OpenSim.Region.Framework.Scenes; using OpenMetaverse; @@ -100,9 +101,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// The measured resolution of Environment.TickCount public readonly float TickCountResolution; + /// Number of prim updates to put on the queue each time the /// OnQueueEmpty event is triggered for updates public readonly int PrimUpdatesPerCallback; + /// Number of texture packets to put on the queue each time the /// OnQueueEmpty event is triggered for textures public readonly int TextureSendLimit; @@ -111,6 +114,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP //PacketEventDictionary packetEvents = new PacketEventDictionary(); /// Incoming packets that are awaiting handling private OpenMetaverse.BlockingQueue packetInbox = new OpenMetaverse.BlockingQueue(); + /// //private UDPClientCollection m_clients = new UDPClientCollection(); /// Bandwidth throttle for this UDP server @@ -121,28 +125,37 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// Manages authentication for agent circuits private AgentCircuitManager m_circuitManager; + /// Reference to the scene this UDP server is attached to protected Scene m_scene; + /// The X/Y coordinates of the scene this UDP server is attached to private Location m_location; + /// The size of the receive buffer for the UDP socket. This value /// is passed up to the operating system and used in the system networking /// stack. Use zero to leave this value as the default private int m_recvBufferSize; + /// Flag to process packets asynchronously or synchronously private bool m_asyncPacketHandling; + /// Tracks whether or not a packet was sent each round so we know /// whether or not to sleep private bool m_packetSent; /// Environment.TickCount of the last time that packet stats were reported to the scene private int m_elapsedMSSinceLastStatReport = 0; + /// Environment.TickCount of the last time the outgoing packet handler executed private int m_tickLastOutgoingPacketHandler; + /// Keeps track of the number of elapsed milliseconds since the last time the outgoing packet handler looped private int m_elapsedMSOutgoingPacketHandler; + /// Keeps track of the number of 100 millisecond periods elapsed in the outgoing packet handler executed private int m_elapsed100MSOutgoingPacketHandler; + /// Keeps track of the number of 500 millisecond periods elapsed in the outgoing packet handler executed private int m_elapsed500MSOutgoingPacketHandler; @@ -155,6 +168,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// Flag to signal when clients should send pings protected bool m_sendPing; + private Pool m_incomingPacketPool; + private int m_defaultRTO = 0; private int m_maxRTO = 0; private int m_ackTimeout = 0; @@ -175,7 +190,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// private IClientAPI m_currentIncomingClient; - public LLUDPServer(IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource, AgentCircuitManager circuitManager) + public LLUDPServer( + IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, + IConfigSource configSource, AgentCircuitManager circuitManager) : base(listenIP, (int)port) { #region Environment.TickCount Measurement @@ -229,6 +246,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP { PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true); PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true); + UsePools = packetConfig.GetBoolean("RecycleBaseUDPPackets", false); } #region BinaryStats @@ -258,20 +276,28 @@ namespace OpenSim.Region.ClientStack.LindenUDP m_throttle = new TokenBucket(null, sceneThrottleBps); ThrottleRates = new ThrottleRates(configSource); + + if (UsePools) + m_incomingPacketPool = new Pool(() => new IncomingPacket(), 500); } public void Start() { - if (m_scene == null) - throw new InvalidOperationException("[LLUDPSERVER]: Cannot LLUDPServer.Start() without an IScene reference"); + StartInbound(); + StartOutbound(); + m_elapsedMSSinceLastStatReport = Environment.TickCount; + } + + private void StartInbound() + { m_log.InfoFormat( - "[LLUDPSERVER]: Starting the LLUDP server in {0} mode", - m_asyncPacketHandling ? "asynchronous" : "synchronous"); + "[LLUDPSERVER]: Starting inbound packet processing for the LLUDP server in {0} mode with UsePools = {1}", + m_asyncPacketHandling ? "asynchronous" : "synchronous", UsePools); - base.Start(m_recvBufferSize, m_asyncPacketHandling); + base.StartInbound(m_recvBufferSize, m_asyncPacketHandling); - // Start the packet processing threads + // This thread will process the packets received that are placed on the packetInbox Watchdog.StartThread( IncomingPacketHandler, string.Format("Incoming Packets ({0})", m_scene.RegionInfo.RegionName), @@ -280,6 +306,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP true, GetWatchdogIncomingAlarmData, Watchdog.DEFAULT_WATCHDOG_TIMEOUT_MS); + } + + private new void StartOutbound() + { + m_log.Info("[LLUDPSERVER]: Starting outbound packet processing for the LLUDP server"); + + base.StartOutbound(); Watchdog.StartThread( OutgoingPacketHandler, @@ -289,8 +322,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP true, GetWatchdogOutgoingAlarmData, Watchdog.DEFAULT_WATCHDOG_TIMEOUT_MS); + } - m_elapsedMSSinceLastStatReport = Environment.TickCount; + public void Stop() + { + m_log.Info("[LLUDPSERVER]: Shutting down the LLUDP server for " + m_scene.RegionInfo.RegionName); + base.StopOutbound(); + base.StopInbound(); } /// @@ -315,12 +353,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP m_currentOutgoingClient != null ? m_currentOutgoingClient.Name : "none"); } - public new void Stop() - { - m_log.Info("[LLUDPSERVER]: Shutting down the LLUDP server for " + m_scene.RegionInfo.RegionName); - base.Stop(); - } - public void AddScene(IScene scene) { if (m_scene != null) @@ -337,6 +369,81 @@ namespace OpenSim.Region.ClientStack.LindenUDP m_scene = (Scene)scene; m_location = new Location(m_scene.RegionInfo.RegionHandle); + + MainConsole.Instance.Commands.AddCommand( + "Debug", + false, + "debug lludp start", + "debug lludp start ", + "Control LLUDP packet processing.", + "No effect if packet processing has already started.\n" + + "in - start inbound processing.\n" + + "out - start outbound processing.\n" + + "all - start in and outbound processing.\n", + HandleStartCommand); + + MainConsole.Instance.Commands.AddCommand( + "Debug", + false, + "debug lludp stop", + "debug lludp stop ", + "Stop LLUDP packet processing.", + "No effect if packet processing has already stopped.\n" + + "in - stop inbound processing.\n" + + "out - stop outbound processing.\n" + + "all - stop in and outbound processing.\n", + HandleStopCommand); + + MainConsole.Instance.Commands.AddCommand( + "Debug", + false, + "debug lludp status", + "debug lludp status", + "Return status of LLUDP packet processing.", + HandleStatusCommand); + } + + private void HandleStartCommand(string module, string[] args) + { + if (args.Length != 4) + { + MainConsole.Instance.Output("Usage: debug lludp start "); + return; + } + + string subCommand = args[3]; + + if (subCommand == "in" || subCommand == "all") + StartInbound(); + + if (subCommand == "out" || subCommand == "all") + StartOutbound(); + } + + private void HandleStopCommand(string module, string[] args) + { + if (args.Length != 4) + { + MainConsole.Instance.Output("Usage: debug lludp stop "); + return; + } + + string subCommand = args[3]; + + if (subCommand == "in" || subCommand == "all") + StopInbound(); + + if (subCommand == "out" || subCommand == "all") + StopOutbound(); + } + + private void HandleStatusCommand(string module, string[] args) + { + MainConsole.Instance.OutputFormat( + "IN LLUDP packet processing for {0} is {1}", m_scene.Name, IsRunningInbound ? "enabled" : "disabled"); + + MainConsole.Instance.OutputFormat( + "OUT LLUDP packet processing for {0} is {1}", m_scene.Name, IsRunningOutbound ? "enabled" : "disabled"); } public bool HandlesRegion(Location x) @@ -420,6 +527,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP byte[] data = packet.ToBytes(); SendPacketData(udpClient, data, packet.Type, category, method); } + + PacketPool.Instance.ReturnPacket(packet); } /// @@ -704,7 +813,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP LLUDPClient udpClient = null; Packet packet = null; int packetEnd = buffer.DataLength - 1; - IPEndPoint address = (IPEndPoint)buffer.RemoteEndPoint; + IPEndPoint endPoint = (IPEndPoint)buffer.RemoteEndPoint; #region Decoding @@ -714,7 +823,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP // "[LLUDPSERVER]: Dropping undersized packet with {0} bytes received from {1} in {2}", // buffer.DataLength, buffer.RemoteEndPoint, m_scene.RegionInfo.RegionName); - return; // Drop undersizd packet + return; // Drop undersized packet } int headerLen = 7; @@ -737,7 +846,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP try { - packet = Packet.BuildPacket(buffer.Data, ref packetEnd, +// packet = Packet.BuildPacket(buffer.Data, ref packetEnd, +// // Only allocate a buffer for zerodecoding if the packet is zerocoded +// ((buffer.Data[0] & Helpers.MSG_ZEROCODED) != 0) ? new byte[4096] : null); + // If OpenSimUDPBase.UsePool == true (which is currently separate from the PacketPool) then we + // assume that packet construction does not retain a reference to byte[] buffer.Data (instead, all + // bytes are copied out). + packet = PacketPool.Instance.GetPacket(buffer.Data, ref packetEnd, // Only allocate a buffer for zerodecoding if the packet is zerocoded ((buffer.Data[0] & Helpers.MSG_ZEROCODED) != 0) ? new byte[4096] : null); } @@ -752,11 +867,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP return; // Drop short packet } - catch(Exception e) + catch (Exception e) { if (m_malformedCount < 100) m_log.DebugFormat("[LLUDPSERVER]: Dropped malformed packet: " + e.ToString()); + m_malformedCount++; + if ((m_malformedCount % 100000) == 0) m_log.DebugFormat("[LLUDPSERVER]: Received {0} malformed packets so far, probable network attack.", m_malformedCount); } @@ -777,7 +894,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP // UseCircuitCode handling if (packet.Type == PacketType.UseCircuitCode) { - object[] array = new object[] { buffer, packet }; + // We need to copy the endpoint so that it doesn't get changed when another thread reuses the + // buffer. + object[] array = new object[] { new IPEndPoint(endPoint.Address, endPoint.Port), packet }; Util.FireAndForget(HandleUseCircuitCode, array); @@ -786,7 +905,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP // Determine which agent this packet came from IClientAPI client; - if (!m_scene.TryGetClient(address, out client) || !(client is LLClientView)) + if (!m_scene.TryGetClient(endPoint, out client) || !(client is LLClientView)) { //m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet from an unrecognized source: " + address + " in " + m_scene.RegionInfo.RegionName); return; @@ -810,6 +929,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP // Handle appended ACKs if (packet.Header.AppendedAcks && packet.Header.AckList != null) { +// m_log.DebugFormat( +// "[LLUDPSERVER]: Handling {0} appended acks from {1} in {2}", +// packet.Header.AckList.Length, client.Name, m_scene.Name); + for (int i = 0; i < packet.Header.AckList.Length; i++) udpClient.NeedAcks.Acknowledge(packet.Header.AckList[i], now, packet.Header.Resent); } @@ -819,6 +942,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP { PacketAckPacket ackPacket = (PacketAckPacket)packet; +// m_log.DebugFormat( +// "[LLUDPSERVER]: Handling {0} packet acks for {1} in {2}", +// ackPacket.Packets.Length, client.Name, m_scene.Name); + for (int i = 0; i < ackPacket.Packets.Length; i++) udpClient.NeedAcks.Acknowledge(ackPacket.Packets[i].ID, now, packet.Header.Resent); @@ -832,6 +959,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP if (packet.Header.Reliable) { +// m_log.DebugFormat( +// "[LLUDPSERVER]: Adding ack request for {0} {1} from {2} in {3}", +// packet.Type, packet.Header.Sequence, client.Name, m_scene.Name); + udpClient.PendingAcks.Enqueue(packet.Header.Sequence); // This is a somewhat odd sequence of steps to pull the client.BytesSinceLastACK value out, @@ -878,6 +1009,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP if (packet.Type == PacketType.StartPingCheck) { +// m_log.DebugFormat("[LLUDPSERVER]: Handling ping from {0} in {1}", client.Name, m_scene.Name); + // We don't need to do anything else with ping checks StartPingCheckPacket startPing = (StartPingCheckPacket)packet; CompletePing(udpClient, startPing.PingID.PingID); @@ -897,8 +1030,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP #endregion Ping Check Handling + IncomingPacket incomingPacket; + // Inbox insertion - packetInbox.Enqueue(new IncomingPacket((LLClientView)client, packet)); + if (UsePools) + { + incomingPacket = m_incomingPacketPool.GetObject(); + incomingPacket.Client = (LLClientView)client; + incomingPacket.Packet = packet; + } + else + { + incomingPacket = new IncomingPacket((LLClientView)client, packet); + } + + packetInbox.Enqueue(incomingPacket); } #region BinaryStats @@ -984,21 +1130,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP private void HandleUseCircuitCode(object o) { - IPEndPoint remoteEndPoint = null; + IPEndPoint endPoint = null; IClientAPI client = null; try { // DateTime startTime = DateTime.Now; object[] array = (object[])o; - UDPPacketBuffer buffer = (UDPPacketBuffer)array[0]; + endPoint = (IPEndPoint)array[0]; UseCircuitCodePacket uccp = (UseCircuitCodePacket)array[1]; m_log.DebugFormat( "[LLUDPSERVER]: Handling UseCircuitCode request for circuit {0} to {1} from IP {2}", - uccp.CircuitCode.Code, m_scene.RegionInfo.RegionName, buffer.RemoteEndPoint); - - remoteEndPoint = (IPEndPoint)buffer.RemoteEndPoint; + uccp.CircuitCode.Code, m_scene.RegionInfo.RegionName, endPoint); AuthenticateResponse sessionInfo; if (IsClientAuthorized(uccp, out sessionInfo)) @@ -1009,13 +1153,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP uccp.CircuitCode.Code, uccp.CircuitCode.ID, uccp.CircuitCode.SessionID, - remoteEndPoint, + endPoint, sessionInfo); // Send ack straight away to let the viewer know that the connection is active. // The client will be null if it already exists (e.g. if on a region crossing the client sends a use // circuit code to the existing child agent. This is not particularly obvious. - SendAckImmediate(remoteEndPoint, uccp.Header.Sequence); + SendAckImmediate(endPoint, uccp.Header.Sequence); // We only want to send initial data to new clients, not ones which are being converted from child to root. if (client != null) @@ -1026,7 +1170,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP // Don't create clients for unauthorized requesters. m_log.WarnFormat( "[LLUDPSERVER]: Ignoring connection request for {0} to {1} with unknown circuit code {2} from IP {3}", - uccp.CircuitCode.ID, m_scene.RegionInfo.RegionName, uccp.CircuitCode.Code, remoteEndPoint); + uccp.CircuitCode.ID, m_scene.RegionInfo.RegionName, uccp.CircuitCode.Code, endPoint); } // m_log.DebugFormat( @@ -1038,7 +1182,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP { m_log.ErrorFormat( "[LLUDPSERVER]: UseCircuitCode handling from endpoint {0}, client {1} {2} failed. Exception {3}{4}", - remoteEndPoint != null ? remoteEndPoint.ToString() : "n/a", + endPoint != null ? endPoint.ToString() : "n/a", client != null ? client.Name : "unknown", client != null ? client.AgentId.ToString() : "unknown", e.Message, @@ -1103,20 +1247,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP { IClientAPI client = null; - // In priciple there shouldn't be more than one thread here, ever. - // But in case that happens, we need to synchronize this piece of code - // because it's too important - lock (this) + // We currently synchronize this code across the whole scene to avoid issues such as + // http://opensimulator.org/mantis/view.php?id=5365 However, once locking per agent circuit can be done + // consistently, this lock could probably be removed. + lock (this) { if (!m_scene.TryGetClient(agentID, out client)) { LLUDPClient udpClient = new LLUDPClient(this, ThrottleRates, m_throttle, circuitCode, agentID, remoteEndPoint, m_defaultRTO, m_maxRTO); - + client = new LLClientView(m_scene, this, udpClient, sessionInfo, agentID, sessionID, circuitCode); client.OnLogout += LogoutHandler; - + ((LLClientView)client).DisableFacelights = m_disableFacelights; - + client.Start(); } } @@ -1155,7 +1299,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP // on to en-US to avoid number parsing issues Culture.SetCurrentCulture(); - while (base.IsRunning) + while (IsRunningInbound) { try { @@ -1170,7 +1314,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP } if (packetInbox.Dequeue(100, ref incomingPacket)) + { ProcessInPacket(incomingPacket);//, incomingPacket); Util.FireAndForget(ProcessInPacket, incomingPacket); + + if (UsePools) + m_incomingPacketPool.ReturnObject(incomingPacket); + } } catch (Exception ex) { @@ -1197,7 +1346,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP // Action generic every round Action clientPacketHandler = ClientOutgoingPacketHandler; - while (base.IsRunning) + while (base.IsRunningOutbound) { try { diff --git a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs index 039379d4ee..6e6b3ef1b5 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs @@ -30,6 +30,7 @@ using System.Net; using System.Net.Sockets; using System.Threading; using log4net; +using OpenSim.Framework; namespace OpenMetaverse { @@ -58,17 +59,29 @@ namespace OpenMetaverse /// Flag to process packets asynchronously or synchronously private bool m_asyncPacketHandling; - /// The all important shutdown flag - private volatile bool m_shutdownFlag = true; + /// + /// Pool to use for handling data. May be null if UsePools = false; + /// + protected OpenSim.Framework.Pool m_pool; - /// Returns true if the server is currently listening, otherwise false - public bool IsRunning { get { return !m_shutdownFlag; } } + /// + /// Are we to use object pool(s) to reduce memory churn when receiving data? + /// + public bool UsePools { get; protected set; } + + /// Returns true if the server is currently listening for inbound packets, otherwise false + public bool IsRunningInbound { get; private set; } + + /// Returns true if the server is currently sending outbound packets, otherwise false + /// If IsRunningOut = false, then any request to send a packet is simply dropped. + public bool IsRunningOutbound { get; private set; } /// /// Default constructor /// /// Local IP address to bind the server to /// Port to listening for incoming UDP packets on + /// /// Are we to use an object pool to get objects for handing inbound data? public OpenSimUDPBase(IPAddress bindAddress, int port) { m_localBindAddress = bindAddress; @@ -76,7 +89,7 @@ namespace OpenMetaverse } /// - /// Start the UDP server + /// Start inbound UDP packet handling. /// /// The size of the receive buffer for /// the UDP socket. This value is passed up to the operating system @@ -91,11 +104,16 @@ namespace OpenMetaverse /// manner (not throwing an exception when the remote side resets the /// connection). This call is ignored on Mono where the flag is not /// necessary - public void Start(int recvBufferSize, bool asyncPacketHandling) + public void StartInbound(int recvBufferSize, bool asyncPacketHandling) { + if (UsePools) + m_pool = new Pool(() => new UDPPacketBuffer(), 500); + else + m_pool = null; + m_asyncPacketHandling = asyncPacketHandling; - if (m_shutdownFlag) + if (!IsRunningInbound) { const int SIO_UDP_CONNRESET = -1744830452; @@ -127,8 +145,7 @@ namespace OpenMetaverse m_udpSocket.Bind(ipep); - // we're not shutting down, we're starting up - m_shutdownFlag = false; + IsRunningInbound = true; // kick off an async receive. The Start() method will return, the // actual receives will occur asynchronously and will be caught in @@ -138,28 +155,41 @@ namespace OpenMetaverse } /// - /// Stops the UDP server + /// Start outbound UDP packet handling. /// - public void Stop() + public void StartOutbound() { - if (!m_shutdownFlag) + IsRunningOutbound = true; + } + + public void StopInbound() + { + if (IsRunningInbound) { // wait indefinitely for a writer lock. Once this is called, the .NET runtime // will deny any more reader locks, in effect blocking all other send/receive - // threads. Once we have the lock, we set shutdownFlag to inform the other + // threads. Once we have the lock, we set IsRunningInbound = false to inform the other // threads that the socket is closed. - m_shutdownFlag = true; + IsRunningInbound = false; m_udpSocket.Close(); } } + public void StopOutbound() + { + IsRunningOutbound = false; + } + private void AsyncBeginReceive() { - // allocate a packet buffer - //WrappedObject wrappedBuffer = Pool.CheckOut(); - UDPPacketBuffer buf = new UDPPacketBuffer(); + UDPPacketBuffer buf; - if (!m_shutdownFlag) + if (UsePools) + buf = m_pool.GetObject(); + else + buf = new UDPPacketBuffer(); + + if (IsRunningInbound) { try { @@ -212,7 +242,7 @@ namespace OpenMetaverse { // Asynchronous receive operations will complete here through the call // to AsyncBeginReceive - if (!m_shutdownFlag) + if (IsRunningInbound) { // Asynchronous mode will start another receive before the // callback for this packet is even fired. Very parallel :-) @@ -221,8 +251,6 @@ namespace OpenMetaverse // get the buffer that was created in AsyncBeginReceive // this is the received data - //WrappedObject wrappedBuffer = (WrappedObject)iar.AsyncState; - //UDPPacketBuffer buffer = wrappedBuffer.Instance; UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState; try @@ -239,7 +267,8 @@ namespace OpenMetaverse catch (ObjectDisposedException) { } finally { - //wrappedBuffer.Dispose(); + if (UsePools) + m_pool.ReturnObject(buffer); // Synchronous mode waits until the packet callback completes // before starting the receive to fetch another packet @@ -252,7 +281,7 @@ namespace OpenMetaverse public void AsyncBeginSend(UDPPacketBuffer buf) { - if (!m_shutdownFlag) + if (IsRunningOutbound) { try { diff --git a/OpenSim/Region/ClientStack/Linden/UDP/PacketPool.cs b/OpenSim/Region/ClientStack/Linden/UDP/PacketPool.cs index fc9406b88d..2a3d14f69f 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/PacketPool.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/PacketPool.cs @@ -31,6 +31,7 @@ using System.Reflection; using OpenMetaverse; using OpenMetaverse.Packets; using log4net; +using OpenSim.Framework.Monitoring; namespace OpenSim.Region.ClientStack.LindenUDP { @@ -43,17 +44,28 @@ namespace OpenSim.Region.ClientStack.LindenUDP private bool packetPoolEnabled = true; private bool dataBlockPoolEnabled = true; + private PercentageStat m_packetsReusedStat = new PercentageStat( + "PacketsReused", + "Packets reused", + "clientstack", + "packetpool", + StatVerbosity.Debug, + "Number of packets reused out of all requests to the packet pool"); + + private PercentageStat m_blocksReusedStat = new PercentageStat( + "BlocksReused", + "Blocks reused", + "clientstack", + "packetpool", + StatVerbosity.Debug, + "Number of data blocks reused out of all requests to the packet pool"); + /// /// Pool of packets available for reuse. /// private readonly Dictionary> pool = new Dictionary>(); - private static Dictionary> DataBlocks = - new Dictionary>(); - - static PacketPool() - { - } + private static Dictionary> DataBlocks = new Dictionary>(); public static PacketPool Instance { @@ -72,8 +84,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP get { return dataBlockPoolEnabled; } } + private PacketPool() + { + StatsManager.RegisterStat(m_packetsReusedStat); + StatsManager.RegisterStat(m_blocksReusedStat); + } + + /// + /// Gets a packet of the given type. + /// + /// + /// Guaranteed to always return a packet, whether from the pool or newly constructed. public Packet GetPacket(PacketType type) { + m_packetsReusedStat.Consequent++; + Packet packet; if (!packetPoolEnabled) @@ -83,13 +108,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP { if (!pool.ContainsKey(type) || pool[type] == null || (pool[type]).Count == 0) { +// m_log.DebugFormat("[PACKETPOOL]: Building {0} packet", type); + // Creating a new packet if we cannot reuse an old package packet = Packet.BuildPacket(type); } else { +// m_log.DebugFormat("[PACKETPOOL]: Pulling {0} packet", type); + // Recycle old packages - packet = (pool[type]).Pop(); + m_packetsReusedStat.Antecedent++; + + packet = pool[type].Pop(); } } @@ -138,7 +169,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP { PacketType type = GetType(bytes); - Array.Clear(zeroBuffer, 0, zeroBuffer.Length); +// Array.Clear(zeroBuffer, 0, zeroBuffer.Length); int i = 0; Packet packet = GetPacket(type); @@ -185,6 +216,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP switch (packet.Type) { // List pooling packets here + case PacketType.AgentUpdate: case PacketType.PacketAck: case PacketType.ObjectUpdate: case PacketType.ImprovedTerseObjectUpdate: @@ -199,7 +231,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP if ((pool[type]).Count < 50) { - (pool[type]).Push(packet); +// m_log.DebugFormat("[PACKETPOOL]: Pushing {0} packet", type); + + pool[type].Push(packet); } } break; @@ -211,16 +245,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP } } - public static T GetDataBlock() where T: new() + public T GetDataBlock() where T: new() { lock (DataBlocks) { + m_blocksReusedStat.Consequent++; + Stack s; if (DataBlocks.TryGetValue(typeof(T), out s)) { if (s.Count > 0) + { + m_blocksReusedStat.Antecedent++; return (T)s.Pop(); + } } else { @@ -231,7 +270,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP } } - public static void ReturnDataBlock(T block) where T: new() + public void ReturnDataBlock(T block) where T: new() { if (block == null) return; diff --git a/OpenSim/Region/ClientStack/Linden/UDP/Tests/BasicCircuitTests.cs b/OpenSim/Region/ClientStack/Linden/UDP/Tests/BasicCircuitTests.cs index 109a8e1914..556df305ab 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/Tests/BasicCircuitTests.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/Tests/BasicCircuitTests.cs @@ -43,7 +43,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests /// This will contain basic tests for the LindenUDP client stack /// [TestFixture] - public class BasicCircuitTests + public class BasicCircuitTests : OpenSimTestCase { private Scene m_scene; private TestLLUDPServer m_udpServer; @@ -65,8 +65,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests } [SetUp] - public void SetUp() + public override void SetUp() { + base.SetUp(); m_scene = new SceneHelpers().SetupScene(); } @@ -143,7 +144,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests public void TestAddClient() { TestHelpers.InMethod(); -// XmlConfigurator.Configure(); +// TestHelpers.EnableLogging(); AddUdpServer(); diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs index 11db18a068..f1903c3e27 100644 --- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs @@ -28,6 +28,7 @@ using System; using System.Collections; using System.Collections.Generic; +using System.Linq; using System.Reflection; using System.Threading; using log4net; @@ -495,42 +496,36 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends protected virtual void StatusNotify(List friendList, UUID userID, bool online) { - foreach (FriendInfo friend in friendList) + List friendStringIds = friendList.ConvertAll(friend => friend.Friend); + List remoteFriendStringIds = new List(); + foreach (string friendStringId in friendStringIds) { - UUID friendID; - if (UUID.TryParse(friend.Friend, out friendID)) + UUID friendUuid; + if (UUID.TryParse(friendStringId, out friendUuid)) { - // Try local - if (LocalStatusNotification(userID, friendID, online)) + if (LocalStatusNotification(userID, friendUuid, online)) continue; - // The friend is not here [as root]. Let's forward. - PresenceInfo[] friendSessions = PresenceService.GetAgents(new string[] { friendID.ToString() }); - if (friendSessions != null && friendSessions.Length > 0) - { - PresenceInfo friendSession = null; - foreach (PresenceInfo pinfo in friendSessions) - { - if (pinfo.RegionID != UUID.Zero) // let's guard against sessions-gone-bad - { - friendSession = pinfo; - break; - } - } - - if (friendSession != null) - { - GridRegion region = GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, friendSession.RegionID); - //m_log.DebugFormat("[FRIENDS]: Remote Notify to region {0}", region.RegionName); - m_FriendsSimConnector.StatusNotify(region, userID, friendID, online); - } - } - - // Friend is not online. Ignore. + remoteFriendStringIds.Add(friendStringId); } else { - m_log.WarnFormat("[FRIENDS]: Error parsing friend ID {0}", friend.Friend); + m_log.WarnFormat("[FRIENDS]: Error parsing friend ID {0}", friendStringId); + } + } + + // We do this regrouping so that we can efficiently send a single request rather than one for each + // friend in what may be a very large friends list. + PresenceInfo[] friendSessions = PresenceService.GetAgents(remoteFriendStringIds.ToArray()); + + foreach (PresenceInfo friendSession in friendSessions) + { + // let's guard against sessions-gone-bad + if (friendSession.RegionID != UUID.Zero) + { + GridRegion region = GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, friendSession.RegionID); + //m_log.DebugFormat("[FRIENDS]: Remote Notify to region {0}", region.RegionName); + m_FriendsSimConnector.StatusNotify(region, userID, friendSession.UserID, online); } } } diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 617a3502d0..90fe43034b 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -486,6 +486,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer if (sp.ParentID != (uint)0) sp.StandUp(); + // At least on LL 3.3.4, this is not strictly necessary - a teleport will succeed without sending this to + // the viewer. However, it might mean that the viewer does not see the black teleport screen (untested). sp.ControllingClient.SendTeleportStart(teleportFlags); // the avatar.Close below will clear the child region list. We need this below for (possibly) @@ -561,8 +563,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // So let's wait Thread.Sleep(200); + // At least on LL 3.3.4 for teleports between different regions on the same simulator this appears + // unnecessary - teleport will succeed and SEED caps will be requested without it (though possibly + // only on TeleportFinish). This is untested for region teleport between different simulators + // though this probably also works. m_eqModule.EstablishAgentCommunication(sp.UUID, endPoint, capsPath); - } else { diff --git a/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs b/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs index 1f340df1b1..93a045eff7 100644 --- a/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs +++ b/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs @@ -42,7 +42,7 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture { public class DynamicTextureModule : IRegionModule, IDynamicTextureManager { - private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); +// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private const int ALL_SIDES = -1; diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs index a6923ef48d..ea806eca55 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs @@ -290,7 +290,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver foreach (DearchiveContext sceneContext in sceneContexts.Values) { - m_log.InfoFormat("[ARCHIVER:] Loading region {0}", sceneContext.Scene.RegionInfo.RegionName); + m_log.InfoFormat("[ARCHIVER]: Loading region {0}", sceneContext.Scene.RegionInfo.RegionName); if (!m_merge) { @@ -324,7 +324,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver Util.FireAndForget(delegate(object o) { Thread.Sleep(15000); - m_log.Info("Starting scripts in scene objects"); + m_log.Info("[ARCHIVER]: Starting scripts in scene objects"); foreach (DearchiveContext sceneContext in sceneContexts.Values) { diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs index 8b7406d7db..95edf6239e 100644 --- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs +++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs @@ -207,6 +207,7 @@ namespace OpenSim.Region.CoreModules.World.Land client.OnParcelInfoRequest += ClientOnParcelInfoRequest; client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup; client.OnPreAgentUpdate += ClientOnPreAgentUpdate; + client.OnParcelDwellRequest += ClientOnParcelDwellRequest; EntityBase presenceEntity; if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence) @@ -798,6 +799,17 @@ namespace OpenSim.Region.CoreModules.World.Land } } + private void ClientOnParcelDwellRequest(int localID, IClientAPI client) + { + ILandObject parcel = null; + lock (m_landList) + { + if (!m_landList.TryGetValue(localID, out parcel)) + return; + } + client.SendParcelDwellReply(localID, parcel.LandData.GlobalID, parcel.LandData.Dwell); + } + #endregion #region Parcel Modification diff --git a/OpenSim/Region/CoreModules/World/Objects/Commands/ObjectCommandsModule.cs b/OpenSim/Region/CoreModules/World/Objects/Commands/ObjectCommandsModule.cs index 6e39e9acc9..87241e1559 100644 --- a/OpenSim/Region/CoreModules/World/Objects/Commands/ObjectCommandsModule.cs +++ b/OpenSim/Region/CoreModules/World/Objects/Commands/ObjectCommandsModule.cs @@ -27,6 +27,7 @@ using System; using System.Collections.Generic; +using System.Linq; using System.Reflection; using System.Text; using System.Text.RegularExpressions; @@ -83,53 +84,87 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands m_console.Commands.AddCommand( "Objects", false, "delete object owner", "delete object owner ", - "Delete a scene object by owner", HandleDeleteObject); + "Delete scene objects by owner", + "Command will ask for confirmation before proceeding.", + HandleDeleteObject); m_console.Commands.AddCommand( "Objects", false, "delete object creator", "delete object creator ", - "Delete a scene object by creator", HandleDeleteObject); + "Delete scene objects by creator", + "Command will ask for confirmation before proceeding.", + HandleDeleteObject); m_console.Commands.AddCommand( "Objects", false, "delete object uuid", "delete object uuid ", - "Delete a scene object by uuid", HandleDeleteObject); + "Delete a scene object by uuid", + HandleDeleteObject); m_console.Commands.AddCommand( "Objects", false, "delete object name", "delete object name [--regex] ", "Delete a scene object by name.", - "If --regex is specified then the name is treatead as a regular expression", + "Command will ask for confirmation before proceeding.\n" + + "If --regex is specified then the name is treatead as a regular expression", HandleDeleteObject); m_console.Commands.AddCommand( "Objects", false, "delete object outside", "delete object outside", - "Delete all scene objects outside region boundaries", HandleDeleteObject); + "Delete all scene objects outside region boundaries", + "Command will ask for confirmation before proceeding.", + HandleDeleteObject); + + m_console.Commands.AddCommand( + "Objects", + false, + "delete object pos", + "delete object pos to ", + "Delete scene objects within the given area.", + "Each component of the coord is comma separated. There must be no spaces between the commas.\n" + + "If you don't care about the z component you can simply omit it.\n" + + "If you don't care about the x or y components then you can leave them blank (though a comma is still required)\n" + + "If you want to specify the maxmimum value of a component then you can use ~ instead of a number\n" + + "If you want to specify the minimum value of a component then you can use -~ instead of a number\n" + + "e.g.\n" + + "delete object pos 20,20,20 to 40,40,40\n" + + "delete object pos 20,20 to 40,40\n" + + "delete object pos ,20,20 to ,40,40\n" + + "delete object pos ,,30 to ,,~\n" + + "delete object pos ,,-~ to ,,30", + HandleDeleteObject); m_console.Commands.AddCommand( "Objects", false, "show object uuid", - "show object uuid ", - "Show details of a scene object with the given UUID", HandleShowObjectByUuid); + "show object uuid [--full] ", + "Show details of a scene object with the given UUID", + "The --full option will print out information on all the parts of the object.\n" + + "For yet more detailed part information, use the \"show part\" commands.", + HandleShowObjectByUuid); m_console.Commands.AddCommand( "Objects", false, "show object name", - "show object name [--regex] ", + "show object name [--full] [--regex] ", "Show details of scene objects with the given name.", - "If --regex is specified then the name is treatead as a regular expression", + "The --full option will print out information on all the parts of the object.\n" + + "For yet more detailed part information, use the \"show part\" commands.\n" + + "If --regex is specified then the name is treatead as a regular expression.", HandleShowObjectByName); m_console.Commands.AddCommand( "Objects", false, "show object pos", - "show object pos to ", + "show object pos [--full] to ", "Show details of scene objects within the given area.", - "Each component of the coord is comma separated. There must be no spaces between the commas.\n" + "The --full option will print out information on all the parts of the object.\n" + + "For yet more detailed part information, use the \"show part\" commands.\n" + + "Each component of the coord is comma separated. There must be no spaces between the commas.\n" + "If you don't care about the z component you can simply omit it.\n" + "If you don't care about the x or y components then you can leave them blank (though a comma is still required)\n" + "If you want to specify the maxmimum value of a component then you can use ~ instead of a number\n" @@ -188,7 +223,12 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands // m_log.DebugFormat("[OBJECTS COMMANDS MODULE]: REGION {0} LOADED", scene.RegionInfo.RegionName); } - private void OutputSogsToConsole(Predicate searchPredicate) + /// + /// Outputs the sogs to console. + /// + /// + /// If true then output all part details. If false then output summary. + private void OutputSogsToConsole(Predicate searchPredicate, bool showFull) { List sceneObjects = m_scene.GetSceneObjectGroups().FindAll(searchPredicate); @@ -196,7 +236,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands foreach (SceneObjectGroup so in sceneObjects) { - AddSceneObjectReport(sb, so); + AddSceneObjectReport(sb, so, showFull); sb.Append("\n"); } @@ -205,7 +245,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands m_console.OutputFormat(sb.ToString()); } - private void OutputSopsToConsole(Predicate searchPredicate) + private void OutputSopsToConsole(Predicate searchPredicate, bool showFull) { List sceneObjects = m_scene.GetSceneObjectGroups(); List parts = new List(); @@ -216,7 +256,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands foreach (SceneObjectPart part in parts) { - AddScenePartReport(sb, part); + AddScenePartReport(sb, part, showFull); sb.Append("\n"); } @@ -225,21 +265,26 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands m_console.OutputFormat(sb.ToString()); } - private void HandleShowObjectByUuid(string module, string[] cmd) + private void HandleShowObjectByUuid(string module, string[] cmdparams) { if (!(m_console.ConsoleScene == null || m_console.ConsoleScene == m_scene)) return; - if (cmd.Length < 4) + bool showFull = false; + OptionSet options = new OptionSet().Add("full", v => showFull = v != null ); + + List mainParams = options.Parse(cmdparams); + + if (mainParams.Count < 4) { m_console.OutputFormat("Usage: show object uuid "); return; } UUID objectUuid; - if (!UUID.TryParse(cmd[3], out objectUuid)) + if (!UUID.TryParse(mainParams[3], out objectUuid)) { - m_console.OutputFormat("{0} is not a valid uuid", cmd[3]); + m_console.OutputFormat("{0} is not a valid uuid", mainParams[3]); return; } @@ -252,7 +297,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands } StringBuilder sb = new StringBuilder(); - AddSceneObjectReport(sb, so); + AddSceneObjectReport(sb, so, showFull); m_console.OutputFormat(sb.ToString()); } @@ -262,14 +307,17 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands if (!(m_console.ConsoleScene == null || m_console.ConsoleScene == m_scene)) return; + bool showFull = false; bool useRegex = false; - OptionSet options = new OptionSet().Add("regex", v=> useRegex = v != null ); + OptionSet options = new OptionSet(); + options.Add("full", v => showFull = v != null ); + options.Add("regex", v => useRegex = v != null ); List mainParams = options.Parse(cmdparams); if (mainParams.Count < 4) { - m_console.OutputFormat("Usage: show object name [--regex] "); + m_console.OutputFormat("Usage: show object name [--full] [--regex] "); return; } @@ -287,7 +335,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands searchPredicate = so => so.Name == name; } - OutputSogsToConsole(searchPredicate); + OutputSogsToConsole(searchPredicate, showFull); } private void HandleShowObjectByPos(string module, string[] cmdparams) @@ -295,51 +343,49 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands if (!(m_console.ConsoleScene == null || m_console.ConsoleScene == m_scene)) return; - if (cmdparams.Length < 5) + bool showFull = false; + OptionSet options = new OptionSet().Add("full", v => showFull = v != null ); + + List mainParams = options.Parse(cmdparams); + + if (mainParams.Count < 5) { - m_console.OutputFormat("Usage: show object pos to "); + m_console.OutputFormat("Usage: show object pos [--full] to "); return; } - string rawConsoleStartVector = cmdparams[3]; - Vector3 startVector; + Vector3 startVector, endVector; - if (!ConsoleUtil.TryParseConsoleMinVector(rawConsoleStartVector, out startVector)) - { - m_console.OutputFormat("Error: Start vector {0} does not have a valid format", rawConsoleStartVector); + if (!TryParseVectorRange(cmdparams.Skip(3).Take(3), out startVector, out endVector)) return; - } - - string rawConsoleEndVector = cmdparams[5]; - Vector3 endVector; - - if (!ConsoleUtil.TryParseConsoleMaxVector(rawConsoleEndVector, out endVector)) - { - m_console.OutputFormat("Error: End vector {0} does not have a valid format", rawConsoleEndVector); - return; - } Predicate searchPredicate = so => Util.IsInsideBox(so.AbsolutePosition, startVector, endVector); - OutputSogsToConsole(searchPredicate); + OutputSogsToConsole(searchPredicate, showFull); } - private void HandleShowPartByUuid(string module, string[] cmd) + private void HandleShowPartByUuid(string module, string[] cmdparams) { if (!(m_console.ConsoleScene == null || m_console.ConsoleScene == m_scene)) return; - if (cmd.Length < 4) +// bool showFull = false; + OptionSet options = new OptionSet(); +// options.Add("full", v => showFull = v != null ); + + List mainParams = options.Parse(cmdparams); + + if (mainParams.Count < 4) { - m_console.OutputFormat("Usage: show part uuid "); + m_console.OutputFormat("Usage: show part uuid [--full] "); return; } UUID objectUuid; - if (!UUID.TryParse(cmd[3], out objectUuid)) + if (!UUID.TryParse(mainParams[3], out objectUuid)) { - m_console.OutputFormat("{0} is not a valid uuid", cmd[3]); + m_console.OutputFormat("{0} is not a valid uuid", mainParams[3]); return; } @@ -352,7 +398,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands } StringBuilder sb = new StringBuilder(); - AddScenePartReport(sb, sop); + AddScenePartReport(sb, sop, true); m_console.OutputFormat(sb.ToString()); } @@ -362,13 +408,19 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands if (!(m_console.ConsoleScene == null || m_console.ConsoleScene == m_scene)) return; - if (cmdparams.Length < 5) +// bool showFull = false; + OptionSet options = new OptionSet(); +// options.Add("full", v => showFull = v != null ); + + List mainParams = options.Parse(cmdparams); + + if (mainParams.Count < 5) { - m_console.OutputFormat("Usage: show part pos to "); + m_console.OutputFormat("Usage: show part pos [--full] to "); return; } - string rawConsoleStartVector = cmdparams[3]; + string rawConsoleStartVector = mainParams[3]; Vector3 startVector; if (!ConsoleUtil.TryParseConsoleMinVector(rawConsoleStartVector, out startVector)) @@ -377,7 +429,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands return; } - string rawConsoleEndVector = cmdparams[5]; + string rawConsoleEndVector = mainParams[5]; Vector3 endVector; if (!ConsoleUtil.TryParseConsoleMaxVector(rawConsoleEndVector, out endVector)) @@ -386,7 +438,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands return; } - OutputSopsToConsole(sop => Util.IsInsideBox(sop.AbsolutePosition, startVector, endVector)); + OutputSopsToConsole(sop => Util.IsInsideBox(sop.AbsolutePosition, startVector, endVector), true); } private void HandleShowPartByName(string module, string[] cmdparams) @@ -394,14 +446,17 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands if (!(m_console.ConsoleScene == null || m_console.ConsoleScene == m_scene)) return; +// bool showFull = false; bool useRegex = false; - OptionSet options = new OptionSet().Add("regex", v=> useRegex = v != null ); + OptionSet options = new OptionSet(); +// options.Add("full", v => showFull = v != null ); + options.Add("regex", v => useRegex = v != null ); List mainParams = options.Parse(cmdparams); if (mainParams.Count < 4) { - m_console.OutputFormat("Usage: show part name [--regex] "); + m_console.OutputFormat("Usage: show part name [--full] [--regex] "); return; } @@ -419,31 +474,112 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands searchPredicate = sop => sop.Name == name; } - OutputSopsToConsole(searchPredicate); + OutputSopsToConsole(searchPredicate, true); } - private StringBuilder AddSceneObjectReport(StringBuilder sb, SceneObjectGroup so) + /// + /// Append a scene object report to an input StringBuilder + /// + /// + /// + /// + /// + /// If true then information on all parts of an object is appended. + /// If false then only summary information about an object is appended. + /// + private StringBuilder AddSceneObjectReport(StringBuilder sb, SceneObjectGroup so, bool showFull) { - sb.AppendFormat("Name: {0}\n", so.Name); - sb.AppendFormat("Description: {0}\n", so.Description); - sb.AppendFormat("Location: {0} @ {1}\n", so.AbsolutePosition, so.Scene.RegionInfo.RegionName); - sb.AppendFormat("Parts: {0}\n", so.PrimCount); - sb.AppendFormat("Flags: {0}\n", so.RootPart.Flags); + if (showFull) + { + foreach (SceneObjectPart sop in so.Parts) + { + AddScenePartReport(sb, sop, false); + sb.Append("\n"); + } + } + else + { + AddSummarySceneObjectReport(sb, so); + } return sb; } - private StringBuilder AddScenePartReport(StringBuilder sb, SceneObjectPart sop) + private StringBuilder AddSummarySceneObjectReport(StringBuilder sb, SceneObjectGroup so) { - sb.AppendFormat("Name: {0}\n", sop.Name); - sb.AppendFormat("Description: {0}\n", sop.Description); - sb.AppendFormat("Location: {0} @ {1}\n", sop.AbsolutePosition, sop.ParentGroup.Scene.RegionInfo.RegionName); - sb.AppendFormat("Parent: {0}", - sop.IsRoot ? "Is Root\n" : string.Format("{0} {1}\n", sop.ParentGroup.Name, sop.ParentGroup.UUID)); - sb.AppendFormat("Link number: {0}\n", sop.LinkNum); - sb.AppendFormat("Flags: {0}\n", sop.Flags); + ConsoleDisplayList cdl = new ConsoleDisplayList(); + cdl.AddRow("Name", so.Name); + cdl.AddRow("Descrition", so.Description); + cdl.AddRow("Local ID", so.LocalId); + cdl.AddRow("UUID", so.UUID); + cdl.AddRow("Location", string.Format("{0} @ {1}", so.AbsolutePosition, so.Scene.Name)); + cdl.AddRow("Parts", so.PrimCount); + cdl.AddRow("Flags", so.RootPart.Flags); - return sb; + return sb.Append(cdl.ToString()); + } + + /// + /// Append a scene object part report to an input StringBuilder + /// + /// + /// + /// + /// + /// If true then information on each inventory item will be shown. + /// If false then only summary inventory information is shown. + /// + private StringBuilder AddScenePartReport(StringBuilder sb, SceneObjectPart sop, bool showFull) + { + ConsoleDisplayList cdl = new ConsoleDisplayList(); + cdl.AddRow("Name", sop.Name); + cdl.AddRow("Description", sop.Description); + cdl.AddRow("Local ID", sop.LocalId); + cdl.AddRow("UUID", sop.UUID); + cdl.AddRow("Location", string.Format("{0} @ {1}", sop.AbsolutePosition, sop.ParentGroup.Scene.Name)); + cdl.AddRow( + "Parent", + sop.IsRoot ? "Is Root" : string.Format("{0} {1}", sop.ParentGroup.Name, sop.ParentGroup.UUID)); + cdl.AddRow("Link number", sop.LinkNum); + cdl.AddRow("Flags", sop.Flags); + + object itemsOutput; + if (showFull) + { + StringBuilder itemsSb = new StringBuilder("\n"); + itemsOutput = AddScenePartItemsReport(itemsSb, sop.Inventory).ToString(); + } + else + { + itemsOutput = sop.Inventory.Count; + } + + + cdl.AddRow("Items", itemsOutput); + + return sb.Append(cdl.ToString()); + } + + private StringBuilder AddScenePartItemsReport(StringBuilder sb, IEntityInventory inv) + { + ConsoleDisplayTable cdt = new ConsoleDisplayTable(); + cdt.Indent = 2; + + cdt.AddColumn("Name", 50); + cdt.AddColumn("Type", 12); + cdt.AddColumn("Running", 7); + cdt.AddColumn("Item UUID", 36); + cdt.AddColumn("Asset UUID", 36); + + foreach (TaskInventoryItem item in inv.GetInventoryItems()) + cdt.AddRow( + item.Name, + ((InventoryType)item.InvType).ToString(), + (InventoryType)item.InvType == InventoryType.LSL ? item.ScriptRunning.ToString() : "n/a", + item.ItemID.ToString(), + item.AssetID.ToString()); + + return sb.Append(cdt.ToString()); } private void HandleDeleteObject(string module, string[] cmd) @@ -557,6 +693,10 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands break; + case "pos": + deletes = GetDeleteCandidatesByPos(module, cmd); + break; + default: m_console.OutputFormat("Unrecognized mode {0}", mode); return; @@ -571,7 +711,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands string.Format( "Are you sure that you want to delete {0} objects from {1}", deletes.Count, m_scene.RegionInfo.RegionName), - "n"); + "y/N"); if (response.ToLower() != "y") { @@ -593,9 +733,6 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands private List GetDeleteCandidatesByName(string module, string[] cmdparams) { - if (!(m_console.ConsoleScene == null || m_console.ConsoleScene == m_scene)) - return null; - bool useRegex = false; OptionSet options = new OptionSet().Add("regex", v=> useRegex = v != null ); @@ -629,5 +766,52 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands return sceneObjects; } + + /// + /// Get scene object delete candidates by position + /// + /// + /// + /// null if parsing failed on one of the arguments, otherwise a list of objects to delete. If there + /// are no objects to delete then the list will be empty./returns> + private List GetDeleteCandidatesByPos(string module, string[] cmdparams) + { + if (cmdparams.Length < 5) + { + m_console.OutputFormat("Usage: delete object pos to "); + return null; + } + + Vector3 startVector, endVector; + + if (!TryParseVectorRange(cmdparams.Skip(3).Take(3), out startVector, out endVector)) + return null; + + return m_scene.GetSceneObjectGroups().FindAll( + so => !so.IsAttachment && Util.IsInsideBox(so.AbsolutePosition, startVector, endVector)); + } + + private bool TryParseVectorRange(IEnumerable rawComponents, out Vector3 startVector, out Vector3 endVector) + { + string rawConsoleStartVector = rawComponents.Take(1).Single(); + + if (!ConsoleUtil.TryParseConsoleMinVector(rawConsoleStartVector, out startVector)) + { + m_console.OutputFormat("Error: Start vector {0} does not have a valid format", rawConsoleStartVector); + endVector = Vector3.Zero; + + return false; + } + + string rawConsoleEndVector = rawComponents.Skip(1).Take(1).Single(); + + if (!ConsoleUtil.TryParseConsoleMaxVector(rawConsoleEndVector, out endVector)) + { + m_console.OutputFormat("Error: End vector {0} does not have a valid format", rawConsoleEndVector); + return false; + } + + return true; + } } } \ No newline at end of file diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs index 8d6284739b..c457b2f2f5 100644 --- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs +++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs @@ -267,18 +267,26 @@ namespace OpenSim.Region.Framework.Interfaces void ApplyGodPermissions(uint perms); + /// + /// Number of items in this inventory. + /// + int Count { get; } + /// /// Returns true if this inventory contains any scripts /// bool ContainsScripts(); /// - /// Returns the count of scripts contained - /// + /// Number of scripts in this inventory. + /// + /// + /// Includes both running and non running scripts. + /// int ScriptCount(); /// - /// Returns the count of running scripts contained + /// Number of running scripts in this inventory. /// int RunningScriptCount(); diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs index a8ff2180ad..4c49b7168d 100644 --- a/OpenSim/Region/Framework/Scenes/EventManager.cs +++ b/OpenSim/Region/Framework/Scenes/EventManager.cs @@ -121,13 +121,21 @@ namespace OpenSim.Region.Framework.Scenes /// /// /// This is triggered for both child and root agent client connections. + /// /// Triggered before OnClientLogin. + /// + /// This is triggered under per-agent lock. So if you want to perform any long-running operations, please + /// do this on a separate thread. /// public event OnNewClientDelegate OnNewClient; /// /// Fired if the client entering this sim is doing so as a new login /// + /// + /// This is triggered under per-agent lock. So if you want to perform any long-running operations, please + /// do this on a separate thread. + /// public event Action OnClientLogin; public delegate void OnNewPresenceDelegate(ScenePresence presence); @@ -149,6 +157,9 @@ namespace OpenSim.Region.Framework.Scenes /// /// Triggered in which is used by both /// users and NPCs + /// + /// Triggered under per-agent lock. So if you want to perform any long-running operations, please + /// do this on a separate thread. /// public event OnRemovePresenceDelegate OnRemovePresence; @@ -425,6 +436,9 @@ namespace OpenSim.Region.Framework.Scenes /// /// /// At the point of firing, the scene still contains the client's scene presence. + /// + /// This is triggered under per-agent lock. So if you want to perform any long-running operations, please + /// do this on a separate thread. /// public event ClientClosed OnClientClosed; diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 671feda958..5f45529ca8 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -79,6 +79,11 @@ namespace OpenSim.Region.Framework.Scenes public SynchronizeSceneHandler SynchronizeScene; + /// + /// Used to prevent simultaneous calls to RemoveClient() for the same agent from interfering with each other. + /// + private object m_removeClientLock = new object(); + /// /// Statistical information for this scene. /// @@ -301,6 +306,31 @@ namespace OpenSim.Region.Framework.Scenes } private volatile bool m_shuttingDown; + /// + /// Is the scene active? + /// + /// + /// If false, maintenance and update loops are not being run. Updates can still be triggered manually if + /// the scene is not active. + /// + public bool Active + { + get { return m_active; } + set + { + if (value) + { + if (!m_active) + Start(); + } + else + { + m_active = false; + } + } + } + private volatile bool m_active; + // private int m_lastUpdate; // private bool m_firstHeartbeat = true; @@ -1154,6 +1184,14 @@ namespace OpenSim.Region.Framework.Scenes public void SetSceneCoreDebug(Dictionary options) { + if (options.ContainsKey("active")) + { + bool active; + + if (bool.TryParse(options["active"], out active)) + Active = active; + } + if (options.ContainsKey("scripting")) { bool enableScripts = true; @@ -1293,6 +1331,8 @@ namespace OpenSim.Region.Framework.Scenes /// public void Start() { + m_active = true; + // m_log.DebugFormat("[SCENE]: Starting Heartbeat timer for {0}", RegionInfo.RegionName); //m_heartbeatTimer.Enabled = true; @@ -1334,7 +1374,7 @@ namespace OpenSim.Region.Framework.Scenes #region Update Methods /// - /// Performs per-frame updates regularly + /// Activate the various loops necessary to continually update the scene. /// private void Heartbeat() { @@ -1391,7 +1431,7 @@ namespace OpenSim.Region.Framework.Scenes List coarseLocations; List avatarUUIDs; - while (!m_shuttingDown && (endRun == null || MaintenanceRun < endRun)) + while (!m_shuttingDown && ((endRun == null && Active) || MaintenanceRun < endRun)) { runtc = Util.EnvironmentTickCount(); ++MaintenanceRun; @@ -1450,7 +1490,7 @@ namespace OpenSim.Region.Framework.Scenes int previousFrameTick, tmpMS; int maintc = Util.EnvironmentTickCount(); - while (!m_shuttingDown && (endFrame == null || Frame < endFrame)) + while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame)) { ++Frame; @@ -2709,69 +2749,89 @@ namespace OpenSim.Region.Framework.Scenes public override ISceneAgent AddNewClient(IClientAPI client, PresenceType type) { + ScenePresence sp; + bool vialogin; + // Validation occurs in LLUDPServer + // + // XXX: A race condition exists here where two simultaneous calls to AddNewClient can interfere with + // each other. In practice, this does not currently occur in the code. AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode); - bool vialogin - = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 - || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; - -// CheckHeartbeat(); - - ScenePresence sp = GetScenePresence(client.AgentId); - - // XXX: Not sure how good it is to add a new client if a scene presence already exists. Possibly this - // could occur if a viewer crashes and relogs before the old client is kicked out. But this could cause - // other problems, and possible the code calling AddNewClient() should ensure that no client is already - // connected. - if (sp == null) + // We lock here on AgentCircuitData to prevent a race condition between the thread adding a new connection + // and a simultaneous one that removes it (as can happen if the client is closed at a particular point + // whilst connecting). + // + // It would be easier to lock across all NewUserConnection(), AddNewClient() and + // RemoveClient() calls for all agents, but this would allow a slow call (e.g. because of slow service + // response in some module listening to AddNewClient()) from holding up unrelated agent calls. + // + // In practice, the lock (this) in LLUDPServer.AddNewClient() currently lock across all + // AddNewClient() operations (though not other ops). + // In the future this can be relieved once locking per agent (not necessarily on AgentCircuitData) is improved. + lock (aCircuit) { - m_log.DebugFormat( - "[SCENE]: Adding new child scene presence {0} {1} to scene {2} at pos {3}", - client.Name, client.AgentId, RegionInfo.RegionName, client.StartPos); + vialogin + = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 + || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; + + // CheckHeartbeat(); + + sp = GetScenePresence(client.AgentId); - m_clientManager.Add(client); - SubscribeToClientEvents(client); - - sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type); - m_eventManager.TriggerOnNewPresence(sp); - - sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags; - - // The first agent upon login is a root agent by design. - // For this agent we will have to rez the attachments. - // All other AddNewClient calls find aCircuit.child to be true. - if (aCircuit.child == false) + // XXX: Not sure how good it is to add a new client if a scene presence already exists. Possibly this + // could occur if a viewer crashes and relogs before the old client is kicked out. But this could cause + // other problems, and possible the code calling AddNewClient() should ensure that no client is already + // connected. + if (sp == null) { - // We have to set SP to be a root agent here so that SP.MakeRootAgent() will later not try to - // start the scripts again (since this is done in RezAttachments()). - // XXX: This is convoluted. - sp.IsChildAgent = false; - - if (AttachmentsModule != null) - Util.FireAndForget(delegate(object o) { AttachmentsModule.RezAttachments(sp); }); + m_log.DebugFormat( + "[SCENE]: Adding new child scene presence {0} {1} to scene {2} at pos {3}", + client.Name, client.AgentId, RegionInfo.RegionName, client.StartPos); + + m_clientManager.Add(client); + SubscribeToClientEvents(client); + + sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type); + m_eventManager.TriggerOnNewPresence(sp); + + sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags; + + // The first agent upon login is a root agent by design. + // For this agent we will have to rez the attachments. + // All other AddNewClient calls find aCircuit.child to be true. + if (aCircuit.child == false) + { + // We have to set SP to be a root agent here so that SP.MakeRootAgent() will later not try to + // start the scripts again (since this is done in RezAttachments()). + // XXX: This is convoluted. + sp.IsChildAgent = false; + + if (AttachmentsModule != null) + Util.FireAndForget(delegate(object o) { AttachmentsModule.RezAttachments(sp); }); + } } - } - else - { - m_log.WarnFormat( - "[SCENE]: Already found {0} scene presence for {1} in {2} when asked to add new scene presence", - sp.IsChildAgent ? "child" : "root", sp.Name, RegionInfo.RegionName); - } + else + { + m_log.WarnFormat( + "[SCENE]: Already found {0} scene presence for {1} in {2} when asked to add new scene presence", + sp.IsChildAgent ? "child" : "root", sp.Name, RegionInfo.RegionName); + } + + // We must set this here so that TriggerOnNewClient and TriggerOnClientLogin can determine whether the + // client is for a root or child agent. + client.SceneAgent = sp; - // We must set this here so that TriggerOnNewClient and TriggerOnClientLogin can determine whether the - // client is for a root or child agent. - client.SceneAgent = sp; + // Cache the user's name + CacheUserName(sp, aCircuit); + + EventManager.TriggerOnNewClient(client); + if (vialogin) + EventManager.TriggerOnClientLogin(client); + } m_LastLogin = Util.EnvironmentTickCount(); - // Cache the user's name - CacheUserName(sp, aCircuit); - - EventManager.TriggerOnNewClient(client); - if (vialogin) - EventManager.TriggerOnClientLogin(client); - return sp; } @@ -3300,109 +3360,129 @@ namespace OpenSim.Region.Framework.Scenes { // CheckHeartbeat(); bool isChildAgent = false; - ScenePresence avatar = GetScenePresence(agentID); + AgentCircuitData acd; - if (avatar == null) + lock (m_removeClientLock) { - m_log.WarnFormat( - "[SCENE]: Called RemoveClient() with agent ID {0} but no such presence is in the scene.", agentID); + acd = m_authenticateHandler.GetAgentCircuitData(agentID); - return; + if (acd == null) + { + m_log.ErrorFormat("[SCENE]: No agent circuit found for {0}, aborting Scene.RemoveClient", agentID); + return; + } + else + { + // We remove the acd up here to avoid later raec conditions if two RemoveClient() calls occurred + // simultaneously. + m_authenticateHandler.RemoveCircuit(acd.circuitcode); + } } - try + lock (acd) { - isChildAgent = avatar.IsChildAgent; - - m_log.DebugFormat( - "[SCENE]: Removing {0} agent {1} {2} from {3}", - (isChildAgent ? "child" : "root"), avatar.Name, agentID, RegionInfo.RegionName); - - // Don't do this to root agents, it's not nice for the viewer - if (closeChildAgents && isChildAgent) + ScenePresence avatar = GetScenePresence(agentID); + + if (avatar == null) { - // Tell a single agent to disconnect from the region. - IEventQueue eq = RequestModuleInterface(); - if (eq != null) - { - eq.DisableSimulator(RegionInfo.RegionHandle, avatar.UUID); - } - else - { - avatar.ControllingClient.SendShutdownConnectionNotice(); - } + m_log.WarnFormat( + "[SCENE]: Called RemoveClient() with agent ID {0} but no such presence is in the scene.", agentID); + + return; } - - // Only applies to root agents. - if (avatar.ParentID != 0) - { - avatar.StandUp(); - } - - m_sceneGraph.removeUserCount(!isChildAgent); - - // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop - // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI - if (closeChildAgents && CapsModule != null) - CapsModule.RemoveCaps(agentID); - - // REFACTORING PROBLEM -- well not really a problem, but just to point out that whatever - // this method is doing is HORRIBLE!!! - avatar.Scene.NeedSceneCacheClear(avatar.UUID); - - if (closeChildAgents && !isChildAgent) - { - List regions = avatar.KnownRegionHandles; - regions.Remove(RegionInfo.RegionHandle); - m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); - } - - m_eventManager.TriggerClientClosed(agentID, this); - m_eventManager.TriggerOnRemovePresence(agentID); - - if (!isChildAgent) - { - if (AttachmentsModule != null) - { - AttachmentsModule.DeRezAttachments(avatar); - } - - ForEachClient( - delegate(IClientAPI client) - { - //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway - try { client.SendKillObject(avatar.RegionHandle, new List { avatar.LocalId }); } - catch (NullReferenceException) { } - }); - } - - // It's possible for child agents to have transactions if changes are being made cross-border. - if (AgentTransactionsModule != null) - AgentTransactionsModule.RemoveAgentAssetTransactions(agentID); - - m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); - } - catch (Exception e) - { - m_log.Error( - string.Format("[SCENE]: Exception removing {0} from {1}. Cleaning up. Exception ", avatar.Name, Name), e); - } - finally - { + try { - // Always clean these structures up so that any failure above doesn't cause them to remain in the - // scene with possibly bad effects (e.g. continually timing out on unacked packets and triggering - // the same cleanup exception continually. - m_sceneGraph.RemoveScenePresence(agentID); - m_clientManager.Remove(agentID); + isChildAgent = avatar.IsChildAgent; + + m_log.DebugFormat( + "[SCENE]: Removing {0} agent {1} {2} from {3}", + (isChildAgent ? "child" : "root"), avatar.Name, agentID, RegionInfo.RegionName); - avatar.Close(); + // Don't do this to root agents, it's not nice for the viewer + if (closeChildAgents && isChildAgent) + { + // Tell a single agent to disconnect from the region. + IEventQueue eq = RequestModuleInterface(); + if (eq != null) + { + eq.DisableSimulator(RegionInfo.RegionHandle, avatar.UUID); + } + else + { + avatar.ControllingClient.SendShutdownConnectionNotice(); + } + } + + // Only applies to root agents. + if (avatar.ParentID != 0) + { + avatar.StandUp(); + } + + m_sceneGraph.removeUserCount(!isChildAgent); + + // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop + // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI + if (closeChildAgents && CapsModule != null) + CapsModule.RemoveCaps(agentID); + + // REFACTORING PROBLEM -- well not really a problem, but just to point out that whatever + // this method is doing is HORRIBLE!!! + avatar.Scene.NeedSceneCacheClear(avatar.UUID); + + if (closeChildAgents && !isChildAgent) + { + List regions = avatar.KnownRegionHandles; + regions.Remove(RegionInfo.RegionHandle); + m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); + } + + m_eventManager.TriggerClientClosed(agentID, this); + m_eventManager.TriggerOnRemovePresence(agentID); + + if (!isChildAgent) + { + if (AttachmentsModule != null) + { + AttachmentsModule.DeRezAttachments(avatar); + } + + ForEachClient( + delegate(IClientAPI client) + { + //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway + try { client.SendKillObject(avatar.RegionHandle, new List { avatar.LocalId }); } + catch (NullReferenceException) { } + }); + } + + // It's possible for child agents to have transactions if changes are being made cross-border. + if (AgentTransactionsModule != null) + AgentTransactionsModule.RemoveAgentAssetTransactions(agentID); } catch (Exception e) { m_log.Error( - string.Format("[SCENE]: Exception in final clean up of {0} in {1}. Exception ", avatar.Name, Name), e); + string.Format("[SCENE]: Exception removing {0} from {1}. Cleaning up. Exception ", avatar.Name, Name), e); + } + finally + { + try + { + // Always clean these structures up so that any failure above doesn't cause them to remain in the + // scene with possibly bad effects (e.g. continually timing out on unacked packets and triggering + // the same cleanup exception continually. + m_sceneGraph.RemoveScenePresence(agentID); + m_clientManager.Remove(agentID); + + avatar.Close(); + } + catch (Exception e) + { + m_log.Error( + string.Format("[SCENE]: Exception in final clean up of {0} in {1}. Exception ", avatar.Name, Name), e); + } } } @@ -3461,11 +3541,9 @@ namespace OpenSim.Region.Framework.Scenes /// /// Do the work necessary to initiate a new user connection for a particular scene. - /// At the moment, this consists of setting up the caps infrastructure - /// The return bool should allow for connections to be refused, but as not all calling paths - /// take proper notice of it let, we allowed banned users in still. /// /// CircuitData of the agent who is connecting + /// /// Outputs the reason for the false response on this string /// True if the region accepts this agent. False if it does not. False will /// also return a reason. @@ -3476,10 +3554,20 @@ namespace OpenSim.Region.Framework.Scenes /// /// Do the work necessary to initiate a new user connection for a particular scene. - /// At the moment, this consists of setting up the caps infrastructure + /// + /// + /// The return bool should allow for connections to be refused, but as not all calling paths + /// take proper notice of it yet, we still allowed banned users in. + /// + /// At the moment this method consists of setting up the caps infrastructure /// The return bool should allow for connections to be refused, but as not all calling paths /// take proper notice of it let, we allowed banned users in still. - /// + /// + /// This method is called by the login service (in the case of login) or another simulator (in the case of region + /// cross or teleport) to initiate the connection. It is not triggered by the viewer itself - the connection + /// is activated later when the viewer sends the initial UseCircuitCodePacket UDP packet (in the case of + /// the LLUDP stack). + /// /// CircuitData of the agent who is connecting /// Outputs the reason for the false response on this string /// True for normal presence. False for NPC @@ -3564,88 +3652,97 @@ namespace OpenSim.Region.Framework.Scenes agent.firstname, agent.lastname, agent.Viewer); reason = "Access denied, your viewer is banned by the region owner"; return false; - } - - - ScenePresence sp = GetScenePresence(agent.AgentID); - - if (sp != null && !sp.IsChildAgent) - { - // We have a zombie from a crashed session. - // Or the same user is trying to be root twice here, won't work. - // Kill it. - m_log.WarnFormat( - "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.", - sp.Name, sp.UUID, RegionInfo.RegionName); - - sp.ControllingClient.Close(true); - sp = null; } - ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y); + ILandObject land; - //On login test land permisions - if (vialogin) + lock (agent) { - if (land != null && !TestLandRestrictions(agent, land, out reason)) + ScenePresence sp = GetScenePresence(agent.AgentID); + + if (sp != null && !sp.IsChildAgent) { - return false; + // We have a zombie from a crashed session. + // Or the same user is trying to be root twice here, won't work. + // Kill it. + m_log.WarnFormat( + "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.", + sp.Name, sp.UUID, RegionInfo.RegionName); + + sp.ControllingClient.Close(true); + sp = null; } - } - - if (sp == null) // We don't have an [child] agent here already - { - if (requirePresenceLookup) + + land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y); + + //On login test land permisions + if (vialogin) { - try + if (land != null && !TestLandRestrictions(agent, land, out reason)) { - if (!VerifyUserPresence(agent, out reason)) - return false; - } catch (Exception e) - { - m_log.ErrorFormat( - "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace); return false; } } - - try + + if (sp == null) // We don't have an [child] agent here already { - if (!AuthorizeUser(agent, out reason)) + if (requirePresenceLookup) + { + try + { + if (!VerifyUserPresence(agent, out reason)) + return false; + } + catch (Exception e) + { + m_log.ErrorFormat( + "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace); + + return false; + } + } + + try + { + if (!AuthorizeUser(agent, out reason)) + return false; + } + catch (Exception e) + { + m_log.ErrorFormat( + "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace); + return false; - } catch (Exception e) - { - m_log.ErrorFormat( - "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace); - return false; - } - - m_log.InfoFormat( - "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})", - RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname, - agent.AgentID, agent.circuitcode); - - if (CapsModule != null) - { - CapsModule.SetAgentCapsSeeds(agent); - CapsModule.CreateCaps(agent.AgentID); - } - } else - { - // Let the SP know how we got here. This has a lot of interesting - // uses down the line. - sp.TeleportFlags = (TPFlags)teleportFlags; - - if (sp.IsChildAgent) - { - m_log.DebugFormat( - "[SCENE]: Adjusting known seeds for existing agent {0} in {1}", - agent.AgentID, RegionInfo.RegionName); - - sp.AdjustKnownSeeds(); - + } + + m_log.InfoFormat( + "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})", + RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname, + agent.AgentID, agent.circuitcode); + if (CapsModule != null) + { CapsModule.SetAgentCapsSeeds(agent); + CapsModule.CreateCaps(agent.AgentID); + } + } + else + { + // Let the SP know how we got here. This has a lot of interesting + // uses down the line. + sp.TeleportFlags = (TPFlags)teleportFlags; + + if (sp.IsChildAgent) + { + m_log.DebugFormat( + "[SCENE]: Adjusting known seeds for existing agent {0} in {1}", + agent.AgentID, RegionInfo.RegionName); + + sp.AdjustKnownSeeds(); + + if (CapsModule != null) + CapsModule.SetAgentCapsSeeds(agent); + } } } @@ -4047,8 +4144,9 @@ namespace OpenSim.Region.Framework.Scenes return false; } - // We have to wait until the viewer contacts this region after receiving EAC. - // That calls AddNewClient, which finally creates the ScenePresence + // We have to wait until the viewer contacts this region + // after receiving the EnableSimulator HTTP Event Queue message. This triggers the viewer to send + // a UseCircuitCode packet which in turn calls AddNewClient which finally creates the ScenePresence. ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID); if (childAgentUpdate != null) diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 45bbbda50a..1fa6a759e3 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -3432,6 +3432,7 @@ namespace OpenSim.Region.Framework.Scenes /// /// When the physics engine has finished with it, the sculpt data is discarded to save memory. /// +/* public void CheckSculptAndLoad() { if (IsDeleted) @@ -3447,7 +3448,7 @@ namespace OpenSim.Region.Framework.Scenes for (int i = 0; i < parts.Length; i++) parts[i].CheckSculptAndLoad(); } - +*/ /// /// Set the user group to which this scene object belongs. /// diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 199526e1c6..27ef4c9b11 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -1014,9 +1014,9 @@ namespace OpenSim.Region.Framework.Scenes { actor.Size = m_shape.Scale; - if (Shape.SculptEntry) - CheckSculptAndLoad(); - else +// if (Shape.SculptEntry) +// CheckSculptAndLoad(); +// else ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); } } @@ -1620,12 +1620,13 @@ namespace OpenSim.Region.Framework.Scenes if (userExposed) { +/* if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != UUID.Zero) { ParentGroup.Scene.AssetService.Get( dupe.m_shape.SculptTexture.ToString(), dupe, dupe.AssetReceived); } - +*/ bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); dupe.DoPhysicsPropertyUpdate(UsePhysics, true); } @@ -1643,6 +1644,7 @@ namespace OpenSim.Region.Framework.Scenes /// ID of asset received /// Register /// +/* protected void AssetReceived(string id, Object sender, AssetBase asset) { if (asset != null) @@ -1652,7 +1654,7 @@ namespace OpenSim.Region.Framework.Scenes "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data", Name, UUID, id); } - +*/ /// /// Do a physics property update for a NINJA joint. /// @@ -1833,9 +1835,9 @@ namespace OpenSim.Region.Framework.Scenes // If this part is a sculpt then delay the physics update until we've asynchronously loaded the // mesh data. - if (Shape.SculptEntry) - CheckSculptAndLoad(); - else +// if (Shape.SculptEntry) +// CheckSculptAndLoad(); +// else ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); } } @@ -2511,6 +2513,7 @@ namespace OpenSim.Region.Framework.Scenes /// Set sculpt and mesh data, and tell the physics engine to process the change. /// /// The mesh itself. +/* public void SculptTextureCallback(AssetBase texture) { if (m_shape.SculptEntry) @@ -2538,7 +2541,7 @@ namespace OpenSim.Region.Framework.Scenes } } } - +*/ /// /// Send a full update to the client for the given part /// @@ -3783,7 +3786,7 @@ namespace OpenSim.Region.Framework.Scenes public void UpdateExtraParam(ushort type, bool inUse, byte[] data) { m_shape.ReadInUpdateExtraParam(type, inUse, data); - +/* if (type == 0x30) { if (m_shape.SculptEntry && m_shape.SculptTexture != UUID.Zero) @@ -3791,7 +3794,7 @@ namespace OpenSim.Region.Framework.Scenes ParentGroup.Scene.AssetService.Get(m_shape.SculptTexture.ToString(), this, AssetReceived); } } - +*/ if (ParentGroup != null) { ParentGroup.HasGroupChanged = true; @@ -4025,14 +4028,6 @@ namespace OpenSim.Region.Framework.Scenes if (!wasUsingPhysics) { DoPhysicsPropertyUpdate(UsePhysics, false); - - if (!ParentGroup.IsDeleted) - { - if (LocalId == ParentGroup.RootPart.LocalId) - { - ParentGroup.CheckSculptAndLoad(); - } - } } } else @@ -4072,14 +4067,6 @@ namespace OpenSim.Region.Framework.Scenes pa.SetMaterial(Material); DoPhysicsPropertyUpdate(UsePhysics, true); - if (!ParentGroup.IsDeleted) - { - if (LocalId == ParentGroup.RootPart.LocalId) - { - ParentGroup.CheckSculptAndLoad(); - } - } - if ( ((AggregateScriptEvents & scriptEvents.collision) != 0) || ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || @@ -4104,14 +4091,6 @@ namespace OpenSim.Region.Framework.Scenes else // it already has a physical representation { DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim - - if (!ParentGroup.IsDeleted) - { - if (LocalId == ParentGroup.RootPart.LocalId) - { - ParentGroup.CheckSculptAndLoad(); - } - } } } @@ -4341,6 +4320,7 @@ namespace OpenSim.Region.Framework.Scenes /// /// When the physics engine has finished with it, the sculpt data is discarded to save memory. /// +/* public void CheckSculptAndLoad() { // m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); @@ -4366,7 +4346,7 @@ namespace OpenSim.Region.Framework.Scenes } } } - +*/ /// /// Update the texture entry for this part. /// @@ -4604,6 +4584,7 @@ namespace OpenSim.Region.Framework.Scenes } Quaternion rot = Quaternion.Slerp(RotationOffset,APIDTarget,1.0f/(float)m_APIDIterations); + rot.Normalize(); UpdateRotation(rot); m_APIDIterations--; diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs index 821fd81d1f..bdb044692b 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs @@ -92,6 +92,15 @@ namespace OpenSim.Region.Framework.Scenes QueryScriptStates(); } } + + public int Count + { + get + { + lock (m_items) + return m_items.Count; + } + } /// /// Constructor diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs index 28cd09f58c..e238d01f29 100644 --- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs +++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs @@ -66,9 +66,9 @@ namespace OpenSim.Region.Framework.Scenes // /// // private bool m_waitingForObjectAsset; - public UuidGatherer(IAssetService assetCache) + public UuidGatherer(IAssetService assetService) { - m_assetService = assetCache; + m_assetService = assetService; } /// diff --git a/OpenSim/Region/OptionalModules/Avatar/Attachments/AttachmentsCommandModule.cs b/OpenSim/Region/OptionalModules/Avatar/Attachments/AttachmentsCommandModule.cs index d68aabc5ca..68bcb4abff 100644 --- a/OpenSim/Region/OptionalModules/Avatar/Attachments/AttachmentsCommandModule.cs +++ b/OpenSim/Region/OptionalModules/Avatar/Attachments/AttachmentsCommandModule.cs @@ -146,7 +146,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Attachments sb.AppendFormat("Attachments for {0}\n", sp.Name); ConsoleDisplayTable ct = new ConsoleDisplayTable() { Indent = 2 }; - ct.Columns.Add(new ConsoleDisplayTableColumn("Attachment Name", 36)); + ct.Columns.Add(new ConsoleDisplayTableColumn("Attachment Name", 50)); ct.Columns.Add(new ConsoleDisplayTableColumn("Local ID", 10)); ct.Columns.Add(new ConsoleDisplayTableColumn("Item ID", 36)); ct.Columns.Add(new ConsoleDisplayTableColumn("Attach Point", 14)); diff --git a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsMessagingModule.cs b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsMessagingModule.cs index 10b83e64dd..1528330385 100644 --- a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsMessagingModule.cs +++ b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsMessagingModule.cs @@ -27,6 +27,7 @@ using System; using System.Collections.Generic; +using System.Linq; using System.Reflection; using log4net; using Mono.Addins; @@ -36,6 +37,8 @@ using OpenMetaverse.StructuredData; using OpenSim.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; +using OpenSim.Services.Interfaces; +using PresenceInfo = OpenSim.Services.Interfaces.PresenceInfo; namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups { @@ -45,6 +48,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private List m_sceneList = new List(); + private IPresenceService m_presenceService; private IMessageTransferModule m_msgTransferModule = null; @@ -54,6 +58,27 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups private bool m_groupMessagingEnabled = false; private bool m_debugEnabled = true; + /// + /// If enabled, module only tries to send group IMs to online users by querying cached presence information. + /// + private bool m_messageOnlineAgentsOnly; + + /// + /// Cache for online users. + /// + /// + /// Group ID is key, presence information for online members is value. + /// Will only be non-null if m_messageOnlineAgentsOnly = true + /// We cache here so that group messages don't constantly have to re-request the online user list to avoid + /// attempted expensive sending of messages to offline users. + /// The tradeoff is that a user that comes online will not receive messages consistently from all other users + /// until caches have updated. + /// Therefore, we set the cache expiry to just 20 seconds. + /// + private ExpiringCache m_usersOnlineCache; + + private int m_usersOnlineCacheExpirySeconds = 20; + #region IRegionModuleBase Members public void Initialise(IConfigSource config) @@ -83,10 +108,17 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups return; } + m_messageOnlineAgentsOnly = groupsConfig.GetBoolean("MessageOnlineUsersOnly", false); + + if (m_messageOnlineAgentsOnly) + m_usersOnlineCache = new ExpiringCache(); + m_debugEnabled = groupsConfig.GetBoolean("DebugEnabled", true); } - m_log.Info("[GROUPS-MESSAGING]: GroupsMessagingModule starting up"); + m_log.InfoFormat( + "[GROUPS-MESSAGING]: GroupsMessagingModule enabled with MessageOnlineOnly = {0}, DebugEnabled = {1}", + m_messageOnlineAgentsOnly, m_debugEnabled); } public void AddRegion(Scene scene) @@ -126,6 +158,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups return; } + if (m_presenceService == null) + m_presenceService = scene.PresenceService; m_sceneList.Add(scene); @@ -207,12 +241,42 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups public void SendMessageToGroup(GridInstantMessage im, UUID groupID) { List groupMembers = m_groupData.GetGroupMembers(new UUID(im.fromAgentID), groupID); - - if (m_debugEnabled) - m_log.DebugFormat( - "[GROUPS-MESSAGING]: SendMessageToGroup called for group {0} with {1} visible members", - groupID, groupMembers.Count); - + int groupMembersCount = groupMembers.Count; + + if (m_messageOnlineAgentsOnly) + { + string[] t1 = groupMembers.ConvertAll(gmd => gmd.AgentID.ToString()).ToArray(); + + // We cache in order not to overwhlem the presence service on large grids with many groups. This does + // mean that members coming online will not see all group members until after m_usersOnlineCacheExpirySeconds has elapsed. + // (assuming this is the same across all grid simulators). + PresenceInfo[] onlineAgents; + if (!m_usersOnlineCache.TryGetValue(groupID, out onlineAgents)) + { + onlineAgents = m_presenceService.GetAgents(t1); + m_usersOnlineCache.Add(groupID, onlineAgents, m_usersOnlineCacheExpirySeconds); + } + + HashSet onlineAgentsUuidSet = new HashSet(); + Array.ForEach(onlineAgents, pi => onlineAgentsUuidSet.Add(pi.UserID)); + + groupMembers = groupMembers.Where(gmd => onlineAgentsUuidSet.Contains(gmd.AgentID.ToString())).ToList(); + + // if (m_debugEnabled) +// m_log.DebugFormat( +// "[GROUPS-MESSAGING]: SendMessageToGroup called for group {0} with {1} visible members, {2} online", +// groupID, groupMembersCount, groupMembers.Count()); + } + else + { + if (m_debugEnabled) + m_log.DebugFormat( + "[GROUPS-MESSAGING]: SendMessageToGroup called for group {0} with {1} visible members", + groupID, groupMembers.Count); + } + + int requestStartTick = Environment.TickCount; + foreach (GroupMembersData member in groupMembers) { if (m_groupData.hasAgentDroppedGroupChatSession(member.AgentID, groupID)) @@ -254,6 +318,12 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups ProcessMessageFromGroupSession(msg); } } + + // Temporary for assessing how long it still takes to send messages to large online groups. + if (m_messageOnlineAgentsOnly) + m_log.DebugFormat( + "[GROUPS-MESSAGING]: SendMessageToGroup for group {0} with {1} visible members, {2} online took {3}ms", + groupID, groupMembersCount, groupMembers.Count(), Environment.TickCount - requestStartTick); } #region SimGridEventHandlers diff --git a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs index e669f4c74c..b9b441331a 100644 --- a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs +++ b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs @@ -123,7 +123,36 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups public void AddRegion(Scene scene) { if (m_groupsEnabled) + { scene.RegisterModuleInterface(this); + scene.AddCommand( + "debug", + this, + "debug groups verbose", + "debug groups verbose ", + "This setting turns on very verbose groups debugging", + HandleDebugGroupsVerbose); + } + } + + private void HandleDebugGroupsVerbose(object modules, string[] args) + { + if (args.Length < 4) + { + MainConsole.Instance.Output("Usage: debug groups verbose "); + return; + } + + bool verbose = false; + if (!bool.TryParse(args[3], out verbose)) + { + MainConsole.Instance.Output("Usage: debug groups verbose "); + return; + } + + m_debugEnabled = verbose; + + MainConsole.Instance.OutputFormat("{0} verbose logging set to {1}", Name, m_debugEnabled); } public void RegionLoaded(Scene scene) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 2a52e0145b..623ac8ff16 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -41,8 +41,6 @@ public class BSCharacter : BSPhysObject // private bool _stopped; private OMV.Vector3 _size; - private OMV.Vector3 _scale; - private PrimitiveBaseShape _pbs; private bool _grabbed; private bool _selected; private OMV.Vector3 _position; @@ -67,6 +65,10 @@ public class BSCharacter : BSPhysObject private bool _kinematic; private float _buoyancy; + // The friction and velocity of the avatar is modified depending on whether walking or not. + private OMV.Vector3 _appliedVelocity; // the last velocity applied to the avatar + private float _currentFriction; // the friction currently being used (changed by setVelocity). + private OMV.Vector3 _PIDTarget; private bool _usePID; private float _PIDTau; @@ -84,14 +86,18 @@ public class BSCharacter : BSPhysObject _flying = isFlying; _orientation = OMV.Quaternion.Identity; _velocity = OMV.Vector3.Zero; + _appliedVelocity = OMV.Vector3.Zero; _buoyancy = ComputeBuoyancyFromFlying(isFlying); + _currentFriction = PhysicsScene.Params.avatarStandingFriction; + _avatarDensity = PhysicsScene.Params.avatarDensity; // The dimensions of the avatar capsule are kept in the scale. // Physics creates a unit capsule which is scaled by the physics engine. ComputeAvatarScale(_size); - _avatarDensity = PhysicsScene.Params.avatarDensity; - // set _avatarVolume and _mass based on capsule size, _density and _scale + // set _avatarVolume and _mass based on capsule size, _density and Scale ComputeAvatarVolumeAndMass(); + DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}", + LocalID, _size, Scale, _avatarDensity, _avatarVolume, MassRaw); ShapeData shapeData = new ShapeData(); shapeData.ID = LocalID; @@ -99,28 +105,22 @@ public class BSCharacter : BSPhysObject shapeData.Position = _position; shapeData.Rotation = _orientation; shapeData.Velocity = _velocity; - shapeData.Scale = _scale; + shapeData.Size = Scale; + shapeData.Scale = Scale; shapeData.Mass = _mass; shapeData.Buoyancy = _buoyancy; shapeData.Static = ShapeData.numericFalse; - shapeData.Friction = PhysicsScene.Params.avatarFriction; + shapeData.Friction = PhysicsScene.Params.avatarStandingFriction; shapeData.Restitution = PhysicsScene.Params.avatarRestitution; // do actual create at taint time PhysicsScene.TaintedObject("BSCharacter.create", delegate() { DetailLog("{0},BSCharacter.create,taint", LocalID); - BulletSimAPI.CreateObject(PhysicsScene.WorldID, shapeData); + // New body and shape into BSBody and BSShape + PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this, shapeData, null, null, null); - // Set the buoyancy for flying. This will be refactored when all the settings happen in C#. - // If not set at creation, the avatar will stop flying when created after crossing a region boundry. - BulletSimAPI.SetObjectBuoyancy(PhysicsScene.WorldID, LocalID, _buoyancy); - - BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(PhysicsScene.World.ptr, LocalID)); - - // This works here because CreateObject has already put the character into the physical world. - BulletSimAPI.SetCollisionFilterMask2(BSBody.ptr, - (uint)CollisionFilterGroups.AvatarFilter, (uint)CollisionFilterGroups.AvatarMask); + SetPhysicalProperties(); }); return; } @@ -131,53 +131,85 @@ public class BSCharacter : BSPhysObject DetailLog("{0},BSCharacter.Destroy", LocalID); PhysicsScene.TaintedObject("BSCharacter.destroy", delegate() { - BulletSimAPI.DestroyObject(PhysicsScene.WorldID, LocalID); + PhysicsScene.Shapes.DereferenceBody(BSBody, true, null); + PhysicsScene.Shapes.DereferenceShape(BSShape, true, null); }); } + private void SetPhysicalProperties() + { + BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, BSBody.ptr); + + ZeroMotion(); + ForcePosition = _position; + // Set the velocity and compute the proper friction + ForceVelocity = _velocity; + BulletSimAPI.SetRestitution2(BSBody.ptr, PhysicsScene.Params.avatarRestitution); + BulletSimAPI.SetLocalScaling2(BSShape.ptr, Scale); + BulletSimAPI.SetContactProcessingThreshold2(BSBody.ptr, PhysicsScene.Params.contactProcessingThreshold); + if (PhysicsScene.Params.ccdMotionThreshold > 0f) + { + BulletSimAPI.SetCcdMotionThreshold2(BSBody.ptr, PhysicsScene.Params.ccdMotionThreshold); + BulletSimAPI.SetCcdSweepSphereRadius2(BSBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); + } + + OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(BSShape.ptr, MassRaw); + BulletSimAPI.SetMassProps2(BSBody.ptr, MassRaw, localInertia); + + BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.CF_CHARACTER_OBJECT); + + BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, BSBody.ptr); + + BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ACTIVE_TAG); + BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, BSBody.ptr); + + // Do this after the object has been added to the world + BulletSimAPI.SetCollisionFilterMask2(BSBody.ptr, + (uint)CollisionFilterGroups.AvatarFilter, + (uint)CollisionFilterGroups.AvatarMask); + } + public override void RequestPhysicsterseUpdate() { base.RequestPhysicsterseUpdate(); } // No one calls this method so I don't know what it could possibly mean - public override bool Stopped { - get { return false; } - } + public override bool Stopped { get { return false; } } public override OMV.Vector3 Size { get { // Avatar capsule size is kept in the scale parameter. - return new OMV.Vector3(_scale.X * 2, _scale.Y * 2, _scale.Z); + return _size; } set { - // When an avatar's size is set, only the height is changed - // and that really only depends on the radius. + // When an avatar's size is set, only the height is changed. _size = value; ComputeAvatarScale(_size); - - // TODO: something has to be done with the avatar's vertical position - ComputeAvatarVolumeAndMass(); + DetailLog("{0},BSCharacter.setSize,call,scale={1},density={2},volume={3},mass={4}", + LocalID, Scale, _avatarDensity, _avatarVolume, MassRaw); PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() { - BulletSimAPI.SetObjectScaleMass(PhysicsScene.WorldID, LocalID, _scale, _mass, true); + BulletSimAPI.SetLocalScaling2(BSShape.ptr, Scale); + OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(BSShape.ptr, MassRaw); + BulletSimAPI.SetMassProps2(BSBody.ptr, MassRaw, localInertia); }); } } - public override PrimitiveBaseShape Shape { - set { _pbs = value; - } + public override OMV.Vector3 Scale { get; set; } + public override PrimitiveBaseShape Shape + { + set { BaseShape = value; } } + public override bool Grabbed { - set { _grabbed = value; - } + set { _grabbed = value; } } public override bool Selected { - set { _selected = value; - } + set { _selected = value; } } public override void CrossingFailure() { return; } public override void link(PhysicsActor obj) { return; } @@ -204,7 +236,7 @@ public class BSCharacter : BSPhysObject public override OMV.Vector3 Position { get { - // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID); + // _position = BulletSimAPI.GetObjectPosition2(Scene.World.ptr, LocalID); return _position; } set { @@ -214,7 +246,7 @@ public class BSCharacter : BSPhysObject PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate() { DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); - BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation); + BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); }); } } @@ -263,7 +295,7 @@ public class BSCharacter : BSPhysObject // A version of the sanity check that also makes sure a new position value is // pushed back to the physics engine. This routine would be used by anyone // who is not already pushing the value. - private bool PositionSanityCheck2(bool atTaintTime) + private bool PositionSanityCheck(bool inTaintTime) { bool ret = false; if (PositionSanityCheck()) @@ -273,9 +305,9 @@ public class BSCharacter : BSPhysObject BSScene.TaintCallback sanityOperation = delegate() { DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); - BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation); + BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); }; - if (atTaintTime) + if (inTaintTime) sanityOperation(); else PhysicsScene.TaintedObject("BSCharacter.PositionSanityCheck", sanityOperation); @@ -284,11 +316,7 @@ public class BSCharacter : BSPhysObject return ret; } - public override float Mass { - get { - return _mass; - } - } + public override float Mass { get { return _mass; } } // used when we only want this prim's mass and not the linkset thing public override float MassRaw { get {return _mass; } } @@ -301,15 +329,13 @@ public class BSCharacter : BSPhysObject PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate() { DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); - BulletSimAPI.SetObjectForce(PhysicsScene.WorldID, LocalID, _force); + BulletSimAPI.SetObjectForce2(BSBody.ptr, _force); }); } } - public override int VehicleType { - get { return 0; } - set { return; } - } + // Avatars don't do vehicles + public override int VehicleType { get { return 0; } set { return; } } public override void VehicleFloatParam(int param, float value) { } public override void VehicleVectorParam(int param, OMV.Vector3 value) {} public override void VehicleRotationParam(int param, OMV.Quaternion rotation) { } @@ -328,10 +354,39 @@ public class BSCharacter : BSPhysObject PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate() { DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); - BulletSimAPI.SetObjectVelocity(PhysicsScene.WorldID, LocalID, _velocity); + ForceVelocity = _velocity; }); } } + public override OMV.Vector3 ForceVelocity { + get { return _velocity; } + set { + // Depending on whether the avatar is moving or not, change the friction + // to keep the avatar from slipping around + if (_velocity.Length() == 0) + { + if (_currentFriction != PhysicsScene.Params.avatarStandingFriction) + { + _currentFriction = PhysicsScene.Params.avatarStandingFriction; + BulletSimAPI.SetFriction2(BSBody.ptr, _currentFriction); + } + } + else + { + if (_currentFriction != PhysicsScene.Params.avatarFriction) + { + _currentFriction = PhysicsScene.Params.avatarFriction; + BulletSimAPI.SetFriction2(BSBody.ptr, _currentFriction); + } + } + _velocity = value; + // Remember the set velocity so we can suppress the reduction by friction, ... + _appliedVelocity = value; + + BulletSimAPI.SetLinearVelocity2(BSBody.ptr, _velocity); + BulletSimAPI.Activate2(BSBody.ptr, true); + } + } public override OMV.Vector3 Torque { get { return _torque; } set { _torque = value; @@ -353,8 +408,8 @@ public class BSCharacter : BSPhysObject // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation); PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate() { - // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID); - BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation); + // _position = BulletSimAPI.GetPosition2(BSBody.ptr); + BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); }); } } @@ -382,12 +437,18 @@ public class BSCharacter : BSPhysObject set { _isPhysical = value; } } + public override bool IsSolid { + get { return true; } + } + public override bool IsStatic { + get { return false; } + } public override bool Flying { get { return _flying; } set { _flying = value; // simulate flying by changing the effect of gravity - this.Buoyancy = ComputeBuoyancyFromFlying(_flying); + Buoyancy = ComputeBuoyancyFromFlying(_flying); } } // Flying is implimented by changing the avatar's buoyancy. @@ -432,6 +493,10 @@ public class BSCharacter : BSPhysObject get { return _rotationalVelocity; } set { _rotationalVelocity = value; } } + public override OMV.Vector3 ForceRotationalVelocity { + get { return _rotationalVelocity; } + set { _rotationalVelocity = value; } + } public override bool Kinematic { get { return _kinematic; } set { _kinematic = value; } @@ -443,10 +508,19 @@ public class BSCharacter : BSPhysObject PhysicsScene.TaintedObject("BSCharacter.setBuoyancy", delegate() { DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); - BulletSimAPI.SetObjectBuoyancy(PhysicsScene.WorldID, LocalID, _buoyancy); + ForceBuoyancy = _buoyancy; }); } } + public override float ForceBuoyancy { + get { return _buoyancy; } + set { _buoyancy = value; + DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); + // Buoyancy is faked by changing the gravity applied to the object + float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); + BulletSimAPI.SetGravity2(BSBody.ptr, new OMV.Vector3(0f, 0f, grav)); + } + } // Used for MoveTo public override OMV.Vector3 PIDTarget { @@ -507,27 +581,32 @@ public class BSCharacter : BSPhysObject private void ComputeAvatarScale(OMV.Vector3 size) { - _scale.X = PhysicsScene.Params.avatarCapsuleRadius; - _scale.Y = PhysicsScene.Params.avatarCapsuleRadius; + // The 'size' given by the simulator is the mid-point of the avatar + // and X and Y are unspecified. - // The 1.15 came from ODE but it seems to cause the avatar to float off the ground - // _scale.Z = (_size.Z * 1.15f) - (_scale.X + _scale.Y); - _scale.Z = (_size.Z) - (_scale.X + _scale.Y); + OMV.Vector3 newScale = OMV.Vector3.Zero; + newScale.X = PhysicsScene.Params.avatarCapsuleRadius; + newScale.Y = PhysicsScene.Params.avatarCapsuleRadius; + + // From the total height, remote the capsule half spheres that are at each end + newScale.Z = (size.Z * 2f) - Math.Min(newScale.X, newScale.Y); + // newScale.Z = (size.Z * 2f); + Scale = newScale; } - // set _avatarVolume and _mass based on capsule size, _density and _scale + // set _avatarVolume and _mass based on capsule size, _density and Scale private void ComputeAvatarVolumeAndMass() { _avatarVolume = (float)( Math.PI - * _scale.X - * _scale.Y // the area of capsule cylinder - * _scale.Z // times height of capsule cylinder + * Scale.X + * Scale.Y // the area of capsule cylinder + * Scale.Z // times height of capsule cylinder + 1.33333333f * Math.PI - * _scale.X - * Math.Min(_scale.X, _scale.Y) - * _scale.Y // plus the volume of the capsule end caps + * Scale.X + * Math.Min(Scale.X, Scale.Y) + * Scale.Y // plus the volume of the capsule end caps ); _mass = _avatarDensity * _avatarVolume; } @@ -542,7 +621,23 @@ public class BSCharacter : BSPhysObject _acceleration = entprop.Acceleration; _rotationalVelocity = entprop.RotationalVelocity; // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. - PositionSanityCheck2(true); + PositionSanityCheck(true); + + // remember the current and last set values + LastEntityProperties = CurrentEntityProperties; + CurrentEntityProperties = entprop; + + if (entprop.Velocity != LastEntityProperties.Velocity) + { + // Changes in the velocity are suppressed in avatars. + // That's just the way they are defined. + OMV.Vector3 avVel = new OMV.Vector3(_appliedVelocity.X, _appliedVelocity.Y, entprop.Velocity.Z); + _velocity = avVel; + BulletSimAPI.SetLinearVelocity2(BSBody.ptr, avVel); + } + + // Tell the linkset about this + Linkset.UpdateProperties(this); // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. // base.RequestPhysicsterseUpdate(); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs index 63a4127075..a20be3a285 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs @@ -49,9 +49,16 @@ public abstract class BSConstraint : IDisposable if (m_enabled) { m_enabled = false; - bool success = BulletSimAPI.DestroyConstraint2(m_world.ptr, m_constraint.ptr); - m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,body1={1},body2={2},success={3}", BSScene.DetailLogZero, m_body1.ID, m_body2.ID, success); - m_constraint.ptr = System.IntPtr.Zero; + if (m_constraint.ptr != IntPtr.Zero) + { + bool success = BulletSimAPI.DestroyConstraint2(m_world.ptr, m_constraint.ptr); + m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,id1={1},body1={2},id2={3},body2={4},success={5}", + BSScene.DetailLogZero, + m_body1.ID, m_body1.ptr.ToString("X"), + m_body2.ID, m_body2.ptr.ToString("X"), + success); + m_constraint.ptr = System.IntPtr.Zero; + } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 4ba2f62639..56342b88f8 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -462,7 +462,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin return; // Set the prim's inertia to zero. The vehicle code handles that and this - // removes the torque action introduced by Bullet. + // removes the motion and torque actions introduced by Bullet. Vector3 inertia = Vector3.Zero; BulletSimAPI.SetMassProps2(Prim.BSBody.ptr, Prim.MassRaw, inertia); BulletSimAPI.UpdateInertiaTensor2(Prim.BSBody.ptr); @@ -481,7 +481,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin m_lastPositionVector = Prim.ForcePosition; VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", - Prim.LocalID, Prim.Position, Prim.Force, Prim.Velocity, Prim.RotationalVelocity); + Prim.LocalID, Prim.ForcePosition, Prim.Force, Prim.ForceVelocity, Prim.RotationalVelocity); }// end Step // Apply the effect of the linear motor. @@ -540,7 +540,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin // add Gravity and Buoyancy // There is some gravity, make a gravity force vector that is applied after object velocity. // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; - Vector3 grav = Prim.PhysicsScene.DefaultGravity * (Prim.Mass * (1f - m_VehicleBuoyancy)); + Vector3 grav = Prim.PhysicsScene.DefaultGravity * (Prim.Linkset.LinksetMass * (1f - m_VehicleBuoyancy)); /* * RA: Not sure why one would do this @@ -678,10 +678,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin m_newVelocity.Z = 0; // Apply velocity - Prim.Velocity = m_newVelocity; + Prim.ForceVelocity = m_newVelocity; // apply gravity force // Why is this set here? The physics engine already does gravity. - // m_prim.AddForce(grav, false); + Prim.AddForce(grav, false, true); // Apply friction Vector3 keepFraction = Vector3.One - (Vector3.One / (m_linearFrictionTimescale / pTimestep)); @@ -704,7 +704,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin // m_lastAngularVelocity // what was last applied to body // Get what the body is doing, this includes 'external' influences - Vector3 angularVelocity = Prim.RotationalVelocity; + Vector3 angularVelocity = Prim.ForceRotationalVelocity; if (m_angularMotorApply > 0) { @@ -810,7 +810,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin m_lastAngularVelocity -= m_lastAngularVelocity * decayamount; // Apply to the body - Prim.RotationalVelocity = m_lastAngularVelocity; + Prim.ForceRotationalVelocity = m_lastAngularVelocity; VDetailLog("{0},MoveAngular,done,decay={1},lastAngular={2}", Prim.LocalID, decayamount, m_lastAngularVelocity); } //end MoveAngular @@ -862,7 +862,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin private void VDetailLog(string msg, params Object[] args) { if (Prim.PhysicsScene.VehicleLoggingEnabled) - Prim.PhysicsScene.PhysicsLogging.Write(msg, args); + Prim.PhysicsScene.DetailLog(msg, args); } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 3e82642e52..43b12623cc 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs @@ -52,8 +52,8 @@ public class BSLinkset // the physical 'taint' children separately. // After taint processing and before the simulation step, these // two lists must be the same. - private List m_children; - private List m_taintChildren; + private HashSet m_children; + private HashSet m_taintChildren; // We lock the diddling of linkset classes to prevent any badness. // This locks the modification of the instances of this class. Changes @@ -90,8 +90,8 @@ public class BSLinkset m_nextLinksetID = 1; PhysicsScene = scene; LinksetRoot = parent; - m_children = new List(); - m_taintChildren = new List(); + m_children = new HashSet(); + m_taintChildren = new HashSet(); m_mass = parent.MassRaw; } @@ -160,6 +160,28 @@ public class BSLinkset return ret; } + // When physical properties are changed the linkset needs to recalculate + // its internal properties. + // May be called at runtime or taint-time (just pass the appropriate flag). + public void Refresh(BSPhysObject requestor, bool inTaintTime) + { + // If there are no children, not physical or not root, I am not the one that recomputes the constraints + // (For the moment, static linksets do create constraints so remove the test for physical.) + if (!HasAnyChildren || /*!requestor.IsPhysical ||*/ !IsRoot(requestor)) + return; + + BSScene.TaintCallback refreshOperation = delegate() + { + RecomputeLinksetConstraintVariables(); + DetailLog("{0},BSLinkset.Refresh,complete,rBody={1}", + LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X")); + }; + if (inTaintTime) + refreshOperation(); + else + PhysicsScene.TaintedObject("BSLinkSet.Refresh", refreshOperation); + } + // The object is going dynamic (physical). Do any setup necessary // for a dynamic linkset. // Only the state of the passed object can be modified. The rest of the linkset @@ -182,22 +204,19 @@ public class BSLinkset return false; } - // When physical properties are changed the linkset needs to recalculate - // its internal properties. - // Called at runtime. - public void Refresh(BSPhysObject requestor) + // If the software is handling the movement of all the objects in a linkset + // (like if one doesn't use constraints for static linksets), this is called + // when an update for the root of the linkset is received. + // Called at taint-time!! + public void UpdateProperties(BSPhysObject physObject) { - // If there are no children, there can't be any constraints to recompute - if (!HasAnyChildren) - return; - - // Only the root does the recomputation - if (IsRoot(requestor)) + // The root local properties have been updated. Apply to the children if appropriate. + if (IsRoot(physObject) && HasAnyChildren) { - PhysicsScene.TaintedObject("BSLinkSet.Refresh", delegate() + if (!physObject.IsPhysical) { - RecomputeLinksetConstraintVariables(); - }); + // TODO: implement software linkset update for static object linksets + } } } @@ -215,13 +234,10 @@ public class BSLinkset if (IsRoot(child)) { // If the one with the dependency is root, must undo all children - DetailLog("{0},BSLinkset.RemoveBodyDependencies,removeChildrenForRoot,rID={1},numChild={2}", - child.LocalID, LinksetRoot.LocalID, m_taintChildren.Count); - foreach (BSPhysObject bpo in m_taintChildren) - { - PhysicallyUnlinkAChildFromRoot(LinksetRoot, LinksetRoot.BSBody, bpo, bpo.BSBody); - ret = true; - } + DetailLog("{0},BSLinkset.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}", + child.LocalID, LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X")); + + ret = PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot); } else { @@ -229,20 +245,16 @@ public class BSLinkset child.LocalID, LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"), child.LocalID, child.BSBody.ptr.ToString("X")); - // Remove the dependency on the body of this one - if (m_taintChildren.Contains(child)) - { - PhysicallyUnlinkAChildFromRoot(LinksetRoot, LinksetRoot.BSBody, child, child.BSBody); - ret = true; - } + // ret = PhysicallyUnlinkAChildFromRoot(LinksetRoot, child); + // Despite the function name, this removes any link to the specified object. + ret = PhysicallyUnlinkAllChildrenFromRoot(child); } } return ret; } - // Routine used when rebuilding the body of the root of the linkset - // This is called after RemoveAllLinksToRoot() to restore all the constraints. - // This is called when the root body has been changed. + // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true', + // this routine will restore the removed constraints. // Called at taint-time!! public void RestoreBodyDependencies(BSPrim child) { @@ -254,7 +266,7 @@ public class BSLinkset child.LocalID, LinksetRoot.LocalID, m_taintChildren.Count); foreach (BSPhysObject bpo in m_taintChildren) { - PhysicallyLinkAChildToRoot(LinksetRoot, LinksetRoot.BSBody, bpo, bpo.BSBody); + PhysicallyLinkAChildToRoot(LinksetRoot, bpo); } } else @@ -263,7 +275,7 @@ public class BSLinkset LinksetRoot.LocalID, LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"), child.LocalID, child.BSBody.ptr.ToString("X")); - PhysicallyLinkAChildToRoot(LinksetRoot, LinksetRoot.BSBody, child, child.BSBody); + PhysicallyLinkAChildToRoot(LinksetRoot, child); } } } @@ -330,22 +342,22 @@ public class BSLinkset { m_children.Add(child); - BSPhysObject rootx = LinksetRoot; // capture the root and body as of now + BSPhysObject rootx = LinksetRoot; // capture the root as of now BSPhysObject childx = child; - DetailLog("{0},AddChildToLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", - rootx.LocalID, - rootx.LocalID, rootx.BSBody.ptr.ToString("X"), - childx.LocalID, childx.BSBody.ptr.ToString("X")); + DetailLog("{0},AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); PhysicsScene.TaintedObject("AddChildToLinkset", delegate() { - DetailLog("{0},AddChildToLinkset,taint,child={1}", LinksetRoot.LocalID, child.LocalID); - // build the physical binding between me and the child - m_taintChildren.Add(childx); - + DetailLog("{0},AddChildToLinkset,taint,rID={1},rBody={2},cID={3},cBody={4}", + rootx.LocalID, + rootx.LocalID, rootx.BSBody.ptr.ToString("X"), + childx.LocalID, childx.BSBody.ptr.ToString("X")); // Since this is taint-time, the body and shape could have changed for the child - PhysicallyLinkAChildToRoot(rootx, rootx.BSBody, childx, childx.BSBody); + rootx.ForcePosition = rootx.Position; // DEBUG + childx.ForcePosition = childx.Position; // DEBUG + PhysicallyLinkAChildToRoot(rootx, childx); + m_taintChildren.Add(child); }); } return; @@ -378,10 +390,8 @@ public class BSLinkset PhysicsScene.TaintedObject("RemoveChildFromLinkset", delegate() { - if (m_taintChildren.Contains(childx)) - m_taintChildren.Remove(childx); - - PhysicallyUnlinkAChildFromRoot(rootx, rootx.BSBody, childx, childx.BSBody); + m_taintChildren.Remove(child); + PhysicallyUnlinkAChildFromRoot(rootx, childx); RecomputeLinksetConstraintVariables(); }); @@ -396,8 +406,7 @@ public class BSLinkset // Create a constraint between me (root of linkset) and the passed prim (the child). // Called at taint time! - private void PhysicallyLinkAChildToRoot(BSPhysObject rootPrim, BulletBody rootBody, - BSPhysObject childPrim, BulletBody childBody) + private void PhysicallyLinkAChildToRoot(BSPhysObject rootPrim, BSPhysObject childPrim) { // Zero motion for children so they don't interpolate childPrim.ZeroMotion(); @@ -409,33 +418,17 @@ public class BSLinkset // real world coordinate of midpoint between the two objects OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2); - DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}", + DetailLog("{0},BSLinkset.PhysicallyLinkAChildToRoot,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}", rootPrim.LocalID, - rootPrim.LocalID, rootBody.ptr.ToString("X"), - childPrim.LocalID, childBody.ptr.ToString("X"), + rootPrim.LocalID, rootPrim.BSBody.ptr.ToString("X"), + childPrim.LocalID, childPrim.BSBody.ptr.ToString("X"), rootPrim.Position, childPrim.Position, midPoint); // create a constraint that allows no freedom of movement between the two objects // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 - // There is great subtlty in these paramters. Notice the check for a ptr of zero. - // We pass the BulletBody structure into the taint in order to capture the pointer - // of the body at the time of constraint creation. This doesn't work for the very first - // construction because there is no body yet. The body - // is constructed later at taint time. Thus we use the body address at time of the - // taint creation but, if it is zero, use what's in the prim at the moment. - // There is a possible race condition since shape can change without a taint call - // (like changing to a mesh that is already constructed). The fix for that would be - // to only change BSShape at taint time thus syncronizing these operations at - // the cost of efficiency and lag. BS6DofConstraint constrain = new BS6DofConstraint( - PhysicsScene.World, - rootBody.ptr == IntPtr.Zero ? rootPrim.BSBody : rootBody, - childBody.ptr == IntPtr.Zero ? childPrim.BSBody : childBody, - midPoint, - true, - true - ); + PhysicsScene.World, rootPrim.BSBody, childPrim.BSBody, midPoint, true, true ); /* NOTE: below is an attempt to build constraint with full frame computation, etc. * Using the midpoint is easier since it lets the Bullet code manipulate the transforms @@ -452,7 +445,7 @@ public class BSLinkset // create a constraint that allows no freedom of movement between the two objects // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 - DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); + DetailLog("{0},BSLinkset.PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); BS6DofConstraint constrain = new BS6DofConstraint( PhysicsScene.World, rootPrim.Body, childPrim.Body, OMV.Vector3.Zero, @@ -486,39 +479,44 @@ public class BSLinkset { constrain.SetSolverIterations(PhysicsScene.Params.linkConstraintSolverIterations); } - - RecomputeLinksetConstraintVariables(); } // Remove linkage between myself and a particular child // The root and child bodies are passed in because we need to remove the constraint between // the bodies that were at unlink time. // Called at taint time! - private void PhysicallyUnlinkAChildFromRoot(BSPhysObject rootPrim, BulletBody rootBody, - BSPhysObject childPrim, BulletBody childBody) + private bool PhysicallyUnlinkAChildFromRoot(BSPhysObject rootPrim, BSPhysObject childPrim) { - DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}", + bool ret = false; + DetailLog("{0},BSLinkset.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}", rootPrim.LocalID, - rootPrim.LocalID, rootBody.ptr.ToString("X"), - childPrim.LocalID, childBody.ptr.ToString("X")); + rootPrim.LocalID, rootPrim.BSBody.ptr.ToString("X"), + childPrim.LocalID, childPrim.BSBody.ptr.ToString("X")); // Find the constraint for this link and get rid of it from the overall collection and from my list - PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootBody, childBody); + if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody, childPrim.BSBody)) + { + // Make the child refresh its location + BulletSimAPI.PushUpdate2(childPrim.BSBody.ptr); + ret = true; + } - // Make the child refresh its location - BulletSimAPI.PushUpdate2(childPrim.BSBody.ptr); + return ret; } - /* // Remove linkage between myself and any possible children I might have. // Called at taint time! - private void PhysicallyUnlinkAllChildrenFromRoot(BSPhysObject rootPrim) + private bool PhysicallyUnlinkAllChildrenFromRoot(BSPhysObject rootPrim) { - DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); + DetailLog("{0},BSLinkset.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); + bool ret = false; - PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody); + if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody)) + { + ret = true; + } + return ret; } - */ // Call each of the constraints that make up this linkset and recompute the // various transforms and variables. Used when objects are added or removed @@ -550,11 +548,17 @@ public class BSLinkset { // If this is a multiple object linkset, set everybody's center of mass to the set's center of mass OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass(); - BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.ptr, centerOfMass, OMV.Quaternion.Identity); + BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.ptr, + centerOfMass, OMV.Quaternion.Identity); + DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,setCenterOfMass,COM={1},rBody={2}", + LinksetRoot.LocalID, centerOfMass, LinksetRoot.BSBody.ptr.ToString("X")); foreach (BSPhysObject child in m_taintChildren) { - BulletSimAPI.SetCenterOfMassByPosRot2(child.BSBody.ptr, centerOfMass, OMV.Quaternion.Identity); + BulletSimAPI.SetCenterOfMassByPosRot2(child.BSBody.ptr, + centerOfMass, OMV.Quaternion.Identity); } + + // BulletSimAPI.DumpAllInfo2(PhysicsScene.World.ptr); // DEBUG DEBUG DEBUG } return; } @@ -563,7 +567,8 @@ public class BSLinkset // Invoke the detailed logger and output something if it's enabled. private void DetailLog(string msg, params Object[] args) { - PhysicsScene.PhysicsLogging.Write(msg, args); + if (PhysicsScene.PhysicsLogging.Enabled) + PhysicsScene.DetailLog(msg, args); } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 1ac8c59e07..ead6a08f43 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -47,6 +47,7 @@ public abstract class BSPhysObject : PhysicsActor TypeName = typeName; Linkset = new BSLinkset(PhysicsScene, this); + LastAssetBuildFailed = false; CollisionCollection = new CollisionEventUpdate(); SubscribedEventsMs = 0; @@ -69,6 +70,23 @@ public abstract class BSPhysObject : PhysicsActor // Reference to the physical shape (btCollisionShape) of this object public BulletShape BSShape; + // 'true' if the mesh's underlying asset failed to build. + // This will keep us from looping after the first time the build failed. + public bool LastAssetBuildFailed { get; set; } + + // The objects base shape information. Null if not a prim type shape. + public PrimitiveBaseShape BaseShape { get; protected set; } + + // When the physical properties are updated, an EntityProperty holds the update values. + // Keep the current and last EntityProperties to enable computation of differences + // between the current update and the previous values. + public EntityProperties CurrentEntityProperties { get; set; } + public EntityProperties LastEntityProperties { get; set; } + + public abstract OMV.Vector3 Scale { get; set; } + public abstract bool IsSolid { get; } + public abstract bool IsStatic { get; } + // Stop all physical motion. public abstract void ZeroMotion(); @@ -85,6 +103,14 @@ public abstract class BSPhysObject : PhysicsActor public abstract OMV.Quaternion ForceOrientation { get; set; } + public abstract OMV.Vector3 ForceVelocity { get; set; } + + public abstract OMV.Vector3 ForceRotationalVelocity { get; set; } + + public abstract float ForceBuoyancy { get; set; } + + public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; } + #region Collisions // Requested number of milliseconds between collision events. Zero means disabled. @@ -125,30 +151,28 @@ public abstract class BSPhysObject : PhysicsActor // if someone has subscribed for collision events.... if (SubscribedEvents()) { CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); - // DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}", - // LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth); + DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}", + LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth); ret = true; } return ret; } - // Routine to send the collected collisions into the simulator. - // Also handles removal of this from the collection of objects with collisions if - // there are no collisions from this object. Mechanism is create one last - // collision event to make collision_end work. + // Send the collected collisions into the simulator. // Called at taint time from within the Step() function thus no locking problems // with CollisionCollection and ObjectsWithNoMoreCollisions. // Return 'true' if there were some actual collisions passed up public virtual bool SendCollisions() { bool ret = true; + // If the 'no collision' call, force it to happen right now so quick collision_end + bool force = CollisionCollection.Count == 0; // throttle the collisions to the number of milliseconds specified in the subscription - int nowTime = PhysicsScene.SimulationNowTime; - if (nowTime >= NextCollisionOkTime) + if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime)) { - NextCollisionOkTime = nowTime + SubscribedEventsMs; + NextCollisionOkTime = PhysicsScene.SimulationNowTime + SubscribedEventsMs; // We are called if we previously had collisions. If there are no collisions // this time, send up one last empty event so OpenSim can sense collision end. @@ -207,7 +231,8 @@ public abstract class BSPhysObject : PhysicsActor // High performance detailed logging routine used by the physical objects. protected void DetailLog(string msg, params Object[] args) { - PhysicsScene.PhysicsLogging.Write(msg, args); + if (PhysicsScene.PhysicsLogging.Enabled) + PhysicsScene.DetailLog(msg, args); } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index f7b68bacc3..aeeb4dd27b 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -46,12 +46,10 @@ public sealed class BSPrim : BSPhysObject private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private static readonly string LogHeader = "[BULLETS PRIM]"; - private PrimitiveBaseShape _pbs; - - // _size is what the user passed. _scale is what we pass to the physics engine with the mesh. - // Often _scale is unity because the meshmerizer will apply _size when creating the mesh. + // _size is what the user passed. Scale is what we pass to the physics engine with the mesh. + // Often Scale is unity because the meshmerizer will apply _size when creating the mesh. private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user - private OMV.Vector3 _scale; // the multiplier for each mesh dimension for the mesh as created by the meshmerizer + // private OMV.Vector3 _scale; // the multiplier for each mesh dimension for the mesh as created by the meshmerizer private bool _grabbed; private bool _isSelected; @@ -98,12 +96,12 @@ public sealed class BSPrim : BSPhysObject _physicsActorType = (int)ActorTypes.Prim; _position = pos; _size = size; - _scale = new OMV.Vector3(1f, 1f, 1f); // the scale will be set by CreateGeom depending on object type + Scale = new OMV.Vector3(1f, 1f, 1f); // the scale will be set by CreateGeom depending on object type _orientation = rotation; _buoyancy = 1f; _velocity = OMV.Vector3.Zero; _rotationalVelocity = OMV.Vector3.Zero; - _pbs = pbs; + BaseShape = pbs; _isPhysical = pisPhysical; _isVolumeDetect = false; _friction = PhysicsScene.Params.defaultFriction; // TODO: compute based on object material @@ -160,33 +158,32 @@ public sealed class BSPrim : BSPhysObject get { return _size; } set { _size = value; - PhysicsScene.TaintedObject("BSPrim.setSize", delegate() - { - _mass = CalculateMass(); // changing size changes the mass - // Since _size changed, the mesh needs to be rebuilt. If rebuilt, all the correct - // scale and margins are set. - CreateGeomAndObject(true); - // DetailLog("{0},BSPrim.setSize,size={1},scale={2},mass={3},physical={4}", LocalID, _size, _scale, _mass, IsPhysical); - }); + ForceBodyShapeRebuild(false); } } // Scale is what we set in the physics engine. It is different than 'size' in that // 'size' can be encorporated into the mesh. In that case, the scale is <1,1,1>. - public OMV.Vector3 Scale - { - get { return _scale; } - set { _scale = value; } - } + public override OMV.Vector3 Scale { get; set; } + public override PrimitiveBaseShape Shape { set { - _pbs = value; - PhysicsScene.TaintedObject("BSPrim.setShape", delegate() - { - _mass = CalculateMass(); // changing the shape changes the mass - CreateGeomAndObject(true); - }); + BaseShape = value; + ForceBodyShapeRebuild(false); } } + public override bool ForceBodyShapeRebuild(bool inTaintTime) + { + BSScene.TaintCallback rebuildOperation = delegate() + { + _mass = CalculateMass(); // changing the shape changes the mass + CreateGeomAndObject(true); + }; + if (inTaintTime) + rebuildOperation(); + else + PhysicsScene.TaintedObject("BSPrim.ForceBodyShapeRebuild", rebuildOperation); + return true; + } public override bool Grabbed { set { _grabbed = value; } @@ -196,7 +193,7 @@ public sealed class BSPrim : BSPhysObject _isSelected = value; PhysicsScene.TaintedObject("BSPrim.setSelected", delegate() { - // DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected); + DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected); SetObjectDynamic(false); }); } @@ -265,6 +262,11 @@ public sealed class BSPrim : BSPhysObject return _position; } set { + // If you must push the position into the physics engine, use ForcePosition. + if (_position == value) + { + return; + } _position = value; // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? PositionSanityCheck(); @@ -320,9 +322,9 @@ public sealed class BSPrim : BSPhysObject } // A version of the sanity check that also makes sure a new position value is - // pushed back to the physics engine. This routine would be used by anyone + // pushed to the physics engine. This routine would be used by anyone // who is not already pushing the value. - private bool PositionSanityCheck2(bool atTaintTime) + private bool PositionSanityCheck(bool inTaintTime) { bool ret = false; if (PositionSanityCheck()) @@ -332,9 +334,9 @@ public sealed class BSPrim : BSPhysObject BSScene.TaintCallback sanityOperation = delegate() { DetailLog("{0},BSPrim.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); - BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation); + ForcePosition = _position; }; - if (atTaintTime) + if (inTaintTime) sanityOperation(); else PhysicsScene.TaintedObject("BSPrim.PositionSanityCheck", sanityOperation); @@ -453,7 +455,6 @@ public sealed class BSPrim : BSPhysObject } return; } - public override OMV.Vector3 Velocity { get { return _velocity; } set { @@ -465,6 +466,13 @@ public sealed class BSPrim : BSPhysObject }); } } + public override OMV.Vector3 ForceVelocity { + get { return _velocity; } + set { + _velocity = value; + BulletSimAPI.SetLinearVelocity2(BSBody.ptr, _velocity); + } + } public override OMV.Vector3 Torque { get { return _torque; } set { _torque = value; @@ -490,6 +498,8 @@ public sealed class BSPrim : BSPhysObject return _orientation; } set { + if (_orientation == value) + return; _orientation = value; // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint? PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate() @@ -534,13 +544,13 @@ public sealed class BSPrim : BSPhysObject } // An object is static (does not move) if selected or not physical - private bool IsStatic + public override bool IsStatic { get { return _isSelected || !IsPhysical; } } // An object is solid if it's not phantom and if it's not doing VolumeDetect - public bool IsSolid + public override bool IsSolid { get { return !IsPhantom && !_isVolumeDetect; } } @@ -570,7 +580,7 @@ public sealed class BSPrim : BSPhysObject // Set up the object physicalness (does gravity and collisions move this object) MakeDynamic(IsStatic); - // Update vehicle specific parameters + // Update vehicle specific parameters (after MakeDynamic() so can change physical parameters) _vehicle.Refresh(); // Arrange for collision events if the simulator wants them @@ -593,7 +603,7 @@ public sealed class BSPrim : BSPhysObject // Recompute any linkset parameters. // When going from non-physical to physical, this re-enables the constraints that // had been automatically disabled when the mass was set to zero. - Linkset.Refresh(this); + Linkset.Refresh(this, true); DetailLog("{0},BSPrim.UpdatePhysicalParameters,exit,static={1},solid={2},mass={3},collide={4},cf={5:X},body={6},shape={7}", LocalID, IsStatic, IsSolid, _mass, SubscribedEvents(), CurrentCollisionFlags, BSBody, BSShape); @@ -618,10 +628,18 @@ public sealed class BSPrim : BSPhysObject BulletSimAPI.SetMassProps2(BSBody.ptr, 0f, OMV.Vector3.Zero); // There is no inertia in a static object BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr); + // Set collision detection parameters + if (PhysicsScene.Params.ccdMotionThreshold > 0f) + { + BulletSimAPI.SetCcdMotionThreshold2(BSBody.ptr, PhysicsScene.Params.ccdMotionThreshold); + BulletSimAPI.SetCcdSweepSphereRadius2(BSBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); + } // There can be special things needed for implementing linksets Linkset.MakeStatic(this); - // The activation state is 'disabled' so Bullet will not try to act on it + // The activation state is 'disabled' so Bullet will not try to act on it. BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.DISABLE_SIMULATION); + // Start it out sleeping and physical actions could wake it up. + // BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ISLAND_SLEEPING); BSBody.collisionFilter = CollisionFilterGroups.StaticObjectFilter; BSBody.collisionMask = CollisionFilterGroups.StaticObjectMask; @@ -638,12 +656,22 @@ public sealed class BSPrim : BSPhysObject // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382 BulletSimAPI.ClearAllForces2(BSBody.ptr); + // For good measure, make sure the transform is set through to the motion state + BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); + // A dynamic object has mass IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.ptr); OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, Mass); BulletSimAPI.SetMassProps2(BSBody.ptr, _mass, inertia); BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr); + // Set collision detection parameters + if (PhysicsScene.Params.ccdMotionThreshold > 0f) + { + BulletSimAPI.SetCcdMotionThreshold2(BSBody.ptr, PhysicsScene.Params.ccdMotionThreshold); + BulletSimAPI.SetCcdSweepSphereRadius2(BSBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); + } + // Various values for simulation limits BulletSimAPI.SetDamping2(BSBody.ptr, PhysicsScene.Params.linearDamping, PhysicsScene.Params.angularDamping); BulletSimAPI.SetDeactivationTime2(BSBody.ptr, PhysicsScene.Params.deactivationTime); @@ -655,8 +683,8 @@ public sealed class BSPrim : BSPhysObject // Force activation of the object so Bullet will act on it. // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects. - BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ISLAND_SLEEPING); - BulletSimAPI.Activate2(BSBody.ptr, true); + BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ACTIVE_TAG); + // BulletSimAPI.Activate2(BSBody.ptr, true); BSBody.collisionFilter = CollisionFilterGroups.ObjectFilter; BSBody.collisionMask = CollisionFilterGroups.ObjectMask; @@ -774,6 +802,15 @@ public sealed class BSPrim : BSPhysObject }); } } + public override OMV.Vector3 ForceRotationalVelocity { + get { + return _rotationalVelocity; + } + set { + _rotationalVelocity = value; + BulletSimAPI.SetAngularVelocity2(BSBody.ptr, _rotationalVelocity); + } + } public override bool Kinematic { get { return _kinematic; } set { _kinematic = value; @@ -786,13 +823,20 @@ public sealed class BSPrim : BSPhysObject _buoyancy = value; PhysicsScene.TaintedObject("BSPrim.setBuoyancy", delegate() { - // DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); - // Buoyancy is faked by changing the gravity applied to the object - float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); - BulletSimAPI.SetGravity2(BSBody.ptr, new OMV.Vector3(0f, 0f, grav)); + ForceBuoyancy = _buoyancy; }); } } + public override float ForceBuoyancy { + get { return _buoyancy; } + set { + _buoyancy = value; + // DetailLog("{0},BSPrim.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); + // Buoyancy is faked by changing the gravity applied to the object + float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); + BulletSimAPI.SetGravity2(BSBody.ptr, new OMV.Vector3(0f, 0f, grav)); + } + } // Used for MoveTo public override OMV.Vector3 PIDTarget { @@ -828,6 +872,9 @@ public sealed class BSPrim : BSPhysObject private List m_accumulatedForces = new List(); public override void AddForce(OMV.Vector3 force, bool pushforce) { + AddForce(force, pushforce, false); + } + public void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { // for an object, doesn't matter if force is a pushforce or not if (force.IsFinite()) { @@ -840,11 +887,12 @@ public sealed class BSPrim : BSPhysObject m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID); return; } - PhysicsScene.TaintedObject("BSPrim.AddForce", delegate() + BSScene.TaintCallback addForceOperation = delegate() { OMV.Vector3 fSum = OMV.Vector3.Zero; lock (m_accumulatedForces) { + // Sum the accumulated additional forces for one big force to apply once. foreach (OMV.Vector3 v in m_accumulatedForces) { fSum += v; @@ -854,7 +902,11 @@ public sealed class BSPrim : BSPhysObject // DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, fSum); // For unknown reasons, "ApplyCentralForce" adds this force to the total force on the object. BulletSimAPI.ApplyCentralForce2(BSBody.ptr, fSum); - }); + }; + if (inTaintTime) + addForceOperation(); + else + PhysicsScene.TaintedObject("BSPrim.AddForce", addForceOperation); } public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { @@ -872,19 +924,19 @@ public sealed class BSPrim : BSPhysObject float tmp; float returnMass = 0; - float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f; + float hollowAmount = (float)BaseShape.ProfileHollow * 2.0e-5f; float hollowVolume = hollowAmount * hollowAmount; - switch (_pbs.ProfileShape) + switch (BaseShape.ProfileShape) { case ProfileShape.Square: // default box - if (_pbs.PathCurve == (byte)Extrusion.Straight) + if (BaseShape.PathCurve == (byte)Extrusion.Straight) { if (hollowAmount > 0.0) { - switch (_pbs.HollowShape) + switch (BaseShape.HollowShape) { case HollowShape.Square: case HollowShape.Same: @@ -908,19 +960,19 @@ public sealed class BSPrim : BSPhysObject } } - else if (_pbs.PathCurve == (byte)Extrusion.Curve1) + else if (BaseShape.PathCurve == (byte)Extrusion.Curve1) { //a tube - volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX); - tmp= 1.0f -2.0e-2f * (float)(200 - _pbs.PathScaleY); + volume *= 0.78539816339e-2f * (float)(200 - BaseShape.PathScaleX); + tmp= 1.0f -2.0e-2f * (float)(200 - BaseShape.PathScaleY); volume -= volume*tmp*tmp; if (hollowAmount > 0.0) { hollowVolume *= hollowAmount; - switch (_pbs.HollowShape) + switch (BaseShape.HollowShape) { case HollowShape.Square: case HollowShape.Same: @@ -945,13 +997,13 @@ public sealed class BSPrim : BSPhysObject case ProfileShape.Circle: - if (_pbs.PathCurve == (byte)Extrusion.Straight) + if (BaseShape.PathCurve == (byte)Extrusion.Straight) { volume *= 0.78539816339f; // elipse base if (hollowAmount > 0.0) { - switch (_pbs.HollowShape) + switch (BaseShape.HollowShape) { case HollowShape.Same: case HollowShape.Circle: @@ -973,10 +1025,10 @@ public sealed class BSPrim : BSPhysObject } } - else if (_pbs.PathCurve == (byte)Extrusion.Curve1) + else if (BaseShape.PathCurve == (byte)Extrusion.Curve1) { - volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX); - tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); + volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - BaseShape.PathScaleX); + tmp = 1.0f - .02f * (float)(200 - BaseShape.PathScaleY); volume *= (1.0f - tmp * tmp); if (hollowAmount > 0.0) @@ -985,7 +1037,7 @@ public sealed class BSPrim : BSPhysObject // calculate the hollow volume by it's shape compared to the prim shape hollowVolume *= hollowAmount; - switch (_pbs.HollowShape) + switch (BaseShape.HollowShape) { case HollowShape.Same: case HollowShape.Circle: @@ -1009,7 +1061,7 @@ public sealed class BSPrim : BSPhysObject break; case ProfileShape.HalfCircle: - if (_pbs.PathCurve == (byte)Extrusion.Curve1) + if (BaseShape.PathCurve == (byte)Extrusion.Curve1) { volume *= 0.52359877559829887307710723054658f; } @@ -1017,7 +1069,7 @@ public sealed class BSPrim : BSPhysObject case ProfileShape.EquilateralTriangle: - if (_pbs.PathCurve == (byte)Extrusion.Straight) + if (BaseShape.PathCurve == (byte)Extrusion.Straight) { volume *= 0.32475953f; @@ -1025,7 +1077,7 @@ public sealed class BSPrim : BSPhysObject { // calculate the hollow volume by it's shape compared to the prim shape - switch (_pbs.HollowShape) + switch (BaseShape.HollowShape) { case HollowShape.Same: case HollowShape.Triangle: @@ -1050,11 +1102,11 @@ public sealed class BSPrim : BSPhysObject volume *= (1.0f - hollowVolume); } } - else if (_pbs.PathCurve == (byte)Extrusion.Curve1) + else if (BaseShape.PathCurve == (byte)Extrusion.Curve1) { volume *= 0.32475953f; - volume *= 0.01f * (float)(200 - _pbs.PathScaleX); - tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); + volume *= 0.01f * (float)(200 - BaseShape.PathScaleX); + tmp = 1.0f - .02f * (float)(200 - BaseShape.PathScaleY); volume *= (1.0f - tmp * tmp); if (hollowAmount > 0.0) @@ -1062,7 +1114,7 @@ public sealed class BSPrim : BSPhysObject hollowVolume *= hollowAmount; - switch (_pbs.HollowShape) + switch (BaseShape.HollowShape) { case HollowShape.Same: case HollowShape.Triangle: @@ -1102,26 +1154,26 @@ public sealed class BSPrim : BSPhysObject float profileBegin; float profileEnd; - if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible) + if (BaseShape.PathCurve == (byte)Extrusion.Straight || BaseShape.PathCurve == (byte)Extrusion.Flexible) { - taperX1 = _pbs.PathScaleX * 0.01f; + taperX1 = BaseShape.PathScaleX * 0.01f; if (taperX1 > 1.0f) taperX1 = 2.0f - taperX1; taperX = 1.0f - taperX1; - taperY1 = _pbs.PathScaleY * 0.01f; + taperY1 = BaseShape.PathScaleY * 0.01f; if (taperY1 > 1.0f) taperY1 = 2.0f - taperY1; taperY = 1.0f - taperY1; } else { - taperX = _pbs.PathTaperX * 0.01f; + taperX = BaseShape.PathTaperX * 0.01f; if (taperX < 0.0f) taperX = -taperX; taperX1 = 1.0f - taperX; - taperY = _pbs.PathTaperY * 0.01f; + taperY = BaseShape.PathTaperY * 0.01f; if (taperY < 0.0f) taperY = -taperY; taperY1 = 1.0f - taperY; @@ -1131,13 +1183,13 @@ public sealed class BSPrim : BSPhysObject volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY); - pathBegin = (float)_pbs.PathBegin * 2.0e-5f; - pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f; + pathBegin = (float)BaseShape.PathBegin * 2.0e-5f; + pathEnd = 1.0f - (float)BaseShape.PathEnd * 2.0e-5f; volume *= (pathEnd - pathBegin); // this is crude aproximation - profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f; - profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f; + profileBegin = (float)BaseShape.ProfileBegin * 2.0e-5f; + profileEnd = 1.0f - (float)BaseShape.ProfileEnd * 2.0e-5f; volume *= (profileEnd - profileBegin); returnMass = _density * volume; @@ -1172,7 +1224,8 @@ public sealed class BSPrim : BSPhysObject shape.Position = _position; shape.Rotation = _orientation; shape.Velocity = _velocity; - shape.Scale = _scale; + shape.Size = _size; + shape.Scale = Scale; shape.Mass = _isPhysical ? _mass : 0f; shape.Buoyancy = _buoyancy; shape.HullKey = 0; @@ -1182,7 +1235,6 @@ public sealed class BSPrim : BSPhysObject shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse; shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue; shape.Solid = IsSolid ? ShapeData.numericFalse : ShapeData.numericTrue; - shape.Size = _size; } // Rebuild the geometry and object. // This is called when the shape changes so we need to recreate the mesh/hull. @@ -1199,11 +1251,12 @@ public sealed class BSPrim : BSPhysObject // Create the correct physical representation for this type of object. // Updates BSBody and BSShape with the new information. // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary. - PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, shapeData, _pbs, + PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, shapeData, BaseShape, null, delegate(BulletBody dBody) { // Called if the current prim body is about to be destroyed. // Remove all the physical dependencies on the old body. + // (Maybe someday make the changing of BSShape an event handled by BSLinkset.) needToRestoreLinkset = Linkset.RemoveBodyDependencies(this); }); @@ -1292,7 +1345,11 @@ public sealed class BSPrim : BSPhysObject _acceleration = entprop.Acceleration; _rotationalVelocity = entprop.RotationalVelocity; - PositionSanityCheck2(true); + // remember the current and last set values + LastEntityProperties = CurrentEntityProperties; + CurrentEntityProperties = entprop; + + PositionSanityCheck(true); DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); @@ -1304,12 +1361,15 @@ public sealed class BSPrim : BSPhysObject /* else { - // For debugging, we can also report the movement of children + // For debugging, report the movement of children DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, entprop.Acceleration, entprop.RotationalVelocity); } */ + // The linkset implimentation might want to know about this. + + Linkset.UpdateProperties(this); } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index aaed7de73d..6621d39f2c 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -39,7 +39,6 @@ using log4net; using OpenMetaverse; // TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim) -// Move all logic out of the C++ code and into the C# code for easier future modifications. // Test sculpties (verified that they don't work) // Compute physics FPS reasonably // Based on material, set density and friction @@ -90,10 +89,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters // let my minuions use my logger public ILog Logger { get { return m_log; } } - // If non-zero, the number of simulation steps between calls to the physics - // engine to output detailed physics stats. Debug logging level must be on also. - private int m_detailedStatsStep = 0; - public IMesher mesher; // Level of Detail values kept as float because that's what the Meshmerizer wants public float MeshLOD { get; private set; } @@ -112,6 +107,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters private float m_fixedTimeStep; private long m_simulationStep = 0; public long SimulationStep { get { return m_simulationStep; } } + private int m_taintsToProcessPerStep; // A value of the time now so all the collision and update routines do not have to get their own // Set to 'now' just before all the prims and actors are called for collisions and updates @@ -131,6 +127,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters public bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed public bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes + public bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects public float PID_D { get; private set; } // derivative public float PID_P { get; private set; } // proportional @@ -254,19 +251,15 @@ public class BSScene : PhysicsScene, IPhysicsParameters // The bounding box for the simulated world. The origin is 0,0,0 unless we're // a child in a mega-region. - // Turns out that Bullet really doesn't care about the extents of the simulated + // Bullet actually doesn't care about the extents of the simulated // area. It tracks active objects no matter where they are. Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); // m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader); - WorldID = BulletSimAPI.Initialize(worldExtent, m_paramsHandle.AddrOfPinnedObject(), + World = new BulletSim(0, this, BulletSimAPI.Initialize2(worldExtent, m_paramsHandle.AddrOfPinnedObject(), m_maxCollisionsPerFrame, m_collisionArrayPinnedHandle.AddrOfPinnedObject(), m_maxUpdatesPerFrame, m_updateArrayPinnedHandle.AddrOfPinnedObject(), - m_DebugLogCallbackHandle); - - // Initialization to support the transition to a new API which puts most of the logic - // into the C# code so it is easier to modify and add to. - World = new BulletSim(WorldID, this, BulletSimAPI.GetSimHandle2(WorldID)); + m_DebugLogCallbackHandle)); Constraints = new BSConstraintCollection(World); @@ -331,7 +324,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters // Called directly from unmanaged code so don't do much private void BulletLoggerPhysLog(string msg) { - PhysicsLogging.Write("[BULLETS UNMANAGED]:" + msg); + DetailLog("[BULLETS UNMANAGED]:" + msg); } public override void Dispose() @@ -363,7 +356,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters } // Anything left in the unmanaged code should be cleaned out - BulletSimAPI.Shutdown(WorldID); + BulletSimAPI.Shutdown2(World.ptr); // Not logging any more PhysicsLogging.Close(); @@ -494,19 +487,19 @@ public class BSScene : PhysicsScene, IPhysicsParameters m_simulationStep++; int numSubSteps = 0; - // Sometimes needed for debugging to find out what happened before the step - // PhysicsLogging.Flush(); + // DEBUG + // DetailLog("{0},BSScene.Simulate,beforeStep,ntaimts={1},step={2}", DetailLogZero, numTaints, m_simulationStep); try { if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount(); - numSubSteps = BulletSimAPI.PhysicsStep(WorldID, timeStep, m_maxSubSteps, m_fixedTimeStep, + numSubSteps = BulletSimAPI.PhysicsStep2(World.ptr, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime); - DetailLog("{0},Simulate,call, nTaints={1}, simTime={2}, substeps={3}, updates={4}, colliders={5}", - DetailLogZero, numTaints, simTime, numSubSteps, updatedEntityCount, collidersCount); + DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}", + DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps, updatedEntityCount, collidersCount); } catch (Exception e) { @@ -539,26 +532,26 @@ public class BSScene : PhysicsScene, IPhysicsParameters } } - // This is a kludge to get avatar movement updates. - // the simulator expects collisions for avatars even if there are have been no collisions. This updates - // avatar animations and stuff. - // If you fix avatar animation updates, remove this overhead and let normal collision processing happen. - foreach (BSPhysObject bsp in m_avatars) - bsp.SendCollisions(); - // The above SendCollision's batch up the collisions on the objects. // Now push the collisions into the simulator. if (ObjectsWithCollisions.Count > 0) { foreach (BSPhysObject bsp in ObjectsWithCollisions) - if (!m_avatars.Contains(bsp)) // don't call avatars twice - if (!bsp.SendCollisions()) - { - // If the object is done colliding, see that it's removed from the colliding list - ObjectsWithNoMoreCollisions.Add(bsp); - } + if (!bsp.SendCollisions()) + { + // If the object is done colliding, see that it's removed from the colliding list + ObjectsWithNoMoreCollisions.Add(bsp); + } } + // This is a kludge to get avatar movement updates. + // The simulator expects collisions for avatars even if there are have been no collisions. + // The event updates avatar animations and stuff. + // If you fix avatar animation updates, remove this overhead and let normal collision processing happen. + foreach (BSPhysObject bsp in m_avatars) + if (!ObjectsWithCollisions.Contains(bsp)) // don't call avatars twice + bsp.SendCollisions(); + // Objects that are done colliding are removed from the ObjectsWithCollisions list. // Not done above because it is inside an iteration of ObjectWithCollisions. if (ObjectsWithNoMoreCollisions.Count > 0) @@ -582,19 +575,15 @@ public class BSScene : PhysicsScene, IPhysicsParameters } } - // If enabled, call into the physics engine to dump statistics - if (m_detailedStatsStep > 0) - { - if ((m_simulationStep % m_detailedStatsStep) == 0) - { - BulletSimAPI.DumpBulletStatistics(); - } - } + // This causes the unmanaged code to output ALL the values found in ALL the objects in the world. + // Only enable this in a limited test world with few objects. + // BulletSimAPI.DumpAllInfo2(World.ptr); // DEBUG DEBUG DEBUG // The physics engine returns the number of milliseconds it simulated this call. // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS. - // Since Bullet normally does 5 or 6 substeps, this will normally sum to about 60 FPS. - return numSubSteps * m_fixedTimeStep * 1000; + // We multiply by 55 to give a recognizable running rate (55 or less). + return numSubSteps * m_fixedTimeStep * 1000 * 55; + // return timeStep * 1000 * 55; } // Something has collided @@ -617,7 +606,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters BSPhysObject collidee = null; PhysObjects.TryGetValue(collidingWith, out collidee); - DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); + // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration)) { @@ -703,6 +692,35 @@ public class BSScene : PhysicsScene, IPhysicsParameters { if (_taintedObjects.Count > 0) // save allocating new list if there is nothing to process { + // swizzle a new list into the list location so we can process what's there + int taintCount = m_taintsToProcessPerStep; + TaintCallbackEntry oneCallback = new TaintCallbackEntry(); + while (_taintedObjects.Count > 0 && taintCount-- > 0) + { + bool gotOne = false; + lock (_taintLock) + { + if (_taintedObjects.Count > 0) + { + oneCallback = _taintedObjects[0]; + _taintedObjects.RemoveAt(0); + gotOne = true; + } + } + if (gotOne) + { + try + { + DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", DetailLogZero, oneCallback.ident); // DEBUG DEBUG DEBUG + oneCallback.callback(); + } + catch (Exception e) + { + m_log.ErrorFormat("{0}: ProcessTaints: {1}: Exception: {2}", LogHeader, oneCallback.ident, e); + } + } + } + /* // swizzle a new list into the list location so we can process what's there List oldList; lock (_taintLock) @@ -715,6 +733,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters { try { + DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", DetailLogZero, tcbe.ident); // DEBUG DEBUG DEBUG tcbe.callback(); } catch (Exception e) @@ -723,6 +742,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters } } oldList.Clear(); + */ } } @@ -780,6 +800,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters delegate void ParamUser(BSScene scene, IConfig conf, string paramName, float val); delegate float ParamGet(BSScene scene); delegate void ParamSet(BSScene scene, string paramName, uint localID, float val); + delegate void SetOnObject(BSScene scene, BSPhysObject obj, float val); private struct ParameterDefn { @@ -789,6 +810,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters public ParamUser userParam; // get the value from the configuration file public ParamGet getter; // return the current value stored for this parameter public ParamSet setter; // set the current value for this parameter + public SetOnObject onObject; // set the value on an object in the physical domain public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s) { name = n; @@ -797,6 +819,17 @@ public class BSScene : PhysicsScene, IPhysicsParameters userParam = u; getter = g; setter = s; + onObject = null; + } + public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s, SetOnObject o) + { + name = n; + desc = d; + defaultValue = v; + userParam = u; + getter = g; + setter = s; + onObject = o; } } @@ -818,6 +851,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters // // The single letter parameters for the delegates are: // s = BSScene + // o = BSPhysObject // p = string parameter name // l = localID of referenced object // v = float value @@ -834,6 +868,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters (s,cf,p,v) => { s.ShouldForceSimplePrimMeshing = cf.GetBoolean(p, s.BoolNumeric(v)); }, (s) => { return s.NumericBool(s.ShouldForceSimplePrimMeshing); }, (s,p,l,v) => { s.ShouldForceSimplePrimMeshing = s.BoolNumeric(v); } ), + new ParameterDefn("UseHullsForPhysicalObjects", "If true, create hulls for physical objects", + ConfigurationParameters.numericTrue, + (s,cf,p,v) => { s.ShouldUseHullsForPhysicalObjects = cf.GetBoolean(p, s.BoolNumeric(v)); }, + (s) => { return s.NumericBool(s.ShouldUseHullsForPhysicalObjects); }, + (s,p,l,v) => { s.ShouldUseHullsForPhysicalObjects = s.BoolNumeric(v); } ), new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", 8f, @@ -876,6 +915,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters (s,cf,p,v) => { s.m_maxUpdatesPerFrame = cf.GetInt(p, (int)v); }, (s) => { return (float)s.m_maxUpdatesPerFrame; }, (s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ), + new ParameterDefn("MaxTaintsToProcessPerStep", "Number of update taints to process before each simulation step", + 100f, + (s,cf,p,v) => { s.m_taintsToProcessPerStep = cf.GetInt(p, (int)v); }, + (s) => { return (float)s.m_taintsToProcessPerStep; }, + (s,p,l,v) => { s.m_taintsToProcessPerStep = (int)v; } ), new ParameterDefn("MaxObjectMass", "Maximum object mass (10000.01)", 10000.01f, (s,cf,p,v) => { s.MaximumObjectMass = cf.GetFloat(p, v); }, @@ -917,70 +961,84 @@ public class BSScene : PhysicsScene, IPhysicsParameters -9.80665f, (s,cf,p,v) => { s.m_params[0].gravity = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].gravity; }, - (s,p,l,v) => { s.m_params[0].gravity = v; s.TaintedUpdateParameter(p,l,v); } ), + (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].gravity, p, PhysParameterEntry.APPLY_TO_NONE, v); }, + (s,o,v) => { BulletSimAPI.SetGravity2(s.World.ptr, new Vector3(0f,0f,v)); } ), new ParameterDefn("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)", 0f, (s,cf,p,v) => { s.m_params[0].linearDamping = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].linearDamping; }, - (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearDamping, p, l, v); } ), + (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearDamping, p, l, v); }, + (s,o,v) => { BulletSimAPI.SetDamping2(o.BSBody.ptr, v, v); } ), new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", 0f, (s,cf,p,v) => { s.m_params[0].angularDamping = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].angularDamping; }, - (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularDamping, p, l, v); } ), + (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularDamping, p, l, v); }, + (s,o,v) => { BulletSimAPI.SetDamping2(o.BSBody.ptr, v, v); } ), new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", 0.2f, (s,cf,p,v) => { s.m_params[0].deactivationTime = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].deactivationTime; }, - (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].deactivationTime, p, l, v); } ), + (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].deactivationTime, p, l, v); }, + (s,o,v) => { BulletSimAPI.SetDeactivationTime2(o.BSBody.ptr, v); } ), new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", 0.8f, (s,cf,p,v) => { s.m_params[0].linearSleepingThreshold = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].linearSleepingThreshold; }, - (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearSleepingThreshold, p, l, v); } ), + (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearSleepingThreshold, p, l, v); }, + (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.BSBody.ptr, v, v); } ), new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", 1.0f, (s,cf,p,v) => { s.m_params[0].angularSleepingThreshold = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].angularSleepingThreshold; }, - (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularSleepingThreshold, p, l, v); } ), + (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularSleepingThreshold, p, l, v); }, + (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.BSBody.ptr, v, v); } ), new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , 0f, // set to zero to disable (s,cf,p,v) => { s.m_params[0].ccdMotionThreshold = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].ccdMotionThreshold; }, - (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdMotionThreshold, p, l, v); } ), + (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdMotionThreshold, p, l, v); }, + (s,o,v) => { BulletSimAPI.SetCcdMotionThreshold2(o.BSBody.ptr, v); } ), new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , 0f, (s,cf,p,v) => { s.m_params[0].ccdSweptSphereRadius = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].ccdSweptSphereRadius; }, - (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdSweptSphereRadius, p, l, v); } ), + (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdSweptSphereRadius, p, l, v); }, + (s,o,v) => { BulletSimAPI.SetCcdSweepSphereRadius2(o.BSBody.ptr, v); } ), new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" , 0.1f, (s,cf,p,v) => { s.m_params[0].contactProcessingThreshold = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].contactProcessingThreshold; }, - (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].contactProcessingThreshold, p, l, v); } ), + (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].contactProcessingThreshold, p, l, v); }, + (s,o,v) => { BulletSimAPI.SetContactProcessingThreshold2(o.BSBody.ptr, v); } ), new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" , 0.5f, (s,cf,p,v) => { s.m_params[0].terrainFriction = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].terrainFriction; }, - (s,p,l,v) => { s.m_params[0].terrainFriction = v; s.TaintedUpdateParameter(p,l,v); } ), + (s,p,l,v) => { s.m_params[0].terrainFriction = v; /* TODO: set on real terrain */} ), new ParameterDefn("TerrainHitFraction", "Distance to measure hit collisions" , 0.8f, (s,cf,p,v) => { s.m_params[0].terrainHitFraction = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].terrainHitFraction; }, - (s,p,l,v) => { s.m_params[0].terrainHitFraction = v; s.TaintedUpdateParameter(p,l,v); } ), + (s,p,l,v) => { s.m_params[0].terrainHitFraction = v; /* TODO: set on real terrain */ } ), new ParameterDefn("TerrainRestitution", "Bouncyness" , 0f, (s,cf,p,v) => { s.m_params[0].terrainRestitution = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].terrainRestitution; }, - (s,p,l,v) => { s.m_params[0].terrainRestitution = v; s.TaintedUpdateParameter(p,l,v); } ), + (s,p,l,v) => { s.m_params[0].terrainRestitution = v; /* TODO: set on real terrain */ } ), new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.", 0.2f, (s,cf,p,v) => { s.m_params[0].avatarFriction = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].avatarFriction; }, (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarFriction, p, l, v); } ), + new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.", + 10f, + (s,cf,p,v) => { s.m_params[0].avatarStandingFriction = cf.GetFloat(p, v); }, + (s) => { return s.m_params[0].avatarStandingFriction; }, + (s,p,l,v) => { s.m_params[0].avatarStandingFriction = v; } ), new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.", 60f, (s,cf,p,v) => { s.m_params[0].avatarDensity = cf.GetFloat(p, v); }, @@ -1070,12 +1128,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters (s) => { return s.m_params[0].linkConstraintTransMotorMaxForce; }, (s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = v; } ), new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1", - 0.1f, + 0.001f, (s,cf,p,v) => { s.m_params[0].linkConstraintCFM = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].linkConstraintCFM; }, (s,p,l,v) => { s.m_params[0].linkConstraintCFM = v; } ), new ParameterDefn("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2", - 0.2f, + 0.8f, (s,cf,p,v) => { s.m_params[0].linkConstraintERP = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].linkConstraintERP; }, (s,p,l,v) => { s.m_params[0].linkConstraintERP = v; } ), @@ -1085,11 +1143,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters (s) => { return s.m_params[0].linkConstraintSolverIterations; }, (s,p,l,v) => { s.m_params[0].linkConstraintSolverIterations = v; } ), - new ParameterDefn("DetailedStats", "Frames between outputting detailed phys stats. (0 is off)", + new ParameterDefn("LogPhysicsStatisticsFrames", "Frames between outputting detailed phys stats. (0 is off)", 0f, - (s,cf,p,v) => { s.m_detailedStatsStep = cf.GetInt(p, (int)v); }, - (s) => { return (float)s.m_detailedStatsStep; }, - (s,p,l,v) => { s.m_detailedStatsStep = (int)v; } ), + (s,cf,p,v) => { s.m_params[0].physicsLoggingFrames = cf.GetInt(p, (int)v); }, + (s) => { return (float)s.m_params[0].physicsLoggingFrames; }, + (s,p,l,v) => { s.m_params[0].physicsLoggingFrames = (int)v; } ), }; // Convert a boolean to our numeric true and false values @@ -1197,52 +1255,54 @@ public class BSScene : PhysicsScene, IPhysicsParameters return ret; } - // check to see if we are updating a parameter for a particular or all of the prims - protected void UpdateParameterObject(ref float loc, string parm, uint localID, float val) - { - List operateOn; - lock (PhysObjects) operateOn = new List(PhysObjects.Keys); - UpdateParameterSet(operateOn, ref loc, parm, localID, val); - } - // update all the localIDs specified // If the local ID is APPLY_TO_NONE, just change the default value // If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs // If the localID is a specific object, apply the parameter change to only that object - protected void UpdateParameterSet(List lIDs, ref float defaultLoc, string parm, uint localID, float val) + protected void UpdateParameterObject(ref float defaultLoc, string parm, uint localID, float val) { + List objectIDs = new List(); switch (localID) { case PhysParameterEntry.APPLY_TO_NONE: defaultLoc = val; // setting only the default value + // This will cause a call into the physical world if some operation is specified (SetOnObject). + objectIDs.Add(TERRAIN_ID); + TaintedUpdateParameter(parm, objectIDs, val); break; case PhysParameterEntry.APPLY_TO_ALL: defaultLoc = val; // setting ALL also sets the default value - List objectIDs = lIDs; - string xparm = parm.ToLower(); - float xval = val; - TaintedObject("BSScene.UpdateParameterSet", delegate() { - foreach (uint lID in objectIDs) - { - BulletSimAPI.UpdateParameter(WorldID, lID, xparm, xval); - } - }); + lock (PhysObjects) objectIDs = new List(PhysObjects.Keys); + TaintedUpdateParameter(parm, objectIDs, val); break; default: // setting only one localID - TaintedUpdateParameter(parm, localID, val); + objectIDs.Add(localID); + TaintedUpdateParameter(parm, objectIDs, val); break; } } // schedule the actual updating of the paramter to when the phys engine is not busy - protected void TaintedUpdateParameter(string parm, uint localID, float val) + protected void TaintedUpdateParameter(string parm, List lIDs, float val) { - uint xlocalID = localID; - string xparm = parm.ToLower(); float xval = val; - TaintedObject("BSScene.TaintedUpdateParameter", delegate() { - BulletSimAPI.UpdateParameter(WorldID, xlocalID, xparm, xval); + List xlIDs = lIDs; + string xparm = parm; + TaintedObject("BSScene.UpdateParameterSet", delegate() { + ParameterDefn thisParam; + if (TryGetParameter(xparm, out thisParam)) + { + if (thisParam.onObject != null) + { + foreach (uint lID in xlIDs) + { + BSPhysObject theObject = null; + PhysObjects.TryGetValue(lID, out theObject); + thisParam.onObject(this, theObject, xval); + } + } + } }); } @@ -1270,6 +1330,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters public void DetailLog(string msg, params Object[] args) { PhysicsLogging.Write(msg, args); + // Add the Flush() if debugging crashes to get all the messages written out. + // PhysicsLogging.Flush(); } // used to fill in the LocalID when there isn't one public const string DetailLogZero = "0000000000"; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index 399a133493..d3ba2732a8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs @@ -51,7 +51,7 @@ public class BSShapeCollection : IDisposable } // Description of a hull. - // Meshes and hulls have the same shape hash key but we only need hulls for efficient physical objects + // Meshes and hulls have the same shape hash key but we only need hulls for efficient collision calculations. private struct HullDesc { public IntPtr ptr; @@ -59,17 +59,9 @@ public class BSShapeCollection : IDisposable public DateTime lastReferenced; } - private struct BodyDesc - { - public IntPtr ptr; - // Bodies are only used once so reference count is always either one or zero - public int referenceCount; - public DateTime lastReferenced; - } - - private Dictionary Meshes = new Dictionary(); - private Dictionary Hulls = new Dictionary(); - private Dictionary Bodies = new Dictionary(); + // The sharable set of meshes and hulls. Indexed by their shape hash. + private Dictionary Meshes = new Dictionary(); + private Dictionary Hulls = new Dictionary(); public BSShapeCollection(BSScene physScene) { @@ -92,8 +84,12 @@ public class BSShapeCollection : IDisposable // First checks the shape and updates that if necessary then makes // sure the body is of the right type. // Return 'true' if either the body or the shape changed. + // 'shapeCallback' and 'bodyCallback' are, if non-null, functions called just before + // the current shape or body is destroyed. This allows the caller to remove any + // higher level dependencies on the shape or body. Mostly used for LinkSets to + // remove the physical constraints before the body is destroyed. // Called at taint-time!! - public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPrim prim, + public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim, ShapeData shapeData, PrimitiveBaseShape pbs, ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback) { @@ -103,7 +99,8 @@ public class BSShapeCollection : IDisposable lock (m_collectionActivityLock) { // Do we have the correct geometry for this type of object? - // Updates prim.BSShape with information/pointers to requested shape + // Updates prim.BSShape with information/pointers to shape. + // CreateGeom returns 'true' of BSShape as changed to a new shape. bool newGeom = CreateGeom(forceRebuild, prim, shapeData, pbs, shapeCallback); // If we had to select a new shape geometry for the object, // rebuild the body around it. @@ -120,26 +117,24 @@ public class BSShapeCollection : IDisposable // Track another user of a body // We presume the caller has allocated the body. - // Bodies only have one user so the reference count is either 1 or 0. - public void ReferenceBody(BulletBody body, bool atTaintTime) + // Bodies only have one user so the body is just put into the world if not already there. + public void ReferenceBody(BulletBody body, bool inTaintTime) { lock (m_collectionActivityLock) { - BodyDesc bodyDesc; - if (Bodies.TryGetValue(body.ID, out bodyDesc)) + DetailLog("{0},BSShapeCollection.ReferenceBody,newBody", body.ID, body); + BSScene.TaintCallback createOperation = delegate() { - bodyDesc.referenceCount++; - DetailLog("{0},BSShapeCollection.ReferenceBody,existingBody,body={1},ref={2}", body.ID, body, bodyDesc.referenceCount); - } + if (!BulletSimAPI.IsInWorld2(body.ptr)) + { + BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, body.ptr); + DetailLog("{0},BSShapeCollection.ReferenceBody,addedToWorld,ref={1}", body.ID, body); + } + }; + if (inTaintTime) + createOperation(); else - { - // New entry - bodyDesc.ptr = body.ptr; - bodyDesc.referenceCount = 1; - DetailLog("{0},BSShapeCollection.ReferenceBody,newBody,ref={1}", body.ID, body, bodyDesc.referenceCount); - } - bodyDesc.lastReferenced = System.DateTime.Now; - Bodies[body.ID] = bodyDesc; + PhysicsScene.TaintedObject("BSShapeCollection.ReferenceBody", createOperation); } } @@ -152,42 +147,25 @@ public class BSShapeCollection : IDisposable lock (m_collectionActivityLock) { - BodyDesc bodyDesc; - if (Bodies.TryGetValue(body.ID, out bodyDesc)) + BSScene.TaintCallback removeOperation = delegate() { - bodyDesc.referenceCount--; - bodyDesc.lastReferenced = System.DateTime.Now; - Bodies[body.ID] = bodyDesc; - DetailLog("{0},BSShapeCollection.DereferenceBody,ref={1}", body.ID, bodyDesc.referenceCount); + DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody. ptr={1}, inTaintTime={2}", + body.ID, body.ptr.ToString("X"), inTaintTime); + // If the caller needs to know the old body is going away, pass the event up. + if (bodyCallback != null) bodyCallback(body); - // If body is no longer being used, free it -- bodies are never shared. - if (bodyDesc.referenceCount == 0) - { - Bodies.Remove(body.ID); - BSScene.TaintCallback removeOperation = delegate() - { - DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody. ptr={1}", - body.ID, body.ptr.ToString("X")); - // If the caller needs to know the old body is going away, pass the event up. - if (bodyCallback != null) bodyCallback(body); + // It may have already been removed from the world in which case the next is a NOOP. + BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, body.ptr); - // Zero any reference to the shape so it is not freed when the body is deleted. - BulletSimAPI.SetCollisionShape2(PhysicsScene.World.ptr, body.ptr, IntPtr.Zero); - // It may have already been removed from the world in which case the next is a NOOP. - BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, body.ptr); - BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, body.ptr); - }; - // If already in taint-time, do the operations now. Otherwise queue for later. - if (inTaintTime) - removeOperation(); - else - PhysicsScene.TaintedObject("BSShapeCollection.DereferenceBody", removeOperation); - } - } + // Zero any reference to the shape so it is not freed when the body is deleted. + BulletSimAPI.SetCollisionShape2(PhysicsScene.World.ptr, body.ptr, IntPtr.Zero); + BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, body.ptr); + }; + // If already in taint-time, do the operations now. Otherwise queue for later. + if (inTaintTime) + removeOperation(); else - { - DetailLog("{0},BSShapeCollection.DereferenceBody,DID NOT FIND BODY", body.ID, bodyDesc.referenceCount); - } + PhysicsScene.TaintedObject("BSShapeCollection.DereferenceBody", removeOperation); } } @@ -208,7 +186,7 @@ public class BSShapeCollection : IDisposable { // There is an existing instance of this mesh. meshDesc.referenceCount++; - DetailLog("{0},BSShapeColliction.ReferenceShape,existingMesh,key={1},cnt={2}", + DetailLog("{0},BSShapeCollection.ReferenceShape,existingMesh,key={1},cnt={2}", BSScene.DetailLogZero, shape.shapeKey.ToString("X"), meshDesc.referenceCount); } else @@ -217,7 +195,7 @@ public class BSShapeCollection : IDisposable meshDesc.ptr = shape.ptr; // We keep a reference to the underlying IMesh data so a hull can be built meshDesc.referenceCount = 1; - DetailLog("{0},BSShapeColliction.ReferenceShape,newMesh,key={1},cnt={2}", + DetailLog("{0},BSShapeCollection.ReferenceShape,newMesh,key={1},cnt={2}", BSScene.DetailLogZero, shape.shapeKey.ToString("X"), meshDesc.referenceCount); ret = true; } @@ -230,7 +208,7 @@ public class BSShapeCollection : IDisposable { // There is an existing instance of this hull. hullDesc.referenceCount++; - DetailLog("{0},BSShapeColliction.ReferenceShape,existingHull,key={1},cnt={2}", + DetailLog("{0},BSShapeCollection.ReferenceShape,existingHull,key={1},cnt={2}", BSScene.DetailLogZero, shape.shapeKey.ToString("X"), hullDesc.referenceCount); } else @@ -238,7 +216,7 @@ public class BSShapeCollection : IDisposable // This is a new reference to a hull hullDesc.ptr = shape.ptr; hullDesc.referenceCount = 1; - DetailLog("{0},BSShapeColliction.ReferenceShape,newHull,key={1},cnt={2}", + DetailLog("{0},BSShapeCollection.ReferenceShape,newHull,key={1},cnt={2}", BSScene.DetailLogZero, shape.shapeKey.ToString("X"), hullDesc.referenceCount); ret = true; @@ -256,37 +234,42 @@ public class BSShapeCollection : IDisposable } // Release the usage of a shape. - // The collisionObject is released since it is a copy of the real collision shape. - public void DereferenceShape(BulletShape shape, bool atTaintTime, ShapeDestructionCallback shapeCallback) + public void DereferenceShape(BulletShape shape, bool inTaintTime, ShapeDestructionCallback shapeCallback) { if (shape.ptr == IntPtr.Zero) return; BSScene.TaintCallback dereferenceOperation = delegate() { - switch (shape.type) + if (shape.ptr != IntPtr.Zero) { - case ShapeData.PhysicsShapeType.SHAPE_HULL: - DereferenceHull(shape, shapeCallback); - break; - case ShapeData.PhysicsShapeType.SHAPE_MESH: - DereferenceMesh(shape, shapeCallback); - break; - case ShapeData.PhysicsShapeType.SHAPE_UNKNOWN: - break; - default: + if (shape.isNativeShape) + { // Native shapes are not tracked and are released immediately - if (shape.ptr != IntPtr.Zero & shape.isNativeShape) + DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,ptr={1},taintTime={2}", + BSScene.DetailLogZero, shape.ptr.ToString("X"), inTaintTime); + if (shapeCallback != null) shapeCallback(shape); + BulletSimAPI.DeleteCollisionShape2(PhysicsScene.World.ptr, shape.ptr); + } + else + { + switch (shape.type) { - DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,ptr={1},taintTime={2}", - BSScene.DetailLogZero, shape.ptr.ToString("X"), atTaintTime); - if (shapeCallback != null) shapeCallback(shape); - BulletSimAPI.DeleteCollisionShape2(PhysicsScene.World.ptr, shape.ptr); + case ShapeData.PhysicsShapeType.SHAPE_HULL: + DereferenceHull(shape, shapeCallback); + break; + case ShapeData.PhysicsShapeType.SHAPE_MESH: + DereferenceMesh(shape, shapeCallback); + break; + case ShapeData.PhysicsShapeType.SHAPE_UNKNOWN: + break; + default: + break; } - break; + } } }; - if (atTaintTime) + if (inTaintTime) { lock (m_collectionActivityLock) { @@ -336,19 +319,31 @@ public class BSShapeCollection : IDisposable // Create the geometry information in Bullet for later use. // The objects needs a hull if it's physical otherwise a mesh is enough. - // No locking here because this is done when we know physics is not simulating. - // if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used. + // if 'forceRebuild' is true, the geometry is unconditionally rebuilt. For meshes and hulls, + // shared geometries will be used. If the parameters of the existing shape are the same + // as this request, the shape is not rebuilt. + // Info in prim.BSShape is updated to the new shape. // Returns 'true' if the geometry was rebuilt. // Called at taint-time! - private bool CreateGeom(bool forceRebuild, BSPrim prim, ShapeData shapeData, + private bool CreateGeom(bool forceRebuild, BSPhysObject prim, ShapeData shapeData, PrimitiveBaseShape pbs, ShapeDestructionCallback shapeCallback) { bool ret = false; bool haveShape = false; bool nativeShapePossible = true; + if (shapeData.Type == ShapeData.PhysicsShapeType.SHAPE_AVATAR) + { + // an avatar capsule is close to a native shape (it is not shared) + ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_AVATAR, + ShapeData.FixedShapeKey.KEY_CAPSULE, shapeCallback); + DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.BSShape); + haveShape = true; + } // If the prim attributes are simple, this could be a simple Bullet native shape - if (nativeShapePossible + if (!haveShape + && pbs != null + && nativeShapePossible && ((pbs.SculptEntry && !PhysicsScene.ShouldMeshSculptedPrim) || (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 && pbs.ProfileHollow == 0 @@ -358,7 +353,8 @@ public class BSShapeCollection : IDisposable && pbs.PathScaleX == 100 && pbs.PathScaleY == 100 && pbs.PathShearX == 0 && pbs.PathShearY == 0) ) ) { - if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1) + if ((pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1) + && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z) { haveShape = true; if (forceRebuild @@ -372,7 +368,7 @@ public class BSShapeCollection : IDisposable prim.LocalID, forceRebuild, prim.BSShape); } } - else + if (pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight) { haveShape = true; if (forceRebuild @@ -390,9 +386,9 @@ public class BSShapeCollection : IDisposable // If a simple shape is not happening, create a mesh and possibly a hull. // Note that if it's a native shape, the check for physical/non-physical is not // made. Native shapes are best used in either case. - if (!haveShape) + if (!haveShape && pbs != null) { - if (prim.IsPhysical) + if (prim.IsPhysical && PhysicsScene.ShouldUseHullsForPhysicalObjects) { // Update prim.BSShape to reference a hull of this shape. ret = GetReferenceToHull(prim, shapeData, pbs, shapeCallback); @@ -409,12 +405,12 @@ public class BSShapeCollection : IDisposable return ret; } - // Creates a native shape and assignes it to prim.BSShape - private bool GetReferenceToNativeShape( BSPrim prim, ShapeData shapeData, + // Creates a native shape and assignes it to prim.BSShape. + // "Native" shapes are never shared. they are created here and destroyed in DereferenceShape(). + private bool GetReferenceToNativeShape(BSPhysObject prim, ShapeData shapeData, ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey, ShapeDestructionCallback shapeCallback) { - BulletShape newShape; shapeData.Type = shapeType; // Bullet native objects are scaled by the Bullet engine so pass the size in @@ -424,29 +420,48 @@ public class BSShapeCollection : IDisposable // release any previous shape DereferenceShape(prim.BSShape, true, shapeCallback); - // Native shapes are always built independently. - newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, shapeData), shapeType); - newShape.shapeKey = (ulong)shapeKey; - newShape.isNativeShape = true; + BulletShape newShape = BuildPhysicalNativeShape(shapeType, shapeData, shapeKey); - // Don't need to do a 'ReferenceShape()' here because native shapes are not tracked. - // DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1}", shapeData.ID, newShape); + // Don't need to do a 'ReferenceShape()' here because native shapes are not shared. + DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}", + shapeData.ID, newShape, shapeData.Scale); prim.BSShape = newShape; return true; } + private BulletShape BuildPhysicalNativeShape(ShapeData.PhysicsShapeType shapeType, + ShapeData shapeData, ShapeData.FixedShapeKey shapeKey) + { + BulletShape newShape; + + if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR) + { + newShape = new BulletShape( + BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1.0f, 1.0f, shapeData.Scale), + shapeType); + } + else + { + newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, shapeData), shapeType); + } + newShape.shapeKey = (System.UInt64)shapeKey; + newShape.isNativeShape = true; + + return newShape; + } + // Builds a mesh shape in the physical world and updates prim.BSShape. // Dereferences previous shape in BSShape and adds a reference for this new shape. // Returns 'true' of a mesh was actually built. Otherwise . // Called at taint-time! - private bool GetReferenceToMesh(BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs, + private bool GetReferenceToMesh(BSPhysObject prim, ShapeData shapeData, PrimitiveBaseShape pbs, ShapeDestructionCallback shapeCallback) { BulletShape newShape = new BulletShape(IntPtr.Zero); float lod; - ulong newMeshKey = ComputeShapeKey(shapeData, pbs, out lod); + System.UInt64 newMeshKey = ComputeShapeKey(shapeData, pbs, out lod); // if this new shape is the same as last time, don't recreate the mesh if (newMeshKey == prim.BSShape.shapeKey && prim.BSShape.type == ShapeData.PhysicsShapeType.SHAPE_MESH) @@ -459,6 +474,8 @@ public class BSShapeCollection : IDisposable DereferenceShape(prim.BSShape, true, shapeCallback); newShape = CreatePhysicalMesh(prim.PhysObjectName, newMeshKey, pbs, shapeData.Size, lod); + // Take evasive action if the mesh was not constructed. + newShape = VerifyMeshCreated(newShape, prim, shapeData, pbs); ReferenceShape(newShape); @@ -469,10 +486,10 @@ public class BSShapeCollection : IDisposable return true; // 'true' means a new shape has been added to this prim } - private BulletShape CreatePhysicalMesh(string objName, ulong newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) + private BulletShape CreatePhysicalMesh(string objName, System.UInt64 newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) { IMesh meshData = null; - IntPtr meshPtr; + IntPtr meshPtr = IntPtr.Zero; MeshDesc meshDesc; if (Meshes.TryGetValue(newMeshKey, out meshDesc)) { @@ -484,23 +501,26 @@ public class BSShapeCollection : IDisposable // Pass false for physicalness as this creates some sort of bounding box which we don't need meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, false); - int[] indices = meshData.getIndexListAsInt(); - List vertices = meshData.getVertexList(); - - float[] verticesAsFloats = new float[vertices.Count * 3]; - int vi = 0; - foreach (OMV.Vector3 vv in vertices) + if (meshData != null) { - verticesAsFloats[vi++] = vv.X; - verticesAsFloats[vi++] = vv.Y; - verticesAsFloats[vi++] = vv.Z; + int[] indices = meshData.getIndexListAsInt(); + List vertices = meshData.getVertexList(); + + float[] verticesAsFloats = new float[vertices.Count * 3]; + int vi = 0; + foreach (OMV.Vector3 vv in vertices) + { + verticesAsFloats[vi++] = vv.X; + verticesAsFloats[vi++] = vv.Y; + verticesAsFloats[vi++] = vv.Z; + } + + // m_log.DebugFormat("{0}: CreateGeomMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}", + // LogHeader, prim.LocalID, newMeshKey, indices.Length, vertices.Count); + + meshPtr = BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr, + indices.GetLength(0), indices, vertices.Count, verticesAsFloats); } - - // m_log.DebugFormat("{0}: CreateGeomMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}", - // LogHeader, prim.LocalID, newMeshKey, indices.Length, vertices.Count); - - meshPtr = BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr, - indices.GetLength(0), indices, vertices.Count, verticesAsFloats); } BulletShape newShape = new BulletShape(meshPtr, ShapeData.PhysicsShapeType.SHAPE_MESH); newShape.shapeKey = newMeshKey; @@ -510,13 +530,13 @@ public class BSShapeCollection : IDisposable // See that hull shape exists in the physical world and update prim.BSShape. // We could be creating the hull because scale changed or whatever. - private bool GetReferenceToHull(BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs, + private bool GetReferenceToHull(BSPhysObject prim, ShapeData shapeData, PrimitiveBaseShape pbs, ShapeDestructionCallback shapeCallback) { BulletShape newShape; float lod; - ulong newHullKey = ComputeShapeKey(shapeData, pbs, out lod); + System.UInt64 newHullKey = ComputeShapeKey(shapeData, pbs, out lod); // if the hull hasn't changed, don't rebuild it if (newHullKey == prim.BSShape.shapeKey && prim.BSShape.type == ShapeData.PhysicsShapeType.SHAPE_HULL) @@ -525,10 +545,11 @@ public class BSShapeCollection : IDisposable DetailLog("{0},BSShapeCollection.CreateGeomHull,create,oldKey={1},newKey={2}", prim.LocalID, prim.BSShape.shapeKey.ToString("X"), newHullKey.ToString("X")); - // Remove usage of the previous shape. Also removes reference to underlying mesh if it is a hull. + // Remove usage of the previous shape. DereferenceShape(prim.BSShape, true, shapeCallback); newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, pbs, shapeData.Size, lod); + newShape = VerifyMeshCreated(newShape, prim, shapeData, pbs); ReferenceShape(newShape); @@ -539,10 +560,10 @@ public class BSShapeCollection : IDisposable } List m_hulls; - private BulletShape CreatePhysicalHull(string objName, ulong newHullKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) + private BulletShape CreatePhysicalHull(string objName, System.UInt64 newHullKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) { - IntPtr hullPtr; + IntPtr hullPtr = IntPtr.Zero; HullDesc hullDesc; if (Hulls.TryGetValue(newHullKey, out hullDesc)) { @@ -554,86 +575,89 @@ public class BSShapeCollection : IDisposable // Build a new hull in the physical world // Pass false for physicalness as this creates some sort of bounding box which we don't need IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, false); - - int[] indices = meshData.getIndexListAsInt(); - List vertices = meshData.getVertexList(); - - //format conversion from IMesh format to DecompDesc format - List convIndices = new List(); - List convVertices = new List(); - for (int ii = 0; ii < indices.GetLength(0); ii++) + if (meshData != null) { - convIndices.Add(indices[ii]); - } - foreach (OMV.Vector3 vv in vertices) - { - convVertices.Add(new float3(vv.X, vv.Y, vv.Z)); - } - // setup and do convex hull conversion - m_hulls = new List(); - DecompDesc dcomp = new DecompDesc(); - dcomp.mIndices = convIndices; - dcomp.mVertices = convVertices; - ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn); - // create the hull into the _hulls variable - convexBuilder.process(dcomp); + int[] indices = meshData.getIndexListAsInt(); + List vertices = meshData.getVertexList(); - // Convert the vertices and indices for passing to unmanaged. - // The hull information is passed as a large floating point array. - // The format is: - // convHulls[0] = number of hulls - // convHulls[1] = number of vertices in first hull - // convHulls[2] = hull centroid X coordinate - // convHulls[3] = hull centroid Y coordinate - // convHulls[4] = hull centroid Z coordinate - // convHulls[5] = first hull vertex X - // convHulls[6] = first hull vertex Y - // convHulls[7] = first hull vertex Z - // convHulls[8] = second hull vertex X - // ... - // convHulls[n] = number of vertices in second hull - // convHulls[n+1] = second hull centroid X coordinate - // ... - // - // TODO: is is very inefficient. Someday change the convex hull generator to return - // data structures that do not need to be converted in order to pass to Bullet. - // And maybe put the values directly into pinned memory rather than marshaling. - int hullCount = m_hulls.Count; - int totalVertices = 1; // include one for the count of the hulls - foreach (ConvexResult cr in m_hulls) - { - totalVertices += 4; // add four for the vertex count and centroid - totalVertices += cr.HullIndices.Count * 3; // we pass just triangles - } - float[] convHulls = new float[totalVertices]; - - convHulls[0] = (float)hullCount; - int jj = 1; - foreach (ConvexResult cr in m_hulls) - { - // copy vertices for index access - float3[] verts = new float3[cr.HullVertices.Count]; - int kk = 0; - foreach (float3 ff in cr.HullVertices) + //format conversion from IMesh format to DecompDesc format + List convIndices = new List(); + List convVertices = new List(); + for (int ii = 0; ii < indices.GetLength(0); ii++) { - verts[kk++] = ff; + convIndices.Add(indices[ii]); + } + foreach (OMV.Vector3 vv in vertices) + { + convVertices.Add(new float3(vv.X, vv.Y, vv.Z)); } - // add to the array one hull's worth of data - convHulls[jj++] = cr.HullIndices.Count; - convHulls[jj++] = 0f; // centroid x,y,z - convHulls[jj++] = 0f; - convHulls[jj++] = 0f; - foreach (int ind in cr.HullIndices) + // setup and do convex hull conversion + m_hulls = new List(); + DecompDesc dcomp = new DecompDesc(); + dcomp.mIndices = convIndices; + dcomp.mVertices = convVertices; + ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn); + // create the hull into the _hulls variable + convexBuilder.process(dcomp); + + // Convert the vertices and indices for passing to unmanaged. + // The hull information is passed as a large floating point array. + // The format is: + // convHulls[0] = number of hulls + // convHulls[1] = number of vertices in first hull + // convHulls[2] = hull centroid X coordinate + // convHulls[3] = hull centroid Y coordinate + // convHulls[4] = hull centroid Z coordinate + // convHulls[5] = first hull vertex X + // convHulls[6] = first hull vertex Y + // convHulls[7] = first hull vertex Z + // convHulls[8] = second hull vertex X + // ... + // convHulls[n] = number of vertices in second hull + // convHulls[n+1] = second hull centroid X coordinate + // ... + // + // TODO: is is very inefficient. Someday change the convex hull generator to return + // data structures that do not need to be converted in order to pass to Bullet. + // And maybe put the values directly into pinned memory rather than marshaling. + int hullCount = m_hulls.Count; + int totalVertices = 1; // include one for the count of the hulls + foreach (ConvexResult cr in m_hulls) { - convHulls[jj++] = verts[ind].x; - convHulls[jj++] = verts[ind].y; - convHulls[jj++] = verts[ind].z; + totalVertices += 4; // add four for the vertex count and centroid + totalVertices += cr.HullIndices.Count * 3; // we pass just triangles } + float[] convHulls = new float[totalVertices]; + + convHulls[0] = (float)hullCount; + int jj = 1; + foreach (ConvexResult cr in m_hulls) + { + // copy vertices for index access + float3[] verts = new float3[cr.HullVertices.Count]; + int kk = 0; + foreach (float3 ff in cr.HullVertices) + { + verts[kk++] = ff; + } + + // add to the array one hull's worth of data + convHulls[jj++] = cr.HullIndices.Count; + convHulls[jj++] = 0f; // centroid x,y,z + convHulls[jj++] = 0f; + convHulls[jj++] = 0f; + foreach (int ind in cr.HullIndices) + { + convHulls[jj++] = verts[ind].x; + convHulls[jj++] = verts[ind].y; + convHulls[jj++] = verts[ind].z; + } + } + // create the hull data structure in Bullet + hullPtr = BulletSimAPI.CreateHullShape2(PhysicsScene.World.ptr, hullCount, convHulls); } - // create the hull data structure in Bullet - hullPtr = BulletSimAPI.CreateHullShape2(PhysicsScene.World.ptr, hullCount, convHulls); } BulletShape newShape = new BulletShape(hullPtr, ShapeData.PhysicsShapeType.SHAPE_HULL); @@ -652,32 +676,77 @@ public class BSShapeCollection : IDisposable // Create a hash of all the shape parameters to be used as a key // for this particular shape. - private ulong ComputeShapeKey(ShapeData shapeData, PrimitiveBaseShape pbs, out float retLod) + private System.UInt64 ComputeShapeKey(ShapeData shapeData, PrimitiveBaseShape pbs, out float retLod) { // level of detail based on size and type of the object float lod = PhysicsScene.MeshLOD; if (pbs.SculptEntry) lod = PhysicsScene.SculptLOD; + // Mega prims usually get more detail because one can interact with shape approximations at this size. float maxAxis = Math.Max(shapeData.Size.X, Math.Max(shapeData.Size.Y, shapeData.Size.Z)); if (maxAxis > PhysicsScene.MeshMegaPrimThreshold) lod = PhysicsScene.MeshMegaPrimLOD; retLod = lod; - return (ulong)pbs.GetMeshKey(shapeData.Size, lod); + return pbs.GetMeshKey(shapeData.Size, lod); } // For those who don't want the LOD - private ulong ComputeShapeKey(ShapeData shapeData, PrimitiveBaseShape pbs) + private System.UInt64 ComputeShapeKey(ShapeData shapeData, PrimitiveBaseShape pbs) { float lod; return ComputeShapeKey(shapeData, pbs, out lod); } + private BulletShape VerifyMeshCreated(BulletShape newShape, BSPhysObject prim, ShapeData shapeData, PrimitiveBaseShape pbs) + { + // If the shape was successfully created, nothing more to do + if (newShape.ptr != IntPtr.Zero) + return newShape; + + // The most common reason for failure is that an underlying asset is not available + + // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset + if (pbs.SculptEntry && !prim.LastAssetBuildFailed && pbs.SculptTexture != OMV.UUID.Zero) + { + prim.LastAssetBuildFailed = true; + BSPhysObject xprim = prim; + Util.FireAndForget(delegate + { + RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod; + if (assetProvider != null) + { + BSPhysObject yprim = xprim; // probably not necessary, but, just in case. + assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset) + { + if (!yprim.BaseShape.SculptEntry) + return; + if (yprim.BaseShape.SculptTexture.ToString() != asset.ID) + return; + + yprim.BaseShape.SculptData = new byte[asset.Data.Length]; + asset.Data.CopyTo(yprim.BaseShape.SculptData, 0); + // This will cause the prim to see that the filler shape is not the right + // one and try again to build the object. + yprim.ForceBodyShapeRebuild(false); + + }); + } + }); + } + + // While we figure out the real problem, stick a simple native shape on the object. + BulletShape fillinShape = + BuildPhysicalNativeShape(ShapeData.PhysicsShapeType.SHAPE_SPHERE, shapeData, ShapeData.FixedShapeKey.KEY_SPHERE); + + return fillinShape; + } + // Create a body object in Bullet. // Updates prim.BSBody with the information about the new body if one is created. // Returns 'true' if an object was actually created. // Called at taint-time. - private bool CreateBody(bool forceRebuild, BSPrim prim, BulletSim sim, BulletShape shape, + private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletSim sim, BulletShape shape, ShapeData shapeData, BodyDestructionCallback bodyCallback) { bool ret = false; @@ -701,6 +770,7 @@ public class BSShapeCollection : IDisposable if (mustRebuild || forceRebuild) { + // Free any old body DereferenceBody(prim.BSBody, true, bodyCallback); BulletBody aBody; @@ -709,13 +779,13 @@ public class BSShapeCollection : IDisposable { bodyPtr = BulletSimAPI.CreateBodyFromShape2(sim.ptr, shape.ptr, shapeData.ID, shapeData.Position, shapeData.Rotation); - // DetailLog("{0},BSShapeCollection.CreateBody,mesh,ptr={1}", prim.LocalID, bodyPtr.ToString("X")); + DetailLog("{0},BSShapeCollection.CreateBody,mesh,ptr={1}", prim.LocalID, bodyPtr.ToString("X")); } else { bodyPtr = BulletSimAPI.CreateGhostFromShape2(sim.ptr, shape.ptr, shapeData.ID, shapeData.Position, shapeData.Rotation); - // DetailLog("{0},BSShapeCollection.CreateBody,ghost,ptr={1}", prim.LocalID, bodyPtr.ToString("X")); + DetailLog("{0},BSShapeCollection.CreateBody,ghost,ptr={1}", prim.LocalID, bodyPtr.ToString("X")); } aBody = new BulletBody(shapeData.ID, bodyPtr); @@ -731,7 +801,8 @@ public class BSShapeCollection : IDisposable private void DetailLog(string msg, params Object[] args) { - PhysicsScene.PhysicsLogging.Write(msg, args); + if (PhysicsScene.PhysicsLogging.Enabled) + PhysicsScene.DetailLog(msg, args); } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index 70aa429fc3..41065344e2 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs @@ -114,6 +114,9 @@ public class BSTerrainManager BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID, Vector3.Zero, Quaternion.Identity)); BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr); + BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_groundPlane.ptr); + // Ground plane does not move + BulletSimAPI.ForceActivationState2(m_groundPlane.ptr, ActivationState.DISABLE_SIMULATION); // Everything collides with the ground plane. BulletSimAPI.SetCollisionFilterMask2(m_groundPlane.ptr, (uint)CollisionFilterGroups.GroundPlaneFilter, (uint)CollisionFilterGroups.GroundPlaneMask); @@ -201,10 +204,10 @@ public class BSTerrainManager // The 'doNow' boolean says whether to do all the unmanaged activities right now (like when // calling this routine from initialization or taint-time routines) or whether to delay // all the unmanaged activities to taint-time. - private void UpdateOrCreateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords, bool atTaintTime) + private void UpdateOrCreateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords, bool inTaintTime) { - DetailLog("{0},BSTerrainManager.UpdateOrCreateTerrain,call,minC={1},maxC={2},atTaintTime={3}", - BSScene.DetailLogZero, minCoords, maxCoords, atTaintTime); + DetailLog("{0},BSTerrainManager.UpdateOrCreateTerrain,call,minC={1},maxC={2},inTaintTime={3}", + BSScene.DetailLogZero, minCoords, maxCoords, inTaintTime); float minZ = float.MaxValue; float maxZ = float.MinValue; @@ -296,16 +299,16 @@ public class BSTerrainManager mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, mapInfo.ID, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN); + // Create the terrain shape from the mapInfo + mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr), + ShapeData.PhysicsShapeType.SHAPE_TERRAIN); + // The terrain object initial position is at the center of the object Vector3 centerPos; centerPos.X = minCoords.X + (mapInfo.sizeX / 2f); centerPos.Y = minCoords.Y + (mapInfo.sizeY / 2f); centerPos.Z = minZ + ((maxZ - minZ) / 2f); - // Create the terrain shape from the mapInfo - mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr), - ShapeData.PhysicsShapeType.SHAPE_TERRAIN); - mapInfo.terrainBody = new BulletBody(mapInfo.ID, BulletSimAPI.CreateBodyWithDefaultMotionState2(mapInfo.terrainShape.ptr, id, centerPos, Quaternion.Identity)); @@ -320,9 +323,6 @@ public class BSTerrainManager BulletSimAPI.SetRestitution2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainRestitution); BulletSimAPI.SetCollisionFlags2(mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); - BulletSimAPI.SetMassProps2(mapInfo.terrainBody.ptr, 0f, Vector3.Zero); - BulletSimAPI.UpdateInertiaTensor2(mapInfo.terrainBody.ptr); - // Return the new terrain to the world of physical objects BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr); @@ -335,14 +335,15 @@ public class BSTerrainManager // Make sure the new shape is processed. // BulletSimAPI.Activate2(mapInfo.terrainBody.ptr, true); - BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION); + BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.ISLAND_SLEEPING); + // BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION); m_terrainModified = true; }; // There is the option to do the changes now (we're already in 'taint time'), or // to do the Bullet operations later. - if (atTaintTime) + if (inTaintTime) rebuildOperation(); else PhysicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:UpdateExisting", rebuildOperation); @@ -381,7 +382,7 @@ public class BSTerrainManager }; // If already in taint-time, just call Bullet. Otherwise queue the operations for the safe time. - if (atTaintTime) + if (inTaintTime) createOperation(); else PhysicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:NewTerrain", createOperation); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs index a43880d337..5ffd591264 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs @@ -101,9 +101,8 @@ public struct BulletShape } public IntPtr ptr; public ShapeData.PhysicsShapeType type; - public ulong shapeKey; + public System.UInt64 shapeKey; public bool isNativeShape; - // Hulls have an underlying mesh. A pointer to it is hidden here. public override string ToString() { StringBuilder buff = new StringBuilder(); @@ -192,8 +191,9 @@ public struct ShapeData SHAPE_SPHERE = 5, SHAPE_MESH = 6, SHAPE_HULL = 7, - SHAPE_GROUNDPLANE = 8, - SHAPE_TERRAIN = 9, + // following defined by BulletSim + SHAPE_GROUNDPLANE = 20, + SHAPE_TERRAIN = 21, }; public uint ID; public PhysicsShapeType Type; @@ -223,6 +223,7 @@ public struct ShapeData KEY_SPHERE = 2, KEY_CONE = 3, KEY_CYLINDER = 4, + KEY_CAPSULE = 5, } } [StructLayout(LayoutKind.Sequential)] @@ -282,6 +283,7 @@ public struct ConfigurationParameters public float terrainHitFraction; public float terrainRestitution; public float avatarFriction; + public float avatarStandingFriction; public float avatarDensity; public float avatarRestitution; public float avatarCapsuleRadius; @@ -305,6 +307,8 @@ public struct ConfigurationParameters public float linkConstraintCFM; public float linkConstraintSolverIterations; + public float physicsLoggingFrames; + public const float numericTrue = 1f; public const float numericFalse = 0f; } @@ -386,7 +390,7 @@ public enum CollisionFilterGroups : uint VolumeDetectMask = ~BSensorTrigger, TerrainFilter = BTerrainFilter, TerrainMask = BAllFilter & ~BStaticFilter, - GroundPlaneFilter = BAllFilter, + GroundPlaneFilter = BGroundPlaneFilter, GroundPlaneMask = BAllFilter }; @@ -426,6 +430,7 @@ public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg [return: MarshalAs(UnmanagedType.LPStr)] public static extern string GetVersion(); +/* Remove the linkage to the old api methods [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern uint Initialize(Vector3 maxPosition, IntPtr parms, int maxCollisions, IntPtr collisionArray, @@ -529,7 +534,7 @@ public static extern Vector3 RecoverFromPenetration(uint worldID, uint id); // =============================================================================== [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern void DumpBulletStatistics(); - +*/ // Log a debug message [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern void SetDebugLogCallback(DebugLogCallback callback); @@ -560,7 +565,8 @@ public static extern IntPtr GetBodyHandle2(IntPtr world, uint id); [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern IntPtr Initialize2(Vector3 maxPosition, IntPtr parms, int maxCollisions, IntPtr collisionArray, - int maxUpdates, IntPtr updateArray); + int maxUpdates, IntPtr updateArray, + DebugLogCallback logRoutine); [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern bool UpdateParameter2(IntPtr world, uint localID, String parm, float value); @@ -601,6 +607,9 @@ public static extern IntPtr BuildNativeShape2(IntPtr world, ShapeData shapeData) [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern bool IsNativeShape2(IntPtr shape); +[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] +public static extern IntPtr BuildCapsuleShape2(IntPtr world, float radius, float height, Vector3 scale); + [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern IntPtr CreateCompoundShape2(IntPtr sim); @@ -1036,18 +1045,6 @@ public static extern IntPtr GetConstraintRef2(IntPtr obj, int index); [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern int GetNumConstraintRefs2(IntPtr obj); -[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] -public static extern Vector3 GetDeltaLinearVelocity2(IntPtr obj); - -[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] -public static extern Vector3 GetDeltaAngularVelocity2(IntPtr obj); - -[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] -public static extern Vector3 GetPushVelocity2(IntPtr obj); - -[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] -public static extern Vector3 GetTurnVelocity2(IntPtr obj); - [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern void SetCollisionFilterMask2(IntPtr body, uint filter, uint mask); @@ -1107,6 +1104,15 @@ public static extern float GetMargin2(IntPtr shape); [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern void DumpRigidBody2(IntPtr sim, IntPtr collisionObject); +[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] +public static extern void DumpCollisionShape2(IntPtr sim, IntPtr collisionShape); + +[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] +public static extern void DumpConstraint2(IntPtr sim, IntPtr constrain); + +[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] +public static extern void DumpAllInfo2(IntPtr sim); + [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern void DumpMapInfo2(IntPtr sim, IntPtr manInfo); diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs index 6a0558a35e..488900e4ff 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs @@ -76,7 +76,7 @@ namespace OpenSim.Region.Physics.Manager get { return new NullPhysicsScene(); } } - public RequestAssetDelegate RequestAssetMethod { private get; set; } + public RequestAssetDelegate RequestAssetMethod { get; set; } public virtual void TriggerPhysicsBasedRestart() { diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index e7b3b2b278..2548648999 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs @@ -66,6 +66,14 @@ namespace OpenSim.Region.Physics.OdePlugin public int ExpectedCollisionContacts { get { return m_expectedCollisionContacts; } } private int m_expectedCollisionContacts = 0; + /// + /// Gets collide bits so that we can still perform land collisions if a mesh fails to load. + /// + private int BadMeshAssetCollideBits + { + get { return m_isphysical ? (int)CollisionCategories.Land : 0; } + } + /// /// Is this prim subject to physics? Even if not, it's still solid for collision purposes. /// @@ -100,6 +108,9 @@ namespace OpenSim.Region.Physics.OdePlugin private Vector3 m_taintAngularLock = Vector3.One; private IntPtr Amotor = IntPtr.Zero; + private object m_assetsLock = new object(); + private bool m_assetFailed = false; + private Vector3 m_PIDTarget; private float m_PIDTau; private float PID_D = 35f; @@ -282,6 +293,7 @@ namespace OpenSim.Region.Physics.OdePlugin } m_taintadd = true; + m_assetFailed = false; _parent_scene.AddPhysicsActorTaint(this); } @@ -337,8 +349,16 @@ namespace OpenSim.Region.Physics.OdePlugin prim_geom = geom; //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name); - d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); - d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); + if (m_assetFailed) + { + d.GeomSetCategoryBits(prim_geom, 0); + d.GeomSetCollideBits(prim_geom, BadMeshAssetCollideBits); + } + else + { + d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); + d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); + } _parent_scene.geom_name_map[prim_geom] = Name; _parent_scene.actor_name_map[prim_geom] = this; @@ -401,8 +421,17 @@ namespace OpenSim.Region.Physics.OdePlugin myrot.W = _orientation.W; d.BodySetQuaternion(Body, ref myrot); d.GeomSetBody(prim_geom, Body); - m_collisionCategories |= CollisionCategories.Body; - m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); + + if (m_assetFailed) + { + d.GeomSetCategoryBits(prim_geom, 0); + d.GeomSetCollideBits(prim_geom, BadMeshAssetCollideBits); + } + else + { + m_collisionCategories |= CollisionCategories.Body; + m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); + } d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); @@ -774,8 +803,16 @@ namespace OpenSim.Region.Physics.OdePlugin m_collisionCategories &= ~CollisionCategories.Body; m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); - d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); - d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); + if (m_assetFailed) + { + d.GeomSetCategoryBits(prim_geom, 0); + d.GeomSetCollideBits(prim_geom, 0); + } + else + { + d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); + d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); + } d.BodyDestroy(Body); lock (childrenPrim) @@ -799,8 +836,17 @@ namespace OpenSim.Region.Physics.OdePlugin m_collisionCategories &= ~CollisionCategories.Body; m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); - d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); - d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); + if (m_assetFailed) + { + d.GeomSetCategoryBits(prim_geom, 0); + d.GeomSetCollideBits(prim_geom, 0); + } + else + { + + d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); + d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); + } Body = IntPtr.Zero; } @@ -1090,8 +1136,16 @@ Console.WriteLine("ZProcessTaints for " + Name); prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); //Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + Name); - d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories); - d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags); + if (prm.m_assetFailed) + { + d.GeomSetCategoryBits(prm.prim_geom, 0); + d.GeomSetCollideBits(prm.prim_geom, prm.BadMeshAssetCollideBits); + } + else + { + d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories); + d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags); + } d.Quaternion quat = new d.Quaternion(); quat.W = prm._orientation.W; @@ -1136,10 +1190,18 @@ Console.WriteLine("ZProcessTaints for " + Name); m_collisionCategories |= CollisionCategories.Body; m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); -//Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + Name); - d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); -//Console.WriteLine(" Post GeomSetCategoryBits 2"); - d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); + if (m_assetFailed) + { + d.GeomSetCategoryBits(prim_geom, 0); + d.GeomSetCollideBits(prim_geom, BadMeshAssetCollideBits); + } + else + { + //Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + Name); + d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); + //Console.WriteLine(" Post GeomSetCategoryBits 2"); + d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); + } d.Quaternion quat2 = new d.Quaternion(); quat2.W = _orientation.W; @@ -1300,8 +1362,16 @@ Console.WriteLine("ZProcessTaints for " + Name); disableBodySoft(); } - d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); - d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); + if (m_assetFailed) + { + d.GeomSetCategoryBits(prim_geom, 0); + d.GeomSetCollideBits(prim_geom, 0); + } + else + { + d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); + d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); + } if (IsPhysical) { @@ -1322,8 +1392,16 @@ Console.WriteLine("ZProcessTaints for " + Name); if (m_collidesWater) m_collisionFlags |= CollisionCategories.Water; - d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); - d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); + if (m_assetFailed) + { + d.GeomSetCategoryBits(prim_geom, 0); + d.GeomSetCollideBits(prim_geom, BadMeshAssetCollideBits); + } + else + { + d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); + d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); + } if (IsPhysical) { @@ -1498,6 +1576,10 @@ Console.WriteLine("CreateGeom:"); mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical); // createmesh returns null when it's a shape that isn't a cube. // m_log.Debug(m_localID); + if (mesh == null) + CheckMeshAsset(); + else + m_assetFailed = false; } #if SPAM @@ -1997,7 +2079,14 @@ Console.WriteLine(" JointCreateFixed"); // Don't need to re-enable body.. it's done in SetMesh if (_parent_scene.needsMeshing(_pbs)) + { mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical); + if (mesh == null) + CheckMeshAsset(); + else + m_assetFailed = false; + } + } CreateGeom(m_targetSpace, mesh); @@ -2049,14 +2138,19 @@ Console.WriteLine(" JointCreateFixed"); m_collisionFlags &= ~CollisionCategories.Water; } - d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); - } + if (m_assetFailed) + d.GeomSetCollideBits(prim_geom, BadMeshAssetCollideBits); + else + d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); + } /// /// Change prim in response to a shape taint. /// private void changeshape() { + m_taintshape = false; + // Cleanup of old prim geometry and Bodies if (IsPhysical && Body != IntPtr.Zero) { @@ -2084,6 +2178,7 @@ Console.WriteLine(" JointCreateFixed"); IMesh mesh = null; + if (_parent_scene.needsMeshing(_pbs)) { // Don't need to re-enable body.. it's done in CreateMesh @@ -2094,6 +2189,10 @@ Console.WriteLine(" JointCreateFixed"); // createmesh returns null when it doesn't mesh. mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical); + if (mesh == null) + CheckMeshAsset(); + else + m_assetFailed = false; } CreateGeom(m_targetSpace, mesh); @@ -2130,7 +2229,7 @@ Console.WriteLine(" JointCreateFixed"); } resetCollisionAccounting(); - m_taintshape = false; +// m_taintshape = false; } /// @@ -2396,6 +2495,7 @@ Console.WriteLine(" JointCreateFixed"); set { _pbs = value; + m_assetFailed = false; m_taintshape = true; } } @@ -3234,5 +3334,37 @@ Console.WriteLine(" JointCreateFixed"); { m_material = pMaterial; } + + + private void CheckMeshAsset() + { + if (_pbs.SculptEntry && !m_assetFailed && _pbs.SculptTexture != UUID.Zero) + { + m_assetFailed = true; + Util.FireAndForget(delegate + { + RequestAssetDelegate assetProvider = _parent_scene.RequestAssetMethod; + if (assetProvider != null) + assetProvider(_pbs.SculptTexture, MeshAssetReveived); + }); + } + } + + void MeshAssetReveived(AssetBase asset) + { + if (asset.Data != null && asset.Data.Length > 0) + { + if (!_pbs.SculptEntry) + return; + if (_pbs.SculptTexture.ToString() != asset.ID) + return; + + _pbs.SculptData = new byte[asset.Data.Length]; + asset.Data.CopyTo(_pbs.SculptData, 0); +// m_assetFailed = false; + m_taintshape = true; + _parent_scene.AddPhysicsActorTaint(this); + } + } } } \ No newline at end of file diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs index cbe21e20f9..d53bd90b61 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs @@ -4320,4 +4320,4 @@ namespace OpenSim.Region.Physics.OdePlugin m_stats[ODEPrimUpdateFrameMsStatName] = 0; } } -} \ No newline at end of file +} diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 7620df32f6..cf801baecf 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -56,6 +56,7 @@ using GridRegion = OpenSim.Services.Interfaces.GridRegion; using PresenceInfo = OpenSim.Services.Interfaces.PresenceInfo; using PrimType = OpenSim.Region.Framework.Scenes.PrimType; using AssetLandmark = OpenSim.Framework.AssetLandmark; +using RegionFlags = OpenSim.Framework.RegionFlags; using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat; using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger; @@ -3772,6 +3773,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api } /// + /// Returns the name of the child prim or seated avatar matching the + /// specified link number. + /// + /// + /// The number of a link in the linkset or a link-related constant. + /// + /// + /// The name determined to match the specified link number. + /// + /// /// The rules governing the returned name are not simple. The only /// time a blank name is returned is if the target prim has a blank /// name. If no prim with the given link number can be found then @@ -3799,10 +3810,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api /// Mentions NULL_KEY being returned /// http://wiki.secondlife.com/wiki/LlGetLinkName /// Mentions using the LINK_* constants, some of which are negative - /// + /// public LSL_String llGetLinkName(int linknum) { m_host.AddScriptLPS(1); + // simplest case, this prims link number + if (linknum == m_host.LinkNum || linknum == ScriptBaseClass.LINK_THIS) + return m_host.Name; + // parse for sitting avatare-names List nametable = new List(); World.ForEachRootScenePresence(delegate(ScenePresence presence) @@ -3826,10 +3841,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api return nametable[totalprims - linknum]; } - // simplest case, this prims link number - if (m_host.LinkNum == linknum) - return m_host.Name; - // Single prim if (m_host.LinkNum == 0) { @@ -6458,7 +6469,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api GridInstantMessage msg = new GridInstantMessage(World, m_host.OwnerID, m_host.Name, destID, (byte)InstantMessageDialog.TaskInventoryOffered, - false, string.Format("'{0}'"), + false, string.Format("'{0}'", category), // We won't go so far as to add a SLURL, but this is the format used by LL as of 2012-10-06 // false, string.Format("'{0}' ( http://slurl.com/secondlife/{1}/{2}/{3}/{4} )", category, World.Name, (int)pos.X, (int)pos.Y, (int)pos.Z), folderID, false, pos, @@ -9313,11 +9324,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api GridRegion info; - if (m_ScriptEngine.World.RegionInfo.RegionName == simulator) //Det data for this simulator? - - info = new GridRegion(m_ScriptEngine.World.RegionInfo); + if (World.RegionInfo.RegionName == simulator) + info = new GridRegion(World.RegionInfo); else - info = m_ScriptEngine.World.GridService.GetRegionByName(m_ScriptEngine.World.RegionInfo.ScopeID, simulator); + info = World.GridService.GetRegionByName(m_ScriptEngine.World.RegionInfo.ScopeID, simulator); switch (data) { @@ -9327,9 +9337,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api ScriptSleep(1000); return UUID.Zero.ToString(); } - if (m_ScriptEngine.World.RegionInfo.RegionName != simulator) + + bool isHypergridRegion = false; + + if (World.RegionInfo.RegionName != simulator && info.RegionSecret != "") + { + // Hypergrid is currently placing real destination region co-ords into RegionSecret. + // But other code can also use this field for a genuine RegionSecret! Therefore, if + // anything is present we need to disambiguate. + // + // FIXME: Hypergrid should be storing this data in a different field. + RegionFlags regionFlags + = (RegionFlags)m_ScriptEngine.World.GridService.GetRegionFlags( + info.ScopeID, info.RegionID); + isHypergridRegion = (regionFlags & RegionFlags.Hyperlink) != 0; + } + + if (isHypergridRegion) { - //Hypergrid Region co-ordinates uint rx = 0, ry = 0; Utils.LongToUInts(Convert.ToUInt64(info.RegionSecret), out rx, out ry); @@ -9340,7 +9365,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api } else { - //Local-cooridnates + // Local grid co-oridnates reply = new LSL_Vector( info.RegionLocX, info.RegionLocY, diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs index 31be45021c..29bc163a19 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs @@ -3545,17 +3545,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api /// public void osSetContentType(LSL_Key id, string type) { - CheckThreatLevel(ThreatLevel.High,"osSetResponseType"); + CheckThreatLevel(ThreatLevel.High, "osSetContentType"); + if (m_UrlModule != null) m_UrlModule.HttpContentType(new UUID(id),type); } + /// Shout an error if the object owner did not grant the script the specified permissions. /// /// /// boolean indicating whether an error was shouted. protected bool ShoutErrorOnLackingOwnerPerms(int perms, string errorPrefix) { - CheckThreatLevel(ThreatLevel.Moderate, "osDropAttachment"); m_host.AddScriptLPS(1); bool fail = false; if (m_item.PermsGranter != m_host.OwnerID) diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs index 60a7e1433f..62bd6b81b9 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs @@ -612,6 +612,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase public const int CLICK_ACTION_OPEN = 4; public const int CLICK_ACTION_PLAY = 5; public const int CLICK_ACTION_OPEN_MEDIA = 6; + public const int CLICK_ACTION_ZOOM = 7; // constants for the llDetectedTouch* functions public const int TOUCH_INVALID_FACE = -1; diff --git a/OpenSim/Services/Connectors/Friends/FriendsSimConnector.cs b/OpenSim/Services/Connectors/Friends/FriendsSimConnector.cs index 3fd0c53633..6d5ce4be42 100644 --- a/OpenSim/Services/Connectors/Friends/FriendsSimConnector.cs +++ b/OpenSim/Services/Connectors/Friends/FriendsSimConnector.cs @@ -128,7 +128,7 @@ namespace OpenSim.Services.Connectors.Friends return Call(region, sendData); } - public bool StatusNotify(GridRegion region, UUID userID, UUID friendID, bool online) + public bool StatusNotify(GridRegion region, UUID userID, string friendID, bool online) { Dictionary sendData = new Dictionary(); //sendData["VERSIONMIN"] = ProtocolVersions.ClientProtocolVersionMin.ToString(); @@ -136,7 +136,7 @@ namespace OpenSim.Services.Connectors.Friends sendData["METHOD"] = "status"; sendData["FromID"] = userID.ToString(); - sendData["ToID"] = friendID.ToString(); + sendData["ToID"] = friendID; sendData["Online"] = online.ToString(); return Call(region, sendData); @@ -153,7 +153,7 @@ namespace OpenSim.Services.Connectors.Friends if (!region.ServerURI.EndsWith("/")) path = "/" + path; string uri = region.ServerURI + path; - m_log.DebugFormat("[FRIENDS SIM CONNECTOR]: calling {0}", uri); +// m_log.DebugFormat("[FRIENDS SIM CONNECTOR]: calling {0}", uri); try { diff --git a/OpenSim/Services/HypergridService/HGFriendsService.cs b/OpenSim/Services/HypergridService/HGFriendsService.cs index 98423d765c..a8bcfb2fa8 100644 --- a/OpenSim/Services/HypergridService/HGFriendsService.cs +++ b/OpenSim/Services/HypergridService/HGFriendsService.cs @@ -397,7 +397,7 @@ namespace OpenSim.Services.HypergridService if (region != null) { m_log.DebugFormat("[HGFRIENDS SERVICE]: Remote Notify to region {0}, user {1} is {2}", region.RegionName, foreignUserID, (online ? "online" : "offline")); - m_FriendsSimConnector.StatusNotify(region, foreignUserID, userID, online); + m_FriendsSimConnector.StatusNotify(region, foreignUserID, userID.ToString(), online); } } } diff --git a/OpenSim/Services/HypergridService/UserAgentService.cs b/OpenSim/Services/HypergridService/UserAgentService.cs index a6fc731e0f..a26a9222bd 100644 --- a/OpenSim/Services/HypergridService/UserAgentService.cs +++ b/OpenSim/Services/HypergridService/UserAgentService.cs @@ -504,7 +504,7 @@ namespace OpenSim.Services.HypergridService if (region != null) { m_log.DebugFormat("[USER AGENT SERVICE]: Remote Notify to region {0}, user {1} is {2}", region.RegionName, foreignUserID, (online ? "online" : "offline")); - m_FriendsSimConnector.StatusNotify(region, foreignUserID, userID, online); + m_FriendsSimConnector.StatusNotify(region, foreignUserID, userID.ToString(), online); } } } diff --git a/OpenSim/Services/Interfaces/IPresenceService.cs b/OpenSim/Services/Interfaces/IPresenceService.cs index 8d583fff73..90f98426f2 100644 --- a/OpenSim/Services/Interfaces/IPresenceService.cs +++ b/OpenSim/Services/Interfaces/IPresenceService.cs @@ -61,13 +61,49 @@ namespace OpenSim.Services.Interfaces public interface IPresenceService { + /// + /// Store session information. + /// + /// /returns> + /// + /// + /// bool LoginAgent(string userID, UUID sessionID, UUID secureSessionID); + + /// + /// Remove session information. + /// + /// + /// bool LogoutAgent(UUID sessionID); + + /// + /// Remove session information for all agents in the given region. + /// + /// + /// bool LogoutRegionAgents(UUID regionID); + /// + /// Update data for an existing session. + /// + /// + /// + /// bool ReportAgent(UUID sessionID, UUID regionID); + /// + /// Get session information for a given session ID. + /// + /// + /// PresenceInfo GetAgent(UUID sessionID); + + /// + /// Get session information for a collection of users. + /// + /// Session information for the users. + /// PresenceInfo[] GetAgents(string[] userIDs); } -} +} \ No newline at end of file diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini index 2fca6cedc9..dffc0ac565 100644 --- a/bin/OpenSimDefaults.ini +++ b/bin/OpenSimDefaults.ini @@ -1577,6 +1577,11 @@ MessagingModule = GroupsMessagingModule ;MessagingEnabled = true + ; Experimental option to only message cached online users rather than all users + ; Should make large group with few online members messaging faster, as the expense of more calls to ROBUST presence service + ; This currently only applies to the Flotsam XmlRpc backend + MessageOnlineUsersOnly = false + ; Service connectors to the Groups Service. Select one depending on whether you're using a Flotsam XmlRpc backend or a SimianGrid backend ; SimianGrid Service for Groups @@ -1602,10 +1607,14 @@ [PacketPool] - ; Enables the experimental packet pool. Yes, we've been here before. ;RecyclePackets = true; ;RecycleDataBlocks = true; + ; If true, then the basic packet objects used to receive data are also recycled, not just the LLUDP packets. + ; This reduces data churn + ; This setting is currently experimental and defaults to false. + RecycleBaseUDPPackets = false; + [InterestManagement] ; This section controls how state updates are prioritized for each client diff --git a/bin/Robust.HG.ini.example b/bin/Robust.HG.ini.example index 107a42d62e..e8d6846ca4 100644 --- a/bin/Robust.HG.ini.example +++ b/bin/Robust.HG.ini.example @@ -21,7 +21,38 @@ ; * [[@]/][:] ; * [Startup] -ServiceConnectors = "8003/OpenSim.Server.Handlers.dll:AssetServiceConnector,8003/OpenSim.Server.Handlers.dll:XInventoryInConnector,8004/OpenSim.Server.Handlers.dll:FreeswitchServerConnector,8003/OpenSim.Server.Handlers.dll:GridServiceConnector,8002/OpenSim.Server.Handlers.dll:GridInfoServerInConnector,8003/OpenSim.Server.Handlers.dll:AuthenticationServiceConnector,8002/OpenSim.Server.Handlers.dll:OpenIdServerConnector,8003/OpenSim.Server.Handlers.dll:AvatarServiceConnector,8002/OpenSim.Server.Handlers.dll:LLLoginServiceInConnector,8003/OpenSim.Server.Handlers.dll:PresenceServiceConnector,8003/OpenSim.Server.Handlers.dll:UserAccountServiceConnector,8003/OpenSim.Server.Handlers.dll:GridUserServiceConnector,8003/OpenSim.Server.Handlers.dll:FriendsServiceConnector,8002/OpenSim.Server.Handlers.dll:GatekeeperServiceInConnector,8002/OpenSim.Server.Handlers.dll:UserAgentServerConnector,HGInventoryService@8002/OpenSim.Server.Handlers.dll:XInventoryInConnector,HGAssetService@8002/OpenSim.Server.Handlers.dll:AssetServiceConnector,8002/OpenSim.Server.Handlers.dll:HeloServiceInConnector,8002/OpenSim.Server.Handlers.dll:HGFriendsServerConnector,8002/OpenSim.Server.Handlers.dll:InstantMessageServerConnector,8003/OpenSim.Server.Handlers.dll:MapAddServiceConnector,8002/OpenSim.Server.Handlers.dll:MapGetServiceConnector" + +[ServiceList] + +AssetServiceConnector = "8003/OpenSim.Server.Handlers.dll:AssetServiceConnector" +InventoryInConnector = "8003/OpenSim.Server.Handlers.dll:XInventoryInConnector" +VoiceConnector = "8004/OpenSim.Server.Handlers.dll:FreeswitchServerConnector" +GridServiceConnector = "8003/OpenSim.Server.Handlers.dll:GridServiceConnector" +GridInfoServerInConnector = "8002/OpenSim.Server.Handlers.dll:GridInfoServerInConnector" +AuthenticationServiceConnector = "8003/OpenSim.Server.Handlers.dll:AuthenticationServiceConnector" +OpenIdServerConnector = "8002/OpenSim.Server.Handlers.dll:OpenIdServerConnector" +AvatarServiceConnector = "8003/OpenSim.Server.Handlers.dll:AvatarServiceConnector" +LLLoginServiceInConnector = "8002/OpenSim.Server.Handlers.dll:LLLoginServiceInConnector" +PresenceServiceConnector = "8003/OpenSim.Server.Handlers.dll:PresenceServiceConnector" +UserAccountServiceConnector = "8003/OpenSim.Server.Handlers.dll:UserAccountServiceConnector" +GridUserServiceConnector = "8003/OpenSim.Server.Handlers.dll:GridUserServiceConnector" +FriendsServiceConnector = "8003/OpenSim.Server.Handlers.dll:FriendsServiceConnector" +MapAddServiceConnector = "8003/OpenSim.Server.Handlers.dll:MapAddServiceConnector" +MapGetServiceConnector = "8002/OpenSim.Server.Handlers.dll:MapGetServiceConnector" + +;; Additions for Hypergrid + +GatekeeperServiceInConnector = "8002/OpenSim.Server.Handlers.dll:GatekeeperServiceInConnector" +UserAgentServerConnector = "8002/OpenSim.Server.Handlers.dll:UserAgentServerConnector" +HeloServiceInConnector = "8002/OpenSim.Server.Handlers.dll:HeloServiceInConnector" +HGFriendsServerConnector = "8002/OpenSim.Server.Handlers.dll:HGFriendsServerConnector" +InstantMessageServerConnector = "8002/OpenSim.Server.Handlers.dll:InstantMessageServerConnector" +HGInventoryServiceConnector = "HGInventoryService@8002/OpenSim.Server.Handlers.dll:XInventoryInConnector" +HGAssetServiceConnector = "HGAssetService@8002/OpenSim.Server.Handlers.dll:AssetServiceConnector" + +;; Additions for other add-on modules. For example: +;; WifiServerConnector = "8002/Diva.Wifi.dll:WifiServerConnector" + ; Plugin Registry Location ; Set path to directory for plugin registry. Information diff --git a/bin/lib32/BulletSim.dll b/bin/lib32/BulletSim.dll index 1fd0a60cc2..f976efe72b 100755 Binary files a/bin/lib32/BulletSim.dll and b/bin/lib32/BulletSim.dll differ diff --git a/bin/lib32/libBulletSim.so b/bin/lib32/libBulletSim.so index 3b42048552..a00bc3ab01 100755 Binary files a/bin/lib32/libBulletSim.so and b/bin/lib32/libBulletSim.so differ diff --git a/bin/lib64/BulletSim.dll b/bin/lib64/BulletSim.dll index bfaabde02c..acaa9c875f 100755 Binary files a/bin/lib64/BulletSim.dll and b/bin/lib64/BulletSim.dll differ diff --git a/bin/lib64/libBulletSim.so b/bin/lib64/libBulletSim.so index 54ddad95ff..996ea21576 100755 Binary files a/bin/lib64/libBulletSim.so and b/bin/lib64/libBulletSim.so differ diff --git a/prebuild.xml b/prebuild.xml index 6c58e38307..e7b4c6aa55 100644 --- a/prebuild.xml +++ b/prebuild.xml @@ -113,6 +113,34 @@ + + + + ../../../bin/ + + + + + ../../../bin/ + + + + ../../../bin/ + + + + + + + + + + + + + + + @@ -206,34 +234,6 @@ - - - - ../../../bin/ - - - - - ../../../bin/ - - - - ../../../bin/ - - - - - - - - - - - - - - -