Merge branch 'master' of /home/opensim/var/repo/opensim
Conflicts: bin/OpenSim.ini.example bin/OpenSimDefaults.ini bin/openjpeg-dotnet-x86_64.dll bin/openjpeg-dotnet.dllintegration
commit
0938ea2e1e
|
@ -1,5 +1,5 @@
|
|||
<<<>>>>The following people have contributed to OpenSim (Thank you
|
||||
for your effort!)
|
||||
for your effort!)
|
||||
|
||||
= Current OpenSim Developers (in very rough order of appearance) =
|
||||
These folks represent the current core team for OpenSim, and are the
|
||||
|
@ -209,3 +209,4 @@ In addition, we would like to thank:
|
|||
* The NANT Developers
|
||||
* Microsoft (.NET, MSSQL-Adapters)
|
||||
*x
|
||||
|
||||
|
|
|
@ -572,7 +572,7 @@ namespace OpenSim.ApplicationPlugins.RemoteController
|
|||
|
||||
region.ExternalHostName = (string) requestData["external_address"];
|
||||
|
||||
bool persist = Convert.ToBoolean((string) requestData["persist"]);
|
||||
bool persist = Convert.ToBoolean(requestData["persist"]);
|
||||
if (persist)
|
||||
{
|
||||
// default place for region configuration files is in the
|
||||
|
@ -728,7 +728,6 @@ namespace OpenSim.ApplicationPlugins.RemoteController
|
|||
responseData["success"] = true;
|
||||
responseData["region_name"] = region.RegionName;
|
||||
responseData["region_id"] = region.RegionID.ToString();
|
||||
responseData["region_uuid"] = region.RegionID.ToString(); //Deprecate July 2012
|
||||
|
||||
m_log.Info("[RADMIN]: CreateRegion: request complete");
|
||||
}
|
||||
|
@ -982,8 +981,8 @@ namespace OpenSim.ApplicationPlugins.RemoteController
|
|||
string lastName = (string) requestData["user_lastname"];
|
||||
string password = (string) requestData["user_password"];
|
||||
|
||||
uint regionXLocation = Convert.ToUInt32((Int32) requestData["start_region_x"]);
|
||||
uint regionYLocation = Convert.ToUInt32((Int32) requestData["start_region_y"]);
|
||||
uint regionXLocation = Convert.ToUInt32(requestData["start_region_x"]);
|
||||
uint regionYLocation = Convert.ToUInt32(requestData["start_region_y"]);
|
||||
|
||||
string email = ""; // empty string for email
|
||||
if (requestData.Contains("user_email"))
|
||||
|
@ -1180,9 +1179,9 @@ namespace OpenSim.ApplicationPlugins.RemoteController
|
|||
|
||||
if (requestData.ContainsKey("user_password")) password = (string) requestData["user_password"];
|
||||
if (requestData.ContainsKey("start_region_x"))
|
||||
regionXLocation = Convert.ToUInt32((Int32) requestData["start_region_x"]);
|
||||
regionXLocation = Convert.ToUInt32(requestData["start_region_x"]);
|
||||
if (requestData.ContainsKey("start_region_y"))
|
||||
regionYLocation = Convert.ToUInt32((Int32) requestData["start_region_y"]);
|
||||
regionYLocation = Convert.ToUInt32(requestData["start_region_y"]);
|
||||
|
||||
// if (requestData.ContainsKey("start_lookat_x"))
|
||||
// ulaX = Convert.ToUInt32((Int32) requestData["start_lookat_x"]);
|
||||
|
@ -1881,29 +1880,6 @@ namespace OpenSim.ApplicationPlugins.RemoteController
|
|||
{
|
||||
return;
|
||||
}
|
||||
#region Deprecate July 2012
|
||||
//region_ID, regionid, region_uuid will be deprecated in July 2012!!!!!!
|
||||
else if (requestData.ContainsKey("regionid") &&
|
||||
!String.IsNullOrEmpty((string)requestData["regionid"]))
|
||||
{
|
||||
m_log.WarnFormat("[RADMIN]: Use of parameter regionid will be deprecated as of July 2012. Use region_id instead");
|
||||
}
|
||||
else if (requestData.ContainsKey("region_ID") &&
|
||||
!String.IsNullOrEmpty((string)requestData["region_ID"]))
|
||||
{
|
||||
m_log.WarnFormat("[RADMIN]: Use of parameter region_ID will be deprecated as of July 2012. Use region_id instead");
|
||||
}
|
||||
else if (requestData.ContainsKey("regionID") &&
|
||||
!String.IsNullOrEmpty((string)requestData["regionID"]))
|
||||
{
|
||||
m_log.WarnFormat("[RADMIN]: Use of parameter regionID will be deprecated as of July 2012. Use region_id instead");
|
||||
}
|
||||
else if (requestData.ContainsKey("region_uuid") &&
|
||||
!String.IsNullOrEmpty((string)requestData["region_uuid"]))
|
||||
{
|
||||
m_log.WarnFormat("[RADMIN]: Use of parameter region_uuid will be deprecated as of July 2012. Use region_id instead");
|
||||
}
|
||||
#endregion
|
||||
else
|
||||
{
|
||||
responseData["accepted"] = false;
|
||||
|
@ -1925,56 +1901,6 @@ namespace OpenSim.ApplicationPlugins.RemoteController
|
|||
throw new Exception(String.Format("Region ID {0} not found", regionID));
|
||||
}
|
||||
}
|
||||
#region Deprecate July 2012
|
||||
else if (requestData.ContainsKey("regionid") &&
|
||||
!String.IsNullOrEmpty((string)requestData["regionid"]))
|
||||
{
|
||||
m_log.WarnFormat("[RADMIN]: Use of parameter regionid will be deprecated as of July 2012. Use region_id instead");
|
||||
|
||||
UUID regionID = (UUID)(string)requestData["regionid"];
|
||||
if (!m_application.SceneManager.TryGetScene(regionID, out scene))
|
||||
{
|
||||
responseData["error"] = String.Format("Region ID {0} not found", regionID);
|
||||
throw new Exception(String.Format("Region ID {0} not found", regionID));
|
||||
}
|
||||
}
|
||||
else if (requestData.ContainsKey("region_ID") &&
|
||||
!String.IsNullOrEmpty((string)requestData["region_ID"]))
|
||||
{
|
||||
m_log.WarnFormat("[RADMIN]: Use of parameter region_ID will be deprecated as of July 2012. Use region_id instead");
|
||||
|
||||
UUID regionID = (UUID)(string)requestData["region_ID"];
|
||||
if (!m_application.SceneManager.TryGetScene(regionID, out scene))
|
||||
{
|
||||
responseData["error"] = String.Format("Region ID {0} not found", regionID);
|
||||
throw new Exception(String.Format("Region ID {0} not found", regionID));
|
||||
}
|
||||
}
|
||||
else if (requestData.ContainsKey("regionID") &&
|
||||
!String.IsNullOrEmpty((string)requestData["regionID"]))
|
||||
{
|
||||
m_log.WarnFormat("[RADMIN]: Use of parameter regionID will be deprecated as of July 2012. Use region_id instead");
|
||||
|
||||
UUID regionID = (UUID)(string)requestData["regionID"];
|
||||
if (!m_application.SceneManager.TryGetScene(regionID, out scene))
|
||||
{
|
||||
responseData["error"] = String.Format("Region ID {0} not found", regionID);
|
||||
throw new Exception(String.Format("Region ID {0} not found", regionID));
|
||||
}
|
||||
}
|
||||
else if (requestData.ContainsKey("region_uuid") &&
|
||||
!String.IsNullOrEmpty((string)requestData["region_uuid"]))
|
||||
{
|
||||
m_log.WarnFormat("[RADMIN]: Use of parameter region_uuid will be deprecated as of July 2012. Use region_id instead");
|
||||
|
||||
UUID regionID = (UUID)(string)requestData["region_uuid"];
|
||||
if (!m_application.SceneManager.TryGetScene(regionID, out scene))
|
||||
{
|
||||
responseData["error"] = String.Format("Region ID {0} not found", regionID);
|
||||
throw new Exception(String.Format("Region ID {0} not found", regionID));
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
else if (requestData.ContainsKey("region_name") &&
|
||||
!String.IsNullOrEmpty((string)requestData["region_name"]))
|
||||
{
|
||||
|
|
|
@ -312,14 +312,16 @@ namespace OpenSim.ApplicationPlugins.Rest.Inventory
|
|||
// Now that everything is setup we can proceed to
|
||||
// add THIS agent to the HTTP server's handler list
|
||||
|
||||
if (!AddAgentHandler(Rest.Name,this))
|
||||
{
|
||||
Rest.Log.ErrorFormat("{0} Unable to activate handler interface", MsgId);
|
||||
foreach (IRest handler in handlers)
|
||||
{
|
||||
handler.Close();
|
||||
}
|
||||
}
|
||||
// FIXME: If this code is ever to be re-enabled (most of it is disabled already) then this will
|
||||
// have to be handled through the AddHttpHandler interface.
|
||||
// if (!AddAgentHandler(Rest.Name,this))
|
||||
// {
|
||||
// Rest.Log.ErrorFormat("{0} Unable to activate handler interface", MsgId);
|
||||
// foreach (IRest handler in handlers)
|
||||
// {
|
||||
// handler.Close();
|
||||
// }
|
||||
// }
|
||||
|
||||
}
|
||||
catch (Exception e)
|
||||
|
@ -342,11 +344,13 @@ namespace OpenSim.ApplicationPlugins.Rest.Inventory
|
|||
{
|
||||
Rest.Log.InfoFormat("{0} Plugin is terminating", MsgId);
|
||||
|
||||
try
|
||||
{
|
||||
RemoveAgentHandler(Rest.Name, this);
|
||||
}
|
||||
catch (KeyNotFoundException){}
|
||||
// FIXME: If this code is ever to be re-enabled (most of it is disabled already) then this will
|
||||
// have to be handled through the AddHttpHandler interface.
|
||||
// try
|
||||
// {
|
||||
// RemoveAgentHandler(Rest.Name, this);
|
||||
// }
|
||||
// catch (KeyNotFoundException){}
|
||||
|
||||
foreach (IRest handler in handlers)
|
||||
{
|
||||
|
|
|
@ -297,7 +297,9 @@ namespace OpenSim.ApplicationPlugins.Rest
|
|||
{
|
||||
if (!IsEnabled) return false;
|
||||
_agents.Add(agentName, handler);
|
||||
return _httpd.AddAgentHandler(agentName, handler);
|
||||
// return _httpd.AddAgentHandler(agentName, handler);
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -316,7 +318,7 @@ namespace OpenSim.ApplicationPlugins.Rest
|
|||
if (_agents[agentName] == handler)
|
||||
{
|
||||
_agents.Remove(agentName);
|
||||
return _httpd.RemoveAgentHandler(agentName, handler);
|
||||
// return _httpd.RemoveAgentHandler(agentName, handler);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
@ -358,10 +360,10 @@ namespace OpenSim.ApplicationPlugins.Rest
|
|||
_httpd.RemoveStreamHandler(h.HttpMethod, h.Path);
|
||||
}
|
||||
_handlers = null;
|
||||
foreach (KeyValuePair<string, IHttpAgentHandler> h in _agents)
|
||||
{
|
||||
_httpd.RemoveAgentHandler(h.Key, h.Value);
|
||||
}
|
||||
// foreach (KeyValuePair<string, IHttpAgentHandler> h in _agents)
|
||||
// {
|
||||
// _httpd.RemoveAgentHandler(h.Key, h.Value);
|
||||
// }
|
||||
_agents = null;
|
||||
}
|
||||
|
||||
|
|
|
@ -17,3 +17,8 @@ CREATE TABLE `GridUser` (
|
|||
) ENGINE=InnoDB;
|
||||
|
||||
COMMIT;
|
||||
|
||||
:VERSION 2 # --------------------------
|
||||
BEGIN;
|
||||
|
||||
COMMIT;
|
||||
|
|
|
@ -0,0 +1,84 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
|
||||
using Nini.Config;
|
||||
using log4net;
|
||||
|
||||
using OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Framework
|
||||
{
|
||||
public class AssetPermissions
|
||||
{
|
||||
private static readonly ILog m_log =
|
||||
LogManager.GetLogger(
|
||||
MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
private bool[] m_DisallowExport, m_DisallowImport;
|
||||
private string[] m_AssetTypeNames;
|
||||
|
||||
public AssetPermissions(IConfig config)
|
||||
{
|
||||
Type enumType = typeof(AssetType);
|
||||
m_AssetTypeNames = Enum.GetNames(enumType);
|
||||
for (int i = 0; i < m_AssetTypeNames.Length; i++)
|
||||
m_AssetTypeNames[i] = m_AssetTypeNames[i].ToLower();
|
||||
int n = Enum.GetValues(enumType).Length;
|
||||
m_DisallowExport = new bool[n];
|
||||
m_DisallowImport = new bool[n];
|
||||
|
||||
LoadPermsFromConfig(config, "DisallowExport", m_DisallowExport);
|
||||
LoadPermsFromConfig(config, "DisallowImport", m_DisallowImport);
|
||||
|
||||
}
|
||||
|
||||
private void LoadPermsFromConfig(IConfig assetConfig, string variable, bool[] bitArray)
|
||||
{
|
||||
if (assetConfig == null)
|
||||
return;
|
||||
|
||||
string perms = assetConfig.GetString(variable, String.Empty);
|
||||
string[] parts = perms.Split(new char[] { ',' }, StringSplitOptions.RemoveEmptyEntries);
|
||||
foreach (string s in parts)
|
||||
{
|
||||
int index = Array.IndexOf(m_AssetTypeNames, s.Trim().ToLower());
|
||||
if (index >= 0)
|
||||
bitArray[index] = true;
|
||||
else
|
||||
m_log.WarnFormat("[Asset Permissions]: Invalid AssetType {0}", s);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public bool AllowedExport(sbyte type)
|
||||
{
|
||||
string assetTypeName = ((AssetType)type).ToString();
|
||||
|
||||
int index = Array.IndexOf(m_AssetTypeNames, assetTypeName.ToLower());
|
||||
if (index >= 0 && m_DisallowExport[index])
|
||||
{
|
||||
m_log.DebugFormat("[Asset Permissions]: Export denied: configuration does not allow export of AssetType {0}", assetTypeName);
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool AllowedImport(sbyte type)
|
||||
{
|
||||
string assetTypeName = ((AssetType)type).ToString();
|
||||
|
||||
int index = Array.IndexOf(m_AssetTypeNames, assetTypeName.ToLower());
|
||||
if (index >= 0 && m_DisallowImport[index])
|
||||
{
|
||||
m_log.DebugFormat("[Asset Permissions]: Import denied: configuration does not allow import of AssetType {0}", assetTypeName);
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
|
@ -54,8 +54,23 @@ namespace OpenSim.Framework.Servers.HttpServer
|
|||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
private HttpServerLogWriter httpserverlog = new HttpServerLogWriter();
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the debug level.
|
||||
/// </summary>
|
||||
/// <value>
|
||||
/// See MainServer.DebugLevel.
|
||||
/// </value>
|
||||
public int DebugLevel { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Request number for diagnostic purposes.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This is an internal number. In some debug situations an external number may also be supplied in the
|
||||
/// opensim-request-id header but we are not currently logging this.
|
||||
/// </remarks>
|
||||
public int RequestNumber { get; private set; }
|
||||
|
||||
private volatile int NotSocketErrors = 0;
|
||||
public volatile bool HTTPDRunning = false;
|
||||
|
||||
|
@ -67,7 +82,7 @@ namespace OpenSim.Framework.Servers.HttpServer
|
|||
protected Dictionary<string, LLSDMethod> m_llsdHandlers = new Dictionary<string, LLSDMethod>();
|
||||
protected Dictionary<string, IRequestHandler> m_streamHandlers = new Dictionary<string, IRequestHandler>();
|
||||
protected Dictionary<string, GenericHTTPMethod> m_HTTPHandlers = new Dictionary<string, GenericHTTPMethod>();
|
||||
protected Dictionary<string, IHttpAgentHandler> m_agentHandlers = new Dictionary<string, IHttpAgentHandler>();
|
||||
// protected Dictionary<string, IHttpAgentHandler> m_agentHandlers = new Dictionary<string, IHttpAgentHandler>();
|
||||
protected Dictionary<string, PollServiceEventArgs> m_pollHandlers =
|
||||
new Dictionary<string, PollServiceEventArgs>();
|
||||
|
||||
|
@ -245,29 +260,29 @@ namespace OpenSim.Framework.Servers.HttpServer
|
|||
return new List<string>(m_pollHandlers.Keys);
|
||||
}
|
||||
|
||||
// Note that the agent string is provided simply to differentiate
|
||||
// the handlers - it is NOT required to be an actual agent header
|
||||
// value.
|
||||
public bool AddAgentHandler(string agent, IHttpAgentHandler handler)
|
||||
{
|
||||
lock (m_agentHandlers)
|
||||
{
|
||||
if (!m_agentHandlers.ContainsKey(agent))
|
||||
{
|
||||
m_agentHandlers.Add(agent, handler);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
//must already have a handler for that path so return false
|
||||
return false;
|
||||
}
|
||||
|
||||
public List<string> GetAgentHandlerKeys()
|
||||
{
|
||||
lock (m_agentHandlers)
|
||||
return new List<string>(m_agentHandlers.Keys);
|
||||
}
|
||||
// // Note that the agent string is provided simply to differentiate
|
||||
// // the handlers - it is NOT required to be an actual agent header
|
||||
// // value.
|
||||
// public bool AddAgentHandler(string agent, IHttpAgentHandler handler)
|
||||
// {
|
||||
// lock (m_agentHandlers)
|
||||
// {
|
||||
// if (!m_agentHandlers.ContainsKey(agent))
|
||||
// {
|
||||
// m_agentHandlers.Add(agent, handler);
|
||||
// return true;
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// //must already have a handler for that path so return false
|
||||
// return false;
|
||||
// }
|
||||
//
|
||||
// public List<string> GetAgentHandlerKeys()
|
||||
// {
|
||||
// lock (m_agentHandlers)
|
||||
// return new List<string>(m_agentHandlers.Keys);
|
||||
// }
|
||||
|
||||
public bool AddLLSDHandler(string path, LLSDMethod handler)
|
||||
{
|
||||
|
@ -296,6 +311,8 @@ namespace OpenSim.Framework.Servers.HttpServer
|
|||
|
||||
private void OnRequest(object source, RequestEventArgs args)
|
||||
{
|
||||
RequestNumber++;
|
||||
|
||||
try
|
||||
{
|
||||
IHttpClientContext context = (IHttpClientContext)source;
|
||||
|
@ -405,7 +422,6 @@ namespace OpenSim.Framework.Servers.HttpServer
|
|||
string requestMethod = request.HttpMethod;
|
||||
string uriString = request.RawUrl;
|
||||
|
||||
// string reqnum = "unknown";
|
||||
int requestStartTick = Environment.TickCount;
|
||||
|
||||
// Will be adjusted later on.
|
||||
|
@ -422,22 +438,22 @@ namespace OpenSim.Framework.Servers.HttpServer
|
|||
|
||||
Thread.CurrentThread.CurrentCulture = new CultureInfo("en-US", true);
|
||||
|
||||
// This is the REST agent interface. We require an agent to properly identify
|
||||
// itself. If the REST handler recognizes the prefix it will attempt to
|
||||
// satisfy the request. If it is not recognizable, and no damage has occurred
|
||||
// the request can be passed through to the other handlers. This is a low
|
||||
// probability event; if a request is matched it is normally expected to be
|
||||
// handled
|
||||
IHttpAgentHandler agentHandler;
|
||||
|
||||
if (TryGetAgentHandler(request, response, out agentHandler))
|
||||
{
|
||||
if (HandleAgentRequest(agentHandler, request, response))
|
||||
{
|
||||
requestEndTick = Environment.TickCount;
|
||||
return;
|
||||
}
|
||||
}
|
||||
// // This is the REST agent interface. We require an agent to properly identify
|
||||
// // itself. If the REST handler recognizes the prefix it will attempt to
|
||||
// // satisfy the request. If it is not recognizable, and no damage has occurred
|
||||
// // the request can be passed through to the other handlers. This is a low
|
||||
// // probability event; if a request is matched it is normally expected to be
|
||||
// // handled
|
||||
// IHttpAgentHandler agentHandler;
|
||||
//
|
||||
// if (TryGetAgentHandler(request, response, out agentHandler))
|
||||
// {
|
||||
// if (HandleAgentRequest(agentHandler, request, response))
|
||||
// {
|
||||
// requestEndTick = Environment.TickCount;
|
||||
// return;
|
||||
// }
|
||||
// }
|
||||
|
||||
//response.KeepAlive = true;
|
||||
response.SendChunked = false;
|
||||
|
@ -529,8 +545,8 @@ namespace OpenSim.Framework.Servers.HttpServer
|
|||
|
||||
if (DebugLevel >= 3)
|
||||
m_log.DebugFormat(
|
||||
"[BASE HTTP SERVER]: Found a {0} content type handler for {1} {2}",
|
||||
request.ContentType, request.HttpMethod, request.Url.PathAndQuery);
|
||||
"[BASE HTTP SERVER]: HTTP IN {0} :{1} {2} content type handler {3} {4} from {5}",
|
||||
RequestNumber, Port, request.ContentType, request.HttpMethod, request.Url.PathAndQuery, request.RemoteIPEndPoint);
|
||||
|
||||
buffer = HandleHTTPRequest(request, response);
|
||||
break;
|
||||
|
@ -541,8 +557,8 @@ namespace OpenSim.Framework.Servers.HttpServer
|
|||
|
||||
if (DebugLevel >= 3)
|
||||
m_log.DebugFormat(
|
||||
"[BASE HTTP SERVER]: Found a {0} content type handler for {1} {2}",
|
||||
request.ContentType, request.HttpMethod, request.Url.PathAndQuery);
|
||||
"[BASE HTTP SERVER]: HTTP IN {0} :{1} {2} content type handler {3} {4} from {5}",
|
||||
RequestNumber, Port, request.ContentType, request.HttpMethod, request.Url.PathAndQuery, request.RemoteIPEndPoint);
|
||||
|
||||
buffer = HandleLLSDRequests(request, response);
|
||||
break;
|
||||
|
@ -620,11 +636,11 @@ namespace OpenSim.Framework.Servers.HttpServer
|
|||
}
|
||||
catch (IOException e)
|
||||
{
|
||||
m_log.Error(String.Format("[BASE HTTP SERVER]: HandleRequest() threw {0} ", e.Message), e);
|
||||
m_log.Error(String.Format("[BASE HTTP SERVER]: HandleRequest() threw {0} ", e.StackTrace), e);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.Error(String.Format("[BASE HTTP SERVER]: HandleRequest() threw {0} ", e.Message), e);
|
||||
m_log.Error(String.Format("[BASE HTTP SERVER]: HandleRequest() threw {0} ", e.StackTrace), e);
|
||||
SendHTML500(response);
|
||||
}
|
||||
finally
|
||||
|
@ -632,15 +648,24 @@ 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)
|
||||
if (tickdiff > 3000 && requestHandler.Name != "GetTexture")
|
||||
{
|
||||
m_log.InfoFormat(
|
||||
"[BASE HTTP SERVER]: Slow handling of {0} {1} {2} {3} from {4} took {5}ms",
|
||||
"[BASE HTTP SERVER]: Slow handling of {0} {1} {2} {3} {4} from {5} took {6}ms",
|
||||
RequestNumber,
|
||||
requestMethod,
|
||||
uriString,
|
||||
requestHandler != null ? requestHandler.Name : "",
|
||||
requestHandler != null ? requestHandler.Description : "",
|
||||
request.RemoteIPEndPoint.ToString(),
|
||||
request.RemoteIPEndPoint,
|
||||
tickdiff);
|
||||
}
|
||||
else if (DebugLevel >= 4)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[BASE HTTP SERVER]: HTTP IN {0} :{1} took {2}ms",
|
||||
RequestNumber,
|
||||
Port,
|
||||
tickdiff);
|
||||
}
|
||||
}
|
||||
|
@ -649,30 +674,45 @@ namespace OpenSim.Framework.Servers.HttpServer
|
|||
private void LogIncomingToStreamHandler(OSHttpRequest request, IRequestHandler requestHandler)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[BASE HTTP SERVER]: Found stream handler for {0} {1} {2} {3}",
|
||||
request.HttpMethod, request.Url.PathAndQuery, requestHandler.Name, requestHandler.Description);
|
||||
"[BASE HTTP SERVER]: HTTP IN {0} :{1} stream handler {2} {3} {4} {5} from {6}",
|
||||
RequestNumber,
|
||||
Port,
|
||||
request.HttpMethod,
|
||||
request.Url.PathAndQuery,
|
||||
requestHandler.Name,
|
||||
requestHandler.Description,
|
||||
request.RemoteIPEndPoint);
|
||||
|
||||
if (DebugLevel >= 4)
|
||||
if (DebugLevel >= 5)
|
||||
LogIncomingInDetail(request);
|
||||
}
|
||||
|
||||
private void LogIncomingToContentTypeHandler(OSHttpRequest request)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[BASE HTTP SERVER]: Found a {0} content type handler for {1} {2}",
|
||||
request.ContentType, request.HttpMethod, request.Url.PathAndQuery);
|
||||
"[BASE HTTP SERVER]: HTTP IN {0} :{1} {2} content type handler {3} {4} from {5}",
|
||||
RequestNumber,
|
||||
Port,
|
||||
request.ContentType,
|
||||
request.HttpMethod,
|
||||
request.Url.PathAndQuery,
|
||||
request.RemoteIPEndPoint);
|
||||
|
||||
if (DebugLevel >= 4)
|
||||
if (DebugLevel >= 5)
|
||||
LogIncomingInDetail(request);
|
||||
}
|
||||
|
||||
private void LogIncomingToXmlRpcHandler(OSHttpRequest request)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[BASE HTTP SERVER]: Assuming a generic XMLRPC request for {0} {1}",
|
||||
request.HttpMethod, request.Url.PathAndQuery);
|
||||
"[BASE HTTP SERVER]: HTTP IN {0} :{1} assumed generic XMLRPC request {2} {3} from {4}",
|
||||
RequestNumber,
|
||||
Port,
|
||||
request.HttpMethod,
|
||||
request.Url.PathAndQuery,
|
||||
request.RemoteIPEndPoint);
|
||||
|
||||
if (DebugLevel >= 4)
|
||||
if (DebugLevel >= 5)
|
||||
LogIncomingInDetail(request);
|
||||
}
|
||||
|
||||
|
@ -682,19 +722,19 @@ namespace OpenSim.Framework.Servers.HttpServer
|
|||
{
|
||||
string output;
|
||||
|
||||
if (DebugLevel == 4)
|
||||
if (DebugLevel == 5)
|
||||
{
|
||||
const int sampleLength = 80;
|
||||
char[] sampleChars = new char[sampleLength];
|
||||
reader.Read(sampleChars, 0, sampleLength);
|
||||
output = string.Format("[BASE HTTP SERVER]: {0}...", new string(sampleChars).Replace("\n", @"\n"));
|
||||
output = new string(sampleChars);
|
||||
}
|
||||
else
|
||||
{
|
||||
output = string.Format("[BASE HTTP SERVER]: {0}", reader.ReadToEnd());
|
||||
output = reader.ReadToEnd();
|
||||
}
|
||||
|
||||
m_log.Debug(output);
|
||||
m_log.DebugFormat("[BASE HTTP SERVER]: {0}...", output.Replace("\n", @"\n"));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -790,24 +830,24 @@ namespace OpenSim.Framework.Servers.HttpServer
|
|||
}
|
||||
}
|
||||
|
||||
private bool TryGetAgentHandler(OSHttpRequest request, OSHttpResponse response, out IHttpAgentHandler agentHandler)
|
||||
{
|
||||
agentHandler = null;
|
||||
|
||||
lock (m_agentHandlers)
|
||||
{
|
||||
foreach (IHttpAgentHandler handler in m_agentHandlers.Values)
|
||||
{
|
||||
if (handler.Match(request, response))
|
||||
{
|
||||
agentHandler = handler;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
// private bool TryGetAgentHandler(OSHttpRequest request, OSHttpResponse response, out IHttpAgentHandler agentHandler)
|
||||
// {
|
||||
// agentHandler = null;
|
||||
//
|
||||
// lock (m_agentHandlers)
|
||||
// {
|
||||
// foreach (IHttpAgentHandler handler in m_agentHandlers.Values)
|
||||
// {
|
||||
// if (handler.Match(request, response))
|
||||
// {
|
||||
// agentHandler = handler;
|
||||
// return true;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// return false;
|
||||
// }
|
||||
|
||||
/// <summary>
|
||||
/// Try all the registered xmlrpc handlers when an xmlrpc request is received.
|
||||
|
@ -1732,21 +1772,21 @@ namespace OpenSim.Framework.Servers.HttpServer
|
|||
m_pollHandlers.Remove(path);
|
||||
}
|
||||
|
||||
public bool RemoveAgentHandler(string agent, IHttpAgentHandler handler)
|
||||
{
|
||||
lock (m_agentHandlers)
|
||||
{
|
||||
IHttpAgentHandler foundHandler;
|
||||
|
||||
if (m_agentHandlers.TryGetValue(agent, out foundHandler) && foundHandler == handler)
|
||||
{
|
||||
m_agentHandlers.Remove(agent);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
// public bool RemoveAgentHandler(string agent, IHttpAgentHandler handler)
|
||||
// {
|
||||
// lock (m_agentHandlers)
|
||||
// {
|
||||
// IHttpAgentHandler foundHandler;
|
||||
//
|
||||
// if (m_agentHandlers.TryGetValue(agent, out foundHandler) && foundHandler == handler)
|
||||
// {
|
||||
// m_agentHandlers.Remove(agent);
|
||||
// return true;
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// return false;
|
||||
// }
|
||||
|
||||
public void RemoveXmlRPCHandler(string method)
|
||||
{
|
||||
|
|
|
@ -41,10 +41,10 @@ namespace OpenSim.Framework.Servers.HttpServer
|
|||
uint Port { get; }
|
||||
bool UseSSL { get; }
|
||||
|
||||
// Note that the agent string is provided simply to differentiate
|
||||
// the handlers - it is NOT required to be an actual agent header
|
||||
// value.
|
||||
bool AddAgentHandler(string agent, IHttpAgentHandler handler);
|
||||
// // Note that the agent string is provided simply to differentiate
|
||||
// // the handlers - it is NOT required to be an actual agent header
|
||||
// // value.
|
||||
// bool AddAgentHandler(string agent, IHttpAgentHandler handler);
|
||||
|
||||
/// <summary>
|
||||
/// Add a handler for an HTTP request.
|
||||
|
@ -106,13 +106,13 @@ namespace OpenSim.Framework.Servers.HttpServer
|
|||
|
||||
bool SetDefaultLLSDHandler(DefaultLLSDMethod handler);
|
||||
|
||||
/// <summary>
|
||||
/// Remove the agent if it is registered.
|
||||
/// </summary>
|
||||
/// <param name="agent"></param>
|
||||
/// <param name="handler"></param>
|
||||
/// <returns></returns>
|
||||
bool RemoveAgentHandler(string agent, IHttpAgentHandler handler);
|
||||
// /// <summary>
|
||||
// /// Remove the agent if it is registered.
|
||||
// /// </summary>
|
||||
// /// <param name="agent"></param>
|
||||
// /// <param name="handler"></param>
|
||||
// /// <returns></returns>
|
||||
// bool RemoveAgentHandler(string agent, IHttpAgentHandler handler);
|
||||
|
||||
/// <summary>
|
||||
/// Remove an HTTP handler
|
||||
|
|
|
@ -48,9 +48,12 @@ namespace OpenSim.Framework.Servers
|
|||
/// Control the printing of certain debug messages.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// If DebugLevel >= 1, then short warnings are logged when receiving bad input data.
|
||||
/// If DebugLevel >= 2, then long warnings are logged when receiving bad input data.
|
||||
/// If DebugLevel >= 3, then short notices about all incoming non-poll HTTP requests are logged.
|
||||
/// If DebugLevel >= 1 then short warnings are logged when receiving bad input data.
|
||||
/// If DebugLevel >= 2 then long warnings are logged when receiving bad input data.
|
||||
/// If DebugLevel >= 3 then short notices about all incoming non-poll HTTP requests are logged.
|
||||
/// If DebugLevel >= 4 then the time taken to fulfill the request is logged.
|
||||
/// If DebugLevel >= 5 then the start of the body of incoming non-poll HTTP requests will be logged.
|
||||
/// If DebugLevel >= 6 then the entire body of incoming non-poll HTTP requests will be logged.
|
||||
/// </remarks>
|
||||
public static int DebugLevel
|
||||
{
|
||||
|
@ -102,7 +105,6 @@ namespace OpenSim.Framework.Servers
|
|||
get { return new Dictionary<uint, BaseHttpServer>(m_Servers); }
|
||||
}
|
||||
|
||||
|
||||
public static void RegisterHttpConsoleCommands(ICommandConsole console)
|
||||
{
|
||||
console.Commands.AddCommand(
|
||||
|
@ -111,15 +113,20 @@ namespace OpenSim.Framework.Servers
|
|||
"Show all registered http handlers", HandleShowHttpHandlersCommand);
|
||||
|
||||
console.Commands.AddCommand(
|
||||
"Debug", false, "debug http", "debug http [<level>]",
|
||||
"Turn on inbound non-poll http request debugging.",
|
||||
"If level <= 0, then no extra logging is done.\n"
|
||||
+ "If level >= 1, then short warnings are logged when receiving bad input data.\n"
|
||||
+ "If level >= 2, then long warnings are logged when receiving bad input data.\n"
|
||||
+ "If level >= 3, then short notices about all incoming non-poll HTTP requests are logged.\n"
|
||||
+ "If level >= 4, then a sample from the beginning of the incoming data is logged.\n"
|
||||
+ "If level >= 5, then the entire incoming data is logged.\n"
|
||||
+ "If no level is specified then the current level is returned.",
|
||||
"Debug", false, "debug http", "debug http <in|out|all> [<level>]",
|
||||
"Turn on http request logging.",
|
||||
"If in or all and\n"
|
||||
+ " level <= 0 then no extra logging is done.\n"
|
||||
+ " level >= 1 then short warnings are logged when receiving bad input data.\n"
|
||||
+ " level >= 2 then long warnings are logged when receiving bad input data.\n"
|
||||
+ " level >= 3 then short notices about all incoming non-poll HTTP requests are logged.\n"
|
||||
+ " level >= 4 then the time taken to fulfill the request is logged.\n"
|
||||
+ " level >= 5 then a sample from the beginning of the incoming data is logged.\n"
|
||||
+ " level >= 6 then the entire incoming data is logged.\n"
|
||||
+ " no level is specified then the current level is returned.\n\n"
|
||||
+ "If out or all and\n"
|
||||
+ " level >= 3 then short notices about all outgoing requests going through WebUtil are logged.\n"
|
||||
+ " level >= 4 then the time taken to fulfill the request is logged.\n",
|
||||
HandleDebugHttpCommand);
|
||||
}
|
||||
|
||||
|
@ -127,24 +134,74 @@ namespace OpenSim.Framework.Servers
|
|||
/// Turn on some debugging values for OpenSim.
|
||||
/// </summary>
|
||||
/// <param name="args"></param>
|
||||
private static void HandleDebugHttpCommand(string module, string[] args)
|
||||
private static void HandleDebugHttpCommand(string module, string[] cmdparams)
|
||||
{
|
||||
if (args.Length == 3)
|
||||
if (cmdparams.Length < 3)
|
||||
{
|
||||
int newDebug;
|
||||
if (int.TryParse(args[2], out newDebug))
|
||||
{
|
||||
MainServer.DebugLevel = newDebug;
|
||||
MainConsole.Instance.OutputFormat("Debug http level set to {0}", newDebug);
|
||||
}
|
||||
MainConsole.Instance.Output("Usage: debug http <in|out|all> 0..6");
|
||||
return;
|
||||
}
|
||||
else if (args.Length == 2)
|
||||
|
||||
bool inReqs = false;
|
||||
bool outReqs = false;
|
||||
bool allReqs = false;
|
||||
|
||||
string subCommand = cmdparams[2];
|
||||
|
||||
if (subCommand.ToLower() == "in")
|
||||
{
|
||||
MainConsole.Instance.OutputFormat("Current debug http level is {0}", MainServer.DebugLevel);
|
||||
inReqs = true;
|
||||
}
|
||||
else if (subCommand.ToLower() == "out")
|
||||
{
|
||||
outReqs = true;
|
||||
}
|
||||
else if (subCommand.ToLower() == "all")
|
||||
{
|
||||
allReqs = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
MainConsole.Instance.Output("Usage: debug http 0..5");
|
||||
MainConsole.Instance.Output("You must specify in, out or all");
|
||||
return;
|
||||
}
|
||||
|
||||
if (cmdparams.Length >= 4)
|
||||
{
|
||||
string rawNewDebug = cmdparams[3];
|
||||
int newDebug;
|
||||
|
||||
if (!int.TryParse(rawNewDebug, out newDebug))
|
||||
{
|
||||
MainConsole.Instance.OutputFormat("{0} is not a valid debug level", rawNewDebug);
|
||||
return;
|
||||
}
|
||||
|
||||
if (newDebug < 0 || newDebug > 6)
|
||||
{
|
||||
MainConsole.Instance.OutputFormat("{0} is outside the valid debug level range of 0..6", newDebug);
|
||||
return;
|
||||
}
|
||||
|
||||
if (allReqs || inReqs)
|
||||
{
|
||||
MainServer.DebugLevel = newDebug;
|
||||
MainConsole.Instance.OutputFormat("IN debug level set to {0}", newDebug);
|
||||
}
|
||||
|
||||
if (allReqs || outReqs)
|
||||
{
|
||||
WebUtil.DebugLevel = newDebug;
|
||||
MainConsole.Instance.OutputFormat("OUT debug level set to {0}", newDebug);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (allReqs || inReqs)
|
||||
MainConsole.Instance.OutputFormat("Current IN debug level is {0}", MainServer.DebugLevel);
|
||||
|
||||
if (allReqs || outReqs)
|
||||
MainConsole.Instance.OutputFormat("Current OUT debug level is {0}", WebUtil.DebugLevel);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -174,9 +231,9 @@ namespace OpenSim.Framework.Servers
|
|||
foreach (String s in httpServer.GetHTTPHandlerKeys())
|
||||
handlers.AppendFormat("\t{0} {1}\n", s, (poll.Contains(s) ? "(poll service)" : string.Empty));
|
||||
|
||||
handlers.AppendFormat("* Agent:\n");
|
||||
foreach (String s in httpServer.GetAgentHandlerKeys())
|
||||
handlers.AppendFormat("\t{0}\n", s);
|
||||
// handlers.AppendFormat("* Agent:\n");
|
||||
// foreach (String s in httpServer.GetAgentHandlerKeys())
|
||||
// handlers.AppendFormat("\t{0}\n", s);
|
||||
|
||||
handlers.AppendFormat("* LLSD:\n");
|
||||
foreach (String s in httpServer.GetLLSDHandlerKeys())
|
||||
|
|
|
@ -53,10 +53,18 @@ namespace OpenSim.Framework
|
|||
LogManager.GetLogger(
|
||||
MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
/// <summary>
|
||||
/// Control the printing of certain debug messages.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// If DebugLevel >= 3 then short notices about outgoing HTTP requests are logged.
|
||||
/// </remarks>
|
||||
public static int DebugLevel { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Request number for diagnostic purposes.
|
||||
/// </summary>
|
||||
public static int RequestNumber = 0;
|
||||
public static int RequestNumber { get; internal set; }
|
||||
|
||||
/// <summary>
|
||||
/// this is the header field used to communicate the local request id
|
||||
|
@ -146,7 +154,11 @@ namespace OpenSim.Framework
|
|||
private static OSDMap ServiceOSDRequestWorker(string url, OSDMap data, string method, int timeout, bool compressed)
|
||||
{
|
||||
int reqnum = RequestNumber++;
|
||||
// m_log.DebugFormat("[WEB UTIL]: <{0}> start osd request for {1}, method {2}",reqnum,url,method);
|
||||
|
||||
if (DebugLevel >= 3)
|
||||
m_log.DebugFormat(
|
||||
"[WEB UTIL]: HTTP OUT {0} ServiceOSD {1} {2} (timeout {3}, compressed {4})",
|
||||
reqnum, method, url, timeout, compressed);
|
||||
|
||||
string errorMessage = "unknown error";
|
||||
int tickstart = Util.EnvironmentTickCount();
|
||||
|
@ -229,7 +241,7 @@ namespace OpenSim.Framework
|
|||
int tickdiff = Util.EnvironmentTickCountSubtract(tickstart);
|
||||
if (tickdiff > LongCallTime)
|
||||
m_log.InfoFormat(
|
||||
"[OSD REQUEST]: Slow request to <{0}> {1} {2} took {3}ms, {4}ms writing, {5}",
|
||||
"[WEB UTIL]: Slow ServiceOSD request {0} {1} {2} took {3}ms, {4}ms writing, {5}",
|
||||
reqnum,
|
||||
method,
|
||||
url,
|
||||
|
@ -238,10 +250,14 @@ namespace OpenSim.Framework
|
|||
strBuffer != null
|
||||
? (strBuffer.Length > MaxRequestDiagLength ? strBuffer.Remove(MaxRequestDiagLength) : strBuffer)
|
||||
: "");
|
||||
else if (DebugLevel >= 4)
|
||||
m_log.DebugFormat(
|
||||
"[WEB UTIL]: HTTP OUT {0} took {1}ms, {2}ms writing",
|
||||
reqnum, tickdiff, tickdata);
|
||||
}
|
||||
|
||||
m_log.DebugFormat(
|
||||
"[WEB UTIL]: <{0}> osd request for {1}, method {2} FAILED: {3}", reqnum, url, method, errorMessage);
|
||||
"[WEB UTIL]: ServiceOSD request {0} {1} {2} FAILED: {3}", reqnum, url, method, errorMessage);
|
||||
|
||||
return ErrorResponseMap(errorMessage);
|
||||
}
|
||||
|
@ -317,7 +333,11 @@ namespace OpenSim.Framework
|
|||
{
|
||||
int reqnum = RequestNumber++;
|
||||
string method = (data != null && data["RequestMethod"] != null) ? data["RequestMethod"] : "unknown";
|
||||
// m_log.DebugFormat("[WEB UTIL]: <{0}> start form request for {1}, method {2}",reqnum,url,method);
|
||||
|
||||
if (DebugLevel >= 3)
|
||||
m_log.DebugFormat(
|
||||
"[WEB UTIL]: HTTP OUT {0} ServiceForm {1} {2} (timeout {3})",
|
||||
reqnum, method, url, timeout);
|
||||
|
||||
string errorMessage = "unknown error";
|
||||
int tickstart = Util.EnvironmentTickCount();
|
||||
|
@ -380,7 +400,7 @@ namespace OpenSim.Framework
|
|||
int tickdiff = Util.EnvironmentTickCountSubtract(tickstart);
|
||||
if (tickdiff > LongCallTime)
|
||||
m_log.InfoFormat(
|
||||
"[SERVICE FORM]: Slow request to <{0}> {1} {2} took {3}ms, {4}ms writing, {5}",
|
||||
"[WEB UTIL]: Slow ServiceForm request {0} {1} {2} took {3}ms, {4}ms writing, {5}",
|
||||
reqnum,
|
||||
method,
|
||||
url,
|
||||
|
@ -389,9 +409,13 @@ namespace OpenSim.Framework
|
|||
queryString != null
|
||||
? (queryString.Length > MaxRequestDiagLength) ? queryString.Remove(MaxRequestDiagLength) : queryString
|
||||
: "");
|
||||
else if (DebugLevel >= 4)
|
||||
m_log.DebugFormat(
|
||||
"[WEB UTIL]: HTTP OUT {0} took {1}ms, {2}ms writing",
|
||||
reqnum, tickdiff, tickdata);
|
||||
}
|
||||
|
||||
m_log.WarnFormat("[SERVICE FORM]: <{0}> form request to {1} failed: {2}", reqnum, url, errorMessage);
|
||||
m_log.WarnFormat("[WEB UTIL]: ServiceForm request {0} {1} {2} failed: {2}", reqnum, method, url, errorMessage);
|
||||
|
||||
return ErrorResponseMap(errorMessage);
|
||||
}
|
||||
|
@ -643,7 +667,6 @@ namespace OpenSim.Framework
|
|||
/// <returns></returns>
|
||||
public static string[] GetPreferredImageTypes(string accept)
|
||||
{
|
||||
|
||||
if (accept == null || accept == string.Empty)
|
||||
return new string[0];
|
||||
|
||||
|
@ -693,18 +716,31 @@ namespace OpenSim.Framework
|
|||
//
|
||||
public static void MakeRequest<TRequest, TResponse>(string verb,
|
||||
string requestUrl, TRequest obj, Action<TResponse> action)
|
||||
{
|
||||
MakeRequest<TRequest, TResponse>(verb, requestUrl, obj, action, 0);
|
||||
}
|
||||
|
||||
public static void MakeRequest<TRequest, TResponse>(string verb,
|
||||
string requestUrl, TRequest obj, Action<TResponse> action,
|
||||
int maxConnections)
|
||||
{
|
||||
int reqnum = WebUtil.RequestNumber++;
|
||||
// m_log.DebugFormat("[WEB UTIL]: <{0}> start osd request for {1}, method {2}",reqnum,url,method);
|
||||
|
||||
if (WebUtil.DebugLevel >= 3)
|
||||
m_log.DebugFormat(
|
||||
"[WEB UTIL]: HTTP OUT {0} AsynchronousRequestObject {1} {2}",
|
||||
reqnum, verb, requestUrl);
|
||||
|
||||
int tickstart = Util.EnvironmentTickCount();
|
||||
int tickdata = 0;
|
||||
|
||||
// m_log.DebugFormat("[ASYNC REQUEST]: Starting {0} {1}", verb, requestUrl);
|
||||
|
||||
Type type = typeof(TRequest);
|
||||
|
||||
WebRequest request = WebRequest.Create(requestUrl);
|
||||
HttpWebRequest ht = (HttpWebRequest)request;
|
||||
if (maxConnections > 0 && ht.ServicePoint.ConnectionLimit < maxConnections)
|
||||
ht.ServicePoint.ConnectionLimit = maxConnections;
|
||||
|
||||
WebResponse response = null;
|
||||
TResponse deserial = default(TResponse);
|
||||
XmlSerializer deserializer = new XmlSerializer(typeof(TResponse));
|
||||
|
@ -854,7 +890,7 @@ namespace OpenSim.Framework
|
|||
}
|
||||
|
||||
m_log.InfoFormat(
|
||||
"[ASYNC REQUEST]: Slow request to <{0}> {1} {2} took {3}ms, {4}ms writing, {5}",
|
||||
"[ASYNC REQUEST]: Slow request {0} {1} {2} took {3}ms, {4}ms writing, {5}",
|
||||
reqnum,
|
||||
verb,
|
||||
requestUrl,
|
||||
|
@ -862,6 +898,12 @@ namespace OpenSim.Framework
|
|||
tickdata,
|
||||
originalRequest);
|
||||
}
|
||||
else if (WebUtil.DebugLevel >= 4)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[WEB UTIL]: HTTP OUT {0} took {1}ms, {2}ms writing",
|
||||
reqnum, tickdiff, tickdata);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -882,7 +924,11 @@ namespace OpenSim.Framework
|
|||
public static string MakeRequest(string verb, string requestUrl, string obj)
|
||||
{
|
||||
int reqnum = WebUtil.RequestNumber++;
|
||||
// m_log.DebugFormat("[WEB UTIL]: <{0}> start osd request for {1}, method {2}",reqnum,url,method);
|
||||
|
||||
if (WebUtil.DebugLevel >= 3)
|
||||
m_log.DebugFormat(
|
||||
"[WEB UTIL]: HTTP OUT {0} SynchronousRestForms {1} {2}",
|
||||
reqnum, verb, requestUrl);
|
||||
|
||||
int tickstart = Util.EnvironmentTickCount();
|
||||
int tickdata = 0;
|
||||
|
@ -967,13 +1013,17 @@ namespace OpenSim.Framework
|
|||
int tickdiff = Util.EnvironmentTickCountSubtract(tickstart);
|
||||
if (tickdiff > WebUtil.LongCallTime)
|
||||
m_log.InfoFormat(
|
||||
"[FORMS]: Slow request to <{0}> {1} {2} took {3}ms, {4}ms writing, {5}",
|
||||
"[FORMS]: Slow request {0} {1} {2} took {3}ms, {4}ms writing, {5}",
|
||||
reqnum,
|
||||
verb,
|
||||
requestUrl,
|
||||
tickdiff,
|
||||
tickdata,
|
||||
obj.Length > WebUtil.MaxRequestDiagLength ? obj.Remove(WebUtil.MaxRequestDiagLength) : obj);
|
||||
else if (WebUtil.DebugLevel >= 4)
|
||||
m_log.DebugFormat(
|
||||
"[WEB UTIL]: HTTP OUT {0} took {1}ms, {2}ms writing",
|
||||
reqnum, tickdiff, tickdata);
|
||||
|
||||
return respstring;
|
||||
}
|
||||
|
@ -996,9 +1046,23 @@ namespace OpenSim.Framework
|
|||
/// <exception cref="System.Net.WebException">Thrown if we encounter a network issue while posting
|
||||
/// the request. You'll want to make sure you deal with this as they're not uncommon</exception>
|
||||
public static TResponse MakeRequest<TRequest, TResponse>(string verb, string requestUrl, TRequest obj)
|
||||
{
|
||||
return MakeRequest<TRequest, TResponse>(verb, requestUrl, obj, 0);
|
||||
}
|
||||
|
||||
public static TResponse MakeRequest<TRequest, TResponse>(string verb, string requestUrl, TRequest obj, int pTimeout)
|
||||
{
|
||||
return MakeRequest<TRequest, TResponse>(verb, requestUrl, obj, pTimeout, 0);
|
||||
}
|
||||
|
||||
public static TResponse MakeRequest<TRequest, TResponse>(string verb, string requestUrl, TRequest obj, int pTimeout, int maxConnections)
|
||||
{
|
||||
int reqnum = WebUtil.RequestNumber++;
|
||||
// m_log.DebugFormat("[WEB UTIL]: <{0}> start osd request for {1}, method {2}",reqnum,url,method);
|
||||
|
||||
if (WebUtil.DebugLevel >= 3)
|
||||
m_log.DebugFormat(
|
||||
"[WEB UTIL]: HTTP OUT {0} SynchronousRestObject {1} {2}",
|
||||
reqnum, verb, requestUrl);
|
||||
|
||||
int tickstart = Util.EnvironmentTickCount();
|
||||
int tickdata = 0;
|
||||
|
@ -1007,6 +1071,10 @@ namespace OpenSim.Framework
|
|||
TResponse deserial = default(TResponse);
|
||||
|
||||
WebRequest request = WebRequest.Create(requestUrl);
|
||||
HttpWebRequest ht = (HttpWebRequest)request;
|
||||
if (maxConnections > 0 && ht.ServicePoint.ConnectionLimit < maxConnections)
|
||||
ht.ServicePoint.ConnectionLimit = maxConnections;
|
||||
|
||||
request.Method = verb;
|
||||
MemoryStream buffer = null;
|
||||
|
||||
|
@ -1111,7 +1179,7 @@ namespace OpenSim.Framework
|
|||
}
|
||||
|
||||
m_log.InfoFormat(
|
||||
"[SynchronousRestObjectRequester]: Slow request to <{0}> {1} {2} took {3}ms, {4}ms writing, {5}",
|
||||
"[SynchronousRestObjectRequester]: Slow request {0} {1} {2} took {3}ms, {4}ms writing, {5}",
|
||||
reqnum,
|
||||
verb,
|
||||
requestUrl,
|
||||
|
@ -1119,8 +1187,14 @@ namespace OpenSim.Framework
|
|||
tickdata,
|
||||
originalRequest);
|
||||
}
|
||||
else if (WebUtil.DebugLevel >= 4)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[WEB UTIL]: HTTP OUT {0} took {1}ms, {2}ms writing",
|
||||
reqnum, tickdiff, tickdata);
|
||||
}
|
||||
|
||||
return deserial;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -27,6 +27,7 @@
|
|||
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.Net;
|
||||
using System.Reflection;
|
||||
using log4net;
|
||||
using log4net.Config;
|
||||
|
@ -73,6 +74,7 @@ namespace OpenSim
|
|||
AppDomain.CurrentDomain.UnhandledException +=
|
||||
new UnhandledExceptionEventHandler(CurrentDomain_UnhandledException);
|
||||
|
||||
ServicePointManager.DefaultConnectionLimit = 12;
|
||||
|
||||
// Add the arguments supplied when running the application to the configuration
|
||||
ArgvConfigSource configSource = new ArgvConfigSource(args);
|
||||
|
|
|
@ -57,39 +57,36 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// Return a xfer uploader if one does not already exist.
|
||||
/// Return the xfer uploader for the given transaction.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// If an uploader does not already exist for this transaction then it is created, otherwise the existing
|
||||
/// uploader is returned.
|
||||
/// </remarks>
|
||||
/// <param name="transactionID"></param>
|
||||
/// <param name="assetID">
|
||||
/// We must transfer the new asset ID into the uploader on creation, otherwise
|
||||
/// we can see race conditions with other threads which can retrieve an item before it is updated with the new
|
||||
/// asset id.
|
||||
/// </param>
|
||||
/// <returns>
|
||||
/// The xfer uploader requested. Null if one is already in existence.
|
||||
/// FIXME: This is a bizarre thing to do, and is probably meant to signal an error condition if multiple
|
||||
/// transfers are made. Needs to be corrected.
|
||||
/// </returns>
|
||||
public AssetXferUploader RequestXferUploader(UUID transactionID, UUID assetID)
|
||||
/// <returns>The asset xfer uploader</returns>
|
||||
public AssetXferUploader RequestXferUploader(UUID transactionID)
|
||||
{
|
||||
AssetXferUploader uploader;
|
||||
|
||||
lock (XferUploaders)
|
||||
{
|
||||
if (!XferUploaders.ContainsKey(transactionID))
|
||||
{
|
||||
AssetXferUploader uploader = new AssetXferUploader(this, m_Scene, assetID, m_dumpAssetsToFile);
|
||||
uploader = new AssetXferUploader(this, m_Scene, transactionID, m_dumpAssetsToFile);
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[AGENT ASSETS TRANSACTIONS]: Adding asset xfer uploader {0} since it didn't previously exist", transactionID);
|
||||
|
||||
XferUploaders.Add(transactionID, uploader);
|
||||
|
||||
return uploader;
|
||||
}
|
||||
else
|
||||
{
|
||||
uploader = XferUploaders[transactionID];
|
||||
}
|
||||
}
|
||||
|
||||
m_log.WarnFormat("[AGENT ASSETS TRANSACTIONS]: Ignoring request for asset xfer uploader {0} since it already exists", transactionID);
|
||||
|
||||
return null;
|
||||
return uploader;
|
||||
}
|
||||
|
||||
public void HandleXfer(ulong xferID, uint packetID, byte[] data)
|
||||
|
@ -151,115 +148,28 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
|
|||
string description, string name, sbyte invType,
|
||||
sbyte type, byte wearableType, uint nextOwnerMask)
|
||||
{
|
||||
AssetXferUploader uploader = null;
|
||||
AssetXferUploader uploader = RequestXferUploader(transactionID);
|
||||
|
||||
lock (XferUploaders)
|
||||
{
|
||||
if (XferUploaders.ContainsKey(transactionID))
|
||||
uploader = XferUploaders[transactionID];
|
||||
}
|
||||
|
||||
if (uploader != null)
|
||||
uploader.RequestCreateInventoryItem(
|
||||
remoteClient, transactionID, folderID,
|
||||
callbackID, description, name, invType, type,
|
||||
wearableType, nextOwnerMask);
|
||||
else
|
||||
m_log.ErrorFormat(
|
||||
"[AGENT ASSET TRANSACTIONS]: Could not find uploader with transaction ID {0} when handling request to create inventory item {1} from {2}",
|
||||
transactionID, name, remoteClient.Name);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get an uploaded asset. If the data is successfully retrieved,
|
||||
/// the transaction will be removed.
|
||||
/// </summary>
|
||||
/// <param name="transactionID"></param>
|
||||
/// <returns>The asset if the upload has completed, null if it has not.</returns>
|
||||
private AssetBase GetTransactionAsset(UUID transactionID)
|
||||
{
|
||||
lock (XferUploaders)
|
||||
{
|
||||
if (XferUploaders.ContainsKey(transactionID))
|
||||
{
|
||||
AssetXferUploader uploader = XferUploaders[transactionID];
|
||||
AssetBase asset = uploader.GetAssetData();
|
||||
RemoveXferUploader(transactionID);
|
||||
|
||||
return asset;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
uploader.RequestCreateInventoryItem(
|
||||
remoteClient, folderID, callbackID,
|
||||
description, name, invType, type, wearableType, nextOwnerMask);
|
||||
}
|
||||
|
||||
public void RequestUpdateTaskInventoryItem(IClientAPI remoteClient,
|
||||
SceneObjectPart part, UUID transactionID,
|
||||
TaskInventoryItem item)
|
||||
{
|
||||
AssetXferUploader uploader = null;
|
||||
AssetXferUploader uploader = RequestXferUploader(transactionID);
|
||||
|
||||
lock (XferUploaders)
|
||||
{
|
||||
if (XferUploaders.ContainsKey(transactionID))
|
||||
uploader = XferUploaders[transactionID];
|
||||
}
|
||||
|
||||
if (uploader != null)
|
||||
{
|
||||
AssetBase asset = GetTransactionAsset(transactionID);
|
||||
|
||||
// Only legacy viewers use this, and they prefer CAPS, which
|
||||
// we have, so this really never runs.
|
||||
// Allow it, but only for "safe" types.
|
||||
if ((InventoryType)item.InvType != InventoryType.Notecard &&
|
||||
(InventoryType)item.InvType != InventoryType.LSL)
|
||||
return;
|
||||
|
||||
if (asset != null)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[AGENT ASSETS TRANSACTIONS]: Updating item {0} in {1} for transaction {2}",
|
||||
// item.Name, part.Name, transactionID);
|
||||
|
||||
asset.FullID = UUID.Random();
|
||||
asset.Name = item.Name;
|
||||
asset.Description = item.Description;
|
||||
asset.Type = (sbyte)item.Type;
|
||||
item.AssetID = asset.FullID;
|
||||
|
||||
m_Scene.AssetService.Store(asset);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.ErrorFormat(
|
||||
"[AGENT ASSET TRANSACTIONS]: Could not find uploader with transaction ID {0} when handling request to update task inventory item {1} in {2}",
|
||||
transactionID, item.Name, part.Name);
|
||||
}
|
||||
uploader.RequestUpdateTaskInventoryItem(remoteClient, item);
|
||||
}
|
||||
|
||||
public void RequestUpdateInventoryItem(IClientAPI remoteClient,
|
||||
UUID transactionID, InventoryItemBase item)
|
||||
{
|
||||
AssetXferUploader uploader = null;
|
||||
AssetXferUploader uploader = RequestXferUploader(transactionID);
|
||||
|
||||
lock (XferUploaders)
|
||||
{
|
||||
if (XferUploaders.ContainsKey(transactionID))
|
||||
uploader = XferUploaders[transactionID];
|
||||
}
|
||||
|
||||
if (uploader != null)
|
||||
{
|
||||
uploader.RequestUpdateInventoryItem(remoteClient, transactionID, item);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.ErrorFormat(
|
||||
"[AGENT ASSET TRANSACTIONS]: Could not find uploader with transaction ID {0} when handling request to update inventory item {1} for {2}",
|
||||
transactionID, item.Name, remoteClient.Name);
|
||||
}
|
||||
uploader.RequestUpdateInventoryItem(remoteClient, item);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -215,7 +215,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
|
|||
IClientAPI remoteClient, SceneObjectPart part, UUID transactionID, TaskInventoryItem item)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[TRANSACTIONS MANAGER] Called HandleTaskItemUpdateFromTransaction with item {0} in {1} for {2} in {3}",
|
||||
"[ASSET TRANSACTION MODULE] Called HandleTaskItemUpdateFromTransaction with item {0} in {1} for {2} in {3}",
|
||||
item.Name, part.Name, remoteClient.Name, m_Scene.RegionInfo.RegionName);
|
||||
|
||||
AgentAssetTransactions transactions =
|
||||
|
@ -274,13 +274,8 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
|
|||
}
|
||||
|
||||
AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId);
|
||||
AssetXferUploader uploader = transactions.RequestXferUploader(transaction, assetID);
|
||||
|
||||
if (uploader != null)
|
||||
{
|
||||
uploader.Initialise(remoteClient, assetID, transaction, type,
|
||||
data, storeLocal, tempFile);
|
||||
}
|
||||
AssetXferUploader uploader = transactions.RequestXferUploader(transaction);
|
||||
uploader.StartUpload(remoteClient, assetID, transaction, type, data, storeLocal, tempFile);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -40,39 +40,75 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
|
|||
{
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
/// <summary>
|
||||
/// Upload state.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// New -> Uploading -> Complete
|
||||
/// </remarks>
|
||||
private enum UploadState
|
||||
{
|
||||
New,
|
||||
Uploading,
|
||||
Complete
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reference to the object that holds this uploader. Used to remove ourselves from it's list if we
|
||||
/// are performing a delayed update.
|
||||
/// </summary>
|
||||
AgentAssetTransactions m_transactions;
|
||||
|
||||
private UploadState m_uploadState = UploadState.New;
|
||||
|
||||
private AssetBase m_asset;
|
||||
private UUID InventFolder = UUID.Zero;
|
||||
private sbyte invType = 0;
|
||||
|
||||
private bool m_createItem = false;
|
||||
private uint m_createItemCallback = 0;
|
||||
private bool m_updateItem = false;
|
||||
private bool m_createItem;
|
||||
private uint m_createItemCallback;
|
||||
|
||||
private bool m_updateItem;
|
||||
private InventoryItemBase m_updateItemData;
|
||||
|
||||
private bool m_updateTaskItem;
|
||||
private TaskInventoryItem m_updateTaskItemData;
|
||||
|
||||
private string m_description = String.Empty;
|
||||
private bool m_dumpAssetToFile;
|
||||
private bool m_finished = false;
|
||||
private string m_name = String.Empty;
|
||||
private bool m_storeLocal;
|
||||
// private bool m_storeLocal;
|
||||
private uint nextPerm = 0;
|
||||
private IClientAPI ourClient;
|
||||
private UUID TransactionID = UUID.Zero;
|
||||
|
||||
private UUID m_transactionID;
|
||||
|
||||
private sbyte type = 0;
|
||||
private byte wearableType = 0;
|
||||
public ulong XferID;
|
||||
private Scene m_Scene;
|
||||
|
||||
public AssetXferUploader(AgentAssetTransactions transactions, Scene scene, UUID assetID, bool dumpAssetToFile)
|
||||
/// <summary>
|
||||
/// AssetXferUploader constructor
|
||||
/// </summary>
|
||||
/// <param name='transactions'>/param>
|
||||
/// <param name='scene'></param>
|
||||
/// <param name='transactionID'></param>
|
||||
/// <param name='dumpAssetToFile'>
|
||||
/// If true then when the asset is uploaded it is dumped to a file with the format
|
||||
/// String.Format("{6}_{7}_{0:d2}{1:d2}{2:d2}_{3:d2}{4:d2}{5:d2}.dat",
|
||||
/// now.Year, now.Month, now.Day, now.Hour, now.Minute,
|
||||
/// now.Second, m_asset.Name, m_asset.Type);
|
||||
/// for debugging purposes.
|
||||
/// </param>
|
||||
public AssetXferUploader(
|
||||
AgentAssetTransactions transactions, Scene scene, UUID transactionID, bool dumpAssetToFile)
|
||||
{
|
||||
m_asset = new AssetBase();
|
||||
|
||||
m_transactions = transactions;
|
||||
m_transactionID = transactionID;
|
||||
m_Scene = scene;
|
||||
m_asset = new AssetBase() { FullID = assetID };
|
||||
m_dumpAssetToFile = dumpAssetToFile;
|
||||
}
|
||||
|
||||
|
@ -118,30 +154,50 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initialise asset transfer from the client
|
||||
/// Start asset transfer from the client
|
||||
/// </summary>
|
||||
/// <param name="xferID"></param>
|
||||
/// <param name="packetID"></param>
|
||||
/// <param name="data"></param>
|
||||
public void Initialise(IClientAPI remoteClient, UUID assetID,
|
||||
UUID transaction, sbyte type, byte[] data, bool storeLocal,
|
||||
bool tempFile)
|
||||
/// <param name="remoteClient"></param>
|
||||
/// <param name="assetID"></param>
|
||||
/// <param name="transaction"></param>
|
||||
/// <param name="type"></param>
|
||||
/// <param name="data">
|
||||
/// Optional data. If present then the asset is created immediately with this data
|
||||
/// rather than requesting an upload from the client. The data must be longer than 2 bytes.
|
||||
/// </param>
|
||||
/// <param name="storeLocal"></param>
|
||||
/// <param name="tempFile"></param>
|
||||
public void StartUpload(
|
||||
IClientAPI remoteClient, UUID assetID, UUID transaction, sbyte type, byte[] data, bool storeLocal,
|
||||
bool tempFile)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[ASSET XFER UPLOADER]: Initialised xfer from {0}, asset {1}, transaction {2}, type {3}, storeLocal {4}, tempFile {5}, already received data length {6}",
|
||||
// remoteClient.Name, assetID, transaction, type, storeLocal, tempFile, data.Length);
|
||||
|
||||
lock (this)
|
||||
{
|
||||
if (m_uploadState != UploadState.New)
|
||||
{
|
||||
m_log.WarnFormat(
|
||||
"[ASSET XFER UPLOADER]: Tried to start upload of asset {0}, transaction {1} for {2} but this is already in state {3}. Aborting.",
|
||||
assetID, transaction, remoteClient.Name, m_uploadState);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
m_uploadState = UploadState.Uploading;
|
||||
}
|
||||
|
||||
ourClient = remoteClient;
|
||||
m_asset.Name = "blank";
|
||||
m_asset.Description = "empty";
|
||||
|
||||
m_asset.FullID = assetID;
|
||||
m_asset.Type = type;
|
||||
m_asset.CreatorID = remoteClient.AgentId.ToString();
|
||||
m_asset.Data = data;
|
||||
m_asset.Local = storeLocal;
|
||||
m_asset.Temporary = tempFile;
|
||||
|
||||
TransactionID = transaction;
|
||||
m_storeLocal = storeLocal;
|
||||
// m_storeLocal = storeLocal;
|
||||
|
||||
if (m_asset.Data.Length > 2)
|
||||
{
|
||||
|
@ -166,36 +222,35 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
|
|||
|
||||
protected void SendCompleteMessage()
|
||||
{
|
||||
ourClient.SendAssetUploadCompleteMessage(m_asset.Type, true,
|
||||
m_asset.FullID);
|
||||
|
||||
// We must lock in order to avoid a race with a separate thread dealing with an inventory item or create
|
||||
// message from other client UDP.
|
||||
lock (this)
|
||||
{
|
||||
m_finished = true;
|
||||
m_uploadState = UploadState.Complete;
|
||||
|
||||
ourClient.SendAssetUploadCompleteMessage(m_asset.Type, true, m_asset.FullID);
|
||||
|
||||
if (m_createItem)
|
||||
{
|
||||
DoCreateItem(m_createItemCallback);
|
||||
CompleteCreateItem(m_createItemCallback);
|
||||
}
|
||||
else if (m_updateItem)
|
||||
{
|
||||
StoreAssetForItemUpdate(m_updateItemData);
|
||||
|
||||
// Remove ourselves from the list of transactions if completion was delayed until the transaction
|
||||
// was complete.
|
||||
// TODO: Should probably do the same for create item.
|
||||
m_transactions.RemoveXferUploader(TransactionID);
|
||||
CompleteItemUpdate(m_updateItemData);
|
||||
}
|
||||
else if (m_storeLocal)
|
||||
else if (m_updateTaskItem)
|
||||
{
|
||||
m_Scene.AssetService.Store(m_asset);
|
||||
CompleteTaskItemUpdate(m_updateTaskItemData);
|
||||
}
|
||||
// else if (m_storeLocal)
|
||||
// {
|
||||
// m_Scene.AssetService.Store(m_asset);
|
||||
// }
|
||||
}
|
||||
|
||||
m_log.DebugFormat(
|
||||
"[ASSET XFER UPLOADER]: Uploaded asset {0} for transaction {1}",
|
||||
m_asset.FullID, TransactionID);
|
||||
m_asset.FullID, m_transactionID);
|
||||
|
||||
if (m_dumpAssetToFile)
|
||||
{
|
||||
|
@ -223,40 +278,37 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
|
|||
}
|
||||
|
||||
public void RequestCreateInventoryItem(IClientAPI remoteClient,
|
||||
UUID transactionID, UUID folderID, uint callbackID,
|
||||
UUID folderID, uint callbackID,
|
||||
string description, string name, sbyte invType,
|
||||
sbyte type, byte wearableType, uint nextOwnerMask)
|
||||
{
|
||||
if (TransactionID == transactionID)
|
||||
{
|
||||
InventFolder = folderID;
|
||||
m_name = name;
|
||||
m_description = description;
|
||||
this.type = type;
|
||||
this.invType = invType;
|
||||
this.wearableType = wearableType;
|
||||
nextPerm = nextOwnerMask;
|
||||
m_asset.Name = name;
|
||||
m_asset.Description = description;
|
||||
m_asset.Type = type;
|
||||
InventFolder = folderID;
|
||||
m_name = name;
|
||||
m_description = description;
|
||||
this.type = type;
|
||||
this.invType = invType;
|
||||
this.wearableType = wearableType;
|
||||
nextPerm = nextOwnerMask;
|
||||
m_asset.Name = name;
|
||||
m_asset.Description = description;
|
||||
m_asset.Type = type;
|
||||
|
||||
// We must lock to avoid a race with a separate thread uploading the asset.
|
||||
lock (this)
|
||||
// We must lock to avoid a race with a separate thread uploading the asset.
|
||||
lock (this)
|
||||
{
|
||||
if (m_uploadState == UploadState.Complete)
|
||||
{
|
||||
if (m_finished)
|
||||
{
|
||||
DoCreateItem(callbackID);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_createItem = true; //set flag so the inventory item is created when upload is complete
|
||||
m_createItemCallback = callbackID;
|
||||
}
|
||||
CompleteCreateItem(callbackID);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_createItem = true; //set flag so the inventory item is created when upload is complete
|
||||
m_createItemCallback = callbackID;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void RequestUpdateInventoryItem(IClientAPI remoteClient, UUID transactionID, InventoryItemBase item)
|
||||
public void RequestUpdateInventoryItem(IClientAPI remoteClient, InventoryItemBase item)
|
||||
{
|
||||
// We must lock to avoid a race with a separate thread uploading the asset.
|
||||
lock (this)
|
||||
|
@ -271,9 +323,9 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
|
|||
item.AssetID = m_asset.FullID;
|
||||
m_Scene.InventoryService.UpdateItem(item);
|
||||
|
||||
if (m_finished)
|
||||
if (m_uploadState == UploadState.Complete)
|
||||
{
|
||||
StoreAssetForItemUpdate(item);
|
||||
CompleteItemUpdate(item);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -287,20 +339,59 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
|
|||
}
|
||||
}
|
||||
|
||||
public void RequestUpdateTaskInventoryItem(IClientAPI remoteClient, TaskInventoryItem taskItem)
|
||||
{
|
||||
// We must lock to avoid a race with a separate thread uploading the asset.
|
||||
lock (this)
|
||||
{
|
||||
m_asset.Name = taskItem.Name;
|
||||
m_asset.Description = taskItem.Description;
|
||||
m_asset.Type = (sbyte)taskItem.Type;
|
||||
taskItem.AssetID = m_asset.FullID;
|
||||
|
||||
if (m_uploadState == UploadState.Complete)
|
||||
{
|
||||
CompleteTaskItemUpdate(taskItem);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_updateTaskItem = true;
|
||||
m_updateTaskItemData = taskItem;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Store the asset for the given item.
|
||||
/// Store the asset for the given item when it has been uploaded.
|
||||
/// </summary>
|
||||
/// <param name="item"></param>
|
||||
private void StoreAssetForItemUpdate(InventoryItemBase item)
|
||||
private void CompleteItemUpdate(InventoryItemBase item)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[ASSET XFER UPLOADER]: Storing asset {0} for earlier item update for {1} for {2}",
|
||||
// m_asset.FullID, item.Name, ourClient.Name);
|
||||
|
||||
m_Scene.AssetService.Store(m_asset);
|
||||
|
||||
m_transactions.RemoveXferUploader(m_transactionID);
|
||||
}
|
||||
|
||||
private void DoCreateItem(uint callbackID)
|
||||
/// <summary>
|
||||
/// Store the asset for the given task item when it has been uploaded.
|
||||
/// </summary>
|
||||
/// <param name="taskItem"></param>
|
||||
private void CompleteTaskItemUpdate(TaskInventoryItem taskItem)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[ASSET XFER UPLOADER]: Storing asset {0} for earlier task item update for {1} for {2}",
|
||||
// m_asset.FullID, taskItem.Name, ourClient.Name);
|
||||
|
||||
m_Scene.AssetService.Store(m_asset);
|
||||
|
||||
m_transactions.RemoveXferUploader(m_transactionID);
|
||||
}
|
||||
|
||||
private void CompleteCreateItem(uint callbackID)
|
||||
{
|
||||
m_Scene.AssetService.Store(m_asset);
|
||||
|
||||
|
@ -326,20 +417,8 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
|
|||
ourClient.SendInventoryItemCreateUpdate(item, callbackID);
|
||||
else
|
||||
ourClient.SendAlertMessage("Unable to create inventory item");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the asset data uploaded in this transfer.
|
||||
/// </summary>
|
||||
/// <returns>null if the asset has not finished uploading</returns>
|
||||
public AssetBase GetAssetData()
|
||||
{
|
||||
if (m_finished)
|
||||
{
|
||||
return m_asset;
|
||||
}
|
||||
|
||||
return null;
|
||||
m_transactions.RemoveXferUploader(m_transactionID);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -238,8 +238,22 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
|
||||
sp.ClearAttachments();
|
||||
}
|
||||
|
||||
|
||||
public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool temp)
|
||||
{
|
||||
if (!Enabled)
|
||||
return false;
|
||||
|
||||
if (AttachObjectInternal(sp, group, attachmentPt, silent, temp))
|
||||
{
|
||||
m_scene.EventManager.TriggerOnAttach(group.LocalId, group.FromItemID, sp.UUID);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private bool AttachObjectInternal(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool temp)
|
||||
{
|
||||
lock (sp.AttachmentsSyncLock)
|
||||
{
|
||||
|
@ -794,7 +808,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
// This will throw if the attachment fails
|
||||
try
|
||||
{
|
||||
AttachObject(sp, objatt, attachmentPt, false, false);
|
||||
AttachObjectInternal(sp, objatt, attachmentPt, false, false);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
|
@ -859,6 +873,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
|
||||
InventoryItemBase item = new InventoryItemBase(itemID, sp.UUID);
|
||||
item = m_scene.InventoryService.GetItem(item);
|
||||
if (item == null)
|
||||
return;
|
||||
|
||||
bool changed = sp.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID);
|
||||
if (changed && m_scene.AvatarFactory != null)
|
||||
{
|
||||
|
@ -948,15 +965,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
AttachmentPt &= 0x7f;
|
||||
|
||||
// Calls attach with a Zero position
|
||||
if (AttachObject(sp, part.ParentGroup, AttachmentPt, false, false))
|
||||
{
|
||||
// m_log.Debug(
|
||||
// "[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId
|
||||
// + ", AttachmentPoint: " + AttachmentPt);
|
||||
|
||||
// Save avatar attachment information
|
||||
m_scene.EventManager.TriggerOnAttach(objectLocalID, part.ParentGroup.FromItemID, remoteClient.AgentId);
|
||||
}
|
||||
AttachObject(sp, part.ParentGroup, AttachmentPt, false, false);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
|
|
|
@ -62,7 +62,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
public class AttachmentsModuleTests : OpenSimTestCase
|
||||
{
|
||||
private AutoResetEvent m_chatEvent = new AutoResetEvent(false);
|
||||
private OSChatMessage m_osChatMessageReceived;
|
||||
// private OSChatMessage m_osChatMessageReceived;
|
||||
|
||||
// Used to test whether the operations have fired the attach event. Must be reset after each test.
|
||||
private int m_numberOfAttachEventsFired;
|
||||
|
||||
[TestFixtureSetUp]
|
||||
public void FixtureInit()
|
||||
|
@ -83,7 +86,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
{
|
||||
// Console.WriteLine("Got chat [{0}]", oscm.Message);
|
||||
|
||||
m_osChatMessageReceived = oscm;
|
||||
// m_osChatMessageReceived = oscm;
|
||||
m_chatEvent.Set();
|
||||
}
|
||||
|
||||
|
@ -99,6 +102,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
"attachments-test-scene", TestHelpers.ParseTail(999), 1000, 1000, config);
|
||||
SceneHelpers.SetupSceneModules(scene, config, modules.ToArray());
|
||||
|
||||
scene.EventManager.OnAttach += (localID, itemID, avatarID) => m_numberOfAttachEventsFired++;
|
||||
|
||||
return scene;
|
||||
}
|
||||
|
||||
|
@ -181,6 +186,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
TestHelpers.InMethod();
|
||||
// TestHelpers.EnableLogging();
|
||||
|
||||
m_numberOfAttachEventsFired = 0;
|
||||
|
||||
Scene scene = CreateTestScene();
|
||||
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
|
||||
ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1);
|
||||
|
@ -189,6 +196,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
|
||||
SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, sp.UUID);
|
||||
|
||||
m_numberOfAttachEventsFired = 0;
|
||||
scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false);
|
||||
|
||||
// Check status on scene presence
|
||||
|
@ -216,7 +224,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
|
||||
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
|
||||
|
||||
// TestHelpers.DisableLogging();
|
||||
// Check events
|
||||
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -228,6 +237,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
TestHelpers.InMethod();
|
||||
// TestHelpers.EnableLogging();
|
||||
|
||||
m_numberOfAttachEventsFired = 0;
|
||||
|
||||
Scene scene = CreateTestScene();
|
||||
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
|
||||
ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1);
|
||||
|
@ -247,6 +258,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
|
||||
Assert.That(sp.HasAttachments(), Is.False);
|
||||
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
|
||||
|
||||
// Check events
|
||||
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(0));
|
||||
}
|
||||
|
||||
[Test]
|
||||
|
@ -261,6 +275,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
|
||||
InventoryItemBase attItem = CreateAttachmentItem(scene, ua1.PrincipalID, "att", 0x10, 0x20);
|
||||
|
||||
m_numberOfAttachEventsFired = 0;
|
||||
scene.AttachmentsModule.RezSingleAttachmentFromInventory(
|
||||
sp, attItem.ID, (uint)AttachmentPoint.Chest);
|
||||
|
||||
|
@ -280,6 +295,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest));
|
||||
|
||||
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
|
||||
|
||||
// Check events
|
||||
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -338,6 +356,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
ISceneEntity so
|
||||
= scene.AttachmentsModule.RezSingleAttachmentFromInventory(
|
||||
sp, attItem.ID, (uint)AttachmentPoint.Chest);
|
||||
|
||||
m_numberOfAttachEventsFired = 0;
|
||||
scene.AttachmentsModule.DetachSingleAttachmentToGround(sp, so.LocalId);
|
||||
|
||||
// Check scene presence status
|
||||
|
@ -353,6 +373,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
|
||||
// Check object in scene
|
||||
Assert.That(scene.GetSceneObjectGroup("att"), Is.Not.Null);
|
||||
|
||||
// Check events
|
||||
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1));
|
||||
}
|
||||
|
||||
[Test]
|
||||
|
@ -369,6 +392,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
SceneObjectGroup so
|
||||
= (SceneObjectGroup)scene.AttachmentsModule.RezSingleAttachmentFromInventory(
|
||||
sp, attItem.ID, (uint)AttachmentPoint.Chest);
|
||||
|
||||
m_numberOfAttachEventsFired = 0;
|
||||
scene.AttachmentsModule.DetachSingleAttachmentToInv(sp, so);
|
||||
|
||||
// Check status on scene presence
|
||||
|
@ -380,6 +405,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo(0));
|
||||
|
||||
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(0));
|
||||
|
||||
// Check events
|
||||
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -461,10 +489,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
|
||||
SceneObjectGroup rezzedAtt = presence.GetAttachments()[0];
|
||||
|
||||
m_numberOfAttachEventsFired = 0;
|
||||
scene.IncomingCloseAgent(presence.UUID, false);
|
||||
|
||||
// Check that we can't retrieve this attachment from the scene.
|
||||
Assert.That(scene.GetSceneObjectGroup(rezzedAtt.UUID), Is.Null);
|
||||
|
||||
// Check events
|
||||
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(0));
|
||||
}
|
||||
|
||||
[Test]
|
||||
|
@ -480,6 +512,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
AgentCircuitData acd = SceneHelpers.GenerateAgentData(ua1.PrincipalID);
|
||||
acd.Appearance = new AvatarAppearance();
|
||||
acd.Appearance.SetAttachment((int)AttachmentPoint.Chest, attItem.ID, attItem.AssetID);
|
||||
|
||||
m_numberOfAttachEventsFired = 0;
|
||||
ScenePresence presence = SceneHelpers.AddScenePresence(scene, acd);
|
||||
|
||||
Assert.That(presence.HasAttachments(), Is.True);
|
||||
|
@ -502,6 +536,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
Assert.That(presence.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest));
|
||||
|
||||
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
|
||||
|
||||
// Check events. We expect OnAttach to fire on login.
|
||||
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1));
|
||||
}
|
||||
|
||||
[Test]
|
||||
|
@ -522,10 +559,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
|
||||
Vector3 newPosition = new Vector3(1, 2, 4);
|
||||
|
||||
m_numberOfAttachEventsFired = 0;
|
||||
scene.SceneGraph.UpdatePrimGroupPosition(attSo.LocalId, newPosition, sp.ControllingClient);
|
||||
|
||||
Assert.That(attSo.AbsolutePosition, Is.EqualTo(sp.AbsolutePosition));
|
||||
Assert.That(attSo.RootPart.AttachedPos, Is.EqualTo(newPosition));
|
||||
|
||||
// Check events
|
||||
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(0));
|
||||
}
|
||||
|
||||
[Test]
|
||||
|
@ -574,6 +615,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
Vector3 teleportPosition = new Vector3(10, 11, 12);
|
||||
Vector3 teleportLookAt = new Vector3(20, 21, 22);
|
||||
|
||||
m_numberOfAttachEventsFired = 0;
|
||||
sceneA.RequestTeleportLocation(
|
||||
beforeTeleportSp.ControllingClient,
|
||||
sceneB.RegionInfo.RegionHandle,
|
||||
|
@ -616,29 +658,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
Assert.That(actualSceneAAttachments.Count, Is.EqualTo(0));
|
||||
|
||||
Assert.That(sceneA.GetSceneObjectGroups().Count, Is.EqualTo(0));
|
||||
}
|
||||
|
||||
// I'm commenting this test because scene setup NEEDS InventoryService to
|
||||
// be non-null
|
||||
//[Test]
|
||||
// public void T032_CrossAttachments()
|
||||
// {
|
||||
// TestHelpers.InMethod();
|
||||
//
|
||||
// ScenePresence presence = scene.GetScenePresence(agent1);
|
||||
// ScenePresence presence2 = scene2.GetScenePresence(agent1);
|
||||
// presence2.AddAttachment(sog1);
|
||||
// presence2.AddAttachment(sog2);
|
||||
//
|
||||
// ISharedRegionModule serialiser = new SerialiserModule();
|
||||
// SceneHelpers.SetupSceneModules(scene, new IniConfigSource(), serialiser);
|
||||
// SceneHelpers.SetupSceneModules(scene2, new IniConfigSource(), serialiser);
|
||||
//
|
||||
// Assert.That(presence.HasAttachments(), Is.False, "Presence has attachments before cross");
|
||||
//
|
||||
// //Assert.That(presence2.CrossAttachmentsIntoNewRegion(region1, true), Is.True, "Cross was not successful");
|
||||
// Assert.That(presence2.HasAttachments(), Is.False, "Presence2 objects were not deleted");
|
||||
// Assert.That(presence.HasAttachments(), Is.True, "Presence has not received new objects");
|
||||
// }
|
||||
// Check events
|
||||
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(0));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -106,7 +106,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
return m_ExportedAppearances;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#region ISharedRegionModule
|
||||
|
||||
|
@ -149,7 +148,36 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
base.AddRegion(scene);
|
||||
|
||||
if (m_Enabled)
|
||||
{
|
||||
scene.RegisterModuleInterface<IUserAgentVerificationModule>(this);
|
||||
scene.EventManager.OnIncomingSceneObject += OnIncomingSceneObject;
|
||||
}
|
||||
}
|
||||
|
||||
void OnIncomingSceneObject(SceneObjectGroup so)
|
||||
{
|
||||
if (!so.IsAttachment)
|
||||
return;
|
||||
|
||||
if (so.Scene.UserManagementModule.IsLocalGridUser(so.AttachedAvatar))
|
||||
return;
|
||||
|
||||
// foreign user
|
||||
AgentCircuitData aCircuit = so.Scene.AuthenticateHandler.GetAgentCircuitData(so.AttachedAvatar);
|
||||
if (aCircuit != null && (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0)
|
||||
{
|
||||
if (aCircuit.ServiceURLs != null && aCircuit.ServiceURLs.ContainsKey("AssetServerURI"))
|
||||
{
|
||||
string url = aCircuit.ServiceURLs["AssetServerURI"].ToString();
|
||||
m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Incoming attachement {0} for HG user {1} with asset server {2}", so.Name, so.AttachedAvatar, url);
|
||||
Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>();
|
||||
HGUuidGatherer uuidGatherer = new HGUuidGatherer(so.Scene.AssetService, url);
|
||||
uuidGatherer.GatherAssetUuids(so, ids);
|
||||
|
||||
foreach (KeyValuePair<UUID, AssetType> kvp in ids)
|
||||
uuidGatherer.FetchAsset(kvp.Key);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnNewClient(IClientAPI client)
|
||||
|
@ -217,6 +245,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
{
|
||||
// Log them out of this grid
|
||||
Scene.PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
|
||||
string userId = Scene.UserManagementModule.GetUserUUI(sp.UUID);
|
||||
Scene.GridUserService.LoggedOut(userId, UUID.Zero, Scene.RegionInfo.RegionID, sp.AbsolutePosition, sp.Lookat);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -71,19 +71,19 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
|
||||
#region Internal functions
|
||||
|
||||
public AssetBase FetchAsset(string url, UUID assetID)
|
||||
public AssetMetadata FetchMetadata(string url, UUID assetID)
|
||||
{
|
||||
if (!url.EndsWith("/") && !url.EndsWith("="))
|
||||
url = url + "/";
|
||||
|
||||
AssetBase asset = m_scene.AssetService.Get(url + assetID.ToString());
|
||||
AssetMetadata meta = m_scene.AssetService.GetMetadata(url + assetID.ToString());
|
||||
|
||||
if (asset != null)
|
||||
{
|
||||
m_log.DebugFormat("[HG ASSET MAPPER]: Copied asset {0} from {1} to local asset server. ", asset.ID, url);
|
||||
return asset;
|
||||
}
|
||||
return null;
|
||||
if (meta != null)
|
||||
m_log.DebugFormat("[HG ASSET MAPPER]: Fetched metadata for asset {0} of type {1} from {2} ", assetID, meta.Type, url);
|
||||
else
|
||||
m_log.DebugFormat("[HG ASSET MAPPER]: Unable to fetched metadata for asset {0} from {1} ", assetID, url);
|
||||
|
||||
return meta;
|
||||
}
|
||||
|
||||
public bool PostAsset(string url, AssetBase asset)
|
||||
|
@ -93,6 +93,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
if (!url.EndsWith("/") && !url.EndsWith("="))
|
||||
url = url + "/";
|
||||
|
||||
bool success = true;
|
||||
// See long comment in AssetCache.AddAsset
|
||||
if (!asset.Temporary || asset.Local)
|
||||
{
|
||||
|
@ -103,14 +104,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
// not having a global naming infrastructure
|
||||
AssetBase asset1 = new AssetBase(asset.FullID, asset.Name, asset.Type, asset.Metadata.CreatorID);
|
||||
Copy(asset, asset1);
|
||||
try
|
||||
{
|
||||
asset1.ID = url + asset.ID;
|
||||
}
|
||||
catch
|
||||
{
|
||||
m_log.Warn("[HG ASSET MAPPER]: Oops.");
|
||||
}
|
||||
asset1.ID = url + asset.ID;
|
||||
|
||||
AdjustIdentifiers(asset1.Metadata);
|
||||
if (asset1.Metadata.Type == (sbyte)AssetType.Object)
|
||||
|
@ -118,11 +112,17 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
else
|
||||
asset1.Data = asset.Data;
|
||||
|
||||
m_scene.AssetService.Store(asset1);
|
||||
m_log.DebugFormat("[HG ASSET MAPPER]: Posted copy of asset {0} from local asset server to {1}", asset1.ID, url);
|
||||
string id = m_scene.AssetService.Store(asset1);
|
||||
if (id == string.Empty)
|
||||
{
|
||||
m_log.DebugFormat("[HG ASSET MAPPER]: Asset server {0} did not accept {1}", url, asset.ID);
|
||||
success = false;
|
||||
}
|
||||
else
|
||||
m_log.DebugFormat("[HG ASSET MAPPER]: Posted copy of asset {0} from local asset server to {1}", asset1.ID, url);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return success;
|
||||
}
|
||||
else
|
||||
m_log.Warn("[HG ASSET MAPPER]: Tried to post asset to remote server, but asset not in local cache.");
|
||||
|
||||
|
@ -222,28 +222,17 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
|
||||
public void Get(UUID assetID, UUID ownerID, string userAssetURL)
|
||||
{
|
||||
// Get the item from the remote asset server onto the local AssetCache
|
||||
// and place an entry in m_assetMap
|
||||
// Get the item from the remote asset server onto the local AssetService
|
||||
|
||||
m_log.Debug("[HG ASSET MAPPER]: Fetching object " + assetID + " from asset server " + userAssetURL);
|
||||
AssetBase asset = FetchAsset(userAssetURL, assetID);
|
||||
AssetMetadata meta = FetchMetadata(userAssetURL, assetID);
|
||||
if (meta == null)
|
||||
return;
|
||||
|
||||
if (asset != null)
|
||||
{
|
||||
// OK, now fetch the inside.
|
||||
Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>();
|
||||
HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, userAssetURL);
|
||||
uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids);
|
||||
if (ids.ContainsKey(assetID))
|
||||
ids.Remove(assetID);
|
||||
foreach (UUID uuid in ids.Keys)
|
||||
FetchAsset(userAssetURL, uuid);
|
||||
// The act of gathering UUIDs downloads the assets from the remote server
|
||||
Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>();
|
||||
HGUuidGatherer uuidGatherer = new HGUuidGatherer(m_scene.AssetService, userAssetURL);
|
||||
uuidGatherer.GatherAssetUuids(assetID, (AssetType)meta.Type, ids);
|
||||
|
||||
m_log.DebugFormat("[HG ASSET MAPPER]: Successfully fetched asset {0} from asset server {1}", asset.ID, userAssetURL);
|
||||
|
||||
}
|
||||
else
|
||||
m_log.Warn("[HG ASSET MAPPER]: Could not fetch asset from remote asset server " + userAssetURL);
|
||||
}
|
||||
|
||||
|
||||
|
@ -257,19 +246,23 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
if (asset != null)
|
||||
{
|
||||
Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>();
|
||||
HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, string.Empty);
|
||||
HGUuidGatherer uuidGatherer = new HGUuidGatherer(m_scene.AssetService, string.Empty);
|
||||
uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids);
|
||||
bool success = false;
|
||||
foreach (UUID uuid in ids.Keys)
|
||||
{
|
||||
asset = m_scene.AssetService.Get(uuid.ToString());
|
||||
if (asset == null)
|
||||
m_log.DebugFormat("[HG ASSET MAPPER]: Could not find asset {0}", uuid);
|
||||
else
|
||||
PostAsset(userAssetURL, asset);
|
||||
success = PostAsset(userAssetURL, asset);
|
||||
}
|
||||
|
||||
// maybe all pieces got there...
|
||||
m_log.DebugFormat("[HG ASSET MAPPER]: Successfully posted item {0} to asset server {1}", assetID, userAssetURL);
|
||||
// maybe all pieces got there...
|
||||
if (!success)
|
||||
m_log.DebugFormat("[HG ASSET MAPPER]: Problems posting item {0} to asset server {1}", assetID, userAssetURL);
|
||||
else
|
||||
m_log.DebugFormat("[HG ASSET MAPPER]: Successfully posted item {0} to asset server {1}", assetID, userAssetURL);
|
||||
|
||||
}
|
||||
else
|
||||
|
|
|
@ -263,8 +263,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
//}
|
||||
|
||||
// OK, we're done fetching. Pass it up to the default RezObject
|
||||
return base.RezObject(remoteClient, itemID, RayEnd, RayStart, RayTargetID, BypassRayCast, RayEndIsIntersection,
|
||||
RezSelected, RemoveItem, fromTaskID, attachment);
|
||||
SceneObjectGroup sog = base.RezObject(remoteClient, itemID, RayEnd, RayStart, RayTargetID, BypassRayCast, RayEndIsIntersection,
|
||||
RezSelected, RemoveItem, fromTaskID, attachment);
|
||||
|
||||
if (sog == null)
|
||||
remoteClient.SendAgentAlertMessage("Unable to rez: problem accessing inventory or locating assets", false);
|
||||
|
||||
return sog;
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -1,57 +0,0 @@
|
|||
/*
|
||||
* 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;
|
||||
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Services.Interfaces;
|
||||
using OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
||||
{
|
||||
public class HGUuidGatherer : UuidGatherer
|
||||
{
|
||||
protected string m_assetServerURL;
|
||||
protected HGAssetMapper m_assetMapper;
|
||||
|
||||
public HGUuidGatherer(HGAssetMapper assMap, IAssetService assetCache, string assetServerURL) : base(assetCache)
|
||||
{
|
||||
m_assetMapper = assMap;
|
||||
m_assetServerURL = assetServerURL;
|
||||
}
|
||||
|
||||
protected override AssetBase GetAsset(UUID uuid)
|
||||
{
|
||||
if (string.Empty == m_assetServerURL)
|
||||
return m_assetCache.Get(uuid.ToString());
|
||||
else
|
||||
return m_assetMapper.FetchAsset(m_assetServerURL, uuid);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -137,6 +137,9 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement
|
|||
ud.FirstName = words[0];
|
||||
ud.LastName = "@" + words[1];
|
||||
users.Add(ud);
|
||||
// WARNING! that uriStr is not quite right... it may be missing the / at the end,
|
||||
// which will cause trouble (duplicate entries on some tables). We should
|
||||
// get the UUI instead from the UAS. TO BE FIXED.
|
||||
AddUser(userID, names[0], names[1], uriStr);
|
||||
m_log.DebugFormat("[USER MANAGEMENT MODULE]: User {0}@{1} found", words[0], words[1]);
|
||||
}
|
||||
|
|
|
@ -429,8 +429,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement
|
|||
|
||||
public void AddUser(UUID uuid, string first, string last, string homeURL)
|
||||
{
|
||||
// m_log.DebugFormat("[USER MANAGEMENT MODULE]: Adding user with id {0}, first {1}, last {2}, url {3}", uuid, first, last, homeURL);
|
||||
|
||||
//m_log.DebugFormat("[USER MANAGEMENT MODULE]: Adding user with id {0}, first {1}, last {2}, url {3}", uuid, first, last, homeURL);
|
||||
AddUser(uuid, homeURL + ";" + first + " " + last);
|
||||
}
|
||||
|
||||
|
@ -553,8 +552,8 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement
|
|||
MainConsole.Instance.Output("-----------------------------------------------------------------------------");
|
||||
foreach (KeyValuePair<UUID, UserData> kvp in m_UserCache)
|
||||
{
|
||||
MainConsole.Instance.Output(String.Format("{0} {1} {2}",
|
||||
kvp.Key, kvp.Value.FirstName, kvp.Value.LastName));
|
||||
MainConsole.Instance.Output(String.Format("{0} {1} {2} ({3})",
|
||||
kvp.Key, kvp.Value.FirstName, kvp.Value.LastName, kvp.Value.HomeURL));
|
||||
}
|
||||
|
||||
return;
|
||||
|
|
|
@ -112,14 +112,19 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
|
|||
public void GetDrawStringSize(string text, string fontName, int fontSize,
|
||||
out double xSize, out double ySize)
|
||||
{
|
||||
using (Font myFont = new Font(fontName, fontSize))
|
||||
lock (this)
|
||||
{
|
||||
SizeF stringSize = new SizeF();
|
||||
lock (m_graph)
|
||||
using (Font myFont = new Font(fontName, fontSize))
|
||||
{
|
||||
stringSize = m_graph.MeasureString(text, myFont);
|
||||
xSize = stringSize.Width;
|
||||
ySize = stringSize.Height;
|
||||
SizeF stringSize = new SizeF();
|
||||
|
||||
// XXX: This lock may be unnecessary.
|
||||
lock (m_graph)
|
||||
{
|
||||
stringSize = m_graph.MeasureString(text, myFont);
|
||||
xSize = stringSize.Width;
|
||||
ySize = stringSize.Height;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -56,6 +56,8 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset
|
|||
|
||||
private bool m_Enabled = false;
|
||||
|
||||
private AssetPermissions m_AssetPerms;
|
||||
|
||||
public Type ReplaceableInterface
|
||||
{
|
||||
get { return null; }
|
||||
|
@ -128,6 +130,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset
|
|||
if (m_LocalAssetServiceURI != string.Empty)
|
||||
m_LocalAssetServiceURI = m_LocalAssetServiceURI.Trim('/');
|
||||
|
||||
IConfig hgConfig = source.Configs["HGAssetService"];
|
||||
m_AssetPerms = new AssetPermissions(hgConfig); // it's ok if arg is null
|
||||
|
||||
m_Enabled = true;
|
||||
m_log.Info("[HG ASSET CONNECTOR]: HG asset broker enabled");
|
||||
}
|
||||
|
@ -206,14 +211,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset
|
|||
asset = m_HGService.Get(id);
|
||||
if (asset != null)
|
||||
{
|
||||
// Now store it locally
|
||||
// For now, let me just do it for textures and scripts
|
||||
if (((AssetType)asset.Type == AssetType.Texture) ||
|
||||
((AssetType)asset.Type == AssetType.LSLBytecode) ||
|
||||
((AssetType)asset.Type == AssetType.LSLText))
|
||||
{
|
||||
// Now store it locally, if allowed
|
||||
if (m_AssetPerms.AllowedImport(asset.Type))
|
||||
m_GridService.Store(asset);
|
||||
}
|
||||
else
|
||||
return null;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -328,7 +330,12 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset
|
|||
|
||||
string id = string.Empty;
|
||||
if (IsHG(asset.ID))
|
||||
id = m_HGService.Store(asset);
|
||||
{
|
||||
if (m_AssetPerms.AllowedExport(asset.Type))
|
||||
id = m_HGService.Store(asset);
|
||||
else
|
||||
return String.Empty;
|
||||
}
|
||||
else
|
||||
id = m_GridService.Store(asset);
|
||||
|
||||
|
|
|
@ -46,8 +46,12 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid.Tests
|
|||
public class GridConnectorsTests : OpenSimTestCase
|
||||
{
|
||||
LocalGridServicesConnector m_LocalConnector;
|
||||
private void SetUp()
|
||||
|
||||
[SetUp]
|
||||
public override void SetUp()
|
||||
{
|
||||
base.SetUp();
|
||||
|
||||
IConfigSource config = new IniConfigSource();
|
||||
config.AddConfig("Modules");
|
||||
config.AddConfig("GridService");
|
||||
|
@ -71,8 +75,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid.Tests
|
|||
TestHelpers.InMethod();
|
||||
// log4net.Config.XmlConfigurator.Configure();
|
||||
|
||||
SetUp();
|
||||
|
||||
// Create 4 regions
|
||||
GridRegion r1 = new GridRegion();
|
||||
r1.RegionName = "Test Region 1";
|
||||
|
|
|
@ -65,11 +65,13 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.GridUser
|
|||
|
||||
public void OnMakeRootAgent(ScenePresence sp)
|
||||
{
|
||||
// m_log.DebugFormat("[ACTIVITY DETECTOR]: Detected root presence {0} in {1}", sp.UUID, sp.Scene.RegionInfo.RegionName);
|
||||
|
||||
if (sp.PresenceType != PresenceType.Npc)
|
||||
{
|
||||
string userid = sp.Scene.UserManagementModule.GetUserUUI(sp.UUID);
|
||||
//m_log.DebugFormat("[ACTIVITY DETECTOR]: Detected root presence {0} in {1}", userid, sp.Scene.RegionInfo.RegionName);
|
||||
m_GridUserService.SetLastPosition(
|
||||
sp.UUID.ToString(), UUID.Zero, sp.Scene.RegionInfo.RegionID, sp.AbsolutePosition, sp.Lookat);
|
||||
userid, UUID.Zero, sp.Scene.RegionInfo.RegionID, sp.AbsolutePosition, sp.Lookat);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnNewClient(IClientAPI client)
|
||||
|
@ -82,9 +84,16 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.GridUser
|
|||
if (client.SceneAgent.IsChildAgent)
|
||||
return;
|
||||
|
||||
// m_log.DebugFormat("[ACTIVITY DETECTOR]: Detected client logout {0} in {1}", client.AgentId, client.Scene.RegionInfo.RegionName);
|
||||
string userId = client.AgentId.ToString();
|
||||
if (client.Scene is Scene)
|
||||
{
|
||||
Scene s = (Scene)client.Scene;
|
||||
userId = s.UserManagementModule.GetUserUUI(client.AgentId);
|
||||
}
|
||||
//m_log.DebugFormat("[ACTIVITY DETECTOR]: Detected client logout {0} in {1}", userId, client.Scene.RegionInfo.RegionName);
|
||||
|
||||
m_GridUserService.LoggedOut(
|
||||
client.AgentId.ToString(), client.SessionId, client.Scene.RegionInfo.RegionID,
|
||||
userId, client.SessionId, client.Scene.RegionInfo.RegionID,
|
||||
client.SceneAgent.AbsolutePosition, client.SceneAgent.Lookat);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -44,6 +44,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.GridUser
|
|||
{
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
private const int KEEPTIME = 30; // 30 secs
|
||||
private ExpiringCache<string, GridUserInfo> m_Infos = new ExpiringCache<string, GridUserInfo>();
|
||||
|
||||
#region ISharedRegionModule
|
||||
|
||||
private bool m_Enabled = false;
|
||||
|
@ -128,23 +131,60 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.GridUser
|
|||
|
||||
public bool LoggedOut(string userID, UUID sessionID, UUID region, Vector3 position, Vector3 lookat)
|
||||
{
|
||||
if (m_Infos.Contains(userID))
|
||||
m_Infos.Remove(userID);
|
||||
|
||||
return m_RemoteConnector.LoggedOut(userID, sessionID, region, position, lookat);
|
||||
}
|
||||
|
||||
|
||||
public bool SetHome(string userID, UUID regionID, Vector3 position, Vector3 lookAt)
|
||||
{
|
||||
return m_RemoteConnector.SetHome(userID, regionID, position, lookAt);
|
||||
if (m_RemoteConnector.SetHome(userID, regionID, position, lookAt))
|
||||
{
|
||||
// Update the cache too
|
||||
GridUserInfo info = null;
|
||||
if (m_Infos.TryGetValue(userID, out info))
|
||||
{
|
||||
info.HomeRegionID = regionID;
|
||||
info.HomePosition = position;
|
||||
info.HomeLookAt = lookAt;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool SetLastPosition(string userID, UUID sessionID, UUID regionID, Vector3 position, Vector3 lookAt)
|
||||
{
|
||||
return m_RemoteConnector.SetLastPosition(userID, sessionID, regionID, position, lookAt);
|
||||
if (m_RemoteConnector.SetLastPosition(userID, sessionID, regionID, position, lookAt))
|
||||
{
|
||||
// Update the cache too
|
||||
GridUserInfo info = null;
|
||||
if (m_Infos.TryGetValue(userID, out info))
|
||||
{
|
||||
info.LastRegionID = regionID;
|
||||
info.LastPosition = position;
|
||||
info.LastLookAt = lookAt;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public GridUserInfo GetGridUserInfo(string userID)
|
||||
{
|
||||
return m_RemoteConnector.GetGridUserInfo(userID);
|
||||
GridUserInfo info = null;
|
||||
if (m_Infos.TryGetValue(userID, out info))
|
||||
return info;
|
||||
|
||||
info = m_RemoteConnector.GetGridUserInfo(userID);
|
||||
|
||||
m_Infos.AddOrUpdate(userID, info, KEEPTIME);
|
||||
|
||||
return info;
|
||||
}
|
||||
|
||||
public GridUserInfo[] GetGridUserInfo(string[] userID)
|
||||
|
|
|
@ -65,8 +65,11 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
|
|||
protected TaskInventoryItem m_soundItem;
|
||||
|
||||
[SetUp]
|
||||
public void SetUp()
|
||||
public override void SetUp()
|
||||
{
|
||||
base.SetUp();
|
||||
|
||||
// FIXME: Do something about this - relying on statics in unit tests causes trouble sooner or later
|
||||
new SceneManager();
|
||||
|
||||
m_archiverModule = new ArchiverModule();
|
||||
|
|
|
@ -184,6 +184,22 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public delegate void OnPluginConsoleDelegate(string[] args);
|
||||
|
||||
/// <summary>
|
||||
/// Triggered after <see cref="OpenSim.IApplicationPlugin.PostInitialise"/>
|
||||
/// has been called for all <see cref="OpenSim.IApplicationPlugin"/>
|
||||
/// loaded via <see cref="OpenSim.OpenSimBase.LoadPlugins"/>.
|
||||
/// Handlers for this event are typically used to parse the arguments
|
||||
/// from <see cref="OnPluginConsoleDelegate"/> in order to process or
|
||||
/// filter the arguments and pass them onto <see cref="OpenSim.Region.CoreModules.Framework.InterfaceCommander.Commander.ProcessConsoleCommand"/>
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Triggered by <see cref="TriggerOnPluginConsole"/> in
|
||||
/// <see cref="Scene.SendCommandToPlugins"/> via
|
||||
/// <see cref="SceneManager.SendCommandToPluginModules"/> via
|
||||
/// <see cref="OpenSim.OpenSimBase.HandleCommanderCommand"/> via
|
||||
/// <see cref="OpenSim.OpenSimBase.AddPluginCommands"/> via
|
||||
/// <see cref="OpenSim.OpenSimBase.StartupSpecific"/>
|
||||
/// </remarks>
|
||||
public event OnPluginConsoleDelegate OnPluginConsole;
|
||||
|
||||
/// <summary>
|
||||
|
@ -198,6 +214,18 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public delegate void OnSetRootAgentSceneDelegate(UUID agentID, Scene scene);
|
||||
|
||||
/// <summary>
|
||||
/// Triggered before the grunt work for adding a root agent to a
|
||||
/// scene has been performed (resuming attachment scripts, physics,
|
||||
/// animations etc.)
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Triggered before <see cref="OnMakeRootAgent"/>
|
||||
/// by <see cref="TriggerSetRootAgentScene"/>
|
||||
/// in <see cref="ScenePresence.MakeRootAgent"/>
|
||||
/// via <see cref="Scene.AgentCrossing"/>
|
||||
/// and <see cref="ScenePresence.CompleteMovement"/>
|
||||
/// </remarks>
|
||||
public event OnSetRootAgentSceneDelegate OnSetRootAgentScene;
|
||||
|
||||
/// <summary>
|
||||
|
@ -222,13 +250,45 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <summary>
|
||||
/// Fired when an object is touched/grabbed.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The originalID is the local ID of the part that was actually touched. The localID itself is always that of
|
||||
/// the root part.
|
||||
/// Triggerd in response to <see cref="OpenSim.Framework.IClientAPI.OnGrabObject"/>
|
||||
/// via <see cref="TriggerObjectGrab"/>
|
||||
/// in <see cref="Scene.ProcessObjectGrab"/>
|
||||
/// </remarks>
|
||||
public event ObjectGrabDelegate OnObjectGrab;
|
||||
public delegate void ObjectGrabDelegate(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs);
|
||||
|
||||
/// <summary>
|
||||
/// Triggered when an object is being touched/grabbed continuously.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Triggered in response to <see cref="OpenSim.Framework.IClientAPI.OnGrabUpdate"/>
|
||||
/// via <see cref="TriggerObjectGrabbing"/>
|
||||
/// in <see cref="Scene.ProcessObjectGrabUpdate"/>
|
||||
/// </remarks>
|
||||
public event ObjectGrabDelegate OnObjectGrabbing;
|
||||
|
||||
/// <summary>
|
||||
/// Triggered when an object stops being touched/grabbed.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Triggered in response to <see cref="OpenSim.Framework.IClientAPI.OnDeGrabObject"/>
|
||||
/// via <see cref="TriggerObjectDeGrab"/>
|
||||
/// in <see cref="Scene.ProcessObjectDeGrab"/>
|
||||
/// </remarks>
|
||||
public event ObjectDeGrabDelegate OnObjectDeGrab;
|
||||
|
||||
/// <summary>
|
||||
/// Triggered when a script resets.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Triggered by <see cref="TriggerScriptReset"/>
|
||||
/// in <see cref="Scene.ProcessScriptReset"/>
|
||||
/// via <see cref="OpenSim.Framework.IClientAPI.OnScriptReset"/>
|
||||
/// via <see cref="OpenSim.Region.ClientStack.LindenUDP.LLClientView.HandleScriptReset"/>
|
||||
/// </remarks>
|
||||
public event ScriptResetDelegate OnScriptReset;
|
||||
|
||||
public event OnPermissionErrorDelegate OnPermissionError;
|
||||
|
@ -238,29 +298,105 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Occurs after OnNewScript.
|
||||
/// Triggered by <see cref="TriggerRezScript"/>
|
||||
/// in <see cref="SceneObjectPartInventory.CreateScriptInstance"/>
|
||||
/// </remarks>
|
||||
public event NewRezScript OnRezScript;
|
||||
public delegate void NewRezScript(uint localID, UUID itemID, string script, int startParam, bool postOnRez, string engine, int stateSource);
|
||||
|
||||
public delegate void RemoveScript(uint localID, UUID itemID);
|
||||
|
||||
/// <summary>
|
||||
/// Triggered when a script is removed from an object.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Triggered by <see cref="TriggerRemoveScript"/>
|
||||
/// in <see cref="Scene.RemoveTaskInventory"/>,
|
||||
/// <see cref="Scene.CreateAgentInventoryItemFromTask"/>,
|
||||
/// <see cref="SceneObjectPartInventory.RemoveScriptInstance"/>,
|
||||
/// <see cref="SceneObjectPartInventory.RemoveInventoryItem"/>
|
||||
/// </remarks>
|
||||
public event RemoveScript OnRemoveScript;
|
||||
|
||||
public delegate void StartScript(uint localID, UUID itemID);
|
||||
|
||||
/// <summary>
|
||||
/// Triggered when a script starts.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Triggered by <see cref="TriggerStartScript"/>
|
||||
/// in <see cref="Scene.SetScriptRunning"/>
|
||||
/// via <see cref="OpenSim.Framework.IClientAPI.OnSetScriptRunning"/>,
|
||||
/// via <see cref="OpenSim.Region.ClientStack.LindenUDP.HandleSetScriptRunning"/>
|
||||
/// </remarks>
|
||||
public event StartScript OnStartScript;
|
||||
|
||||
public delegate void StopScript(uint localID, UUID itemID);
|
||||
|
||||
/// <summary>
|
||||
/// Triggered when a script stops.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Triggered by <see cref="TriggerStopScript"/>,
|
||||
/// in <see cref="SceneObjectPartInventory.CreateScriptInstance"/>,
|
||||
/// <see cref="SceneObjectPartInventory.StopScriptInstance"/>,
|
||||
/// <see cref="Scene.SetScriptRunning"/>
|
||||
/// </remarks>
|
||||
public event StopScript OnStopScript;
|
||||
|
||||
public delegate bool SceneGroupMoved(UUID groupID, Vector3 delta);
|
||||
|
||||
/// <summary>
|
||||
/// Triggered when an object is moved.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Triggered by <see cref="TriggerGroupMove"/>
|
||||
/// in <see cref="SceneObjectGroup.UpdateGroupPosition"/>,
|
||||
/// <see cref="SceneObjectGroup.GrabMovement"/>
|
||||
/// </remarks>
|
||||
public event SceneGroupMoved OnSceneGroupMove;
|
||||
|
||||
public delegate void SceneGroupGrabed(UUID groupID, Vector3 offset, UUID userID);
|
||||
|
||||
/// <summary>
|
||||
/// Triggered when an object is grabbed.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Triggered by <see cref="TriggerGroupGrab"/>
|
||||
/// in <see cref="SceneObjectGroup.OnGrabGroup"/>
|
||||
/// via <see cref="SceneObjectGroup.ObjectGrabHandler"/>
|
||||
/// via <see cref="Scene.ProcessObjectGrab"/>
|
||||
/// via <see cref="OpenSim.Framework.IClientAPI.OnGrabObject"/>
|
||||
/// via <see cref="OpenSim.Region.ClientStack.LindenUDP.LLClientView.HandleObjectGrab"/>
|
||||
/// </remarks>
|
||||
public event SceneGroupGrabed OnSceneGroupGrab;
|
||||
|
||||
public delegate bool SceneGroupSpinStarted(UUID groupID);
|
||||
|
||||
/// <summary>
|
||||
/// Triggered when an object starts to spin.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Triggered by <see cref="TriggerGroupSpinStart"/>
|
||||
/// in <see cref="SceneObjectGroup.SpinStart"/>
|
||||
/// via <see cref="SceneGraph.SpinStart"/>
|
||||
/// via <see cref="OpenSim.Framework.IClientAPI.OnSpinStart"/>
|
||||
/// via <see cref="OpenSim.Region.ClientStack.LindenUDP.LLClientView.HandleObjectSpinStart"/>
|
||||
/// </remarks>
|
||||
public event SceneGroupSpinStarted OnSceneGroupSpinStart;
|
||||
|
||||
public delegate bool SceneGroupSpun(UUID groupID, Quaternion rotation);
|
||||
|
||||
/// <summary>
|
||||
/// Triggered when an object is being spun.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Triggered by <see cref="TriggerGroupSpin"/>
|
||||
/// in <see cref="SceneObjectGroup.SpinMovement"/>
|
||||
/// via <see cref="SceneGraph.SpinObject"/>
|
||||
/// via <see cref="OpenSim.Framework.IClientAPI.OnSpinUpdate"/>
|
||||
/// via <see cref="OpenSim.Region.ClientStack.LindenUDP.LLClientView.HandleObjectSpinUpdate"/>
|
||||
/// </remarks>
|
||||
public event SceneGroupSpun OnSceneGroupSpin;
|
||||
|
||||
public delegate void LandObjectAdded(ILandObject newParcel);
|
||||
|
@ -299,6 +435,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Occurs before OnRezScript
|
||||
/// Triggered by <see cref="TriggerNewScript"/>
|
||||
/// in <see cref="Scene.RezScriptFromAgentInventory"/>,
|
||||
/// <see cref="Scene.RezNewScript"/>
|
||||
/// </remarks>
|
||||
public event NewScript OnNewScript;
|
||||
|
||||
|
@ -333,6 +472,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Triggered after the scene receives a client's upload of an updated script and has stored it in an asset.
|
||||
/// Triggered by <see cref="TriggerUpdateScript"/>
|
||||
/// in <see cref="Scene.CapsUpdateTaskInventoryScriptAsset"/>
|
||||
/// via <see cref="Scene.CapsUpdateTaskInventoryScriptAsset"/>
|
||||
/// via <see cref="OpenSim.Region.ClientStack.Linden.BunchOfCaps.TaskScriptUpdated"/>
|
||||
/// via <see cref="OpenSim.Region.ClientStack.Linden.TaskInventoryScriptUpdater.OnUpLoad"/>
|
||||
/// via <see cref="OpenSim.Region.ClientStack.Linden.TaskInventoryScriptUpdater.uploaderCaps"/>
|
||||
/// </remarks>
|
||||
public event UpdateScript OnUpdateScript;
|
||||
|
||||
|
@ -358,48 +503,203 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// Triggered when some scene object properties change.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// ScriptChangedEvent is fired when a scene object property that a script might be interested
|
||||
/// in (such as color, scale or inventory) changes. Only enough information sent is for the LSL changed event.
|
||||
/// This is not an indication that the script has changed (see OnUpdateScript for that).
|
||||
/// This event is sent to a script to tell it that some property changed on
|
||||
/// the object the script is in. See http://lslwiki.net/lslwiki/wakka.php?wakka=changed .
|
||||
/// </summary>
|
||||
/// Triggered by <see cref="TriggerOnScriptChangedEvent"/>
|
||||
/// in <see cref="OpenSim.Region.CoreModules.Framework.EntityTransfer.EntityTransferModule.TeleportAgentWithinRegion"/>,
|
||||
/// <see cref="SceneObjectPart.TriggerScriptChangedEvent"/>
|
||||
/// </remarks>
|
||||
public event ScriptChangedEvent OnScriptChangedEvent;
|
||||
public delegate void ScriptChangedEvent(uint localID, uint change);
|
||||
|
||||
public delegate void ScriptControlEvent(UUID item, UUID avatarID, uint held, uint changed);
|
||||
|
||||
/// <summary>
|
||||
/// Triggered when a script receives control input from an agent.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Triggered by <see cref="TriggerControlEvent"/>
|
||||
/// in <see cref="ScenePresence.SendControlsToScripts"/>
|
||||
/// via <see cref="ScenePresence.HandleAgentUpdate"/>
|
||||
/// via <see cref="OpenSim.Framework.IClientAPI.OnAgentUpdate"/>
|
||||
/// via <see cref="OpenSim.Region.ClientStack.LindenUDP.LLClientView.HandleAgentUpdate"/>
|
||||
/// </remarks>
|
||||
public event ScriptControlEvent OnScriptControlEvent;
|
||||
|
||||
public delegate void ScriptAtTargetEvent(uint localID, uint handle, Vector3 targetpos, Vector3 atpos);
|
||||
|
||||
/// <summary>
|
||||
/// Triggered when an object has arrived within a tolerance distance
|
||||
/// of a motion target.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Triggered by <see cref="TriggerAtTargetEvent"/>
|
||||
/// in <see cref="SceneObjectGroup.checkAtTargets"/>
|
||||
/// via <see cref="SceneObjectGroup.ScheduleGroupForFullUpdate"/>,
|
||||
/// <see cref="Scene.CheckAtTargets"/> via <see cref="Scene.Update"/>
|
||||
/// </remarks>
|
||||
public event ScriptAtTargetEvent OnScriptAtTargetEvent;
|
||||
|
||||
public delegate void ScriptNotAtTargetEvent(uint localID);
|
||||
|
||||
/// <summary>
|
||||
/// Triggered when an object has a motion target but has not arrived
|
||||
/// within a tolerance distance.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Triggered by <see cref="TriggerNotAtTargetEvent"/>
|
||||
/// in <see cref="SceneObjectGroup.checkAtTargets"/>
|
||||
/// via <see cref="SceneObjectGroup.ScheduleGroupForFullUpdate"/>,
|
||||
/// <see cref="Scene.CheckAtTargets"/> via <see cref="Scene.Update"/>
|
||||
/// </remarks>
|
||||
public event ScriptNotAtTargetEvent OnScriptNotAtTargetEvent;
|
||||
|
||||
public delegate void ScriptAtRotTargetEvent(uint localID, uint handle, Quaternion targetrot, Quaternion atrot);
|
||||
|
||||
/// <summary>
|
||||
/// Triggered when an object has arrived within a tolerance rotation
|
||||
/// of a rotation target.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Triggered by <see cref="TriggerAtRotTargetEvent"/>
|
||||
/// in <see cref="SceneObjectGroup.checkAtTargets"/>
|
||||
/// via <see cref="SceneObjectGroup.ScheduleGroupForFullUpdate"/>,
|
||||
/// <see cref="Scene.CheckAtTargets"/> via <see cref="Scene.Update"/>
|
||||
/// </remarks>
|
||||
public event ScriptAtRotTargetEvent OnScriptAtRotTargetEvent;
|
||||
|
||||
public delegate void ScriptNotAtRotTargetEvent(uint localID);
|
||||
|
||||
/// <summary>
|
||||
/// Triggered when an object has a rotation target but has not arrived
|
||||
/// within a tolerance rotation.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Triggered by <see cref="TriggerNotAtRotTargetEvent"/>
|
||||
/// in <see cref="SceneObjectGroup.checkAtTargets"/>
|
||||
/// via <see cref="SceneObjectGroup.ScheduleGroupForFullUpdate"/>,
|
||||
/// <see cref="Scene.CheckAtTargets"/> via <see cref="Scene.Update"/>
|
||||
/// </remarks>
|
||||
public event ScriptNotAtRotTargetEvent OnScriptNotAtRotTargetEvent;
|
||||
|
||||
public delegate void ScriptColliding(uint localID, ColliderArgs colliders);
|
||||
|
||||
/// <summary>
|
||||
/// Triggered when a physical collision has started between a prim
|
||||
/// and something other than the region terrain.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Triggered by <see cref="TriggerScriptCollidingStart"/>
|
||||
/// in <see cref="SceneObjectPart.SendCollisionEvent"/>
|
||||
/// via <see cref="SceneObjectPart.PhysicsCollision"/>
|
||||
/// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.OnCollisionUpdate"/>
|
||||
/// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.SendCollisionUpdate"/>
|
||||
/// </remarks>
|
||||
public event ScriptColliding OnScriptColliderStart;
|
||||
|
||||
/// <summary>
|
||||
/// Triggered when something that previously collided with a prim has
|
||||
/// not stopped colliding with it.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// <seealso cref="OnScriptColliderStart"/>
|
||||
/// Triggered by <see cref="TriggerScriptColliding"/>
|
||||
/// in <see cref="SceneObjectPart.SendCollisionEvent"/>
|
||||
/// via <see cref="SceneObjectPart.PhysicsCollision"/>
|
||||
/// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.OnCollisionUpdate"/>
|
||||
/// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.SendCollisionUpdate"/>
|
||||
/// </remarks>
|
||||
public event ScriptColliding OnScriptColliding;
|
||||
|
||||
/// <summary>
|
||||
/// Triggered when something that previously collided with a prim has
|
||||
/// stopped colliding with it.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Triggered by <see cref="TriggerScriptCollidingEnd"/>
|
||||
/// in <see cref="SceneObjectPart.SendCollisionEvent"/>
|
||||
/// via <see cref="SceneObjectPart.PhysicsCollision"/>
|
||||
/// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.OnCollisionUpdate"/>
|
||||
/// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.SendCollisionUpdate"/>
|
||||
/// </remarks>
|
||||
public event ScriptColliding OnScriptCollidingEnd;
|
||||
|
||||
/// <summary>
|
||||
/// Triggered when a physical collision has started between an object
|
||||
/// and the region terrain.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Triggered by <see cref="TriggerScriptLandCollidingStart"/>
|
||||
/// in <see cref="SceneObjectPart.SendLandCollisionEvent"/>
|
||||
/// via <see cref="SceneObjectPart.PhysicsCollision"/>
|
||||
/// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.OnCollisionUpdate"/>
|
||||
/// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.SendCollisionUpdate"/>
|
||||
/// </remarks>
|
||||
public event ScriptColliding OnScriptLandColliderStart;
|
||||
|
||||
/// <summary>
|
||||
/// Triggered when an object that previously collided with the region
|
||||
/// terrain has not yet stopped colliding with it.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Triggered by <see cref="TriggerScriptLandColliding"/>
|
||||
/// in <see cref="SceneObjectPart.SendLandCollisionEvent"/>
|
||||
/// via <see cref="SceneObjectPart.PhysicsCollision"/>
|
||||
/// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.OnCollisionUpdate"/>
|
||||
/// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.SendCollisionUpdate"/>
|
||||
/// </remarks>
|
||||
public event ScriptColliding OnScriptLandColliding;
|
||||
|
||||
/// <summary>
|
||||
/// Triggered when an object that previously collided with the region
|
||||
/// terrain has stopped colliding with it.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Triggered by <see cref="TriggerScriptLandCollidingEnd"/>
|
||||
/// in <see cref="SceneObjectPart.SendLandCollisionEvent"/>
|
||||
/// via <see cref="SceneObjectPart.PhysicsCollision"/>
|
||||
/// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.OnCollisionUpdate"/>
|
||||
/// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.SendCollisionUpdate"/>
|
||||
/// </remarks>
|
||||
public event ScriptColliding OnScriptLandColliderEnd;
|
||||
|
||||
public delegate void OnMakeChildAgentDelegate(ScenePresence presence);
|
||||
|
||||
/// <summary>
|
||||
/// Triggered when an agent has been made a child agent of a scene.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Triggered by <see cref="TriggerOnMakeChildAgent"/>
|
||||
/// in <see cref="ScenePresence.MakeChildAgent"/>
|
||||
/// via <see cref="OpenSim.Region.CoreModules.Framework.EntityTransfer.EntityTransferModule.CrossAgentToNewRegionAsync"/>,
|
||||
/// <see cref="OpenSim.Region.CoreModules.Framework.EntityTransfer.EntityTransferModule.DoTeleport"/>,
|
||||
/// <see cref="OpenSim.Region.CoreModules.InterGrid.KillAUser.ShutdownNoLogout"/>
|
||||
/// </remarks>
|
||||
public event OnMakeChildAgentDelegate OnMakeChildAgent;
|
||||
|
||||
public delegate void OnSaveNewWindlightProfileDelegate();
|
||||
public delegate void OnSendNewWindlightProfileTargetedDelegate(RegionLightShareData wl, UUID user);
|
||||
|
||||
/// <summary>
|
||||
/// Triggered after the grunt work for adding a root agent to a
|
||||
/// scene has been performed (resuming attachment scripts, physics,
|
||||
/// animations etc.)
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This event is on the critical path for transferring an avatar from one region to another. Try and do
|
||||
/// as little work on this event as possible, or do work asynchronously.
|
||||
/// </summary>
|
||||
/// Triggered after <see cref="OnSetRootAgentScene"/>
|
||||
/// by <see cref="TriggerOnMakeRootAgent"/>
|
||||
/// in <see cref="ScenePresence.MakeRootAgent"/>
|
||||
/// via <see cref="Scene.AgentCrossing"/>
|
||||
/// and <see cref="ScenePresence.CompleteMovement"/>
|
||||
/// </remarks>
|
||||
public event Action<ScenePresence> OnMakeRootAgent;
|
||||
|
||||
public event OnSendNewWindlightProfileTargetedDelegate OnSendNewWindlightProfileTargeted;
|
||||
|
@ -425,9 +725,17 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
public event AvatarKillData OnAvatarKilled;
|
||||
public delegate void AvatarKillData(uint KillerLocalID, ScenePresence avatar);
|
||||
|
||||
// public delegate void ScriptTimerEvent(uint localID, double timerinterval);
|
||||
|
||||
// public event ScriptTimerEvent OnScriptTimerEvent;
|
||||
/*
|
||||
public delegate void ScriptTimerEvent(uint localID, double timerinterval);
|
||||
/// <summary>
|
||||
/// Used to be triggered when the LSL timer event fires.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Triggered by <see cref="TriggerTimerEvent"/>
|
||||
/// via <see cref="SceneObjectPart.handleTimerAccounting"/>
|
||||
/// </remarks>
|
||||
public event ScriptTimerEvent OnScriptTimerEvent;
|
||||
*/
|
||||
|
||||
public delegate void EstateToolsSunUpdate(ulong regionHandle, bool FixedTime, bool EstateSun, float LindenHour);
|
||||
public delegate void GetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID);
|
||||
|
@ -437,12 +745,27 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <summary>
|
||||
/// Triggered when an object is added to the scene.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Triggered by <see cref="TriggerObjectAddedToScene"/>
|
||||
/// in <see cref="Scene.AddNewSceneObject"/>,
|
||||
/// <see cref="Scene.DuplicateObject"/>,
|
||||
/// <see cref="Scene.doObjectDuplicateOnRay"/>
|
||||
/// </remarks>
|
||||
public event Action<SceneObjectGroup> OnObjectAddedToScene;
|
||||
|
||||
/// <summary>
|
||||
/// Delegate for <see cref="OnObjectBeingRemovedFromScene"/>
|
||||
/// </summary>
|
||||
/// <param name="obj">The object being removed from the scene</param>
|
||||
public delegate void ObjectBeingRemovedFromScene(SceneObjectGroup obj);
|
||||
|
||||
/// <summary>
|
||||
/// Triggered when an object is removed from the scene.
|
||||
/// </summary>
|
||||
public delegate void ObjectBeingRemovedFromScene(SceneObjectGroup obj);
|
||||
/// <remarks>
|
||||
/// Triggered by <see cref="TriggerObjectBeingRemovedFromScene"/>
|
||||
/// in <see cref="Scene.DeleteSceneObject"/>
|
||||
/// </remarks>
|
||||
public event ObjectBeingRemovedFromScene OnObjectBeingRemovedFromScene;
|
||||
|
||||
public delegate void NoticeNoLandDataFromStorage();
|
||||
|
@ -628,9 +951,28 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
public event PrimsLoaded OnPrimsLoaded;
|
||||
|
||||
public delegate void TeleportStart(IClientAPI client, GridRegion destination, GridRegion finalDestination, uint teleportFlags, bool gridLogout);
|
||||
|
||||
/// <summary>
|
||||
/// Triggered when a teleport starts
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Triggered by <see cref="TriggerTeleportStart"/>
|
||||
/// in <see cref="OpenSim.Region.CoreModules.Framework.EntityTransfer.EntityTransferModule.CreateAgent"/>
|
||||
/// and <see cref="OpenSim.Region.CoreModules.Framework.EntityTransfer.HGEntityTransferModule.CreateAgent"/>
|
||||
/// via <see cref="OpenSim.Region.CoreModules.Framework.EntityTransfer.EntityTransferModule.DoTeleport"/>
|
||||
/// </remarks>
|
||||
public event TeleportStart OnTeleportStart;
|
||||
|
||||
public delegate void TeleportFail(IClientAPI client, bool gridLogout);
|
||||
|
||||
/// <summary>
|
||||
/// Trigered when a teleport fails.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Triggered by <see cref="TriggerTeleportFail"/>
|
||||
/// in <see cref="OpenSim.Region.CoreModules.Framework.EntityTransfer.EntityTransferModule.Fail"/>
|
||||
/// via <see cref="OpenSim.Region.CoreModules.Framework.EntityTransfer.EntityTransferModule.DoTeleport"/>
|
||||
/// </remarks>
|
||||
public event TeleportFail OnTeleportFail;
|
||||
|
||||
public class MoneyTransferArgs : EventArgs
|
||||
|
@ -638,7 +980,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
public UUID sender;
|
||||
public UUID receiver;
|
||||
|
||||
// Always false. The SL protocol sucks.
|
||||
/// <summary>
|
||||
/// Always false. The SL protocol sucks.
|
||||
/// </summary>
|
||||
public bool authenticated = false;
|
||||
|
||||
public int amount;
|
||||
|
@ -2133,7 +2477,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
// this lets us keep track of nasty script events like timer, etc.
|
||||
/// <summary>
|
||||
/// this lets us keep track of nasty script events like timer, etc.
|
||||
/// </summary>
|
||||
/// <param name="objLocalID"></param>
|
||||
/// <param name="Interval"></param>
|
||||
public void TriggerTimerEvent(uint objLocalID, double Interval)
|
||||
{
|
||||
throw new NotImplementedException("TriggerTimerEvent was thought to be not used anymore and the registration for the event from scene object part has been commented out due to a memory leak");
|
||||
|
|
|
@ -151,7 +151,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// TODO: need to figure out how allow client agents but deny
|
||||
// root agents when ACL denies access to root agent
|
||||
public bool m_strictAccessControl = true;
|
||||
public int MaxUndoCount = 5;
|
||||
|
||||
public int MaxUndoCount { get; set; }
|
||||
|
||||
// Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
|
||||
public bool LoginLock = false;
|
||||
|
@ -741,6 +742,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
//Animation states
|
||||
m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
|
||||
|
||||
MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20);
|
||||
|
||||
PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
|
||||
CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);
|
||||
|
||||
|
@ -861,6 +864,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
|
||||
// FIXME: Ultimately this should be in a module.
|
||||
SendPeriodicAppearanceUpdates = true;
|
||||
|
||||
IConfig appearanceConfig = m_config.Configs["Appearance"];
|
||||
if (appearanceConfig != null)
|
||||
{
|
||||
|
|
|
@ -1119,14 +1119,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
parts[i].UUID = UUID.Random();
|
||||
}
|
||||
|
||||
// helper provided for parts.
|
||||
public int GetSceneMaxUndo()
|
||||
{
|
||||
if (m_scene != null)
|
||||
return m_scene.MaxUndoCount;
|
||||
return 5;
|
||||
}
|
||||
|
||||
// justincc: I don't believe this hack is needed any longer, especially since the physics
|
||||
// parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false
|
||||
// this method was preventing proper reload of scene objects.
|
||||
|
@ -2703,29 +2695,32 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
|
||||
|
||||
RootPart.StoreUndoState(true);
|
||||
|
||||
scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X));
|
||||
scale.Y = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.Y));
|
||||
scale.Z = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.Z));
|
||||
|
||||
PhysicsActor pa = m_rootPart.PhysActor;
|
||||
|
||||
if (pa != null && pa.IsPhysical)
|
||||
RootPart.StoreUndoState(true);
|
||||
|
||||
if (Scene != null)
|
||||
{
|
||||
scale.X = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.X));
|
||||
scale.Y = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.Y));
|
||||
scale.Z = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.Z));
|
||||
scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X));
|
||||
scale.Y = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.Y));
|
||||
scale.Z = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.Z));
|
||||
|
||||
if (pa != null && pa.IsPhysical)
|
||||
{
|
||||
scale.X = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.X));
|
||||
scale.Y = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.Y));
|
||||
scale.Z = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.Z));
|
||||
}
|
||||
}
|
||||
|
||||
float x = (scale.X / RootPart.Scale.X);
|
||||
float y = (scale.Y / RootPart.Scale.Y);
|
||||
float z = (scale.Z / RootPart.Scale.Z);
|
||||
|
||||
SceneObjectPart[] parts;
|
||||
if (x > 1.0f || y > 1.0f || z > 1.0f)
|
||||
SceneObjectPart[] parts = m_parts.GetArray();
|
||||
|
||||
if (Scene != null & (x > 1.0f || y > 1.0f || z > 1.0f))
|
||||
{
|
||||
parts = m_parts.GetArray();
|
||||
for (int i = 0; i < parts.Length; i++)
|
||||
{
|
||||
SceneObjectPart obPart = parts[i];
|
||||
|
@ -2739,7 +2734,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
if (pa != null && pa.IsPhysical)
|
||||
{
|
||||
if (oldSize.X * x > m_scene.m_maxPhys)
|
||||
if (oldSize.X * x > Scene.m_maxPhys)
|
||||
{
|
||||
f = m_scene.m_maxPhys / oldSize.X;
|
||||
a = f / x;
|
||||
|
@ -2747,7 +2742,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
y *= a;
|
||||
z *= a;
|
||||
}
|
||||
else if (oldSize.X * x < m_scene.m_minPhys)
|
||||
else if (oldSize.X * x < Scene.m_minPhys)
|
||||
{
|
||||
f = m_scene.m_minPhys / oldSize.X;
|
||||
a = f / x;
|
||||
|
@ -2756,7 +2751,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
z *= a;
|
||||
}
|
||||
|
||||
if (oldSize.Y * y > m_scene.m_maxPhys)
|
||||
if (oldSize.Y * y > Scene.m_maxPhys)
|
||||
{
|
||||
f = m_scene.m_maxPhys / oldSize.Y;
|
||||
a = f / y;
|
||||
|
@ -2764,7 +2759,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
y *= a;
|
||||
z *= a;
|
||||
}
|
||||
else if (oldSize.Y * y < m_scene.m_minPhys)
|
||||
else if (oldSize.Y * y < Scene.m_minPhys)
|
||||
{
|
||||
f = m_scene.m_minPhys / oldSize.Y;
|
||||
a = f / y;
|
||||
|
@ -2773,7 +2768,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
z *= a;
|
||||
}
|
||||
|
||||
if (oldSize.Z * z > m_scene.m_maxPhys)
|
||||
if (oldSize.Z * z > Scene.m_maxPhys)
|
||||
{
|
||||
f = m_scene.m_maxPhys / oldSize.Z;
|
||||
a = f / z;
|
||||
|
@ -2781,7 +2776,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
y *= a;
|
||||
z *= a;
|
||||
}
|
||||
else if (oldSize.Z * z < m_scene.m_minPhys)
|
||||
else if (oldSize.Z * z < Scene.m_minPhys)
|
||||
{
|
||||
f = m_scene.m_minPhys / oldSize.Z;
|
||||
a = f / z;
|
||||
|
@ -2792,7 +2787,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
else
|
||||
{
|
||||
if (oldSize.X * x > m_scene.m_maxNonphys)
|
||||
if (oldSize.X * x > Scene.m_maxNonphys)
|
||||
{
|
||||
f = m_scene.m_maxNonphys / oldSize.X;
|
||||
a = f / x;
|
||||
|
@ -2800,7 +2795,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
y *= a;
|
||||
z *= a;
|
||||
}
|
||||
else if (oldSize.X * x < m_scene.m_minNonphys)
|
||||
else if (oldSize.X * x < Scene.m_minNonphys)
|
||||
{
|
||||
f = m_scene.m_minNonphys / oldSize.X;
|
||||
a = f / x;
|
||||
|
@ -2809,7 +2804,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
z *= a;
|
||||
}
|
||||
|
||||
if (oldSize.Y * y > m_scene.m_maxNonphys)
|
||||
if (oldSize.Y * y > Scene.m_maxNonphys)
|
||||
{
|
||||
f = m_scene.m_maxNonphys / oldSize.Y;
|
||||
a = f / y;
|
||||
|
@ -2817,7 +2812,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
y *= a;
|
||||
z *= a;
|
||||
}
|
||||
else if (oldSize.Y * y < m_scene.m_minNonphys)
|
||||
else if (oldSize.Y * y < Scene.m_minNonphys)
|
||||
{
|
||||
f = m_scene.m_minNonphys / oldSize.Y;
|
||||
a = f / y;
|
||||
|
@ -2826,7 +2821,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
z *= a;
|
||||
}
|
||||
|
||||
if (oldSize.Z * z > m_scene.m_maxNonphys)
|
||||
if (oldSize.Z * z > Scene.m_maxNonphys)
|
||||
{
|
||||
f = m_scene.m_maxNonphys / oldSize.Z;
|
||||
a = f / z;
|
||||
|
@ -2834,7 +2829,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
y *= a;
|
||||
z *= a;
|
||||
}
|
||||
else if (oldSize.Z * z < m_scene.m_minNonphys)
|
||||
else if (oldSize.Z * z < Scene.m_minNonphys)
|
||||
{
|
||||
f = m_scene.m_minNonphys / oldSize.Z;
|
||||
a = f / z;
|
||||
|
@ -2858,7 +2853,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
RootPart.Resize(prevScale);
|
||||
// RootPart.IgnoreUndoUpdate = false;
|
||||
|
||||
parts = m_parts.GetArray();
|
||||
for (int i = 0; i < parts.Length; i++)
|
||||
{
|
||||
SceneObjectPart obPart = parts[i];
|
||||
|
|
|
@ -266,8 +266,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
private string m_sitAnimation = "SIT";
|
||||
private string m_text = String.Empty;
|
||||
private string m_touchName = String.Empty;
|
||||
private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5);
|
||||
private readonly Stack<UndoState> m_redo = new Stack<UndoState>(5);
|
||||
private readonly List<UndoState> m_undo = new List<UndoState>(5);
|
||||
private readonly List<UndoState> m_redo = new List<UndoState>(5);
|
||||
|
||||
private bool m_passTouches = false;
|
||||
private bool m_passCollisions = false;
|
||||
|
@ -2368,16 +2368,20 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <param name="scale"></param>
|
||||
public void Resize(Vector3 scale)
|
||||
{
|
||||
scale.X = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.X));
|
||||
scale.Y = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.Y));
|
||||
scale.Z = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.Z));
|
||||
|
||||
PhysicsActor pa = PhysActor;
|
||||
if (pa != null && pa.IsPhysical)
|
||||
|
||||
if (ParentGroup.Scene != null)
|
||||
{
|
||||
scale.X = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.X));
|
||||
scale.Y = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.Y));
|
||||
scale.Z = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.Z));
|
||||
scale.X = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.X));
|
||||
scale.Y = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.Y));
|
||||
scale.Z = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.Z));
|
||||
|
||||
if (pa != null && pa.IsPhysical)
|
||||
{
|
||||
scale.X = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.X));
|
||||
scale.Y = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.Y));
|
||||
scale.Z = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.Z));
|
||||
}
|
||||
}
|
||||
|
||||
// m_log.DebugFormat("[SCENE OBJECT PART]: Resizing {0} {1} to {2}", Name, LocalId, scale);
|
||||
|
@ -3166,61 +3170,62 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public void StoreUndoState(bool forGroup)
|
||||
{
|
||||
if (!Undoing)
|
||||
if (ParentGroup == null || ParentGroup.Scene == null)
|
||||
return;
|
||||
|
||||
if (Undoing)
|
||||
{
|
||||
if (!IgnoreUndoUpdate)
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
|
||||
return;
|
||||
}
|
||||
|
||||
if (IgnoreUndoUpdate)
|
||||
{
|
||||
// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
|
||||
return;
|
||||
}
|
||||
|
||||
lock (m_undo)
|
||||
{
|
||||
if (m_undo.Count > 0)
|
||||
{
|
||||
if (ParentGroup != null)
|
||||
UndoState last = m_undo[m_undo.Count - 1];
|
||||
if (last != null)
|
||||
{
|
||||
lock (m_undo)
|
||||
// TODO: May need to fix for group comparison
|
||||
if (last.Compare(this))
|
||||
{
|
||||
if (m_undo.Count > 0)
|
||||
{
|
||||
UndoState last = m_undo.Peek();
|
||||
if (last != null)
|
||||
{
|
||||
// TODO: May need to fix for group comparison
|
||||
if (last.Compare(this))
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
|
||||
// Name, LocalId, m_undo.Count);
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
|
||||
// Name, LocalId, forGroup, m_undo.Count);
|
||||
|
||||
if (ParentGroup.GetSceneMaxUndo() > 0)
|
||||
{
|
||||
UndoState nUndo = new UndoState(this, forGroup);
|
||||
|
||||
m_undo.Push(nUndo);
|
||||
|
||||
if (m_redo.Count > 0)
|
||||
m_redo.Clear();
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
|
||||
// Name, LocalId, forGroup, m_undo.Count);
|
||||
}
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
|
||||
// Name, LocalId, m_undo.Count);
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
// else
|
||||
// {
|
||||
// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
|
||||
// }
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
|
||||
// Name, LocalId, forGroup, m_undo.Count);
|
||||
|
||||
if (ParentGroup.Scene.MaxUndoCount > 0)
|
||||
{
|
||||
UndoState nUndo = new UndoState(this, forGroup);
|
||||
|
||||
m_undo.Add(nUndo);
|
||||
|
||||
if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
|
||||
m_undo.RemoveAt(0);
|
||||
|
||||
if (m_redo.Count > 0)
|
||||
m_redo.Clear();
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
|
||||
// Name, LocalId, forGroup, m_undo.Count);
|
||||
}
|
||||
}
|
||||
// else
|
||||
// {
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
|
||||
// }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -3245,21 +3250,24 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
if (m_undo.Count > 0)
|
||||
{
|
||||
UndoState goback = m_undo.Pop();
|
||||
UndoState goback = m_undo[m_undo.Count - 1];
|
||||
m_undo.RemoveAt(m_undo.Count - 1);
|
||||
|
||||
if (goback != null)
|
||||
UndoState nUndo = null;
|
||||
|
||||
if (ParentGroup.Scene.MaxUndoCount > 0)
|
||||
{
|
||||
UndoState nUndo = null;
|
||||
|
||||
if (ParentGroup.GetSceneMaxUndo() > 0)
|
||||
{
|
||||
nUndo = new UndoState(this, goback.ForGroup);
|
||||
}
|
||||
nUndo = new UndoState(this, goback.ForGroup);
|
||||
}
|
||||
|
||||
goback.PlaybackState(this);
|
||||
goback.PlaybackState(this);
|
||||
|
||||
if (nUndo != null)
|
||||
m_redo.Push(nUndo);
|
||||
if (nUndo != null)
|
||||
{
|
||||
m_redo.Add(nUndo);
|
||||
|
||||
if (m_redo.Count > ParentGroup.Scene.MaxUndoCount)
|
||||
m_redo.RemoveAt(0);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3279,20 +3287,21 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
if (m_redo.Count > 0)
|
||||
{
|
||||
UndoState gofwd = m_redo.Pop();
|
||||
|
||||
if (gofwd != null)
|
||||
UndoState gofwd = m_redo[m_redo.Count - 1];
|
||||
m_redo.RemoveAt(m_redo.Count - 1);
|
||||
|
||||
if (ParentGroup.Scene.MaxUndoCount > 0)
|
||||
{
|
||||
if (ParentGroup.GetSceneMaxUndo() > 0)
|
||||
{
|
||||
UndoState nUndo = new UndoState(this, gofwd.ForGroup);
|
||||
|
||||
m_undo.Push(nUndo);
|
||||
}
|
||||
|
||||
gofwd.PlayfwdState(this);
|
||||
UndoState nUndo = new UndoState(this, gofwd.ForGroup);
|
||||
|
||||
m_undo.Add(nUndo);
|
||||
|
||||
if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
|
||||
m_undo.RemoveAt(0);
|
||||
}
|
||||
|
||||
gofwd.PlayfwdState(this);
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}",
|
||||
// Name, LocalId, m_redo.Count);
|
||||
|
|
|
@ -62,8 +62,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
Assert.That(g1Post.RootPart.Scale.X, Is.EqualTo(2));
|
||||
Assert.That(g1Post.RootPart.Scale.Y, Is.EqualTo(3));
|
||||
Assert.That(g1Post.RootPart.Scale.Z, Is.EqualTo(4));
|
||||
|
||||
Assert.That(g1Post.RootPart.UndoCount, Is.EqualTo(1));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -0,0 +1,184 @@
|
|||
/*
|
||||
* 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.Reflection;
|
||||
using NUnit.Framework;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Communications;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Tests.Common;
|
||||
using OpenSim.Tests.Common.Mock;
|
||||
|
||||
namespace OpenSim.Region.Framework.Scenes.Tests
|
||||
{
|
||||
/// <summary>
|
||||
/// Tests for undo/redo
|
||||
/// </summary>
|
||||
public class SceneObjectUndoRedoTests : OpenSimTestCase
|
||||
{
|
||||
[Test]
|
||||
public void TestUndoRedoResizeSceneObject()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// TestHelpers.EnableLogging();
|
||||
|
||||
Vector3 firstSize = new Vector3(2, 3, 4);
|
||||
Vector3 secondSize = new Vector3(5, 6, 7);
|
||||
|
||||
Scene scene = new SceneHelpers().SetupScene();
|
||||
scene.MaxUndoCount = 20;
|
||||
SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
|
||||
|
||||
// TODO: It happens to be the case that we are not storing undo states for SOPs which are not yet in a SOG,
|
||||
// which is the way that AddSceneObject() sets up the object (i.e. it creates the SOP first). However,
|
||||
// this is somewhat by chance. Really, we shouldn't be storing undo states at all if the object is not
|
||||
// in a scene.
|
||||
Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
|
||||
|
||||
g1.GroupResize(firstSize);
|
||||
Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
|
||||
|
||||
g1.GroupResize(secondSize);
|
||||
Assert.That(g1.RootPart.UndoCount, Is.EqualTo(2));
|
||||
|
||||
g1.RootPart.Undo();
|
||||
Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
|
||||
Assert.That(g1.GroupScale, Is.EqualTo(firstSize));
|
||||
|
||||
g1.RootPart.Redo();
|
||||
Assert.That(g1.RootPart.UndoCount, Is.EqualTo(2));
|
||||
Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestUndoLimit()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
|
||||
Vector3 firstSize = new Vector3(2, 3, 4);
|
||||
Vector3 secondSize = new Vector3(5, 6, 7);
|
||||
Vector3 thirdSize = new Vector3(8, 9, 10);
|
||||
Vector3 fourthSize = new Vector3(11, 12, 13);
|
||||
|
||||
Scene scene = new SceneHelpers().SetupScene();
|
||||
scene.MaxUndoCount = 2;
|
||||
SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
|
||||
|
||||
g1.GroupResize(firstSize);
|
||||
g1.GroupResize(secondSize);
|
||||
g1.GroupResize(thirdSize);
|
||||
g1.GroupResize(fourthSize);
|
||||
|
||||
g1.RootPart.Undo();
|
||||
g1.RootPart.Undo();
|
||||
g1.RootPart.Undo();
|
||||
|
||||
Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
|
||||
Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestNoUndoOnObjectsNotInScene()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
|
||||
Vector3 firstSize = new Vector3(2, 3, 4);
|
||||
Vector3 secondSize = new Vector3(5, 6, 7);
|
||||
Vector3 thirdSize = new Vector3(8, 9, 10);
|
||||
Vector3 fourthSize = new Vector3(11, 12, 13);
|
||||
|
||||
Scene scene = new SceneHelpers().SetupScene();
|
||||
scene.MaxUndoCount = 20;
|
||||
SceneObjectGroup g1 = SceneHelpers.CreateSceneObject(1, TestHelpers.ParseTail(0x1));
|
||||
|
||||
g1.GroupResize(firstSize);
|
||||
g1.GroupResize(secondSize);
|
||||
|
||||
Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
|
||||
|
||||
g1.RootPart.Undo();
|
||||
|
||||
Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestUndoBeyondAvailable()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
|
||||
Vector3 newSize = new Vector3(2, 3, 4);
|
||||
|
||||
Scene scene = new SceneHelpers().SetupScene();
|
||||
scene.MaxUndoCount = 20;
|
||||
SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
|
||||
Vector3 originalSize = g1.GroupScale;
|
||||
|
||||
g1.RootPart.Undo();
|
||||
|
||||
Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
|
||||
Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
|
||||
|
||||
g1.GroupResize(newSize);
|
||||
Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
|
||||
Assert.That(g1.GroupScale, Is.EqualTo(newSize));
|
||||
|
||||
g1.RootPart.Undo();
|
||||
g1.RootPart.Undo();
|
||||
|
||||
Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
|
||||
Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestRedoBeyondAvailable()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
|
||||
Vector3 newSize = new Vector3(2, 3, 4);
|
||||
|
||||
Scene scene = new SceneHelpers().SetupScene();
|
||||
scene.MaxUndoCount = 20;
|
||||
SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
|
||||
Vector3 originalSize = g1.GroupScale;
|
||||
|
||||
g1.RootPart.Redo();
|
||||
|
||||
Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
|
||||
Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
|
||||
|
||||
g1.GroupResize(newSize);
|
||||
g1.RootPart.Undo();
|
||||
g1.RootPart.Redo();
|
||||
g1.RootPart.Redo();
|
||||
|
||||
Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
|
||||
Assert.That(g1.GroupScale, Is.EqualTo(newSize));
|
||||
}
|
||||
}
|
||||
}
|
|
@ -44,7 +44,7 @@ using OpenSim.Tests.Common.Mock;
|
|||
namespace OpenSim.Region.Framework.Scenes.Tests
|
||||
{
|
||||
[TestFixture]
|
||||
public class SceneObjectUserGroupTests
|
||||
public class SceneObjectUserGroupTests : OpenSimTestCase
|
||||
{
|
||||
/// <summary>
|
||||
/// Test share with group object functionality
|
||||
|
@ -54,7 +54,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
public void TestShareWithGroup()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// log4net.Config.XmlConfigurator.Configure();
|
||||
|
||||
UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
|
||||
|
||||
|
|
|
@ -52,26 +52,23 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
public class UuidGatherer
|
||||
{
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
/// <summary>
|
||||
/// Asset cache used for gathering assets
|
||||
/// </summary>
|
||||
protected IAssetService m_assetCache;
|
||||
|
||||
/// <summary>
|
||||
/// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate
|
||||
/// asset was found by the asset service.
|
||||
/// </summary>
|
||||
private AssetBase m_requestedObjectAsset;
|
||||
|
||||
/// <summary>
|
||||
/// Signal whether we are currently waiting for the asset service to deliver an asset.
|
||||
/// </summary>
|
||||
private bool m_waitingForObjectAsset;
|
||||
protected IAssetService m_assetService;
|
||||
|
||||
// /// <summary>
|
||||
// /// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate
|
||||
// /// asset was found by the asset service.
|
||||
// /// </summary>
|
||||
// private AssetBase m_requestedObjectAsset;
|
||||
//
|
||||
// /// <summary>
|
||||
// /// Signal whether we are currently waiting for the asset service to deliver an asset.
|
||||
// /// </summary>
|
||||
// private bool m_waitingForObjectAsset;
|
||||
|
||||
public UuidGatherer(IAssetService assetCache)
|
||||
{
|
||||
m_assetCache = assetCache;
|
||||
m_assetService = assetCache;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -195,18 +192,18 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The callback made when we request the asset for an object from the asset service.
|
||||
/// </summary>
|
||||
private void AssetReceived(string id, Object sender, AssetBase asset)
|
||||
{
|
||||
lock (this)
|
||||
{
|
||||
m_requestedObjectAsset = asset;
|
||||
m_waitingForObjectAsset = false;
|
||||
Monitor.Pulse(this);
|
||||
}
|
||||
}
|
||||
// /// <summary>
|
||||
// /// The callback made when we request the asset for an object from the asset service.
|
||||
// /// </summary>
|
||||
// private void AssetReceived(string id, Object sender, AssetBase asset)
|
||||
// {
|
||||
// lock (this)
|
||||
// {
|
||||
// m_requestedObjectAsset = asset;
|
||||
// m_waitingForObjectAsset = false;
|
||||
// Monitor.Pulse(this);
|
||||
// }
|
||||
// }
|
||||
|
||||
/// <summary>
|
||||
/// Get an asset synchronously, potentially using an asynchronous callback. If the
|
||||
|
@ -216,25 +213,29 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <returns></returns>
|
||||
protected virtual AssetBase GetAsset(UUID uuid)
|
||||
{
|
||||
m_waitingForObjectAsset = true;
|
||||
m_assetCache.Get(uuid.ToString(), this, AssetReceived);
|
||||
return m_assetService.Get(uuid.ToString());
|
||||
|
||||
// The asset cache callback can either
|
||||
//
|
||||
// 1. Complete on the same thread (if the asset is already in the cache) or
|
||||
// 2. Come in via a different thread (if we need to go fetch it).
|
||||
//
|
||||
// The code below handles both these alternatives.
|
||||
lock (this)
|
||||
{
|
||||
if (m_waitingForObjectAsset)
|
||||
{
|
||||
Monitor.Wait(this);
|
||||
m_waitingForObjectAsset = false;
|
||||
}
|
||||
}
|
||||
|
||||
return m_requestedObjectAsset;
|
||||
// XXX: Switching to do this synchronously where the call was async before but we always waited for it
|
||||
// to complete anyway!
|
||||
// m_waitingForObjectAsset = true;
|
||||
// m_assetCache.Get(uuid.ToString(), this, AssetReceived);
|
||||
//
|
||||
// // The asset cache callback can either
|
||||
// //
|
||||
// // 1. Complete on the same thread (if the asset is already in the cache) or
|
||||
// // 2. Come in via a different thread (if we need to go fetch it).
|
||||
// //
|
||||
// // The code below handles both these alternatives.
|
||||
// lock (this)
|
||||
// {
|
||||
// if (m_waitingForObjectAsset)
|
||||
// {
|
||||
// Monitor.Wait(this);
|
||||
// m_waitingForObjectAsset = false;
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// return m_requestedObjectAsset;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -365,4 +366,47 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
public class HGUuidGatherer : UuidGatherer
|
||||
{
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
protected string m_assetServerURL;
|
||||
|
||||
public HGUuidGatherer(IAssetService assetService, string assetServerURL)
|
||||
: base(assetService)
|
||||
{
|
||||
m_assetServerURL = assetServerURL;
|
||||
if (!m_assetServerURL.EndsWith("/") && !m_assetServerURL.EndsWith("="))
|
||||
m_assetServerURL = m_assetServerURL + "/";
|
||||
}
|
||||
|
||||
protected override AssetBase GetAsset(UUID uuid)
|
||||
{
|
||||
if (string.Empty == m_assetServerURL)
|
||||
return base.GetAsset(uuid);
|
||||
else
|
||||
return FetchAsset(uuid);
|
||||
}
|
||||
|
||||
public AssetBase FetchAsset(UUID assetID)
|
||||
{
|
||||
|
||||
// Test if it's already here
|
||||
AssetBase asset = m_assetService.Get(assetID.ToString());
|
||||
if (asset == null)
|
||||
{
|
||||
// It's not, so fetch it from abroad
|
||||
asset = m_assetService.Get(m_assetServerURL + assetID.ToString());
|
||||
if (asset != null)
|
||||
m_log.DebugFormat("[HGUUIDGatherer]: Copied asset {0} from {1} to local asset server", assetID, m_assetServerURL);
|
||||
else
|
||||
m_log.DebugFormat("[HGUUIDGatherer]: Failed to fetch asset {0} from {1}", assetID, m_assetServerURL);
|
||||
}
|
||||
//else
|
||||
// m_log.DebugFormat("[HGUUIDGatherer]: Asset {0} from {1} was already here", assetID, m_assetServerURL);
|
||||
|
||||
return asset;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -231,12 +231,12 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
|
|||
if (m_server == null || m_baseNick == null || m_ircChannel == null || m_user == null)
|
||||
throw new Exception("Invalid connector configuration");
|
||||
|
||||
// Generate an initial nickname if randomizing is enabled
|
||||
// Generate an initial nickname
|
||||
|
||||
if (m_randomizeNick)
|
||||
{
|
||||
m_nick = m_baseNick + Util.RandomClass.Next(1, 99);
|
||||
}
|
||||
else
|
||||
m_nick = m_baseNick;
|
||||
|
||||
m_log.InfoFormat("[IRC-Connector-{0}]: Initialization complete", idn);
|
||||
|
||||
|
|
|
@ -34,6 +34,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
|
||||
public class BS6DofConstraint : BSConstraint
|
||||
{
|
||||
private static string LogHeader = "[BULLETSIM 6DOF CONSTRAINT]";
|
||||
|
||||
public override ConstraintType Type { get { return ConstraintType.D6_CONSTRAINT_TYPE; } }
|
||||
|
||||
// Create a btGeneric6DofConstraint
|
||||
public BS6DofConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
|
||||
Vector3 frame1, Quaternion frame1rot,
|
||||
|
@ -44,11 +48,14 @@ public class BS6DofConstraint : BSConstraint
|
|||
m_body1 = obj1;
|
||||
m_body2 = obj2;
|
||||
m_constraint = new BulletConstraint(
|
||||
BulletSimAPI.Create6DofConstraint2(m_world.Ptr, m_body1.Ptr, m_body2.Ptr,
|
||||
BulletSimAPI.Create6DofConstraint2(m_world.ptr, m_body1.ptr, m_body2.ptr,
|
||||
frame1, frame1rot,
|
||||
frame2, frame2rot,
|
||||
useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
|
||||
m_enabled = true;
|
||||
world.physicsScene.DetailLog("{0},BS6DofConstraint,createFrame,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
|
||||
BSScene.DetailLogZero, world.worldID,
|
||||
obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X"));
|
||||
}
|
||||
|
||||
public BS6DofConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
|
||||
|
@ -58,11 +65,36 @@ public class BS6DofConstraint : BSConstraint
|
|||
m_world = world;
|
||||
m_body1 = obj1;
|
||||
m_body2 = obj2;
|
||||
m_constraint = new BulletConstraint(
|
||||
BulletSimAPI.Create6DofConstraintToPoint2(m_world.Ptr, m_body1.Ptr, m_body2.Ptr,
|
||||
joinPoint,
|
||||
useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
|
||||
m_enabled = true;
|
||||
if (obj1.ptr == IntPtr.Zero || obj2.ptr == IntPtr.Zero)
|
||||
{
|
||||
world.physicsScene.DetailLog("{0},BS6DOFConstraint,badBodyPtr,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
|
||||
BSScene.DetailLogZero, world.worldID,
|
||||
obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X"));
|
||||
world.physicsScene.Logger.ErrorFormat("{0} Attempt to build 6DOF constraint with missing bodies: wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
|
||||
"[BULLETSIM 6DOF CONSTRAINT]", world.worldID,
|
||||
obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X"));
|
||||
m_enabled = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_constraint = new BulletConstraint(
|
||||
BulletSimAPI.Create6DofConstraintToPoint2(m_world.ptr, m_body1.ptr, m_body2.ptr,
|
||||
joinPoint,
|
||||
useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
|
||||
world.physicsScene.DetailLog("{0},BS6DofConstraint,createMidPoint,wID={1}, csrt={2}, rID={3}, rBody={4}, cID={5}, cBody={6}",
|
||||
BSScene.DetailLogZero, world.worldID, m_constraint.ptr.ToString("X"),
|
||||
obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X"));
|
||||
if (m_constraint.ptr == IntPtr.Zero)
|
||||
{
|
||||
world.physicsScene.Logger.ErrorFormat("{0} Failed creation of 6Dof constraint. rootID={1}, childID={2}",
|
||||
LogHeader, obj1.ID, obj2.ID);
|
||||
m_enabled = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_enabled = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool SetFrames(Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot)
|
||||
|
@ -70,7 +102,7 @@ public class BS6DofConstraint : BSConstraint
|
|||
bool ret = false;
|
||||
if (m_enabled)
|
||||
{
|
||||
BulletSimAPI.SetFrames2(m_constraint.Ptr, frameA, frameArot, frameB, frameBrot);
|
||||
BulletSimAPI.SetFrames2(m_constraint.ptr, frameA, frameArot, frameB, frameBrot);
|
||||
ret = true;
|
||||
}
|
||||
return ret;
|
||||
|
@ -81,9 +113,9 @@ public class BS6DofConstraint : BSConstraint
|
|||
bool ret = false;
|
||||
if (m_enabled)
|
||||
{
|
||||
BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
|
||||
BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_ERP, erp, ConstraintParamAxis.AXIS_ALL);
|
||||
BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
|
||||
BulletSimAPI.SetConstraintParam2(m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
|
||||
BulletSimAPI.SetConstraintParam2(m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_STOP_ERP, erp, ConstraintParamAxis.AXIS_ALL);
|
||||
BulletSimAPI.SetConstraintParam2(m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
|
||||
ret = true;
|
||||
}
|
||||
return ret;
|
||||
|
@ -94,7 +126,7 @@ public class BS6DofConstraint : BSConstraint
|
|||
bool ret = false;
|
||||
float onOff = useOffset ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse;
|
||||
if (m_enabled)
|
||||
ret = BulletSimAPI.UseFrameOffset2(m_constraint.Ptr, onOff);
|
||||
ret = BulletSimAPI.UseFrameOffset2(m_constraint.ptr, onOff);
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
@ -103,7 +135,7 @@ public class BS6DofConstraint : BSConstraint
|
|||
bool ret = false;
|
||||
float onOff = enable ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse;
|
||||
if (m_enabled)
|
||||
ret = BulletSimAPI.TranslationalLimitMotor2(m_constraint.Ptr, onOff, targetVelocity, maxMotorForce);
|
||||
ret = BulletSimAPI.TranslationalLimitMotor2(m_constraint.ptr, onOff, targetVelocity, maxMotorForce);
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
@ -111,7 +143,7 @@ public class BS6DofConstraint : BSConstraint
|
|||
{
|
||||
bool ret = false;
|
||||
if (m_enabled)
|
||||
ret = BulletSimAPI.SetBreakingImpulseThreshold2(m_constraint.Ptr, threshold);
|
||||
ret = BulletSimAPI.SetBreakingImpulseThreshold2(m_constraint.ptr, threshold);
|
||||
return ret;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -28,7 +28,7 @@ using System;
|
|||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using log4net;
|
||||
using OpenMetaverse;
|
||||
using OMV = OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
|
||||
|
@ -39,48 +39,35 @@ public class BSCharacter : BSPhysObject
|
|||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
private static readonly string LogHeader = "[BULLETS CHAR]";
|
||||
|
||||
public BSScene Scene { get; private set; }
|
||||
private String _avName;
|
||||
// private bool _stopped;
|
||||
private Vector3 _size;
|
||||
private Vector3 _scale;
|
||||
private OMV.Vector3 _size;
|
||||
private OMV.Vector3 _scale;
|
||||
private PrimitiveBaseShape _pbs;
|
||||
private uint _localID = 0;
|
||||
private bool _grabbed;
|
||||
private bool _selected;
|
||||
private Vector3 _position;
|
||||
private OMV.Vector3 _position;
|
||||
private float _mass;
|
||||
public float _density;
|
||||
public float _avatarVolume;
|
||||
private Vector3 _force;
|
||||
private Vector3 _velocity;
|
||||
private Vector3 _torque;
|
||||
private float _avatarDensity;
|
||||
private float _avatarVolume;
|
||||
private OMV.Vector3 _force;
|
||||
private OMV.Vector3 _velocity;
|
||||
private OMV.Vector3 _torque;
|
||||
private float _collisionScore;
|
||||
private Vector3 _acceleration;
|
||||
private Quaternion _orientation;
|
||||
private OMV.Vector3 _acceleration;
|
||||
private OMV.Quaternion _orientation;
|
||||
private int _physicsActorType;
|
||||
private bool _isPhysical;
|
||||
private bool _flying;
|
||||
private bool _setAlwaysRun;
|
||||
private bool _throttleUpdates;
|
||||
private bool _isColliding;
|
||||
private long _collidingStep;
|
||||
private bool _collidingGround;
|
||||
private long _collidingGroundStep;
|
||||
private bool _collidingObj;
|
||||
private bool _floatOnWater;
|
||||
private Vector3 _rotationalVelocity;
|
||||
private OMV.Vector3 _rotationalVelocity;
|
||||
private bool _kinematic;
|
||||
private float _buoyancy;
|
||||
|
||||
public override BulletBody BSBody { get; set; }
|
||||
public override BulletShape BSShape { get; set; }
|
||||
public override BSLinkset Linkset { get; set; }
|
||||
|
||||
private int _subscribedEventsMs = 0;
|
||||
private int _nextCollisionOkTime = 0;
|
||||
|
||||
private Vector3 _PIDTarget;
|
||||
private OMV.Vector3 _PIDTarget;
|
||||
private bool _usePID;
|
||||
private float _PIDTau;
|
||||
private bool _useHoverPID;
|
||||
|
@ -88,28 +75,26 @@ public class BSCharacter : BSPhysObject
|
|||
private PIDHoverType _PIDHoverType;
|
||||
private float _PIDHoverTao;
|
||||
|
||||
public BSCharacter(uint localID, String avName, BSScene parent_scene, Vector3 pos, Vector3 size, bool isFlying)
|
||||
public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying)
|
||||
{
|
||||
_localID = localID;
|
||||
_avName = avName;
|
||||
Scene = parent_scene;
|
||||
base.BaseInitialize(parent_scene, localID, avName, "BSCharacter");
|
||||
_physicsActorType = (int)ActorTypes.Agent;
|
||||
_position = pos;
|
||||
_size = size;
|
||||
_flying = isFlying;
|
||||
_orientation = Quaternion.Identity;
|
||||
_velocity = Vector3.Zero;
|
||||
_orientation = OMV.Quaternion.Identity;
|
||||
_velocity = OMV.Vector3.Zero;
|
||||
_buoyancy = ComputeBuoyancyFromFlying(isFlying);
|
||||
|
||||
// The dimensions of the avatar capsule are kept in the scale.
|
||||
// Physics creates a unit capsule which is scaled by the physics engine.
|
||||
_scale = new Vector3(Scene.Params.avatarCapsuleRadius, Scene.Params.avatarCapsuleRadius, size.Z);
|
||||
_density = Scene.Params.avatarDensity;
|
||||
ComputeAvatarVolumeAndMass(); // set _avatarVolume and _mass based on capsule size, _density and _scale
|
||||
|
||||
Linkset = new BSLinkset(Scene, this);
|
||||
ComputeAvatarScale(_size);
|
||||
_avatarDensity = PhysicsScene.Params.avatarDensity;
|
||||
// set _avatarVolume and _mass based on capsule size, _density and _scale
|
||||
ComputeAvatarVolumeAndMass();
|
||||
|
||||
ShapeData shapeData = new ShapeData();
|
||||
shapeData.ID = _localID;
|
||||
shapeData.ID = LocalID;
|
||||
shapeData.Type = ShapeData.PhysicsShapeType.SHAPE_AVATAR;
|
||||
shapeData.Position = _position;
|
||||
shapeData.Rotation = _orientation;
|
||||
|
@ -118,21 +103,25 @@ public class BSCharacter : BSPhysObject
|
|||
shapeData.Mass = _mass;
|
||||
shapeData.Buoyancy = _buoyancy;
|
||||
shapeData.Static = ShapeData.numericFalse;
|
||||
shapeData.Friction = Scene.Params.avatarFriction;
|
||||
shapeData.Restitution = Scene.Params.avatarRestitution;
|
||||
shapeData.Friction = PhysicsScene.Params.avatarFriction;
|
||||
shapeData.Restitution = PhysicsScene.Params.avatarRestitution;
|
||||
|
||||
// do actual create at taint time
|
||||
Scene.TaintedObject("BSCharacter.create", delegate()
|
||||
PhysicsScene.TaintedObject("BSCharacter.create", delegate()
|
||||
{
|
||||
DetailLog("{0},BSCharacter.create", _localID);
|
||||
BulletSimAPI.CreateObject(Scene.WorldID, shapeData);
|
||||
DetailLog("{0},BSCharacter.create,taint", LocalID);
|
||||
BulletSimAPI.CreateObject(PhysicsScene.WorldID, shapeData);
|
||||
|
||||
// Set the buoyancy for flying. This will be refactored when all the settings happen in C#
|
||||
BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, LocalID, _buoyancy);
|
||||
// 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(Scene.World.Ptr, LocalID));
|
||||
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);
|
||||
});
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -140,9 +129,9 @@ public class BSCharacter : BSPhysObject
|
|||
public override void Destroy()
|
||||
{
|
||||
DetailLog("{0},BSCharacter.Destroy", LocalID);
|
||||
Scene.TaintedObject("BSCharacter.destroy", delegate()
|
||||
PhysicsScene.TaintedObject("BSCharacter.destroy", delegate()
|
||||
{
|
||||
BulletSimAPI.DestroyObject(Scene.WorldID, _localID);
|
||||
BulletSimAPI.DestroyObject(PhysicsScene.WorldID, LocalID);
|
||||
});
|
||||
}
|
||||
|
||||
|
@ -151,70 +140,83 @@ public class BSCharacter : BSPhysObject
|
|||
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 Vector3 Size {
|
||||
public override OMV.Vector3 Size {
|
||||
get
|
||||
{
|
||||
// Avatar capsule size is kept in the scale parameter.
|
||||
return new Vector3(_scale.X * 2, _scale.Y * 2, _scale.Z);
|
||||
return new OMV.Vector3(_scale.X * 2, _scale.Y * 2, _scale.Z);
|
||||
}
|
||||
|
||||
set {
|
||||
set {
|
||||
// When an avatar's size is set, only the height is changed
|
||||
// and that really only depends on the radius.
|
||||
_size = value;
|
||||
_scale.Z = (_size.Z * 1.15f) - (_scale.X + _scale.Y);
|
||||
ComputeAvatarScale(_size);
|
||||
|
||||
// TODO: something has to be done with the avatar's vertical position
|
||||
|
||||
ComputeAvatarVolumeAndMass();
|
||||
|
||||
Scene.TaintedObject("BSCharacter.setSize", delegate()
|
||||
PhysicsScene.TaintedObject("BSCharacter.setSize", delegate()
|
||||
{
|
||||
BulletSimAPI.SetObjectScaleMass(Scene.WorldID, LocalID, _scale, _mass, true);
|
||||
BulletSimAPI.SetObjectScaleMass(PhysicsScene.WorldID, LocalID, _scale, _mass, true);
|
||||
});
|
||||
|
||||
}
|
||||
}
|
||||
public override PrimitiveBaseShape Shape {
|
||||
set { _pbs = value;
|
||||
}
|
||||
}
|
||||
public override uint LocalID {
|
||||
set { _localID = value;
|
||||
}
|
||||
get { return _localID; }
|
||||
}
|
||||
public override bool Grabbed {
|
||||
set { _grabbed = value;
|
||||
}
|
||||
public override PrimitiveBaseShape Shape {
|
||||
set { _pbs = value;
|
||||
}
|
||||
}
|
||||
public override bool Selected {
|
||||
set { _selected = value;
|
||||
}
|
||||
public override bool Grabbed {
|
||||
set { _grabbed = value;
|
||||
}
|
||||
}
|
||||
public override bool Selected {
|
||||
set { _selected = value;
|
||||
}
|
||||
}
|
||||
public override void CrossingFailure() { return; }
|
||||
public override void link(PhysicsActor obj) { return; }
|
||||
public override void delink() { return; }
|
||||
public override void LockAngularMotion(Vector3 axis) { return; }
|
||||
|
||||
public override Vector3 Position {
|
||||
// Set motion values to zero.
|
||||
// Do it to the properties so the values get set in the physics engine.
|
||||
// Push the setting of the values to the viewer.
|
||||
// Called at taint time!
|
||||
public override void ZeroMotion()
|
||||
{
|
||||
_velocity = OMV.Vector3.Zero;
|
||||
_acceleration = OMV.Vector3.Zero;
|
||||
_rotationalVelocity = OMV.Vector3.Zero;
|
||||
|
||||
// Zero some other properties directly into the physics engine
|
||||
BulletSimAPI.SetLinearVelocity2(BSBody.ptr, OMV.Vector3.Zero);
|
||||
BulletSimAPI.SetAngularVelocity2(BSBody.ptr, OMV.Vector3.Zero);
|
||||
BulletSimAPI.SetInterpolationVelocity2(BSBody.ptr, OMV.Vector3.Zero, OMV.Vector3.Zero);
|
||||
BulletSimAPI.ClearForces2(BSBody.ptr);
|
||||
}
|
||||
|
||||
public override void LockAngularMotion(OMV.Vector3 axis) { return; }
|
||||
|
||||
public override OMV.Vector3 Position {
|
||||
get {
|
||||
// _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID);
|
||||
return _position;
|
||||
}
|
||||
return _position;
|
||||
}
|
||||
set {
|
||||
_position = value;
|
||||
PositionSanityCheck();
|
||||
|
||||
Scene.TaintedObject("BSCharacter.setPosition", delegate()
|
||||
PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate()
|
||||
{
|
||||
DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
|
||||
BulletSimAPI.SetObjectTranslation(Scene.WorldID, _localID, _position, _orientation);
|
||||
BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check that the current position is sane and, if not, modify the position to make it so.
|
||||
|
@ -223,9 +225,9 @@ public class BSCharacter : BSPhysObject
|
|||
private bool PositionSanityCheck()
|
||||
{
|
||||
bool ret = false;
|
||||
|
||||
|
||||
// If below the ground, move the avatar up
|
||||
float terrainHeight = Scene.TerrainManager.GetTerrainHeightAtXYZ(_position);
|
||||
float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position);
|
||||
if (Position.Z < terrainHeight)
|
||||
{
|
||||
DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight);
|
||||
|
@ -247,200 +249,200 @@ public class BSCharacter : BSPhysObject
|
|||
{
|
||||
// The new position value must be pushed into the physics engine but we can't
|
||||
// just assign to "Position" because of potential call loops.
|
||||
Scene.TaintedObject("BSCharacter.PositionSanityCheck", delegate()
|
||||
PhysicsScene.TaintedObject("BSCharacter.PositionSanityCheck", delegate()
|
||||
{
|
||||
DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation);
|
||||
BulletSimAPI.SetObjectTranslation(Scene.WorldID, _localID, _position, _orientation);
|
||||
BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation);
|
||||
});
|
||||
ret = true;
|
||||
}
|
||||
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; } }
|
||||
|
||||
public override Vector3 Force {
|
||||
get { return _force; }
|
||||
public override OMV.Vector3 Force {
|
||||
get { return _force; }
|
||||
set {
|
||||
_force = value;
|
||||
// m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force);
|
||||
Scene.TaintedObject("BSCharacter.SetForce", delegate()
|
||||
PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate()
|
||||
{
|
||||
DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force);
|
||||
BulletSimAPI.SetObjectForce(Scene.WorldID, LocalID, _force);
|
||||
BulletSimAPI.SetObjectForce(PhysicsScene.WorldID, LocalID, _force);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override int VehicleType {
|
||||
get { return 0; }
|
||||
set { return; }
|
||||
public override int VehicleType {
|
||||
get { return 0; }
|
||||
set { return; }
|
||||
}
|
||||
public override void VehicleFloatParam(int param, float value) { }
|
||||
public override void VehicleVectorParam(int param, Vector3 value) {}
|
||||
public override void VehicleRotationParam(int param, Quaternion rotation) { }
|
||||
public override void VehicleVectorParam(int param, OMV.Vector3 value) {}
|
||||
public override void VehicleRotationParam(int param, OMV.Quaternion rotation) { }
|
||||
public override void VehicleFlags(int param, bool remove) { }
|
||||
|
||||
// Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
|
||||
public override void SetVolumeDetect(int param) { return; }
|
||||
|
||||
public override Vector3 GeometricCenter { get { return Vector3.Zero; } }
|
||||
public override Vector3 CenterOfMass { get { return Vector3.Zero; } }
|
||||
public override Vector3 Velocity {
|
||||
get { return _velocity; }
|
||||
public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } }
|
||||
public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } }
|
||||
public override OMV.Vector3 Velocity {
|
||||
get { return _velocity; }
|
||||
set {
|
||||
_velocity = value;
|
||||
// m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity);
|
||||
Scene.TaintedObject("BSCharacter.setVelocity", delegate()
|
||||
PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate()
|
||||
{
|
||||
DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity);
|
||||
BulletSimAPI.SetObjectVelocity(Scene.WorldID, _localID, _velocity);
|
||||
BulletSimAPI.SetObjectVelocity(PhysicsScene.WorldID, LocalID, _velocity);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
public override Vector3 Torque {
|
||||
get { return _torque; }
|
||||
set { _torque = value;
|
||||
}
|
||||
public override OMV.Vector3 Torque {
|
||||
get { return _torque; }
|
||||
set { _torque = value;
|
||||
}
|
||||
}
|
||||
public override float CollisionScore {
|
||||
get { return _collisionScore; }
|
||||
set { _collisionScore = value;
|
||||
}
|
||||
public override float CollisionScore {
|
||||
get { return _collisionScore; }
|
||||
set { _collisionScore = value;
|
||||
}
|
||||
}
|
||||
public override Vector3 Acceleration {
|
||||
public override OMV.Vector3 Acceleration {
|
||||
get { return _acceleration; }
|
||||
set { _acceleration = value; }
|
||||
}
|
||||
public override Quaternion Orientation {
|
||||
get { return _orientation; }
|
||||
public override OMV.Quaternion Orientation {
|
||||
get { return _orientation; }
|
||||
set {
|
||||
_orientation = value;
|
||||
// m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation);
|
||||
Scene.TaintedObject("BSCharacter.setOrientation", delegate()
|
||||
PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate()
|
||||
{
|
||||
// _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID);
|
||||
BulletSimAPI.SetObjectTranslation(Scene.WorldID, _localID, _position, _orientation);
|
||||
BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
public override int PhysicsActorType {
|
||||
get { return _physicsActorType; }
|
||||
set { _physicsActorType = value;
|
||||
}
|
||||
public override int PhysicsActorType {
|
||||
get { return _physicsActorType; }
|
||||
set { _physicsActorType = value;
|
||||
}
|
||||
}
|
||||
public override bool IsPhysical {
|
||||
get { return _isPhysical; }
|
||||
public override bool IsPhysical {
|
||||
get { return _isPhysical; }
|
||||
set { _isPhysical = value;
|
||||
}
|
||||
}
|
||||
}
|
||||
public override bool Flying {
|
||||
get { return _flying; }
|
||||
public override bool Flying {
|
||||
get { return _flying; }
|
||||
set {
|
||||
_flying = value;
|
||||
// simulate flying by changing the effect of gravity
|
||||
this.Buoyancy = ComputeBuoyancyFromFlying(_flying);
|
||||
}
|
||||
}
|
||||
}
|
||||
// Flying is implimented by changing the avatar's buoyancy.
|
||||
// Would this be done better with a vehicle type?
|
||||
private float ComputeBuoyancyFromFlying(bool ifFlying) {
|
||||
return ifFlying ? 1f : 0f;
|
||||
}
|
||||
public override bool
|
||||
SetAlwaysRun {
|
||||
get { return _setAlwaysRun; }
|
||||
set { _setAlwaysRun = value; }
|
||||
public override bool
|
||||
SetAlwaysRun {
|
||||
get { return _setAlwaysRun; }
|
||||
set { _setAlwaysRun = value; }
|
||||
}
|
||||
public override bool ThrottleUpdates {
|
||||
get { return _throttleUpdates; }
|
||||
set { _throttleUpdates = value; }
|
||||
public override bool ThrottleUpdates {
|
||||
get { return _throttleUpdates; }
|
||||
set { _throttleUpdates = value; }
|
||||
}
|
||||
public override bool IsColliding {
|
||||
get { return (_collidingStep == Scene.SimulationStep); }
|
||||
set { _isColliding = value; }
|
||||
get { return (CollidingStep == PhysicsScene.SimulationStep); }
|
||||
set { _isColliding = value; }
|
||||
}
|
||||
public override bool CollidingGround {
|
||||
get { return (_collidingGroundStep == Scene.SimulationStep); }
|
||||
set { _collidingGround = value; }
|
||||
get { return (CollidingGroundStep == PhysicsScene.SimulationStep); }
|
||||
set { CollidingGround = value; }
|
||||
}
|
||||
public override bool CollidingObj {
|
||||
get { return _collidingObj; }
|
||||
set { _collidingObj = value; }
|
||||
public override bool CollidingObj {
|
||||
get { return _collidingObj; }
|
||||
set { _collidingObj = value; }
|
||||
}
|
||||
public override bool FloatOnWater {
|
||||
set { _floatOnWater = value; }
|
||||
public override bool FloatOnWater {
|
||||
set { _floatOnWater = value; }
|
||||
}
|
||||
public override Vector3 RotationalVelocity {
|
||||
get { return _rotationalVelocity; }
|
||||
set { _rotationalVelocity = value; }
|
||||
public override OMV.Vector3 RotationalVelocity {
|
||||
get { return _rotationalVelocity; }
|
||||
set { _rotationalVelocity = value; }
|
||||
}
|
||||
public override bool Kinematic {
|
||||
get { return _kinematic; }
|
||||
set { _kinematic = value; }
|
||||
public override bool Kinematic {
|
||||
get { return _kinematic; }
|
||||
set { _kinematic = value; }
|
||||
}
|
||||
// neg=fall quickly, 0=1g, 1=0g, pos=float up
|
||||
public override float Buoyancy {
|
||||
get { return _buoyancy; }
|
||||
set { _buoyancy = value;
|
||||
Scene.TaintedObject("BSCharacter.setBuoyancy", delegate()
|
||||
public override float Buoyancy {
|
||||
get { return _buoyancy; }
|
||||
set { _buoyancy = value;
|
||||
PhysicsScene.TaintedObject("BSCharacter.setBuoyancy", delegate()
|
||||
{
|
||||
DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
|
||||
BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, LocalID, _buoyancy);
|
||||
BulletSimAPI.SetObjectBuoyancy(PhysicsScene.WorldID, LocalID, _buoyancy);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Used for MoveTo
|
||||
public override Vector3 PIDTarget {
|
||||
set { _PIDTarget = value; }
|
||||
public override OMV.Vector3 PIDTarget {
|
||||
set { _PIDTarget = value; }
|
||||
}
|
||||
public override bool PIDActive {
|
||||
set { _usePID = value; }
|
||||
public override bool PIDActive {
|
||||
set { _usePID = value; }
|
||||
}
|
||||
public override float PIDTau {
|
||||
set { _PIDTau = value; }
|
||||
public override float PIDTau {
|
||||
set { _PIDTau = value; }
|
||||
}
|
||||
|
||||
// Used for llSetHoverHeight and maybe vehicle height
|
||||
// Hover Height will override MoveTo target's Z
|
||||
public override bool PIDHoverActive {
|
||||
public override bool PIDHoverActive {
|
||||
set { _useHoverPID = value; }
|
||||
}
|
||||
public override float PIDHoverHeight {
|
||||
public override float PIDHoverHeight {
|
||||
set { _PIDHoverHeight = value; }
|
||||
}
|
||||
public override PIDHoverType PIDHoverType {
|
||||
public override PIDHoverType PIDHoverType {
|
||||
set { _PIDHoverType = value; }
|
||||
}
|
||||
public override float PIDHoverTau {
|
||||
public override float PIDHoverTau {
|
||||
set { _PIDHoverTao = value; }
|
||||
}
|
||||
|
||||
// For RotLookAt
|
||||
public override Quaternion APIDTarget { set { return; } }
|
||||
public override OMV.Quaternion APIDTarget { set { return; } }
|
||||
public override bool APIDActive { set { return; } }
|
||||
public override float APIDStrength { set { return; } }
|
||||
public override float APIDDamping { set { return; } }
|
||||
|
||||
public override void AddForce(Vector3 force, bool pushforce) {
|
||||
public override void AddForce(OMV.Vector3 force, bool pushforce) {
|
||||
if (force.IsFinite())
|
||||
{
|
||||
_force.X += force.X;
|
||||
_force.Y += force.Y;
|
||||
_force.Z += force.Z;
|
||||
// m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force);
|
||||
Scene.TaintedObject("BSCharacter.AddForce", delegate()
|
||||
PhysicsScene.TaintedObject("BSCharacter.AddForce", delegate()
|
||||
{
|
||||
DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force);
|
||||
BulletSimAPI.SetObjectForce2(BSBody.Ptr, _force);
|
||||
BulletSimAPI.SetObjectForce2(BSBody.ptr, _force);
|
||||
});
|
||||
}
|
||||
else
|
||||
|
@ -450,42 +452,19 @@ public class BSCharacter : BSPhysObject
|
|||
//m_lastUpdateSent = false;
|
||||
}
|
||||
|
||||
public override void AddAngularForce(Vector3 force, bool pushforce) {
|
||||
public override void AddAngularForce(OMV.Vector3 force, bool pushforce) {
|
||||
}
|
||||
public override void SetMomentum(Vector3 momentum) {
|
||||
public override void SetMomentum(OMV.Vector3 momentum) {
|
||||
}
|
||||
|
||||
// Turn on collision events at a rate no faster than one every the given milliseconds
|
||||
public override void SubscribeEvents(int ms) {
|
||||
_subscribedEventsMs = ms;
|
||||
if (ms > 0)
|
||||
{
|
||||
// make sure first collision happens
|
||||
_nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs;
|
||||
|
||||
Scene.TaintedObject("BSCharacter.SubscribeEvents", delegate()
|
||||
{
|
||||
BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
public override void ZeroMotion()
|
||||
private void ComputeAvatarScale(OMV.Vector3 size)
|
||||
{
|
||||
return;
|
||||
}
|
||||
_scale.X = PhysicsScene.Params.avatarCapsuleRadius;
|
||||
_scale.Y = PhysicsScene.Params.avatarCapsuleRadius;
|
||||
|
||||
// Stop collision events
|
||||
public override void UnSubscribeEvents() {
|
||||
_subscribedEventsMs = 0;
|
||||
Scene.TaintedObject("BSCharacter.UnSubscribeEvents", delegate()
|
||||
{
|
||||
BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
});
|
||||
}
|
||||
// Return 'true' if someone has subscribed to events
|
||||
public override bool SubscribedEvents() {
|
||||
return (_subscribedEventsMs > 0);
|
||||
// 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);
|
||||
}
|
||||
|
||||
// set _avatarVolume and _mass based on capsule size, _density and _scale
|
||||
|
@ -502,7 +481,7 @@ public class BSCharacter : BSPhysObject
|
|||
* Math.Min(_scale.X, _scale.Y)
|
||||
* _scale.Y // plus the volume of the capsule end caps
|
||||
);
|
||||
_mass = _density * _avatarVolume;
|
||||
_mass = _avatarDensity * _avatarVolume;
|
||||
}
|
||||
|
||||
// The physics engine says that properties have updated. Update same and inform
|
||||
|
@ -520,67 +499,9 @@ public class BSCharacter : BSPhysObject
|
|||
// Do some sanity checking for the avatar. Make sure it's above ground and inbounds.
|
||||
PositionSanityCheck2();
|
||||
|
||||
float heightHere = Scene.TerrainManager.GetTerrainHeightAtXYZ(_position); // only for debug
|
||||
float heightHere = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); // only for debug
|
||||
DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5},terrain={6}",
|
||||
LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity, heightHere);
|
||||
}
|
||||
|
||||
// Called by the scene when a collision with this object is reported
|
||||
// The collision, if it should be reported to the character, is placed in a collection
|
||||
// that will later be sent to the simulator when SendCollisions() is called.
|
||||
CollisionEventUpdate collisionCollection = null;
|
||||
public override bool Collide(uint collidingWith, BSPhysObject collidee, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth)
|
||||
{
|
||||
bool ret = false;
|
||||
|
||||
// The following makes IsColliding() and IsCollidingGround() work
|
||||
_collidingStep = Scene.SimulationStep;
|
||||
if (collidingWith <= Scene.TerrainManager.HighestTerrainID)
|
||||
{
|
||||
_collidingGroundStep = Scene.SimulationStep;
|
||||
}
|
||||
// DetailLog("{0},BSCharacter.Collison,call,with={1}", LocalID, collidingWith);
|
||||
|
||||
// throttle collisions to the rate specified in the subscription
|
||||
if (SubscribedEvents()) {
|
||||
int nowTime = Scene.SimulationNowTime;
|
||||
if (nowTime >= _nextCollisionOkTime) {
|
||||
_nextCollisionOkTime = nowTime + _subscribedEventsMs;
|
||||
|
||||
if (collisionCollection == null)
|
||||
collisionCollection = new CollisionEventUpdate();
|
||||
collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
|
||||
ret = true;
|
||||
}
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
public override void SendCollisions()
|
||||
{
|
||||
/*
|
||||
if (collisionCollection != null && collisionCollection.Count > 0)
|
||||
{
|
||||
base.SendCollisionUpdate(collisionCollection);
|
||||
collisionCollection = null;
|
||||
}
|
||||
*/
|
||||
// Kludge to make a collision call even if there are no collisions.
|
||||
// This causes the avatar animation to get updated.
|
||||
if (collisionCollection == null)
|
||||
collisionCollection = new CollisionEventUpdate();
|
||||
base.SendCollisionUpdate(collisionCollection);
|
||||
// If there were any collisions in the collection, make sure we don't use the
|
||||
// same instance next time.
|
||||
if (collisionCollection.Count > 0)
|
||||
collisionCollection = null;
|
||||
// End kludge
|
||||
}
|
||||
|
||||
// Invoke the detailed logger and output something if it's enabled.
|
||||
private void DetailLog(string msg, params Object[] args)
|
||||
{
|
||||
Scene.PhysicsLogging.Write(msg, args);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -49,20 +49,23 @@ public abstract class BSConstraint : IDisposable
|
|||
if (m_enabled)
|
||||
{
|
||||
m_enabled = false;
|
||||
bool success = BulletSimAPI.DestroyConstraint2(m_world.Ptr, m_constraint.Ptr);
|
||||
m_world.scene.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;
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
public BulletBody Body1 { get { return m_body1; } }
|
||||
public BulletBody Body2 { get { return m_body2; } }
|
||||
public BulletConstraint Constraint { get { return m_constraint; } }
|
||||
public abstract ConstraintType Type { get; }
|
||||
|
||||
|
||||
public virtual bool SetLinearLimits(Vector3 low, Vector3 high)
|
||||
{
|
||||
bool ret = false;
|
||||
if (m_enabled)
|
||||
ret = BulletSimAPI.SetLinearLimits2(m_constraint.Ptr, low, high);
|
||||
ret = BulletSimAPI.SetLinearLimits2(m_constraint.ptr, low, high);
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
@ -70,7 +73,7 @@ public abstract class BSConstraint : IDisposable
|
|||
{
|
||||
bool ret = false;
|
||||
if (m_enabled)
|
||||
ret = BulletSimAPI.SetAngularLimits2(m_constraint.Ptr, low, high);
|
||||
ret = BulletSimAPI.SetAngularLimits2(m_constraint.ptr, low, high);
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
@ -79,7 +82,7 @@ public abstract class BSConstraint : IDisposable
|
|||
bool ret = false;
|
||||
if (m_enabled)
|
||||
{
|
||||
BulletSimAPI.SetConstraintNumSolverIterations2(m_constraint.Ptr, cnt);
|
||||
BulletSimAPI.SetConstraintNumSolverIterations2(m_constraint.ptr, cnt);
|
||||
ret = true;
|
||||
}
|
||||
return ret;
|
||||
|
@ -91,7 +94,7 @@ public abstract class BSConstraint : IDisposable
|
|||
if (m_enabled)
|
||||
{
|
||||
// Recompute the internal transforms
|
||||
BulletSimAPI.CalculateTransforms2(m_constraint.Ptr);
|
||||
BulletSimAPI.CalculateTransforms2(m_constraint.ptr);
|
||||
ret = true;
|
||||
}
|
||||
return ret;
|
||||
|
@ -110,11 +113,11 @@ public abstract class BSConstraint : IDisposable
|
|||
// Setting an object's mass to zero (making it static like when it's selected)
|
||||
// automatically disables the constraints.
|
||||
// If the link is enabled, be sure to set the constraint itself to enabled.
|
||||
BulletSimAPI.SetConstraintEnable2(m_constraint.Ptr, m_world.scene.NumericBool(true));
|
||||
BulletSimAPI.SetConstraintEnable2(m_constraint.ptr, m_world.physicsScene.NumericBool(true));
|
||||
}
|
||||
else
|
||||
{
|
||||
m_world.scene.Logger.ErrorFormat("[BULLETSIM CONSTRAINT] CalculateTransforms failed. A={0}, B={1}", Body1.ID, Body2.ID);
|
||||
m_world.physicsScene.Logger.ErrorFormat("[BULLETSIM CONSTRAINT] CalculateTransforms failed. A={0}, B={1}", Body1.ID, Body2.ID);
|
||||
}
|
||||
}
|
||||
return ret;
|
||||
|
|
|
@ -54,18 +54,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
{
|
||||
public class BSDynamics
|
||||
{
|
||||
private int frcount = 0; // Used to limit dynamics debug output to
|
||||
// every 100th frame
|
||||
|
||||
private BSScene m_physicsScene;
|
||||
private BSPrim m_prim; // the prim this dynamic controller belongs to
|
||||
private BSScene PhysicsScene { get; set; }
|
||||
// the prim this dynamic controller belongs to
|
||||
private BSPrim Prim { get; set; }
|
||||
|
||||
// Vehicle properties
|
||||
private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
|
||||
public Vehicle Type
|
||||
{
|
||||
get { return m_type; }
|
||||
}
|
||||
public Vehicle Type { get; set; }
|
||||
|
||||
// private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
|
||||
private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings:
|
||||
// HOVER_TERRAIN_ONLY
|
||||
|
@ -126,14 +121,20 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
|
||||
public BSDynamics(BSScene myScene, BSPrim myPrim)
|
||||
{
|
||||
m_physicsScene = myScene;
|
||||
m_prim = myPrim;
|
||||
m_type = Vehicle.TYPE_NONE;
|
||||
PhysicsScene = myScene;
|
||||
Prim = myPrim;
|
||||
Type = Vehicle.TYPE_NONE;
|
||||
}
|
||||
|
||||
// Return 'true' if this vehicle is doing vehicle things
|
||||
public bool IsActive
|
||||
{
|
||||
get { return Type != Vehicle.TYPE_NONE; }
|
||||
}
|
||||
|
||||
internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
|
||||
{
|
||||
VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
|
||||
VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue);
|
||||
switch (pParam)
|
||||
{
|
||||
case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
|
||||
|
@ -232,7 +233,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
|
||||
internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
|
||||
{
|
||||
VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
|
||||
VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue);
|
||||
switch (pParam)
|
||||
{
|
||||
case Vehicle.ANGULAR_FRICTION_TIMESCALE:
|
||||
|
@ -267,7 +268,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
|
||||
internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
|
||||
{
|
||||
VDetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
|
||||
VDetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue);
|
||||
switch (pParam)
|
||||
{
|
||||
case Vehicle.REFERENCE_FRAME:
|
||||
|
@ -281,7 +282,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
|
||||
internal void ProcessVehicleFlags(int pParam, bool remove)
|
||||
{
|
||||
VDetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", m_prim.LocalID, pParam, remove);
|
||||
VDetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", Prim.LocalID, pParam, remove);
|
||||
VehicleFlag parm = (VehicleFlag)pParam;
|
||||
if (remove)
|
||||
{
|
||||
|
@ -301,9 +302,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
|
||||
internal void ProcessTypeChange(Vehicle pType)
|
||||
{
|
||||
VDetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType);
|
||||
VDetailLog("{0},ProcessTypeChange,type={1}", Prim.LocalID, pType);
|
||||
// Set Defaults For Type
|
||||
m_type = pType;
|
||||
Type = pType;
|
||||
switch (pType)
|
||||
{
|
||||
case Vehicle.TYPE_NONE:
|
||||
|
@ -465,26 +466,37 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
}
|
||||
}//end SetDefaultsForType
|
||||
|
||||
// Some of the properties of this prim may have changed.
|
||||
// Do any updating needed for a vehicle
|
||||
public void Refresh()
|
||||
{
|
||||
if (Type == Vehicle.TYPE_NONE) return;
|
||||
|
||||
// Set the prim's inertia to zero. The vehicle code handles that and this
|
||||
// removes the torque action introduced by Bullet.
|
||||
Vector3 inertia = Vector3.Zero;
|
||||
BulletSimAPI.SetMassProps2(Prim.BSBody.ptr, Prim.MassRaw, inertia);
|
||||
BulletSimAPI.UpdateInertiaTensor2(Prim.BSBody.ptr);
|
||||
}
|
||||
|
||||
// One step of the vehicle properties for the next 'pTimestep' seconds.
|
||||
internal void Step(float pTimestep)
|
||||
{
|
||||
if (m_type == Vehicle.TYPE_NONE) return;
|
||||
|
||||
frcount++; // used to limit debug comment output
|
||||
if (frcount > 100)
|
||||
frcount = 0;
|
||||
if (!IsActive) return;
|
||||
|
||||
MoveLinear(pTimestep);
|
||||
MoveAngular(pTimestep);
|
||||
LimitRotation(pTimestep);
|
||||
|
||||
// remember the position so next step we can limit absolute movement effects
|
||||
m_lastPositionVector = m_prim.Position;
|
||||
m_lastPositionVector = Prim.Position;
|
||||
|
||||
VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}",
|
||||
m_prim.LocalID, m_prim.Position, m_prim.Force, m_prim.Velocity, m_prim.RotationalVelocity);
|
||||
VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}",
|
||||
Prim.LocalID, Prim.Position, Prim.Force, Prim.Velocity, Prim.RotationalVelocity);
|
||||
}// end Step
|
||||
|
||||
// Apply the effect of the linear motor.
|
||||
// Also does hover and float.
|
||||
private void MoveLinear(float pTimestep)
|
||||
{
|
||||
// m_linearMotorDirection is the direction we are moving relative to the vehicle coordinates
|
||||
|
@ -499,8 +511,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/(m_linearMotorTimescale / pTimestep);
|
||||
// lastLinearVelocityVector is the current body velocity vector
|
||||
// RA: Not sure what the *10 is for. A correction for pTimestep?
|
||||
// m_lastLinearVelocityVector += (addAmount*10);
|
||||
m_lastLinearVelocityVector += addAmount;
|
||||
// m_lastLinearVelocityVector += (addAmount*10);
|
||||
m_lastLinearVelocityVector += addAmount;
|
||||
|
||||
// Limit the velocity vector to less than the last set linear motor direction
|
||||
if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X))
|
||||
|
@ -520,18 +532,18 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
m_linearMotorDirection *= keepfraction;
|
||||
|
||||
VDetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},notDecay={4},dir={5},vel={6}",
|
||||
m_prim.LocalID, origDir, origVel, addAmount, keepfraction, m_linearMotorDirection, m_lastLinearVelocityVector);
|
||||
Prim.LocalID, origDir, origVel, addAmount, keepfraction, m_linearMotorDirection, m_lastLinearVelocityVector);
|
||||
}
|
||||
else
|
||||
{
|
||||
// if what remains of direction is very small, zero it.
|
||||
m_linearMotorDirection = Vector3.Zero;
|
||||
m_lastLinearVelocityVector = Vector3.Zero;
|
||||
VDetailLog("{0},MoveLinear,zeroed", m_prim.LocalID);
|
||||
VDetailLog("{0},MoveLinear,zeroed", Prim.LocalID);
|
||||
}
|
||||
|
||||
// convert requested object velocity to object relative vector
|
||||
Quaternion rotq = m_prim.Orientation;
|
||||
Quaternion rotq = Prim.Orientation;
|
||||
m_newVelocity = m_lastLinearVelocityVector * rotq;
|
||||
|
||||
// Add the various forces into m_dir which will be our new direction vector (velocity)
|
||||
|
@ -539,7 +551,7 @@ 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 = m_prim.Scene.DefaultGravity * (m_prim.Mass * (1f - m_VehicleBuoyancy));
|
||||
Vector3 grav = Prim.PhysicsScene.DefaultGravity * (Prim.Mass * (1f - m_VehicleBuoyancy));
|
||||
|
||||
/*
|
||||
* RA: Not sure why one would do this
|
||||
|
@ -548,11 +560,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity
|
||||
*/
|
||||
|
||||
Vector3 pos = m_prim.Position;
|
||||
Vector3 pos = Prim.Position;
|
||||
// Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f);
|
||||
|
||||
// If below the terrain, move us above the ground a little.
|
||||
float terrainHeight = m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos);
|
||||
float terrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos);
|
||||
// Taking the rotated size doesn't work here because m_prim.Size is the size of the root prim and not the linkset.
|
||||
// Need to add a m_prim.LinkSet.Size similar to m_prim.LinkSet.Mass.
|
||||
// Vector3 rotatedSize = m_prim.Size * m_prim.Orientation;
|
||||
|
@ -560,8 +572,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
if (pos.Z < terrainHeight)
|
||||
{
|
||||
pos.Z = terrainHeight + 2;
|
||||
m_prim.Position = pos;
|
||||
VDetailLog("{0},MoveLinear,terrainHeight,terrainHeight={1},pos={2}", m_prim.LocalID, terrainHeight, pos);
|
||||
Prim.Position = pos;
|
||||
VDetailLog("{0},MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, terrainHeight, pos);
|
||||
}
|
||||
|
||||
// Check if hovering
|
||||
|
@ -570,7 +582,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// We should hover, get the target height
|
||||
if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
|
||||
{
|
||||
m_VhoverTargetHeight = m_prim.Scene.GetWaterLevelAtXYZ(pos) + m_VhoverHeight;
|
||||
m_VhoverTargetHeight = Prim.PhysicsScene.GetWaterLevelAtXYZ(pos) + m_VhoverHeight;
|
||||
}
|
||||
if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
|
||||
{
|
||||
|
@ -590,7 +602,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
{
|
||||
if ((pos.Z - m_VhoverTargetHeight) > .2 || (pos.Z - m_VhoverTargetHeight) < -.2)
|
||||
{
|
||||
m_prim.Position = pos;
|
||||
Prim.Position = pos;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -608,7 +620,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
}
|
||||
}
|
||||
|
||||
VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_newVelocity, m_VhoverHeight, m_VhoverTargetHeight);
|
||||
VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", Prim.LocalID, pos, m_newVelocity, m_VhoverHeight, m_VhoverTargetHeight);
|
||||
}
|
||||
|
||||
Vector3 posChange = pos - m_lastPositionVector;
|
||||
|
@ -642,9 +654,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
}
|
||||
if (changed)
|
||||
{
|
||||
m_prim.Position = pos;
|
||||
Prim.Position = pos;
|
||||
VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}",
|
||||
m_prim.LocalID, m_BlockingEndPoint, posChange, pos);
|
||||
Prim.LocalID, m_BlockingEndPoint, posChange, pos);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -664,7 +676,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
float postemp = (pos.Z - terrainHeight);
|
||||
if (postemp > 2.5f)
|
||||
grav.Z = (float)(grav.Z * 1.037125);
|
||||
VDetailLog("{0},MoveLinear,limitMotorUp,grav={1}", m_prim.LocalID, grav);
|
||||
VDetailLog("{0},MoveLinear,limitMotorUp,grav={1}", Prim.LocalID, grav);
|
||||
}
|
||||
if ((m_flags & (VehicleFlag.NO_X)) != 0)
|
||||
m_newVelocity.X = 0;
|
||||
|
@ -674,7 +686,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
m_newVelocity.Z = 0;
|
||||
|
||||
// Apply velocity
|
||||
m_prim.Velocity = m_newVelocity;
|
||||
Prim.Velocity = m_newVelocity;
|
||||
// apply gravity force
|
||||
// Why is this set here? The physics engine already does gravity.
|
||||
// m_prim.AddForce(grav, false);
|
||||
|
@ -683,11 +695,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
Vector3 keepFraction = Vector3.One - (Vector3.One / (m_linearFrictionTimescale / pTimestep));
|
||||
m_lastLinearVelocityVector *= keepFraction;
|
||||
|
||||
VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},grav={4},1Mdecay={5}",
|
||||
m_prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity, grav, keepFraction);
|
||||
VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},grav={4},1Mdecay={5}",
|
||||
Prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity, grav, keepFraction);
|
||||
|
||||
} // end MoveLinear()
|
||||
|
||||
// Apply the effect of the angular motor.
|
||||
private void MoveAngular(float pTimestep)
|
||||
{
|
||||
// m_angularMotorDirection // angular velocity requested by LSL motor
|
||||
|
@ -699,7 +712,7 @@ 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 = m_prim.RotationalVelocity;
|
||||
Vector3 angularVelocity = Prim.RotationalVelocity;
|
||||
|
||||
if (m_angularMotorApply > 0)
|
||||
{
|
||||
|
@ -715,8 +728,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep);
|
||||
m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep);
|
||||
|
||||
VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},angTScale={2},timeStep={3},origvel={4},dir={5},vel={6}",
|
||||
m_prim.LocalID, m_angularMotorApply, m_angularMotorTimescale, pTimestep, origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity);
|
||||
VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},angTScale={2},timeStep={3},origvel={4},dir={5},vel={6}",
|
||||
Prim.LocalID, m_angularMotorApply, m_angularMotorTimescale, pTimestep, origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity);
|
||||
|
||||
// This is done so that if script request rate is less than phys frame rate the expected
|
||||
// velocity may still be acheived.
|
||||
|
@ -737,7 +750,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
{
|
||||
float VAservo = 0.2f / (m_verticalAttractionTimescale / pTimestep);
|
||||
// get present body rotation
|
||||
Quaternion rotq = m_prim.Orientation;
|
||||
Quaternion rotq = Prim.Orientation;
|
||||
// make a vector pointing up
|
||||
Vector3 verterr = Vector3.Zero;
|
||||
verterr.Z = 1.0f;
|
||||
|
@ -766,8 +779,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
vertattr.X += bounce * angularVelocity.X;
|
||||
vertattr.Y += bounce * angularVelocity.Y;
|
||||
|
||||
VDetailLog("{0},MoveAngular,verticalAttraction,verterr={1},bounce={2},vertattr={3}",
|
||||
m_prim.LocalID, verterr, bounce, vertattr);
|
||||
VDetailLog("{0},MoveAngular,verticalAttraction,verterr={1},bounce={2},vertattr={3}",
|
||||
Prim.LocalID, verterr, bounce, vertattr);
|
||||
|
||||
} // else vertical attractor is off
|
||||
|
||||
|
@ -779,18 +792,18 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
|
||||
// Sum velocities
|
||||
m_lastAngularVelocity = m_angularMotorVelocity + vertattr; // + bank + deflection
|
||||
|
||||
|
||||
if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0)
|
||||
{
|
||||
m_lastAngularVelocity.X = 0;
|
||||
m_lastAngularVelocity.Y = 0;
|
||||
VDetailLog("{0},MoveAngular,noDeflectionUp,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity);
|
||||
VDetailLog("{0},MoveAngular,noDeflectionUp,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity);
|
||||
}
|
||||
|
||||
if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f))
|
||||
{
|
||||
m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero.
|
||||
VDetailLog("{0},MoveAngular,zeroSmallValues,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity);
|
||||
VDetailLog("{0},MoveAngular,zeroSmallValues,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity);
|
||||
}
|
||||
|
||||
// apply friction
|
||||
|
@ -798,14 +811,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
m_lastAngularVelocity -= m_lastAngularVelocity * decayamount;
|
||||
|
||||
// Apply to the body
|
||||
m_prim.RotationalVelocity = m_lastAngularVelocity;
|
||||
Prim.RotationalVelocity = m_lastAngularVelocity;
|
||||
|
||||
VDetailLog("{0},MoveAngular,done,decay={1},lastAngular={2}", m_prim.LocalID, decayamount, m_lastAngularVelocity);
|
||||
VDetailLog("{0},MoveAngular,done,decay={1},lastAngular={2}", Prim.LocalID, decayamount, m_lastAngularVelocity);
|
||||
} //end MoveAngular
|
||||
|
||||
internal void LimitRotation(float timestep)
|
||||
{
|
||||
Quaternion rotq = m_prim.Orientation;
|
||||
Quaternion rotq = Prim.Orientation;
|
||||
Quaternion m_rot = rotq;
|
||||
bool changed = false;
|
||||
if (m_RollreferenceFrame != Quaternion.Identity)
|
||||
|
@ -840,8 +853,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
}
|
||||
if (changed)
|
||||
{
|
||||
m_prim.Orientation = m_rot;
|
||||
VDetailLog("{0},LimitRotation,done,orig={1},new={2}", m_prim.LocalID, rotq, m_rot);
|
||||
Prim.Orientation = m_rot;
|
||||
VDetailLog("{0},LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot);
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -849,8 +862,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// Invoke the detailed logger and output something if it's enabled.
|
||||
private void VDetailLog(string msg, params Object[] args)
|
||||
{
|
||||
if (m_prim.Scene.VehicleLoggingEnabled)
|
||||
m_prim.Scene.PhysicsLogging.Write(msg, args);
|
||||
if (Prim.PhysicsScene.VehicleLoggingEnabled)
|
||||
Prim.PhysicsScene.PhysicsLogging.Write(msg, args);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,55 +1,57 @@
|
|||
/*
|
||||
* 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 copyrightD
|
||||
* 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;
|
||||
using System.Text;
|
||||
using OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
{
|
||||
|
||||
class BSHingeConstraint : BSConstraint
|
||||
{
|
||||
public BSHingeConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
|
||||
Vector3 pivotInA, Vector3 pivotInB,
|
||||
Vector3 axisInA, Vector3 axisInB,
|
||||
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
|
||||
{
|
||||
m_world = world;
|
||||
m_body1 = obj1;
|
||||
m_body2 = obj2;
|
||||
m_constraint = new BulletConstraint(
|
||||
BulletSimAPI.CreateHingeConstraint2(m_world.Ptr, m_body1.Ptr, m_body2.Ptr,
|
||||
pivotInA, pivotInB,
|
||||
axisInA, axisInB,
|
||||
useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
|
||||
m_enabled = true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
/*
|
||||
* 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 copyrightD
|
||||
* 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;
|
||||
using System.Text;
|
||||
using OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
{
|
||||
|
||||
class BSHingeConstraint : BSConstraint
|
||||
{
|
||||
public override ConstraintType Type { get { return ConstraintType.HINGE_CONSTRAINT_TYPE; } }
|
||||
|
||||
public BSHingeConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
|
||||
Vector3 pivotInA, Vector3 pivotInB,
|
||||
Vector3 axisInA, Vector3 axisInB,
|
||||
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
|
||||
{
|
||||
m_world = world;
|
||||
m_body1 = obj1;
|
||||
m_body2 = obj2;
|
||||
m_constraint = new BulletConstraint(
|
||||
BulletSimAPI.CreateHingeConstraint2(m_world.ptr, m_body1.ptr, m_body2.ptr,
|
||||
pivotInA, pivotInB,
|
||||
axisInA, axisInB,
|
||||
useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
|
||||
m_enabled = true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -36,17 +36,24 @@ public class BSLinkset
|
|||
{
|
||||
private static string LogHeader = "[BULLETSIM LINKSET]";
|
||||
|
||||
private BSPhysObject m_linksetRoot;
|
||||
public BSPhysObject LinksetRoot { get { return m_linksetRoot; } }
|
||||
public BSPhysObject LinksetRoot { get; protected set; }
|
||||
|
||||
private BSScene m_physicsScene;
|
||||
public BSScene PhysicsScene { get { return m_physicsScene; } }
|
||||
public BSScene PhysicsScene { get; private set; }
|
||||
|
||||
static int m_nextLinksetID = 1;
|
||||
public int LinksetID { get; private set; }
|
||||
|
||||
// The children under the root in this linkset
|
||||
// The children under the root in this linkset.
|
||||
// There are two lists of children: the current children at runtime
|
||||
// and the children at taint-time. For instance, if you delink a
|
||||
// child from the linkset, the child is removed from m_children
|
||||
// but the constraint won't be removed until taint time.
|
||||
// Two lists lets this track the 'current' children and
|
||||
// the physical 'taint' children separately.
|
||||
// After taint processing and before the simulation step, these
|
||||
// two lists must be the same.
|
||||
private List<BSPhysObject> m_children;
|
||||
private List<BSPhysObject> m_taintChildren;
|
||||
|
||||
// We lock the diddling of linkset classes to prevent any badness.
|
||||
// This locks the modification of the instances of this class. Changes
|
||||
|
@ -55,9 +62,9 @@ public class BSLinkset
|
|||
|
||||
// We keep the prim's mass in the linkset structure since it could be dependent on other prims
|
||||
private float m_mass;
|
||||
public float LinksetMass
|
||||
{
|
||||
get
|
||||
public float LinksetMass
|
||||
{
|
||||
get
|
||||
{
|
||||
m_mass = ComputeLinksetMass();
|
||||
return m_mass;
|
||||
|
@ -79,22 +86,26 @@ public class BSLinkset
|
|||
// A simple linkset of one (no children)
|
||||
LinksetID = m_nextLinksetID++;
|
||||
// We create LOTS of linksets.
|
||||
if (m_nextLinksetID < 0)
|
||||
if (m_nextLinksetID <= 0)
|
||||
m_nextLinksetID = 1;
|
||||
m_physicsScene = scene;
|
||||
m_linksetRoot = parent;
|
||||
PhysicsScene = scene;
|
||||
LinksetRoot = parent;
|
||||
m_children = new List<BSPhysObject>();
|
||||
m_taintChildren = new List<BSPhysObject>();
|
||||
m_mass = parent.MassRaw;
|
||||
}
|
||||
|
||||
// Link to a linkset where the child knows the parent.
|
||||
// Parent changing should not happen so do some sanity checking.
|
||||
// We return the parent's linkset so the child can track its membership.
|
||||
// Called at runtime.
|
||||
public BSLinkset AddMeToLinkset(BSPhysObject child)
|
||||
{
|
||||
lock (m_linksetActivityLock)
|
||||
{
|
||||
AddChildToLinkset(child);
|
||||
// Don't add the root to its own linkset
|
||||
if (!IsRoot(child))
|
||||
AddChildToLinkset(child);
|
||||
}
|
||||
return this;
|
||||
}
|
||||
|
@ -102,26 +113,18 @@ public class BSLinkset
|
|||
// Remove a child from a linkset.
|
||||
// Returns a new linkset for the child which is a linkset of one (just the
|
||||
// orphened child).
|
||||
// Called at runtime.
|
||||
public BSLinkset RemoveMeFromLinkset(BSPhysObject child)
|
||||
{
|
||||
lock (m_linksetActivityLock)
|
||||
{
|
||||
if (IsRoot(child))
|
||||
{
|
||||
// if root of linkset, take the linkset apart
|
||||
while (m_children.Count > 0)
|
||||
{
|
||||
// Note that we don't do a foreach because the remove routine
|
||||
// takes it out of the list.
|
||||
RemoveChildFromOtherLinkset(m_children[0]);
|
||||
}
|
||||
m_children.Clear(); // just to make sure
|
||||
}
|
||||
else
|
||||
{
|
||||
// Just removing a child from an existing linkset
|
||||
RemoveChildFromLinkset(child);
|
||||
// Cannot remove the root from a linkset.
|
||||
return this;
|
||||
}
|
||||
|
||||
RemoveChildFromLinkset(child);
|
||||
}
|
||||
|
||||
// The child is down to a linkset of just itself
|
||||
|
@ -131,7 +134,7 @@ public class BSLinkset
|
|||
// Return 'true' if the passed object is the root object of this linkset
|
||||
public bool IsRoot(BSPhysObject requestor)
|
||||
{
|
||||
return (requestor.LocalID == m_linksetRoot.LocalID);
|
||||
return (requestor.LocalID == LinksetRoot.LocalID);
|
||||
}
|
||||
|
||||
public int NumberOfChildren { get { return m_children.Count; } }
|
||||
|
@ -157,51 +160,6 @@ public class BSLinkset
|
|||
return ret;
|
||||
}
|
||||
|
||||
private float ComputeLinksetMass()
|
||||
{
|
||||
float mass = m_linksetRoot.MassRaw;
|
||||
foreach (BSPhysObject bp in m_children)
|
||||
{
|
||||
mass += bp.MassRaw;
|
||||
}
|
||||
return mass;
|
||||
}
|
||||
|
||||
private OMV.Vector3 ComputeLinksetCenterOfMass()
|
||||
{
|
||||
OMV.Vector3 com = m_linksetRoot.Position * m_linksetRoot.MassRaw;
|
||||
float totalMass = m_linksetRoot.MassRaw;
|
||||
|
||||
lock (m_linksetActivityLock)
|
||||
{
|
||||
foreach (BSPhysObject bp in m_children)
|
||||
{
|
||||
com += bp.Position * bp.MassRaw;
|
||||
totalMass += bp.MassRaw;
|
||||
}
|
||||
if (totalMass != 0f)
|
||||
com /= totalMass;
|
||||
}
|
||||
|
||||
return com;
|
||||
}
|
||||
|
||||
private OMV.Vector3 ComputeLinksetGeometricCenter()
|
||||
{
|
||||
OMV.Vector3 com = m_linksetRoot.Position;
|
||||
|
||||
lock (m_linksetActivityLock)
|
||||
{
|
||||
foreach (BSPhysObject bp in m_children)
|
||||
{
|
||||
com += bp.Position * bp.MassRaw;
|
||||
}
|
||||
com /= (m_children.Count + 1);
|
||||
}
|
||||
|
||||
return com;
|
||||
}
|
||||
|
||||
// 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
|
||||
|
@ -210,8 +168,8 @@ public class BSLinkset
|
|||
// Called at taint-time!
|
||||
public bool MakeDynamic(BSPhysObject child)
|
||||
{
|
||||
bool ret = false;
|
||||
return ret;
|
||||
// What is done for each object in BSPrim is what we want.
|
||||
return false;
|
||||
}
|
||||
|
||||
// The object is going static (non-physical). Do any setup necessary
|
||||
|
@ -226,6 +184,7 @@ public class BSLinkset
|
|||
|
||||
// When physical properties are changed the linkset needs to recalculate
|
||||
// its internal properties.
|
||||
// Called at runtime.
|
||||
public void Refresh(BSPhysObject requestor)
|
||||
{
|
||||
// If there are no children, there can't be any constraints to recompute
|
||||
|
@ -242,58 +201,125 @@ public class BSLinkset
|
|||
}
|
||||
}
|
||||
|
||||
// Call each of the constraints that make up this linkset and recompute the
|
||||
// various transforms and variables. Used when objects are added or removed
|
||||
// from a linkset to make sure the constraints know about the new mass and
|
||||
// geometry.
|
||||
// Must only be called at taint time!!
|
||||
private void RecomputeLinksetConstraintVariables()
|
||||
// Routine used when rebuilding the body of the root of the linkset
|
||||
// Destroy all the constraints have have been made to root.
|
||||
// This is called when the root body is changing.
|
||||
// Returns 'true' of something eas actually removed and would need restoring
|
||||
// Called at taint-time!!
|
||||
public bool RemoveBodyDependencies(BSPrim child)
|
||||
{
|
||||
float linksetMass = LinksetMass;
|
||||
bool ret = false;
|
||||
|
||||
lock (m_linksetActivityLock)
|
||||
{
|
||||
bool somethingMissing = false;
|
||||
foreach (BSPhysObject child in m_children)
|
||||
if (IsRoot(child))
|
||||
{
|
||||
BSConstraint constrain;
|
||||
if (m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.BSBody, child.BSBody, out constrain))
|
||||
// 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)
|
||||
{
|
||||
// DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}",
|
||||
// LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID);
|
||||
constrain.RecomputeConstraintVariables(linksetMass);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Non-fatal error that happens when children are being added to the linkset but
|
||||
// their constraints have not been created yet.
|
||||
// Caused by the fact that m_children is built at run time but building constraints
|
||||
// happens at taint time.
|
||||
somethingMissing = true;
|
||||
break;
|
||||
PhysicallyUnlinkAChildFromRoot(LinksetRoot, LinksetRoot.BSBody, bpo, bpo.BSBody);
|
||||
ret = true;
|
||||
}
|
||||
}
|
||||
|
||||
// If the whole linkset is not here, doesn't make sense to recompute linkset wide values
|
||||
if (!somethingMissing)
|
||||
else
|
||||
{
|
||||
// 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);
|
||||
foreach (BSPhysObject child in m_children)
|
||||
DetailLog("{0},BSLinkset.RemoveBodyDependencies,removeSingleChild,rID={1},rBody={2},cID={3},cBody={4}",
|
||||
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))
|
||||
{
|
||||
BulletSimAPI.SetCenterOfMassByPosRot2(child.BSBody.Ptr, centerOfMass, OMV.Quaternion.Identity);
|
||||
PhysicallyUnlinkAChildFromRoot(LinksetRoot, LinksetRoot.BSBody, child, child.BSBody);
|
||||
ret = true;
|
||||
}
|
||||
/*
|
||||
// The root prim takes on the weight of the whole linkset
|
||||
OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(LinksetRoot.BSShape.Ptr, linksetMass);
|
||||
BulletSimAPI.SetMassProps2(LinksetRoot.BSBody.Ptr, linksetMass, inertia);
|
||||
OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass();
|
||||
BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.Ptr, centerOfMass, OMV.Quaternion.Identity);
|
||||
BulletSimAPI.UpdateInertiaTensor2(LinksetRoot.BSBody.Ptr);
|
||||
*/
|
||||
}
|
||||
}
|
||||
return;
|
||||
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.
|
||||
// Called at taint-time!!
|
||||
public void RestoreBodyDependencies(BSPrim child)
|
||||
{
|
||||
lock (m_linksetActivityLock)
|
||||
{
|
||||
if (IsRoot(child))
|
||||
{
|
||||
DetailLog("{0},BSLinkset.RestoreBodyDependencies,restoreChildrenForRoot,rID={1},numChild={2}",
|
||||
child.LocalID, LinksetRoot.LocalID, m_taintChildren.Count);
|
||||
foreach (BSPhysObject bpo in m_taintChildren)
|
||||
{
|
||||
PhysicallyLinkAChildToRoot(LinksetRoot, LinksetRoot.BSBody, bpo, bpo.BSBody);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
DetailLog("{0},BSLinkset.RestoreBodyDependencies,restoreSingleChild,rID={1},rBody={2},cID={3},cBody={4}",
|
||||
LinksetRoot.LocalID,
|
||||
LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"),
|
||||
child.LocalID, child.BSBody.ptr.ToString("X"));
|
||||
PhysicallyLinkAChildToRoot(LinksetRoot, LinksetRoot.BSBody, child, child.BSBody);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ================================================================
|
||||
// Below this point is internal magic
|
||||
|
||||
private float ComputeLinksetMass()
|
||||
{
|
||||
float mass;
|
||||
lock (m_linksetActivityLock)
|
||||
{
|
||||
mass = LinksetRoot.MassRaw;
|
||||
foreach (BSPhysObject bp in m_taintChildren)
|
||||
{
|
||||
mass += bp.MassRaw;
|
||||
}
|
||||
}
|
||||
return mass;
|
||||
}
|
||||
|
||||
private OMV.Vector3 ComputeLinksetCenterOfMass()
|
||||
{
|
||||
OMV.Vector3 com;
|
||||
lock (m_linksetActivityLock)
|
||||
{
|
||||
com = LinksetRoot.Position * LinksetRoot.MassRaw;
|
||||
float totalMass = LinksetRoot.MassRaw;
|
||||
|
||||
foreach (BSPhysObject bp in m_taintChildren)
|
||||
{
|
||||
com += bp.Position * bp.MassRaw;
|
||||
totalMass += bp.MassRaw;
|
||||
}
|
||||
if (totalMass != 0f)
|
||||
com /= totalMass;
|
||||
}
|
||||
|
||||
return com;
|
||||
}
|
||||
|
||||
private OMV.Vector3 ComputeLinksetGeometricCenter()
|
||||
{
|
||||
OMV.Vector3 com;
|
||||
lock (m_linksetActivityLock)
|
||||
{
|
||||
com = LinksetRoot.Position;
|
||||
|
||||
foreach (BSPhysObject bp in m_taintChildren)
|
||||
{
|
||||
com += bp.Position * bp.MassRaw;
|
||||
}
|
||||
com /= (m_taintChildren.Count + 1);
|
||||
}
|
||||
|
||||
return com;
|
||||
}
|
||||
|
||||
// I am the root of a linkset and a new child is being added
|
||||
|
@ -304,12 +330,22 @@ public class BSLinkset
|
|||
{
|
||||
m_children.Add(child);
|
||||
|
||||
BSPhysObject rootx = LinksetRoot; // capture the root as of now
|
||||
BSPhysObject rootx = LinksetRoot; // capture the root and body as of now
|
||||
BulletBody rootBodyx = LinksetRoot.BSBody;
|
||||
BSPhysObject childx = child;
|
||||
m_physicsScene.TaintedObject("AddChildToLinkset", delegate()
|
||||
BulletBody childBodyx = child.BSBody;
|
||||
|
||||
DetailLog("{0},AddChildToLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
|
||||
rootx.LocalID,
|
||||
rootx.LocalID, rootBodyx.ptr.ToString("X"),
|
||||
childx.LocalID, childBodyx.ptr.ToString("X"));
|
||||
|
||||
PhysicsScene.TaintedObject("AddChildToLinkset", delegate()
|
||||
{
|
||||
DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID);
|
||||
PhysicallyLinkAChildToRoot(rootx, childx); // build the physical binding between me and the child
|
||||
DetailLog("{0},AddChildToLinkset,taint,child={1}", LinksetRoot.LocalID, child.LocalID);
|
||||
// build the physical binding between me and the child
|
||||
m_taintChildren.Add(childx);
|
||||
PhysicallyLinkAChildToRoot(rootx, rootBodyx, childx, childBodyx);
|
||||
});
|
||||
}
|
||||
return;
|
||||
|
@ -319,10 +355,10 @@ public class BSLinkset
|
|||
// This is not being called by the child so we have to make sure the child doesn't think
|
||||
// it's still connected to the linkset.
|
||||
// Normal OpenSimulator operation will never do this because other SceneObjectPart information
|
||||
// has to be updated also (like pointer to prim's parent).
|
||||
// also has to be updated (like pointer to prim's parent).
|
||||
private void RemoveChildFromOtherLinkset(BSPhysObject pchild)
|
||||
{
|
||||
pchild.Linkset = new BSLinkset(m_physicsScene, pchild);
|
||||
pchild.Linkset = new BSLinkset(PhysicsScene, pchild);
|
||||
RemoveChildFromLinkset(pchild);
|
||||
}
|
||||
|
||||
|
@ -332,13 +368,22 @@ public class BSLinkset
|
|||
{
|
||||
if (m_children.Remove(child))
|
||||
{
|
||||
BSPhysObject rootx = LinksetRoot; // capture the root as of now
|
||||
BSPhysObject rootx = LinksetRoot; // capture the root and body as of now
|
||||
BulletBody rootBodyx = LinksetRoot.BSBody;
|
||||
BSPhysObject childx = child;
|
||||
m_physicsScene.TaintedObject("RemoveChildFromLinkset", delegate()
|
||||
{
|
||||
DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID);
|
||||
BulletBody childBodyx = child.BSBody;
|
||||
|
||||
PhysicallyUnlinkAChildFromRoot(rootx, childx);
|
||||
DetailLog("{0},RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
|
||||
childx.LocalID,
|
||||
rootx.LocalID, rootBodyx.ptr.ToString("X"),
|
||||
childx.LocalID, childBodyx.ptr.ToString("X"));
|
||||
|
||||
PhysicsScene.TaintedObject("RemoveChildFromLinkset", delegate()
|
||||
{
|
||||
if (m_taintChildren.Contains(childx))
|
||||
m_taintChildren.Remove(childx);
|
||||
|
||||
PhysicallyUnlinkAChildFromRoot(rootx, rootBodyx, childx, childBodyx);
|
||||
RecomputeLinksetConstraintVariables();
|
||||
});
|
||||
|
||||
|
@ -353,7 +398,8 @@ 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, BSPhysObject childPrim)
|
||||
private void PhysicallyLinkAChildToRoot(BSPhysObject rootPrim, BulletBody rootBody,
|
||||
BSPhysObject childPrim, BulletBody childBody)
|
||||
{
|
||||
// Zero motion for children so they don't interpolate
|
||||
childPrim.ZeroMotion();
|
||||
|
@ -365,18 +411,36 @@ 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}",
|
||||
rootPrim.LocalID,
|
||||
rootPrim.LocalID, rootBody.ptr.ToString("X"),
|
||||
childPrim.LocalID, childBody.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
|
||||
DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2},rLoc={3},cLoc={4},midLoc={5}",
|
||||
rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID, rootPrim.Position, childPrim.Position, midPoint);
|
||||
|
||||
// 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(
|
||||
m_physicsScene.World, rootPrim.BSBody, childPrim.BSBody,
|
||||
PhysicsScene.World,
|
||||
rootBody.ptr == IntPtr.Zero ? rootPrim.BSBody : rootBody,
|
||||
childBody.ptr == IntPtr.Zero ? childPrim.BSBody : childBody,
|
||||
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 use the transforms
|
||||
* Using the midpoint is easier since it lets the Bullet code manipulate the transforms
|
||||
* of the objects.
|
||||
* Code left as a warning to future programmers.
|
||||
// ==================================================================================
|
||||
|
@ -408,7 +472,7 @@ public class BSLinkset
|
|||
// ==================================================================================
|
||||
*/
|
||||
|
||||
m_physicsScene.Constraints.AddConstraint(constrain);
|
||||
PhysicsScene.Constraints.AddConstraint(constrain);
|
||||
|
||||
// zero linear and angular limits makes the objects unable to move in relation to each other
|
||||
constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
|
||||
|
@ -429,31 +493,79 @@ public class BSLinkset
|
|||
}
|
||||
|
||||
// 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, BSPhysObject childPrim)
|
||||
private void PhysicallyUnlinkAChildFromRoot(BSPhysObject rootPrim, BulletBody rootBody,
|
||||
BSPhysObject childPrim, BulletBody childBody)
|
||||
{
|
||||
DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
|
||||
DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}",
|
||||
rootPrim.LocalID,
|
||||
rootPrim.LocalID, rootBody.ptr.ToString("X"),
|
||||
childPrim.LocalID, childBody.ptr.ToString("X"));
|
||||
|
||||
// Find the constraint for this link and get rid of it from the overall collection and from my list
|
||||
m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody, childPrim.BSBody);
|
||||
PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootBody, childBody);
|
||||
|
||||
// Make the child refresh its location
|
||||
BulletSimAPI.PushUpdate2(childPrim.BSBody.Ptr);
|
||||
BulletSimAPI.PushUpdate2(childPrim.BSBody.ptr);
|
||||
}
|
||||
|
||||
// Remove linkage between myself and any possible children I might have
|
||||
/*
|
||||
// Remove linkage between myself and any possible children I might have.
|
||||
// Called at taint time!
|
||||
private void PhysicallyUnlinkAllChildrenFromRoot(BSPhysObject rootPrim)
|
||||
{
|
||||
DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID);
|
||||
|
||||
m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody);
|
||||
PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody);
|
||||
}
|
||||
*/
|
||||
|
||||
// Call each of the constraints that make up this linkset and recompute the
|
||||
// various transforms and variables. Used when objects are added or removed
|
||||
// from a linkset to make sure the constraints know about the new mass and
|
||||
// geometry.
|
||||
// Must only be called at taint time!!
|
||||
private void RecomputeLinksetConstraintVariables()
|
||||
{
|
||||
float linksetMass = LinksetMass;
|
||||
foreach (BSPhysObject child in m_taintChildren)
|
||||
{
|
||||
BSConstraint constrain;
|
||||
if (PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.BSBody, child.BSBody, out constrain))
|
||||
{
|
||||
// DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}",
|
||||
// LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID);
|
||||
constrain.RecomputeConstraintVariables(linksetMass);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Non-fatal error that happens when children are being added to the linkset but
|
||||
// their constraints have not been created yet.
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// If the whole linkset is not here, doesn't make sense to recompute linkset wide values
|
||||
if (m_children.Count == m_taintChildren.Count)
|
||||
{
|
||||
// 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);
|
||||
foreach (BSPhysObject child in m_taintChildren)
|
||||
{
|
||||
BulletSimAPI.SetCenterOfMassByPosRot2(child.BSBody.ptr, centerOfMass, OMV.Quaternion.Identity);
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
// Invoke the detailed logger and output something if it's enabled.
|
||||
private void DetailLog(string msg, params Object[] args)
|
||||
{
|
||||
m_physicsScene.PhysicsLogging.Write(msg, args);
|
||||
PhysicsScene.PhysicsLogging.Write(msg, args);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/*
|
||||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
|
@ -39,26 +39,171 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// unless the difference is significant.
|
||||
public abstract class BSPhysObject : PhysicsActor
|
||||
{
|
||||
public abstract BSLinkset Linkset { get; set; }
|
||||
protected void BaseInitialize(BSScene parentScene, uint localID, string name, string typeName)
|
||||
{
|
||||
PhysicsScene = parentScene;
|
||||
LocalID = localID;
|
||||
PhysObjectName = name;
|
||||
TypeName = typeName;
|
||||
|
||||
public abstract bool Collide(uint collidingWith, BSPhysObject collidee,
|
||||
OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth);
|
||||
public abstract void SendCollisions();
|
||||
Linkset = new BSLinkset(PhysicsScene, this);
|
||||
|
||||
// Return the object mass without calculating it or side effects
|
||||
CollisionCollection = new CollisionEventUpdate();
|
||||
SubscribedEventsMs = 0;
|
||||
CollidingStep = 0;
|
||||
CollidingGroundStep = 0;
|
||||
}
|
||||
|
||||
public BSScene PhysicsScene { get; protected set; }
|
||||
// public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor
|
||||
public string PhysObjectName { get; protected set; }
|
||||
public string TypeName { get; protected set; }
|
||||
|
||||
public BSLinkset Linkset { get; set; }
|
||||
|
||||
// Return the object mass without calculating it or having side effects
|
||||
public abstract float MassRaw { get; }
|
||||
|
||||
// Reference to the physical body (btCollisionObject) of this object
|
||||
public abstract BulletBody BSBody { get; set; }
|
||||
public BulletBody BSBody;
|
||||
// Reference to the physical shape (btCollisionShape) of this object
|
||||
public abstract BulletShape BSShape { get; set; }
|
||||
public BulletShape BSShape;
|
||||
|
||||
// Stop all physical motion.
|
||||
public abstract void ZeroMotion();
|
||||
|
||||
// Step the vehicle simulation for this object. A NOOP if the vehicle was not configured.
|
||||
public virtual void StepVehicle(float timeStep) { }
|
||||
|
||||
// Update the physical location and motion of the object. Called with data from Bullet.
|
||||
public abstract void UpdateProperties(EntityProperties entprop);
|
||||
|
||||
// Tell the object to clean up.
|
||||
public abstract void Destroy();
|
||||
|
||||
#region Collisions
|
||||
|
||||
// Requested number of milliseconds between collision events. Zero means disabled.
|
||||
protected int SubscribedEventsMs { get; set; }
|
||||
// Given subscription, the time that a collision may be passed up
|
||||
protected int NextCollisionOkTime { get; set; }
|
||||
// The simulation step that last had a collision
|
||||
protected long CollidingStep { get; set; }
|
||||
// The simulation step that last had a collision with the ground
|
||||
protected long CollidingGroundStep { get; set; }
|
||||
// The collision flags we think are set in Bullet
|
||||
protected CollisionFlags CurrentCollisionFlags { get; set; }
|
||||
|
||||
// The collisions that have been collected this tick
|
||||
protected CollisionEventUpdate CollisionCollection;
|
||||
|
||||
// The simulation step is telling this object about a collision.
|
||||
// Return 'true' if a collision was processed and should be sent up.
|
||||
// Called at taint time from within the Step() function
|
||||
public virtual bool Collide(uint collidingWith, BSPhysObject collidee,
|
||||
OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
|
||||
{
|
||||
bool ret = false;
|
||||
|
||||
// The following lines make IsColliding() and IsCollidingGround() work
|
||||
CollidingStep = PhysicsScene.SimulationStep;
|
||||
if (collidingWith <= PhysicsScene.TerrainManager.HighestTerrainID)
|
||||
{
|
||||
CollidingGroundStep = PhysicsScene.SimulationStep;
|
||||
}
|
||||
|
||||
// prims in the same linkset cannot collide with each other
|
||||
if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID))
|
||||
{
|
||||
return ret;
|
||||
}
|
||||
|
||||
// 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);
|
||||
|
||||
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.
|
||||
// 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;
|
||||
|
||||
// throttle the collisions to the number of milliseconds specified in the subscription
|
||||
int nowTime = PhysicsScene.SimulationNowTime;
|
||||
if (nowTime >= NextCollisionOkTime)
|
||||
{
|
||||
NextCollisionOkTime = nowTime + 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.
|
||||
if (CollisionCollection.Count == 0)
|
||||
{
|
||||
// If I have no collisions this time, remove me from the list of objects with collisions.
|
||||
ret = false;
|
||||
}
|
||||
|
||||
// DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count);
|
||||
base.SendCollisionUpdate(CollisionCollection);
|
||||
|
||||
// The collisionCollection structure is passed around in the simulator.
|
||||
// Make sure we don't have a handle to that one and that a new one is used for next time.
|
||||
CollisionCollection = new CollisionEventUpdate();
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Subscribe for collision events.
|
||||
// Parameter is the millisecond rate the caller wishes collision events to occur.
|
||||
public override void SubscribeEvents(int ms) {
|
||||
// DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms);
|
||||
SubscribedEventsMs = ms;
|
||||
if (ms > 0)
|
||||
{
|
||||
// make sure first collision happens
|
||||
NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs);
|
||||
|
||||
PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate()
|
||||
{
|
||||
CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
// Subscribing for zero or less is the same as unsubscribing
|
||||
UnSubscribeEvents();
|
||||
}
|
||||
}
|
||||
public override void UnSubscribeEvents() {
|
||||
// DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName);
|
||||
SubscribedEventsMs = 0;
|
||||
PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate()
|
||||
{
|
||||
CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
});
|
||||
}
|
||||
// Return 'true' if the simulator wants collision events
|
||||
public override bool SubscribedEvents() {
|
||||
return (SubscribedEventsMs > 0);
|
||||
}
|
||||
|
||||
#endregion // Collisions
|
||||
|
||||
// High performance detailed logging routine used by the physical objects.
|
||||
protected void DetailLog(string msg, params Object[] args)
|
||||
{
|
||||
PhysicsScene.PhysicsLogging.Write(msg, args);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -33,7 +33,7 @@ using OpenMetaverse;
|
|||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
{
|
||||
/// <summary>
|
||||
/// Entry for a port of Bullet (http://bulletphysics.org/) to OpenSim.
|
||||
/// Entry for a port of Bullet (http://bulletphysics.org/) to OpenSim.
|
||||
/// This module interfaces to an unmanaged C++ library which makes the
|
||||
/// actual calls into the Bullet physics engine.
|
||||
/// The unmanaged library is found in opensim-libs::trunk/unmanaged/BulletSim/.
|
||||
|
@ -62,7 +62,7 @@ public class BSPlugin : IPhysicsPlugin
|
|||
if (Util.IsWindows())
|
||||
Util.LoadArchSpecificWindowsDll("BulletSim.dll");
|
||||
// If not Windows, loading is performed by the
|
||||
// Mono loader as specified in
|
||||
// Mono loader as specified in
|
||||
// "bin/Physics/OpenSim.Region.Physics.BulletSPlugin.dll.config".
|
||||
|
||||
_mScene = new BSScene(sceneIdentifier);
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -39,20 +39,20 @@ using log4net;
|
|||
using OpenMetaverse;
|
||||
|
||||
// TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim)
|
||||
// Adjust character capsule size when height is adjusted (ScenePresence.SetHeight)
|
||||
// Test sculpties
|
||||
// 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
|
||||
// More efficient memory usage when passing hull information from BSPrim to BulletSim
|
||||
// Move all logic out of the C++ code and into the C# code for easier future modifications.
|
||||
// Don't use constraints in linksets of non-physical objects. Means having to move children manually.
|
||||
// Four states of prim: Physical, regular, phantom and selected. Are we modeling these correctly?
|
||||
// In SL one can set both physical and phantom (gravity, does not effect others, makes collisions with ground)
|
||||
// At the moment, physical and phantom causes object to drop through the terrain
|
||||
// Physical phantom objects and related typing (collision options )
|
||||
// Use collision masks for collision with terrain and phantom objects
|
||||
// Check out llVolumeDetect. Must do something for that.
|
||||
// Use collision masks for collision with terrain and phantom objects
|
||||
// More efficient memory usage when passing hull information from BSPrim to BulletSim
|
||||
// Should prim.link() and prim.delink() membership checking happen at taint time?
|
||||
// Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once
|
||||
// Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once.
|
||||
// Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect
|
||||
// Implement LockAngularMotion
|
||||
// Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation)
|
||||
|
@ -60,7 +60,7 @@ using OpenMetaverse;
|
|||
// Add PID movement operations. What does ScenePresence.MoveToTarget do?
|
||||
// Check terrain size. 128 or 127?
|
||||
// Raycast
|
||||
//
|
||||
//
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
{
|
||||
public class BSScene : PhysicsScene, IPhysicsParameters
|
||||
|
@ -73,12 +73,15 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
|
||||
public string BulletSimVersion = "?";
|
||||
|
||||
public Dictionary<uint, BSPhysObject> PhysObjects = new Dictionary<uint, BSPhysObject>();
|
||||
public Dictionary<uint, BSPhysObject> PhysObjects;
|
||||
public BSShapeCollection Shapes;
|
||||
|
||||
private HashSet<BSPhysObject> m_objectsWithCollisions = new HashSet<BSPhysObject>();
|
||||
// Following is a kludge and can be removed when avatar animation updating is
|
||||
// moved to a better place.
|
||||
private HashSet<BSPhysObject> m_avatarsWithCollisions = new HashSet<BSPhysObject>();
|
||||
// Keeping track of the objects with collisions so we can report begin and end of a collision
|
||||
public HashSet<BSPhysObject> ObjectsWithCollisions = new HashSet<BSPhysObject>();
|
||||
public HashSet<BSPhysObject> ObjectsWithNoMoreCollisions = new HashSet<BSPhysObject>();
|
||||
// Keep track of all the avatars so we can send them a collision event
|
||||
// every tick so OpenSim will update its animation.
|
||||
private HashSet<BSPhysObject> m_avatars = new HashSet<BSPhysObject>();
|
||||
|
||||
// List of all the objects that have vehicle properties and should be called
|
||||
// to update each physics step.
|
||||
|
@ -202,6 +205,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
|
||||
public override void Initialise(IMesher meshmerizer, IConfigSource config)
|
||||
{
|
||||
mesher = meshmerizer;
|
||||
_taintedObjects = new List<TaintCallbackEntry>();
|
||||
PhysObjects = new Dictionary<uint, BSPhysObject>();
|
||||
Shapes = new BSShapeCollection(this);
|
||||
|
||||
// Allocate pinned memory to pass parameters.
|
||||
m_params = new ConfigurationParameters[1];
|
||||
m_paramsHandle = GCHandle.Alloc(m_params, GCHandleType.Pinned);
|
||||
|
@ -215,12 +223,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
m_updateArray = new EntityProperties[m_maxUpdatesPerFrame];
|
||||
m_updateArrayPinnedHandle = GCHandle.Alloc(m_updateArray, GCHandleType.Pinned);
|
||||
|
||||
mesher = meshmerizer;
|
||||
_taintedObjects = new List<TaintCallbackEntry>();
|
||||
|
||||
// Enable very detailed logging.
|
||||
// By creating an empty logger when not logging, the log message invocation code
|
||||
// can be left in and every call doesn't have to check for null.
|
||||
// can be left in and every call doesn't have to check for null.
|
||||
if (m_physicsLoggingEnabled)
|
||||
{
|
||||
PhysicsLogging = new Logging.LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes);
|
||||
|
@ -251,7 +256,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
// a child in a mega-region.
|
||||
// Turns out that Bullet really 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, 8192f);
|
||||
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(),
|
||||
|
@ -322,7 +327,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
{
|
||||
m_log.Debug("[BULLETS UNMANAGED]:" + msg);
|
||||
}
|
||||
|
||||
|
||||
// Called directly from unmanaged code so don't do much
|
||||
private void BulletLoggerPhysLog(string msg)
|
||||
{
|
||||
|
@ -351,6 +356,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
Constraints = null;
|
||||
}
|
||||
|
||||
if (Shapes != null)
|
||||
{
|
||||
Shapes.Dispose();
|
||||
Shapes = null;
|
||||
}
|
||||
|
||||
// Anything left in the unmanaged code should be cleaned out
|
||||
BulletSimAPI.Shutdown(WorldID);
|
||||
|
||||
|
@ -379,7 +390,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
// TODO: Remove kludge someday.
|
||||
// We must generate a collision for avatars whether they collide or not.
|
||||
// This is required by OpenSim to update avatar animations, etc.
|
||||
lock (m_avatarsWithCollisions) m_avatarsWithCollisions.Add(actor);
|
||||
lock (m_avatars) m_avatars.Add(actor);
|
||||
|
||||
return actor;
|
||||
}
|
||||
|
@ -397,7 +408,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
{
|
||||
lock (PhysObjects) PhysObjects.Remove(actor.LocalID);
|
||||
// Remove kludge someday
|
||||
lock (m_avatarsWithCollisions) m_avatarsWithCollisions.Remove(bsactor);
|
||||
lock (m_avatars) m_avatars.Remove(bsactor);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
|
@ -449,7 +460,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
}
|
||||
|
||||
// This is a call from the simulator saying that some physical property has been updated.
|
||||
// The BulletSim driver senses the changing of relevant properties so this taint
|
||||
// The BulletSim driver senses the changing of relevant properties so this taint
|
||||
// information call is not needed.
|
||||
public override void AddPhysicsActorTaint(PhysicsActor prim) { }
|
||||
|
||||
|
@ -464,6 +475,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
int collidersCount = 0;
|
||||
IntPtr collidersPtr;
|
||||
|
||||
int beforeTime = 0;
|
||||
int simTime = 0;
|
||||
|
||||
// prevent simulation until we've been initialized
|
||||
if (!m_initialized) return 5.0f;
|
||||
|
||||
|
@ -481,16 +495,20 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
int numSubSteps = 0;
|
||||
try
|
||||
{
|
||||
if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount();
|
||||
|
||||
numSubSteps = BulletSimAPI.PhysicsStep(WorldID, timeStep, m_maxSubSteps, m_fixedTimeStep,
|
||||
out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr);
|
||||
DetailLog("{0},Simulate,call, nTaints= {1}, substeps={2}, updates={3}, colliders={4}",
|
||||
DetailLogZero, numTaints, numSubSteps, updatedEntityCount, collidersCount);
|
||||
|
||||
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);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.WarnFormat("{0},PhysicsStep Exception: nTaints={1}, substeps={2}, updates={3}, colliders={4}, e={5}",
|
||||
m_log.WarnFormat("{0},PhysicsStep Exception: nTaints={1}, substeps={2}, updates={3}, colliders={4}, e={5}",
|
||||
LogHeader, numTaints, numSubSteps, updatedEntityCount, collidersCount, e);
|
||||
DetailLog("{0},PhysicsStepException,call, nTaints={1}, substeps={2}, updates={3}, colliders={4}",
|
||||
DetailLog("{0},PhysicsStepException,call, nTaints={1}, substeps={2}, updates={3}, colliders={4}",
|
||||
DetailLogZero, numTaints, numSubSteps, updatedEntityCount, collidersCount);
|
||||
updatedEntityCount = 0;
|
||||
collidersCount = 0;
|
||||
|
@ -502,12 +520,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
// Get a value for 'now' so all the collision and update routines don't have to get their own
|
||||
SimulationNowTime = Util.EnvironmentTickCount();
|
||||
|
||||
// This is a kludge to get avatar movement updates.
|
||||
// ODE sends 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.
|
||||
m_objectsWithCollisions = new HashSet<BSPhysObject>(m_avatarsWithCollisions);
|
||||
|
||||
// If there were collisions, process them by sending the event to the prim.
|
||||
// Collisions must be processed before updates.
|
||||
if (collidersCount > 0)
|
||||
|
@ -523,11 +535,34 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
}
|
||||
}
|
||||
|
||||
// This is a kludge to get avatar movement updates.
|
||||
// ODE sends 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.
|
||||
foreach (BSPhysObject bsp in m_objectsWithCollisions)
|
||||
bsp.SendCollisions();
|
||||
m_objectsWithCollisions.Clear();
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
// Objects that are done colliding are removed from the ObjectsWithCollisions list.
|
||||
// This can't be done by SendCollisions because it is inside an iteration of ObjectWithCollisions.
|
||||
if (ObjectsWithNoMoreCollisions.Count > 0)
|
||||
{
|
||||
foreach (BSPhysObject po in ObjectsWithNoMoreCollisions)
|
||||
ObjectsWithCollisions.Remove(po);
|
||||
ObjectsWithNoMoreCollisions.Clear();
|
||||
}
|
||||
|
||||
// If any of the objects had updated properties, tell the object it has been changed by the physics engine
|
||||
if (updatedEntityCount > 0)
|
||||
|
@ -555,7 +590,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
// 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;
|
||||
return numSubSteps * m_fixedTimeStep * 1000;
|
||||
}
|
||||
|
||||
// Something has collided
|
||||
|
@ -570,20 +605,20 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
if (!PhysObjects.TryGetValue(localID, out collider))
|
||||
{
|
||||
// If the object that is colliding cannot be found, just ignore the collision.
|
||||
DetailLog("{0},BSScene.SendCollision,colliderNotInObjectList,id={1},with={2}", DetailLogZero, localID, collidingWith);
|
||||
return;
|
||||
}
|
||||
|
||||
// The terrain is not in the physical object list so 'collidee'
|
||||
// can be null when Collide() is called.
|
||||
// The terrain is not in the physical object list so 'collidee' can be null when Collide() is called.
|
||||
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))
|
||||
{
|
||||
// If a collision was posted, remember to send it to the simulator
|
||||
m_objectsWithCollisions.Add(collider);
|
||||
ObjectsWithCollisions.Add(collider);
|
||||
}
|
||||
|
||||
return;
|
||||
|
@ -599,7 +634,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
TerrainManager.SetTerrain(heightMap);
|
||||
}
|
||||
|
||||
public override void SetWaterLevel(float baseheight)
|
||||
public override void SetWaterLevel(float baseheight)
|
||||
{
|
||||
m_waterLevel = baseheight;
|
||||
}
|
||||
|
@ -609,7 +644,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
return m_waterLevel;
|
||||
}
|
||||
|
||||
public override void DeleteTerrain()
|
||||
public override void DeleteTerrain()
|
||||
{
|
||||
// m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader);
|
||||
}
|
||||
|
@ -771,7 +806,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
// getters and setters.
|
||||
// It is easiest to find an existing definition and copy it.
|
||||
// Parameter values are floats. Booleans are converted to a floating value.
|
||||
//
|
||||
//
|
||||
// A ParameterDefn() takes the following parameters:
|
||||
// -- the text name of the parameter. This is used for console input and ini file.
|
||||
// -- a short text description of the parameter. This shows up in the console listing.
|
||||
|
@ -998,7 +1033,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
(s) => { return s.m_params[0].shouldRandomizeSolverOrder; },
|
||||
(s,p,l,v) => { s.m_params[0].shouldRandomizeSolverOrder = v; } ),
|
||||
new ParameterDefn("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands",
|
||||
ConfigurationParameters.numericFalse,
|
||||
ConfigurationParameters.numericTrue,
|
||||
(s,cf,p,v) => { s.m_params[0].shouldSplitSimulationIslands = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); },
|
||||
(s) => { return s.m_params[0].shouldSplitSimulationIslands; },
|
||||
(s,p,l,v) => { s.m_params[0].shouldSplitSimulationIslands = v; } ),
|
||||
|
@ -1193,7 +1228,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
}
|
||||
});
|
||||
break;
|
||||
default:
|
||||
default:
|
||||
// setting only one localID
|
||||
TaintedUpdateParameter(parm, localID, val);
|
||||
break;
|
||||
|
|
|
@ -0,0 +1,735 @@
|
|||
/*
|
||||
* 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 copyrightD
|
||||
* 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;
|
||||
using System.Text;
|
||||
using OMV = OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
using OpenSim.Region.Physics.ConvexDecompositionDotNet;
|
||||
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
{
|
||||
public class BSShapeCollection : IDisposable
|
||||
{
|
||||
private static string LogHeader = "[BULLETSIM SHAPE COLLECTION]";
|
||||
|
||||
protected BSScene PhysicsScene { get; set; }
|
||||
|
||||
private Object m_collectionActivityLock = new Object();
|
||||
|
||||
// Description of a Mesh
|
||||
private struct MeshDesc
|
||||
{
|
||||
public IntPtr ptr;
|
||||
public int referenceCount;
|
||||
public DateTime lastReferenced;
|
||||
}
|
||||
|
||||
// Description of a hull.
|
||||
// Meshes and hulls have the same shape hash key but we only need hulls for efficient physical objects
|
||||
private struct HullDesc
|
||||
{
|
||||
public IntPtr ptr;
|
||||
public int referenceCount;
|
||||
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<ulong, MeshDesc> Meshes = new Dictionary<ulong, MeshDesc>();
|
||||
private Dictionary<ulong, HullDesc> Hulls = new Dictionary<ulong, HullDesc>();
|
||||
private Dictionary<uint, BodyDesc> Bodies = new Dictionary<uint, BodyDesc>();
|
||||
|
||||
public BSShapeCollection(BSScene physScene)
|
||||
{
|
||||
PhysicsScene = physScene;
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
// TODO!!!!!!!!!
|
||||
}
|
||||
|
||||
// Callbacks called just before either the body or shape is destroyed.
|
||||
// Mostly used for changing bodies out from under Linksets.
|
||||
// Useful for other cases where parameters need saving.
|
||||
// Passing 'null' says no callback.
|
||||
public delegate void ShapeDestructionCallback(BulletShape shape);
|
||||
public delegate void BodyDestructionCallback(BulletBody body);
|
||||
|
||||
// Called to update/change the body and shape for an object.
|
||||
// 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.
|
||||
// Called at taint-time!!
|
||||
public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPrim prim,
|
||||
ShapeData shapeData, PrimitiveBaseShape pbs,
|
||||
ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback)
|
||||
{
|
||||
bool ret = false;
|
||||
|
||||
// This lock could probably be pushed down lower but building shouldn't take long
|
||||
lock (m_collectionActivityLock)
|
||||
{
|
||||
// Do we have the correct geometry for this type of object?
|
||||
// Updates prim.BSShape with information/pointers to requested 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.
|
||||
// Updates prim.BSBody with information/pointers to requested body
|
||||
bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World, prim.BSShape, shapeData, bodyCallback);
|
||||
ret = newGeom || newBody;
|
||||
}
|
||||
DetailLog("{0},BSShapeCollection.GetBodyAndShape,force={1},ret={2},body={3},shape={4}",
|
||||
prim.LocalID, forceRebuild, ret, prim.BSBody, prim.BSShape);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
// 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)
|
||||
{
|
||||
lock (m_collectionActivityLock)
|
||||
{
|
||||
BodyDesc bodyDesc;
|
||||
if (Bodies.TryGetValue(body.ID, out bodyDesc))
|
||||
{
|
||||
bodyDesc.referenceCount++;
|
||||
DetailLog("{0},BSShapeCollection.ReferenceBody,existingBody,body={1},ref={2}", body.ID, body, bodyDesc.referenceCount);
|
||||
}
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
// Release the usage of a body.
|
||||
// Called when releasing use of a BSBody. BSShape is handled separately.
|
||||
public void DereferenceBody(BulletBody body, bool inTaintTime, BodyDestructionCallback bodyCallback )
|
||||
{
|
||||
if (body.ptr == IntPtr.Zero)
|
||||
return;
|
||||
|
||||
lock (m_collectionActivityLock)
|
||||
{
|
||||
BodyDesc bodyDesc;
|
||||
if (Bodies.TryGetValue(body.ID, out bodyDesc))
|
||||
{
|
||||
bodyDesc.referenceCount--;
|
||||
bodyDesc.lastReferenced = System.DateTime.Now;
|
||||
Bodies[body.ID] = bodyDesc;
|
||||
DetailLog("{0},BSShapeCollection.DereferenceBody,ref={1}", body.ID, bodyDesc.referenceCount);
|
||||
|
||||
// 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, pass the event up.
|
||||
if (bodyCallback != null) bodyCallback(body);
|
||||
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
DetailLog("{0},BSShapeCollection.DereferenceBody,DID NOT FIND BODY", body.ID, bodyDesc.referenceCount);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Track the datastructures and use count for a shape.
|
||||
// When creating a hull, this is called first to reference the mesh
|
||||
// and then again to reference the hull.
|
||||
// Meshes and hulls for the same shape have the same hash key.
|
||||
// NOTE that native shapes are not added to the mesh list or removed.
|
||||
// Returns 'true' if this is the initial reference to the shape. Otherwise reused.
|
||||
private bool ReferenceShape(BulletShape shape)
|
||||
{
|
||||
bool ret = false;
|
||||
switch (shape.type)
|
||||
{
|
||||
case ShapeData.PhysicsShapeType.SHAPE_MESH:
|
||||
MeshDesc meshDesc;
|
||||
if (Meshes.TryGetValue(shape.shapeKey, out meshDesc))
|
||||
{
|
||||
// There is an existing instance of this mesh.
|
||||
meshDesc.referenceCount++;
|
||||
DetailLog("{0},BSShapeColliction.ReferenceShape,existingMesh,key={1},cnt={2}",
|
||||
BSScene.DetailLogZero, shape.shapeKey.ToString("X"), meshDesc.referenceCount);
|
||||
}
|
||||
else
|
||||
{
|
||||
// This is a new reference to a mesh
|
||||
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}",
|
||||
BSScene.DetailLogZero, shape.shapeKey.ToString("X"), meshDesc.referenceCount);
|
||||
ret = true;
|
||||
}
|
||||
meshDesc.lastReferenced = System.DateTime.Now;
|
||||
Meshes[shape.shapeKey] = meshDesc;
|
||||
break;
|
||||
case ShapeData.PhysicsShapeType.SHAPE_HULL:
|
||||
HullDesc hullDesc;
|
||||
if (Hulls.TryGetValue(shape.shapeKey, out hullDesc))
|
||||
{
|
||||
// There is an existing instance of this hull.
|
||||
hullDesc.referenceCount++;
|
||||
DetailLog("{0},BSShapeColliction.ReferenceShape,existingHull,key={1},cnt={2}",
|
||||
BSScene.DetailLogZero, shape.shapeKey.ToString("X"), hullDesc.referenceCount);
|
||||
}
|
||||
else
|
||||
{
|
||||
// This is a new reference to a hull
|
||||
hullDesc.ptr = shape.ptr;
|
||||
hullDesc.referenceCount = 1;
|
||||
DetailLog("{0},BSShapeColliction.ReferenceShape,newHull,key={1},cnt={2}",
|
||||
BSScene.DetailLogZero, shape.shapeKey.ToString("X"), hullDesc.referenceCount);
|
||||
ret = true;
|
||||
|
||||
}
|
||||
hullDesc.lastReferenced = System.DateTime.Now;
|
||||
Hulls[shape.shapeKey] = hullDesc;
|
||||
break;
|
||||
case ShapeData.PhysicsShapeType.SHAPE_UNKNOWN:
|
||||
break;
|
||||
default:
|
||||
// Native shapes are not tracked and they don't go into any list
|
||||
break;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
// 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)
|
||||
{
|
||||
if (shape.ptr == IntPtr.Zero)
|
||||
return;
|
||||
|
||||
BSScene.TaintCallback dereferenceOperation = delegate()
|
||||
{
|
||||
switch (shape.type)
|
||||
{
|
||||
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:
|
||||
// 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"), atTaintTime);
|
||||
if (shapeCallback != null) shapeCallback(shape);
|
||||
BulletSimAPI.DeleteCollisionShape2(PhysicsScene.World.ptr, shape.ptr);
|
||||
}
|
||||
break;
|
||||
}
|
||||
};
|
||||
if (atTaintTime)
|
||||
{
|
||||
lock (m_collectionActivityLock)
|
||||
{
|
||||
dereferenceOperation();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
PhysicsScene.TaintedObject("BSShapeCollection.DereferenceShape", dereferenceOperation);
|
||||
}
|
||||
}
|
||||
|
||||
// Count down the reference count for a mesh shape
|
||||
// Called at taint-time.
|
||||
private void DereferenceMesh(BulletShape shape, ShapeDestructionCallback shapeCallback)
|
||||
{
|
||||
MeshDesc meshDesc;
|
||||
if (Meshes.TryGetValue(shape.shapeKey, out meshDesc))
|
||||
{
|
||||
meshDesc.referenceCount--;
|
||||
// TODO: release the Bullet storage
|
||||
if (shapeCallback != null) shapeCallback(shape);
|
||||
meshDesc.lastReferenced = System.DateTime.Now;
|
||||
Meshes[shape.shapeKey] = meshDesc;
|
||||
DetailLog("{0},BSShapeCollection.DereferenceMesh,key={1},refCnt={2}",
|
||||
BSScene.DetailLogZero, shape.shapeKey.ToString("X"), meshDesc.referenceCount);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
// Count down the reference count for a hull shape
|
||||
// Called at taint-time.
|
||||
private void DereferenceHull(BulletShape shape, ShapeDestructionCallback shapeCallback)
|
||||
{
|
||||
HullDesc hullDesc;
|
||||
if (Hulls.TryGetValue(shape.shapeKey, out hullDesc))
|
||||
{
|
||||
hullDesc.referenceCount--;
|
||||
// TODO: release the Bullet storage (aging old entries?)
|
||||
if (shapeCallback != null) shapeCallback(shape);
|
||||
hullDesc.lastReferenced = System.DateTime.Now;
|
||||
Hulls[shape.shapeKey] = hullDesc;
|
||||
DetailLog("{0},BSShapeCollection.DereferenceHull,key={1},refCnt={2}",
|
||||
BSScene.DetailLogZero, shape.shapeKey.ToString("X"), hullDesc.referenceCount);
|
||||
}
|
||||
}
|
||||
|
||||
// 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.
|
||||
// Returns 'true' if the geometry was rebuilt.
|
||||
// Called at taint-time!
|
||||
private bool CreateGeom(bool forceRebuild, BSPrim prim, ShapeData shapeData,
|
||||
PrimitiveBaseShape pbs, ShapeDestructionCallback shapeCallback)
|
||||
{
|
||||
bool ret = false;
|
||||
bool haveShape = false;
|
||||
bool nativeShapePossible = true;
|
||||
|
||||
// If the prim attributes are simple, this could be a simple Bullet native shape
|
||||
if (nativeShapePossible
|
||||
&& ((pbs.SculptEntry && !PhysicsScene.ShouldMeshSculptedPrim)
|
||||
|| (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
|
||||
&& pbs.ProfileHollow == 0
|
||||
&& pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
|
||||
&& pbs.PathBegin == 0 && pbs.PathEnd == 0
|
||||
&& pbs.PathTaperX == 0 && pbs.PathTaperY == 0
|
||||
&& pbs.PathScaleX == 100 && pbs.PathScaleY == 100
|
||||
&& pbs.PathShearX == 0 && pbs.PathShearY == 0) ) )
|
||||
{
|
||||
if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1)
|
||||
{
|
||||
haveShape = true;
|
||||
if (forceRebuild
|
||||
|| prim.Scale != shapeData.Size
|
||||
|| prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE
|
||||
)
|
||||
{
|
||||
ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_SPHERE,
|
||||
ShapeData.FixedShapeKey.KEY_SPHERE, shapeCallback);
|
||||
DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}",
|
||||
prim.LocalID, forceRebuild, prim.BSShape);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
haveShape = true;
|
||||
if (forceRebuild
|
||||
|| prim.Scale != shapeData.Size
|
||||
|| prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX
|
||||
)
|
||||
{
|
||||
ret = GetReferenceToNativeShape( prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_BOX,
|
||||
ShapeData.FixedShapeKey.KEY_BOX, shapeCallback);
|
||||
DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}",
|
||||
prim.LocalID, forceRebuild, prim.BSShape);
|
||||
}
|
||||
}
|
||||
}
|
||||
// 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 (prim.IsPhysical)
|
||||
{
|
||||
// Update prim.BSShape to reference a hull of this shape.
|
||||
ret = GetReferenceToHull(prim, shapeData, pbs, shapeCallback);
|
||||
DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}",
|
||||
shapeData.ID, prim.BSShape, prim.BSShape.shapeKey.ToString("X"));
|
||||
}
|
||||
else
|
||||
{
|
||||
ret = GetReferenceToMesh(prim, shapeData, pbs, shapeCallback);
|
||||
DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}",
|
||||
shapeData.ID, prim.BSShape, prim.BSShape.shapeKey.ToString("X"));
|
||||
}
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Creates a native shape and assignes it to prim.BSShape
|
||||
private bool GetReferenceToNativeShape( BSPrim 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
|
||||
prim.Scale = shapeData.Size;
|
||||
shapeData.Scale = shapeData.Size;
|
||||
|
||||
// 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;
|
||||
|
||||
// Don't need to do a 'ReferenceShape()' here because native shapes are not tracked.
|
||||
// DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1}", shapeData.ID, newShape);
|
||||
|
||||
prim.BSShape = newShape;
|
||||
return true;
|
||||
}
|
||||
|
||||
// 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,
|
||||
ShapeDestructionCallback shapeCallback)
|
||||
{
|
||||
BulletShape newShape = new BulletShape(IntPtr.Zero);
|
||||
|
||||
float lod;
|
||||
ulong newMeshKey = ComputeShapeKey(shapeData, pbs, out lod);
|
||||
|
||||
// if this new shape is the same as last time, don't recreate the mesh
|
||||
if (prim.BSShape.shapeKey == newMeshKey) return false;
|
||||
|
||||
DetailLog("{0},BSShapeCollection.CreateGeomMesh,create,oldKey={1},newKey={2}",
|
||||
prim.LocalID, prim.BSShape.shapeKey.ToString("X"), newMeshKey.ToString("X"));
|
||||
|
||||
// Since we're recreating new, get rid of the reference to the previous shape
|
||||
DereferenceShape(prim.BSShape, true, shapeCallback);
|
||||
|
||||
newShape = CreatePhysicalMesh(prim.PhysObjectName, newMeshKey, pbs, shapeData.Size, lod);
|
||||
|
||||
ReferenceShape(newShape);
|
||||
|
||||
// meshes are already scaled by the meshmerizer
|
||||
prim.Scale = new OMV.Vector3(1f, 1f, 1f);
|
||||
prim.BSShape = newShape;
|
||||
|
||||
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)
|
||||
{
|
||||
IMesh meshData = null;
|
||||
IntPtr meshPtr;
|
||||
MeshDesc meshDesc;
|
||||
if (Meshes.TryGetValue(newMeshKey, out meshDesc))
|
||||
{
|
||||
// If the mesh has already been built just use it.
|
||||
meshPtr = meshDesc.ptr;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 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<OMV.Vector3> 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);
|
||||
}
|
||||
BulletShape newShape = new BulletShape(meshPtr, ShapeData.PhysicsShapeType.SHAPE_MESH);
|
||||
newShape.shapeKey = newMeshKey;
|
||||
|
||||
return newShape;
|
||||
}
|
||||
|
||||
// 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,
|
||||
ShapeDestructionCallback shapeCallback)
|
||||
{
|
||||
BulletShape newShape;
|
||||
|
||||
float lod;
|
||||
ulong 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)
|
||||
return false;
|
||||
|
||||
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.
|
||||
DereferenceShape(prim.BSShape, true, shapeCallback);
|
||||
|
||||
newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, pbs, shapeData.Size, lod);
|
||||
|
||||
ReferenceShape(newShape);
|
||||
|
||||
// hulls are already scaled by the meshmerizer
|
||||
prim.Scale = new OMV.Vector3(1f, 1f, 1f);
|
||||
prim.BSShape = newShape;
|
||||
return true; // 'true' means a new shape has been added to this prim
|
||||
}
|
||||
|
||||
List<ConvexResult> m_hulls;
|
||||
private BulletShape CreatePhysicalHull(string objName, ulong newHullKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
|
||||
{
|
||||
|
||||
IntPtr hullPtr;
|
||||
HullDesc hullDesc;
|
||||
if (Hulls.TryGetValue(newHullKey, out hullDesc))
|
||||
{
|
||||
// If the hull shape already is created, just use it.
|
||||
hullPtr = hullDesc.ptr;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 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<OMV.Vector3> vertices = meshData.getVertexList();
|
||||
|
||||
//format conversion from IMesh format to DecompDesc format
|
||||
List<int> convIndices = new List<int>();
|
||||
List<float3> convVertices = new List<float3>();
|
||||
for (int ii = 0; ii < indices.GetLength(0); ii++)
|
||||
{
|
||||
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<ConvexResult>();
|
||||
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)
|
||||
{
|
||||
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);
|
||||
}
|
||||
|
||||
BulletShape newShape = new BulletShape(hullPtr, ShapeData.PhysicsShapeType.SHAPE_HULL);
|
||||
newShape.shapeKey = newHullKey;
|
||||
|
||||
return newShape; // 'true' means a new shape has been added to this prim
|
||||
}
|
||||
|
||||
// Callback from convex hull creater with a newly created hull.
|
||||
// Just add it to our collection of hulls for this shape.
|
||||
private void HullReturn(ConvexResult result)
|
||||
{
|
||||
m_hulls.Add(result);
|
||||
return;
|
||||
}
|
||||
|
||||
// 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)
|
||||
{
|
||||
// level of detail based on size and type of the object
|
||||
float lod = PhysicsScene.MeshLOD;
|
||||
if (pbs.SculptEntry)
|
||||
lod = PhysicsScene.SculptLOD;
|
||||
|
||||
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);
|
||||
}
|
||||
// For those who don't want the LOD
|
||||
private ulong ComputeShapeKey(ShapeData shapeData, PrimitiveBaseShape pbs)
|
||||
{
|
||||
float lod;
|
||||
return ComputeShapeKey(shapeData, pbs, out lod);
|
||||
}
|
||||
|
||||
// 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,
|
||||
ShapeData shapeData, BodyDestructionCallback bodyCallback)
|
||||
{
|
||||
bool ret = false;
|
||||
|
||||
// the mesh, hull or native shape must have already been created in Bullet
|
||||
bool mustRebuild = (prim.BSBody.ptr == IntPtr.Zero);
|
||||
|
||||
// If there is an existing body, verify it's of an acceptable type.
|
||||
// If not a solid object, body is a GhostObject. Otherwise a RigidBody.
|
||||
if (!mustRebuild)
|
||||
{
|
||||
CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(prim.BSBody.ptr);
|
||||
if (prim.IsSolid && bodyType != CollisionObjectTypes.CO_RIGID_BODY
|
||||
|| !prim.IsSolid && bodyType != CollisionObjectTypes.CO_GHOST_OBJECT)
|
||||
{
|
||||
// If the collisionObject is not the correct type for solidness, rebuild what's there
|
||||
mustRebuild = true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (mustRebuild || forceRebuild)
|
||||
{
|
||||
DereferenceBody(prim.BSBody, true, bodyCallback);
|
||||
|
||||
BulletBody aBody;
|
||||
IntPtr bodyPtr = IntPtr.Zero;
|
||||
if (prim.IsSolid)
|
||||
{
|
||||
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"));
|
||||
}
|
||||
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"));
|
||||
}
|
||||
aBody = new BulletBody(shapeData.ID, bodyPtr);
|
||||
|
||||
ReferenceBody(aBody, true);
|
||||
|
||||
prim.BSBody = aBody;
|
||||
|
||||
ret = true;
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
private void DetailLog(string msg, params Object[] args)
|
||||
{
|
||||
PhysicsScene.PhysicsLogging.Write(msg, args);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -57,14 +57,14 @@ public class BSTerrainManager
|
|||
public const float TERRAIN_COLLISION_MARGIN = 0.0f;
|
||||
|
||||
// Until the whole simulator is changed to pass us the region size, we rely on constants.
|
||||
public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, 0f);
|
||||
public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
|
||||
|
||||
// The scene that I am part of
|
||||
private BSScene m_physicsScene;
|
||||
private BSScene PhysicsScene { get; set; }
|
||||
|
||||
// The ground plane created to keep thing from falling to infinity.
|
||||
private BulletBody m_groundPlane;
|
||||
|
||||
|
||||
// If doing mega-regions, if we're region zero we will be managing multiple
|
||||
// region terrains since region zero does the physics for the whole mega-region.
|
||||
private Dictionary<Vector2, BulletHeightMapInfo> m_heightMaps;
|
||||
|
@ -84,18 +84,18 @@ public class BSTerrainManager
|
|||
// If the parent region (region 0), this is the extent of the combined regions
|
||||
// relative to the origin of region zero
|
||||
private Vector3 m_worldMax;
|
||||
private PhysicsScene m_parentScene;
|
||||
private PhysicsScene MegaRegionParentPhysicsScene { get; set; }
|
||||
|
||||
public BSTerrainManager(BSScene physicsScene)
|
||||
{
|
||||
m_physicsScene = physicsScene;
|
||||
PhysicsScene = physicsScene;
|
||||
m_heightMaps = new Dictionary<Vector2,BulletHeightMapInfo>();
|
||||
m_terrainModified = false;
|
||||
|
||||
// Assume one region of default size
|
||||
m_worldOffset = Vector3.Zero;
|
||||
m_worldMax = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, 4096f);
|
||||
m_parentScene = null;
|
||||
m_worldMax = new Vector3(DefaultRegionSize);
|
||||
MegaRegionParentPhysicsScene = null;
|
||||
}
|
||||
|
||||
// Create the initial instance of terrain and the underlying ground plane.
|
||||
|
@ -107,10 +107,16 @@ public class BSTerrainManager
|
|||
public void CreateInitialGroundPlaneAndTerrain()
|
||||
{
|
||||
// The ground plane is here to catch things that are trying to drop to negative infinity
|
||||
BulletShape groundPlaneShape = new BulletShape(BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN));
|
||||
m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID,
|
||||
BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.Ptr, Vector3.Zero, Quaternion.Identity));
|
||||
BulletSimAPI.AddObjectToWorld2(m_physicsScene.World.Ptr, m_groundPlane.Ptr);
|
||||
BulletShape groundPlaneShape = new BulletShape(
|
||||
BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN),
|
||||
ShapeData.PhysicsShapeType.SHAPE_GROUNDPLANE);
|
||||
m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID,
|
||||
BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID,
|
||||
Vector3.Zero, Quaternion.Identity));
|
||||
BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr);
|
||||
// Everything collides with the ground plane.
|
||||
BulletSimAPI.SetCollisionFilterMask2(m_groundPlane.ptr,
|
||||
(uint)CollisionFilterGroups.GroundPlaneFilter, (uint)CollisionFilterGroups.GroundPlaneMask);
|
||||
|
||||
Vector3 minTerrainCoords = new Vector3(0f, 0f, HEIGHT_INITIALIZATION - HEIGHT_EQUAL_FUDGE);
|
||||
Vector3 maxTerrainCoords = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, HEIGHT_INITIALIZATION);
|
||||
|
@ -126,13 +132,13 @@ public class BSTerrainManager
|
|||
// Release all the terrain structures we might have allocated
|
||||
public void ReleaseGroundPlaneAndTerrain()
|
||||
{
|
||||
if (m_groundPlane.Ptr != IntPtr.Zero)
|
||||
if (m_groundPlane.ptr != IntPtr.Zero)
|
||||
{
|
||||
if (BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, m_groundPlane.Ptr))
|
||||
if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr))
|
||||
{
|
||||
BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, m_groundPlane.Ptr);
|
||||
BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_groundPlane.ptr);
|
||||
}
|
||||
m_groundPlane.Ptr = IntPtr.Zero;
|
||||
m_groundPlane.ptr = IntPtr.Zero;
|
||||
}
|
||||
|
||||
ReleaseTerrain();
|
||||
|
@ -143,9 +149,9 @@ public class BSTerrainManager
|
|||
{
|
||||
foreach (KeyValuePair<Vector2, BulletHeightMapInfo> kvp in m_heightMaps)
|
||||
{
|
||||
if (BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, kvp.Value.terrainBody.Ptr))
|
||||
if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, kvp.Value.terrainBody.ptr))
|
||||
{
|
||||
BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, kvp.Value.terrainBody.Ptr);
|
||||
BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, kvp.Value.terrainBody.ptr);
|
||||
BulletSimAPI.ReleaseHeightMapInfo2(kvp.Value.Ptr);
|
||||
}
|
||||
}
|
||||
|
@ -155,19 +161,19 @@ public class BSTerrainManager
|
|||
// The simulator wants to set a new heightmap for the terrain.
|
||||
public void SetTerrain(float[] heightMap) {
|
||||
float[] localHeightMap = heightMap;
|
||||
m_physicsScene.TaintedObject("TerrainManager.SetTerrain", delegate()
|
||||
PhysicsScene.TaintedObject("TerrainManager.SetTerrain", delegate()
|
||||
{
|
||||
if (m_worldOffset != Vector3.Zero && m_parentScene != null)
|
||||
if (m_worldOffset != Vector3.Zero && MegaRegionParentPhysicsScene != null)
|
||||
{
|
||||
// If a child of a mega-region, we shouldn't have any terrain allocated for us
|
||||
ReleaseGroundPlaneAndTerrain();
|
||||
// If doing the mega-prim stuff and we are the child of the zero region,
|
||||
// the terrain is added to our parent
|
||||
if (m_parentScene is BSScene)
|
||||
if (MegaRegionParentPhysicsScene is BSScene)
|
||||
{
|
||||
DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}",
|
||||
BSScene.DetailLogZero, m_worldOffset, m_worldMax);
|
||||
((BSScene)m_parentScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID,
|
||||
((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID,
|
||||
localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true);
|
||||
}
|
||||
}
|
||||
|
@ -176,7 +182,8 @@ public class BSTerrainManager
|
|||
// If not doing the mega-prim thing, just change the terrain
|
||||
DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero);
|
||||
|
||||
UpdateOrCreateTerrain(BSScene.TERRAIN_ID, localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true);
|
||||
UpdateOrCreateTerrain(BSScene.TERRAIN_ID, localHeightMap,
|
||||
m_worldOffset, m_worldOffset + DefaultRegionSize, true);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
@ -194,10 +201,10 @@ 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 doNow)
|
||||
private void UpdateOrCreateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords, bool atTaintTime)
|
||||
{
|
||||
DetailLog("{0},BSTerrainManager.UpdateOrCreateTerrain,call,minC={1},maxC={2},doNow={3}",
|
||||
BSScene.DetailLogZero, minCoords, maxCoords, doNow);
|
||||
DetailLog("{0},BSTerrainManager.UpdateOrCreateTerrain,call,minC={1},maxC={2},atTaintTime={3}",
|
||||
BSScene.DetailLogZero, minCoords, maxCoords, atTaintTime);
|
||||
|
||||
float minZ = float.MaxValue;
|
||||
float maxZ = float.MinValue;
|
||||
|
@ -227,12 +234,12 @@ public class BSTerrainManager
|
|||
mapInfo.maxZ = maxZ;
|
||||
mapInfo.sizeX = maxCoords.X - minCoords.X;
|
||||
mapInfo.sizeY = maxCoords.Y - minCoords.Y;
|
||||
DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,call,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}",
|
||||
DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,call,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}",
|
||||
BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY);
|
||||
|
||||
BSScene.TaintCallback rebuildOperation = delegate()
|
||||
{
|
||||
if (m_parentScene != null)
|
||||
if (MegaRegionParentPhysicsScene != null)
|
||||
{
|
||||
// It's possible that Combine() was called after this code was queued.
|
||||
// If we are a child of combined regions, we don't create any terrain for us.
|
||||
|
@ -245,17 +252,17 @@ public class BSTerrainManager
|
|||
return;
|
||||
}
|
||||
|
||||
if (mapInfo.terrainBody.Ptr != IntPtr.Zero)
|
||||
if (mapInfo.terrainBody.ptr != IntPtr.Zero)
|
||||
{
|
||||
// Updating an existing terrain.
|
||||
DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,taint,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}",
|
||||
DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,taint,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}",
|
||||
BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY);
|
||||
|
||||
// Remove from the dynamics world because we're going to mangle this object
|
||||
BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr);
|
||||
BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
|
||||
|
||||
// Get rid of the old terrain
|
||||
BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr);
|
||||
BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
|
||||
BulletSimAPI.ReleaseHeightMapInfo2(mapInfo.Ptr);
|
||||
mapInfo.Ptr = IntPtr.Zero;
|
||||
|
||||
|
@ -282,11 +289,11 @@ public class BSTerrainManager
|
|||
// else
|
||||
{
|
||||
// Creating a new terrain.
|
||||
DetailLog("{0},UpdateOrCreateTerrain:CreateNewTerrain,taint,baseX={1},baseY={2},minZ={3},maxZ={4}",
|
||||
DetailLog("{0},UpdateOrCreateTerrain:CreateNewTerrain,taint,baseX={1},baseY={2},minZ={3},maxZ={4}",
|
||||
BSScene.DetailLogZero, mapInfo.minCoords.X, mapInfo.minCoords.Y, minZ, maxZ);
|
||||
|
||||
mapInfo.ID = id;
|
||||
mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(m_physicsScene.World.Ptr, mapInfo.ID,
|
||||
mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, mapInfo.ID,
|
||||
mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN);
|
||||
|
||||
// The terrain object initial position is at the center of the object
|
||||
|
@ -296,43 +303,49 @@ public class BSTerrainManager
|
|||
centerPos.Z = minZ + ((maxZ - minZ) / 2f);
|
||||
|
||||
// Create the terrain shape from the mapInfo
|
||||
mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr));
|
||||
mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr),
|
||||
ShapeData.PhysicsShapeType.SHAPE_TERRAIN);
|
||||
|
||||
mapInfo.terrainBody = new BulletBody(mapInfo.ID,
|
||||
BulletSimAPI.CreateBodyWithDefaultMotionState2(mapInfo.terrainShape.Ptr,
|
||||
centerPos, Quaternion.Identity));
|
||||
mapInfo.terrainBody = new BulletBody(mapInfo.ID,
|
||||
BulletSimAPI.CreateBodyWithDefaultMotionState2(mapInfo.terrainShape.ptr,
|
||||
id, centerPos, Quaternion.Identity));
|
||||
}
|
||||
|
||||
// Make sure the entry is in the heightmap table
|
||||
m_heightMaps[terrainRegionBase] = mapInfo;
|
||||
|
||||
// Set current terrain attributes
|
||||
BulletSimAPI.SetFriction2(mapInfo.terrainBody.Ptr, m_physicsScene.Params.terrainFriction);
|
||||
BulletSimAPI.SetHitFraction2(mapInfo.terrainBody.Ptr, m_physicsScene.Params.terrainHitFraction);
|
||||
BulletSimAPI.SetRestitution2(mapInfo.terrainBody.Ptr, m_physicsScene.Params.terrainRestitution);
|
||||
BulletSimAPI.SetCollisionFlags2(mapInfo.terrainBody.Ptr, CollisionFlags.CF_STATIC_OBJECT);
|
||||
BulletSimAPI.SetFriction2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainFriction);
|
||||
BulletSimAPI.SetHitFraction2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction);
|
||||
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);
|
||||
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(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr);
|
||||
BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
|
||||
|
||||
// redo its bounding box now that it is in the world
|
||||
BulletSimAPI.UpdateSingleAabb2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr);
|
||||
BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
|
||||
|
||||
BulletSimAPI.SetCollisionFilterMask2(mapInfo.terrainBody.ptr,
|
||||
(uint)CollisionFilterGroups.TerrainFilter,
|
||||
(uint)CollisionFilterGroups.TerrainMask);
|
||||
|
||||
// Make sure the new shape is processed.
|
||||
BulletSimAPI.Activate2(mapInfo.terrainBody.Ptr, true);
|
||||
// BulletSimAPI.Activate2(mapInfo.terrainBody.ptr, true);
|
||||
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 (doNow)
|
||||
if (atTaintTime)
|
||||
rebuildOperation();
|
||||
else
|
||||
m_physicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:UpdateExisting", rebuildOperation);
|
||||
PhysicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:UpdateExisting", rebuildOperation);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -348,7 +361,7 @@ public class BSTerrainManager
|
|||
Vector3 minCoordsX = minCoords;
|
||||
Vector3 maxCoordsX = maxCoords;
|
||||
|
||||
DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,call,id={1}, minC={2}, maxC={3}",
|
||||
DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,call,id={1}, minC={2}, maxC={3}",
|
||||
BSScene.DetailLogZero, newTerrainID, minCoords, minCoords);
|
||||
|
||||
// Code that must happen at taint-time
|
||||
|
@ -357,7 +370,7 @@ public class BSTerrainManager
|
|||
DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,taint,baseX={1},baseY={2}", BSScene.DetailLogZero, minCoords.X, minCoords.Y);
|
||||
// Create a new mapInfo that will be filled with the new info
|
||||
mapInfo = new BulletHeightMapInfo(id, heightMapX,
|
||||
BulletSimAPI.CreateHeightMapInfo2(m_physicsScene.World.Ptr, newTerrainID,
|
||||
BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, newTerrainID,
|
||||
minCoordsX, maxCoordsX, heightMapX, TERRAIN_COLLISION_MARGIN));
|
||||
// Put the unfilled heightmap info into the collection of same
|
||||
m_heightMaps.Add(terrainRegionBase, mapInfo);
|
||||
|
@ -368,10 +381,10 @@ public class BSTerrainManager
|
|||
};
|
||||
|
||||
// If already in taint-time, just call Bullet. Otherwise queue the operations for the safe time.
|
||||
if (doNow)
|
||||
if (atTaintTime)
|
||||
createOperation();
|
||||
else
|
||||
m_physicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:NewTerrain", createOperation);
|
||||
PhysicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:NewTerrain", createOperation);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -419,7 +432,7 @@ public class BSTerrainManager
|
|||
catch
|
||||
{
|
||||
// Sometimes they give us wonky values of X and Y. Give a warning and return something.
|
||||
m_physicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, x={2}, y={3}",
|
||||
PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, x={2}, y={3}",
|
||||
LogHeader, terrainBaseXY, regionX, regionY);
|
||||
ret = HEIGHT_GETHEIGHT_RET;
|
||||
}
|
||||
|
@ -428,8 +441,8 @@ public class BSTerrainManager
|
|||
}
|
||||
else
|
||||
{
|
||||
m_physicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}",
|
||||
LogHeader, m_physicsScene.RegionName, tX, tY);
|
||||
PhysicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}",
|
||||
LogHeader, PhysicsScene.RegionName, tX, tY);
|
||||
}
|
||||
m_terrainModified = false;
|
||||
lastHeight = ret;
|
||||
|
@ -441,7 +454,7 @@ public class BSTerrainManager
|
|||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
// This routine is called two ways:
|
||||
// One with 'offset' and 'pScene' zero and null but 'extents' giving the maximum
|
||||
// extent of the combined regions. This is to inform the parent of the size
|
||||
|
@ -453,14 +466,14 @@ public class BSTerrainManager
|
|||
{
|
||||
m_worldOffset = offset;
|
||||
m_worldMax = extents;
|
||||
m_parentScene = pScene;
|
||||
MegaRegionParentPhysicsScene = pScene;
|
||||
if (pScene != null)
|
||||
{
|
||||
// We are a child.
|
||||
// We are a child.
|
||||
// We want m_worldMax to be the highest coordinate of our piece of terrain.
|
||||
m_worldMax = offset + DefaultRegionSize;
|
||||
}
|
||||
DetailLog("{0},BSTerrainManager.Combine,offset={1},extents={2},wOffset={3},wMax={4}",
|
||||
DetailLog("{0},BSTerrainManager.Combine,offset={1},extents={2},wOffset={3},wMax={4}",
|
||||
BSScene.DetailLogZero, offset, extents, m_worldOffset, m_worldMax);
|
||||
}
|
||||
|
||||
|
@ -474,7 +487,7 @@ public class BSTerrainManager
|
|||
|
||||
private void DetailLog(string msg, params Object[] args)
|
||||
{
|
||||
m_physicsScene.PhysicsLogging.Write(msg, args);
|
||||
PhysicsScene.PhysicsLogging.Write(msg, args);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -38,35 +38,112 @@ namespace OpenSim.Region.Physics.BulletSPlugin {
|
|||
// The physics engine controller class created at initialization
|
||||
public struct BulletSim
|
||||
{
|
||||
public BulletSim(uint worldId, BSScene bss, IntPtr xx) { worldID = worldId; scene = bss; Ptr = xx; }
|
||||
public BulletSim(uint worldId, BSScene bss, IntPtr xx)
|
||||
{
|
||||
ptr = xx;
|
||||
worldID = worldId;
|
||||
physicsScene = bss;
|
||||
}
|
||||
public IntPtr ptr;
|
||||
public uint worldID;
|
||||
// The scene is only in here so very low level routines have a handle to print debug/error messages
|
||||
public BSScene scene;
|
||||
public IntPtr Ptr;
|
||||
}
|
||||
|
||||
public struct BulletShape
|
||||
{
|
||||
public BulletShape(IntPtr xx) { Ptr = xx; }
|
||||
public IntPtr Ptr;
|
||||
public BSScene physicsScene;
|
||||
}
|
||||
|
||||
// An allocated Bullet btRigidBody
|
||||
public struct BulletBody
|
||||
{
|
||||
public BulletBody(uint id, IntPtr xx) { ID = id; Ptr = xx; }
|
||||
public IntPtr Ptr;
|
||||
public BulletBody(uint id, IntPtr xx)
|
||||
{
|
||||
ID = id;
|
||||
ptr = xx;
|
||||
collisionFilter = 0;
|
||||
collisionMask = 0;
|
||||
}
|
||||
public IntPtr ptr;
|
||||
public uint ID;
|
||||
public CollisionFilterGroups collisionFilter;
|
||||
public CollisionFilterGroups collisionMask;
|
||||
public override string ToString()
|
||||
{
|
||||
StringBuilder buff = new StringBuilder();
|
||||
buff.Append("<id=");
|
||||
buff.Append(ID.ToString());
|
||||
buff.Append(",p=");
|
||||
buff.Append(ptr.ToString("X"));
|
||||
if (collisionFilter != 0 && collisionMask != 0)
|
||||
{
|
||||
buff.Append(",f=");
|
||||
buff.Append(collisionFilter.ToString("X"));
|
||||
buff.Append(",m=");
|
||||
buff.Append(collisionMask.ToString("X"));
|
||||
}
|
||||
buff.Append(">");
|
||||
return buff.ToString();
|
||||
}
|
||||
}
|
||||
|
||||
public struct BulletShape
|
||||
{
|
||||
public BulletShape(IntPtr xx)
|
||||
{
|
||||
ptr = xx;
|
||||
type=ShapeData.PhysicsShapeType.SHAPE_UNKNOWN;
|
||||
shapeKey = 0;
|
||||
isNativeShape = false;
|
||||
}
|
||||
public BulletShape(IntPtr xx, ShapeData.PhysicsShapeType typ)
|
||||
{
|
||||
ptr = xx;
|
||||
type = typ;
|
||||
shapeKey = 0;
|
||||
isNativeShape = false;
|
||||
}
|
||||
public IntPtr ptr;
|
||||
public ShapeData.PhysicsShapeType type;
|
||||
public ulong shapeKey;
|
||||
public bool isNativeShape;
|
||||
// Hulls have an underlying mesh. A pointer to it is hidden here.
|
||||
public override string ToString()
|
||||
{
|
||||
StringBuilder buff = new StringBuilder();
|
||||
buff.Append("<p=");
|
||||
buff.Append(ptr.ToString("X"));
|
||||
buff.Append(",s=");
|
||||
buff.Append(type.ToString());
|
||||
buff.Append(",k=");
|
||||
buff.Append(shapeKey.ToString("X"));
|
||||
buff.Append(",n=");
|
||||
buff.Append(isNativeShape.ToString());
|
||||
buff.Append(">");
|
||||
return buff.ToString();
|
||||
}
|
||||
}
|
||||
|
||||
// Constraint type values as defined by Bullet
|
||||
public enum ConstraintType : int
|
||||
{
|
||||
POINT2POINT_CONSTRAINT_TYPE = 3,
|
||||
HINGE_CONSTRAINT_TYPE,
|
||||
CONETWIST_CONSTRAINT_TYPE,
|
||||
D6_CONSTRAINT_TYPE,
|
||||
SLIDER_CONSTRAINT_TYPE,
|
||||
CONTACT_CONSTRAINT_TYPE,
|
||||
D6_SPRING_CONSTRAINT_TYPE,
|
||||
MAX_CONSTRAINT_TYPE
|
||||
}
|
||||
|
||||
// An allocated Bullet btConstraint
|
||||
public struct BulletConstraint
|
||||
{
|
||||
public BulletConstraint(IntPtr xx) { Ptr = xx; }
|
||||
public IntPtr Ptr;
|
||||
public BulletConstraint(IntPtr xx)
|
||||
{
|
||||
ptr = xx;
|
||||
}
|
||||
public IntPtr ptr;
|
||||
}
|
||||
|
||||
// An allocated HeightMapThing which hold various heightmap info
|
||||
// An allocated HeightMapThing which holds various heightmap info.
|
||||
// Made a class rather than a struct so there would be only one
|
||||
// instance of this and C# will pass around pointers rather
|
||||
// than making copies.
|
||||
|
@ -96,14 +173,14 @@ public class BulletHeightMapInfo
|
|||
|
||||
// ===============================================================================
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct ConvexHull
|
||||
public struct ConvexHull
|
||||
{
|
||||
Vector3 Offset;
|
||||
int VertexCount;
|
||||
Vector3[] Vertices;
|
||||
}
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct ShapeData
|
||||
public struct ShapeData
|
||||
{
|
||||
public enum PhysicsShapeType
|
||||
{
|
||||
|
@ -114,7 +191,9 @@ public struct ShapeData
|
|||
SHAPE_CYLINDER = 4,
|
||||
SHAPE_SPHERE = 5,
|
||||
SHAPE_MESH = 6,
|
||||
SHAPE_HULL = 7
|
||||
SHAPE_HULL = 7,
|
||||
SHAPE_GROUNDPLANE = 8,
|
||||
SHAPE_TERRAIN = 9,
|
||||
};
|
||||
public uint ID;
|
||||
public PhysicsShapeType Type;
|
||||
|
@ -130,13 +209,24 @@ public struct ShapeData
|
|||
public float Restitution;
|
||||
public float Collidable; // true of things bump into this
|
||||
public float Static; // true if a static object. Otherwise gravity, etc.
|
||||
public float Solid; // true if object cannot be passed through
|
||||
public Vector3 Size;
|
||||
|
||||
// note that bools are passed as floats since bool size changes by language and architecture
|
||||
public const float numericTrue = 1f;
|
||||
public const float numericFalse = 0f;
|
||||
|
||||
// The native shapes have predefined shape hash keys
|
||||
public enum FixedShapeKey : ulong
|
||||
{
|
||||
KEY_BOX = 1,
|
||||
KEY_SPHERE = 2,
|
||||
KEY_CONE = 3,
|
||||
KEY_CYLINDER = 4,
|
||||
}
|
||||
}
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct SweepHit
|
||||
public struct SweepHit
|
||||
{
|
||||
public uint ID;
|
||||
public float Fraction;
|
||||
|
@ -227,7 +317,17 @@ public enum ActivationState : uint
|
|||
ISLAND_SLEEPING,
|
||||
WANTS_DEACTIVATION,
|
||||
DISABLE_DEACTIVATION,
|
||||
DISABLE_SIMULATION
|
||||
DISABLE_SIMULATION,
|
||||
}
|
||||
|
||||
public enum CollisionObjectTypes : int
|
||||
{
|
||||
CO_COLLISION_OBJECT = 1 << 0,
|
||||
CO_RIGID_BODY = 1 << 1,
|
||||
CO_GHOST_OBJECT = 1 << 2,
|
||||
CO_SOFT_BODY = 1 << 3,
|
||||
CO_HF_FLUID = 1 << 4,
|
||||
CO_USER_TYPE = 1 << 5,
|
||||
}
|
||||
|
||||
// Values used by Bullet and BulletSim to control object properties.
|
||||
|
@ -244,77 +344,60 @@ public enum CollisionFlags : uint
|
|||
CF_DISABLE_SPU_COLLISION_PROCESS = 1 << 6,
|
||||
// Following used by BulletSim to control collisions
|
||||
BS_SUBSCRIBE_COLLISION_EVENTS = 1 << 10,
|
||||
BS_VOLUME_DETECT_OBJECT = 1 << 11,
|
||||
BS_PHANTOM_OBJECT = 1 << 12,
|
||||
BS_PHYSICAL_OBJECT = 1 << 13,
|
||||
BS_TERRAIN_OBJECT = 1 << 14,
|
||||
// BS_VOLUME_DETECT_OBJECT = 1 << 11,
|
||||
// BS_PHANTOM_OBJECT = 1 << 12,
|
||||
// BS_PHYSICAL_OBJECT = 1 << 13,
|
||||
// BS_TERRAIN_OBJECT = 1 << 14,
|
||||
BS_NONE = 0,
|
||||
BS_ALL = 0xFFFFFFFF
|
||||
BS_ALL = 0xFFFFFFFF,
|
||||
|
||||
// These are the collision flags switched depending on physical state.
|
||||
// The other flags are used for other things and should not be fooled with.
|
||||
BS_ACTIVE = CF_STATIC_OBJECT
|
||||
| CF_KINEMATIC_OBJECT
|
||||
| CF_NO_CONTACT_RESPONSE
|
||||
// | BS_VOLUME_DETECT_OBJECT
|
||||
// | BS_PHANTOM_OBJECT
|
||||
// | BS_PHYSICAL_OBJECT,
|
||||
};
|
||||
|
||||
// Values for collisions groups and masks
|
||||
public enum CollisionFilterGroups : uint
|
||||
{
|
||||
NoneFilter = 0,
|
||||
DefaultFilter = 1 << 0,
|
||||
StaticFilter = 1 << 1,
|
||||
KinematicFilter = 1 << 2,
|
||||
DebrisFilter = 1 << 3,
|
||||
SensorTrigger = 1 << 4,
|
||||
CharacterFilter = 1 << 5,
|
||||
AllFilter = 0xFFFFFFFF,
|
||||
// Don't use the bit definitions!! Define the use in a
|
||||
// filter/mask definition below. This way collision interactions
|
||||
// are more easily debugged.
|
||||
BNoneFilter = 0,
|
||||
BDefaultFilter = 1 << 0,
|
||||
BStaticFilter = 1 << 1,
|
||||
BKinematicFilter = 1 << 2,
|
||||
BDebrisFilter = 1 << 3,
|
||||
BSensorTrigger = 1 << 4,
|
||||
BCharacterFilter = 1 << 5,
|
||||
BAllFilter = 0xFFFFFFFF,
|
||||
// Filter groups defined by BulletSim
|
||||
GroundPlaneFilter = 1 << 10,
|
||||
TerrainFilter = 1 << 11,
|
||||
RaycastFilter = 1 << 12,
|
||||
SolidFilter = 1 << 13,
|
||||
BGroundPlaneFilter = 1 << 10,
|
||||
BTerrainFilter = 1 << 11,
|
||||
BRaycastFilter = 1 << 12,
|
||||
BSolidFilter = 1 << 13,
|
||||
|
||||
// The collsion filters and masked are defined in one place -- don't want them scattered
|
||||
AvatarFilter = BCharacterFilter,
|
||||
AvatarMask = BAllFilter,
|
||||
ObjectFilter = BSolidFilter,
|
||||
ObjectMask = BAllFilter,
|
||||
StaticObjectFilter = BStaticFilter,
|
||||
StaticObjectMask = BAllFilter,
|
||||
VolumeDetectFilter = BSensorTrigger,
|
||||
VolumeDetectMask = ~BSensorTrigger,
|
||||
TerrainFilter = BTerrainFilter,
|
||||
TerrainMask = BAllFilter & ~BStaticFilter,
|
||||
GroundPlaneFilter = BAllFilter,
|
||||
GroundPlaneMask = BAllFilter
|
||||
|
||||
};
|
||||
|
||||
// For each type, we first clear and then set the collision flags
|
||||
public enum ClearCollisionFlag : uint
|
||||
{
|
||||
Terrain = CollisionFlags.BS_ALL,
|
||||
Phantom = CollisionFlags.BS_ALL,
|
||||
VolumeDetect = CollisionFlags.BS_ALL,
|
||||
PhysicalObject = CollisionFlags.BS_ALL,
|
||||
StaticObject = CollisionFlags.BS_ALL
|
||||
}
|
||||
|
||||
public enum SetCollisionFlag : uint
|
||||
{
|
||||
Terrain = CollisionFlags.CF_STATIC_OBJECT
|
||||
| CollisionFlags.BS_TERRAIN_OBJECT,
|
||||
Phantom = CollisionFlags.CF_STATIC_OBJECT
|
||||
| CollisionFlags.BS_PHANTOM_OBJECT
|
||||
| CollisionFlags.CF_NO_CONTACT_RESPONSE,
|
||||
VolumeDetect = CollisionFlags.CF_STATIC_OBJECT
|
||||
| CollisionFlags.BS_VOLUME_DETECT_OBJECT
|
||||
| CollisionFlags.CF_NO_CONTACT_RESPONSE,
|
||||
PhysicalObject = CollisionFlags.BS_PHYSICAL_OBJECT,
|
||||
StaticObject = CollisionFlags.CF_STATIC_OBJECT,
|
||||
}
|
||||
|
||||
// Collision filters used for different types of objects
|
||||
public enum SetCollisionFilter : uint
|
||||
{
|
||||
Terrain = CollisionFilterGroups.AllFilter,
|
||||
Phantom = CollisionFilterGroups.GroundPlaneFilter
|
||||
| CollisionFilterGroups.TerrainFilter,
|
||||
VolumeDetect = CollisionFilterGroups.AllFilter,
|
||||
PhysicalObject = CollisionFilterGroups.AllFilter,
|
||||
StaticObject = CollisionFilterGroups.AllFilter,
|
||||
}
|
||||
|
||||
// Collision masks used for different types of objects
|
||||
public enum SetCollisionMask : uint
|
||||
{
|
||||
Terrain = CollisionFilterGroups.AllFilter,
|
||||
Phantom = CollisionFilterGroups.GroundPlaneFilter
|
||||
| CollisionFilterGroups.TerrainFilter,
|
||||
VolumeDetect = CollisionFilterGroups.AllFilter,
|
||||
PhysicalObject = CollisionFilterGroups.AllFilter,
|
||||
StaticObject = CollisionFilterGroups.AllFilter
|
||||
}
|
||||
|
||||
// CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0
|
||||
// ERP controls amount of correction per tick. Usable range=0.1..0.8. Default=0.2.
|
||||
|
@ -350,8 +433,8 @@ public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg
|
|||
public static extern string GetVersion();
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern uint Initialize(Vector3 maxPosition, IntPtr parms,
|
||||
int maxCollisions, IntPtr collisionArray,
|
||||
public static extern uint Initialize(Vector3 maxPosition, IntPtr parms,
|
||||
int maxCollisions, IntPtr collisionArray,
|
||||
int maxUpdates, IntPtr updateArray,
|
||||
DebugLogCallback logRoutine);
|
||||
|
||||
|
@ -370,19 +453,19 @@ public static extern bool UpdateParameter(uint worldID, uint localID,
|
|||
|
||||
// ===============================================================================
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern int PhysicsStep(uint worldID, float timeStep, int maxSubSteps, float fixedTimeStep,
|
||||
out int updatedEntityCount,
|
||||
public static extern int PhysicsStep(uint worldID, float timeStep, int maxSubSteps, float fixedTimeStep,
|
||||
out int updatedEntityCount,
|
||||
out IntPtr updatedEntitiesPtr,
|
||||
out int collidersCount,
|
||||
out IntPtr collidersPtr);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool CreateHull(uint worldID, System.UInt64 meshKey,
|
||||
public static extern bool CreateHull(uint worldID, System.UInt64 meshKey,
|
||||
int hullCount, [MarshalAs(UnmanagedType.LPArray)] float[] hulls
|
||||
);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool CreateMesh(uint worldID, System.UInt64 meshKey,
|
||||
public static extern bool CreateMesh(uint worldID, System.UInt64 meshKey,
|
||||
int indexCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices,
|
||||
int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices
|
||||
);
|
||||
|
@ -496,7 +579,7 @@ public static extern void Shutdown2(IntPtr sim);
|
|||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern int PhysicsStep2(IntPtr world, float timeStep, int maxSubSteps, float fixedTimeStep,
|
||||
out int updatedEntityCount,
|
||||
out int updatedEntityCount,
|
||||
out IntPtr updatedEntitiesPtr,
|
||||
out int collidersCount,
|
||||
out IntPtr collidersPtr);
|
||||
|
@ -507,8 +590,8 @@ public static extern bool PushUpdate2(IntPtr obj);
|
|||
// =====================================================================================
|
||||
// Mesh, hull, shape and body creation helper routines
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr CreateMeshShape2(IntPtr world,
|
||||
int indicesCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices,
|
||||
public static extern IntPtr CreateMeshShape2(IntPtr world,
|
||||
int indicesCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices,
|
||||
int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices );
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
|
@ -516,11 +599,10 @@ public static extern IntPtr CreateHullShape2(IntPtr world,
|
|||
int hullCount, [MarshalAs(UnmanagedType.LPArray)] float[] hulls);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr BuildHullShape2(IntPtr world, IntPtr meshShape);
|
||||
public static extern IntPtr BuildHullShapeFromMesh2(IntPtr world, IntPtr meshShape);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr BuildNativeShape2(IntPtr world,
|
||||
float shapeType, float collisionMargin, Vector3 scale);
|
||||
public static extern IntPtr BuildNativeShape2(IntPtr world, ShapeData shapeData);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool IsNativeShape2(IntPtr shape);
|
||||
|
@ -535,16 +617,25 @@ public static extern void AddChildToCompoundShape2(IntPtr cShape, IntPtr addShap
|
|||
public static extern void RemoveChildFromCompoundShape2(IntPtr cShape, IntPtr removeShape);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr CreateBodyFromShapeAndInfo2(IntPtr sim, IntPtr shape, IntPtr constructionInfo);
|
||||
public static extern IntPtr DuplicateCollisionShape2(IntPtr sim, IntPtr srcShape, uint id);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr CreateBodyFromShapeAndInfo2(IntPtr sim, IntPtr shape, uint id, IntPtr constructionInfo);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool DeleteCollisionShape2(IntPtr world, IntPtr shape);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr CreateBodyFromShape2(IntPtr sim, IntPtr shape, Vector3 pos, Quaternion rot);
|
||||
public static extern int GetBodyType2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr CreateBodyWithDefaultMotionState2(IntPtr shape, Vector3 pos, Quaternion rot);
|
||||
public static extern IntPtr CreateBodyFromShape2(IntPtr sim, IntPtr shape, uint id, Vector3 pos, Quaternion rot);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr CreateBodyWithDefaultMotionState2(IntPtr shape, uint id, Vector3 pos, Quaternion rot);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr CreateGhostFromShape2(IntPtr sim, IntPtr shape, uint id, Vector3 pos, Quaternion rot);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr AllocateBodyInfo2(IntPtr obj);
|
||||
|
@ -558,11 +649,11 @@ public static extern void DestroyObject2(IntPtr sim, IntPtr obj);
|
|||
// =====================================================================================
|
||||
// Terrain creation and helper routines
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr CreateHeightMapInfo2(IntPtr sim, uint id, Vector3 minCoords, Vector3 maxCoords,
|
||||
public static extern IntPtr CreateHeightMapInfo2(IntPtr sim, uint id, Vector3 minCoords, Vector3 maxCoords,
|
||||
[MarshalAs(UnmanagedType.LPArray)] float[] heightMap, float collisionMargin);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr FillHeightMapInfo2(IntPtr sim, IntPtr mapInfo, uint id, Vector3 minCoords, Vector3 maxCoords,
|
||||
public static extern IntPtr FillHeightMapInfo2(IntPtr sim, IntPtr mapInfo, uint id, Vector3 minCoords, Vector3 maxCoords,
|
||||
[MarshalAs(UnmanagedType.LPArray)] float[] heightMap, float collisionMargin);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
|
@ -600,7 +691,7 @@ public static extern void SetConstraintEnable2(IntPtr constrain, float numericTr
|
|||
public static extern void SetConstraintNumSolverIterations2(IntPtr constrain, float iterations);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetFrames2(IntPtr constrain,
|
||||
public static extern bool SetFrames2(IntPtr constrain,
|
||||
Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
|
@ -963,6 +1054,9 @@ 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);
|
||||
|
||||
// =====================================================================================
|
||||
// btCollisionShape entries
|
||||
|
||||
|
@ -1014,9 +1108,6 @@ public static extern void SetMargin2(IntPtr shape, float val);
|
|||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern float GetMargin2(IntPtr shape);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void SetCollisionFilterMask(IntPtr shape, uint filter, uint mask);
|
||||
|
||||
// =====================================================================================
|
||||
// Debugging
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
|
|
|
@ -5465,27 +5465,36 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
/// Returns the index of the first occurrence of test
|
||||
/// in src.
|
||||
/// </summary>
|
||||
|
||||
/// <param name="src">Source list</param>
|
||||
/// <param name="test">List to search for</param>
|
||||
/// <returns>
|
||||
/// The index number of the point in src where test was found if it was found.
|
||||
/// Otherwise returns -1
|
||||
/// </returns>
|
||||
public LSL_Integer llListFindList(LSL_List src, LSL_List test)
|
||||
{
|
||||
|
||||
int index = -1;
|
||||
int length = src.Length - test.Length + 1;
|
||||
|
||||
m_host.AddScriptLPS(1);
|
||||
|
||||
// If either list is empty, do not match
|
||||
|
||||
if (src.Length != 0 && test.Length != 0)
|
||||
{
|
||||
for (int i = 0; i < length; i++)
|
||||
{
|
||||
if (src.Data[i].Equals(test.Data[0]))
|
||||
// Why this piece of insanity? This is because most script constants are C# value types (e.g. int)
|
||||
// rather than wrapped LSL types. Such a script constant does not have int.Equal(LSL_Integer) code
|
||||
// and so the comparison fails even if the LSL_Integer conceptually has the same value.
|
||||
// Therefore, here we test Equals on both the source and destination objects.
|
||||
// However, a future better approach may be use LSL struct script constants (e.g. LSL_Integer(1)).
|
||||
if (src.Data[i].Equals(test.Data[0]) || test.Data[0].Equals(src.Data[i]))
|
||||
{
|
||||
int j;
|
||||
for (j = 1; j < test.Length; j++)
|
||||
if (!src.Data[i+j].Equals(test.Data[j]))
|
||||
if (!(src.Data[i+j].Equals(test.Data[j]) || test.Data[j].Equals(src.Data[i+j])))
|
||||
break;
|
||||
|
||||
if (j == test.Length)
|
||||
{
|
||||
index = i;
|
||||
|
@ -5496,19 +5505,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
}
|
||||
|
||||
return index;
|
||||
|
||||
}
|
||||
|
||||
public LSL_String llGetObjectName()
|
||||
{
|
||||
m_host.AddScriptLPS(1);
|
||||
return m_host.Name!=null?m_host.Name:String.Empty;
|
||||
return m_host.Name !=null ? m_host.Name : String.Empty;
|
||||
}
|
||||
|
||||
public void llSetObjectName(string name)
|
||||
{
|
||||
m_host.AddScriptLPS(1);
|
||||
m_host.Name = name!=null?name:String.Empty;
|
||||
m_host.Name = name != null ? name : String.Empty;
|
||||
}
|
||||
|
||||
public LSL_String llGetDate()
|
||||
|
|
|
@ -0,0 +1,134 @@
|
|||
/*
|
||||
* 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;
|
||||
using NUnit.Framework;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Tests.Common;
|
||||
using OpenSim.Region.ScriptEngine.Shared;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using Nini.Config;
|
||||
using OpenSim.Region.ScriptEngine.Shared.Api;
|
||||
using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Tests.Common.Mock;
|
||||
|
||||
using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
|
||||
using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
|
||||
using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
|
||||
using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
|
||||
|
||||
namespace OpenSim.Region.ScriptEngine.Shared.Tests
|
||||
{
|
||||
[TestFixture]
|
||||
public class LSL_ApiListTests
|
||||
{
|
||||
private LSL_Api m_lslApi;
|
||||
|
||||
[SetUp]
|
||||
public void SetUp()
|
||||
{
|
||||
IConfigSource initConfigSource = new IniConfigSource();
|
||||
IConfig config = initConfigSource.AddConfig("XEngine");
|
||||
config.Set("Enabled", "true");
|
||||
|
||||
Scene scene = new SceneHelpers().SetupScene();
|
||||
SceneObjectPart part = SceneHelpers.AddSceneObject(scene).RootPart;
|
||||
|
||||
XEngine.XEngine engine = new XEngine.XEngine();
|
||||
engine.Initialise(initConfigSource);
|
||||
engine.AddRegion(scene);
|
||||
|
||||
m_lslApi = new LSL_Api();
|
||||
m_lslApi.Initialize(engine, part, null);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestllListFindList()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
|
||||
LSL_List src = new LSL_List(new LSL_Integer(1), new LSL_Integer(2), new LSL_Integer(3));
|
||||
|
||||
{
|
||||
// Test for a single item that should be found
|
||||
int result = m_lslApi.llListFindList(src, new LSL_List(new LSL_Integer(4)));
|
||||
Assert.That(result, Is.EqualTo(-1));
|
||||
}
|
||||
|
||||
{
|
||||
// Test for a single item that should be found
|
||||
int result = m_lslApi.llListFindList(src, new LSL_List(new LSL_Integer(2)));
|
||||
Assert.That(result, Is.EqualTo(1));
|
||||
}
|
||||
|
||||
{
|
||||
// Test for a constant that should be found
|
||||
int result = m_lslApi.llListFindList(src, new LSL_List(ScriptBaseClass.AGENT));
|
||||
Assert.That(result, Is.EqualTo(0));
|
||||
}
|
||||
|
||||
{
|
||||
// Test for a list that should be found
|
||||
int result = m_lslApi.llListFindList(src, new LSL_List(new LSL_Integer(2), new LSL_Integer(3)));
|
||||
Assert.That(result, Is.EqualTo(1));
|
||||
}
|
||||
|
||||
{
|
||||
// Test for a single item not in the list
|
||||
int result = m_lslApi.llListFindList(src, new LSL_List(new LSL_Integer(4)));
|
||||
Assert.That(result, Is.EqualTo(-1));
|
||||
}
|
||||
|
||||
{
|
||||
// Test for something that should not be cast
|
||||
int result = m_lslApi.llListFindList(src, new LSL_List(new LSL_String("4")));
|
||||
Assert.That(result, Is.EqualTo(-1));
|
||||
}
|
||||
|
||||
{
|
||||
// Test for a list not in the list
|
||||
int result
|
||||
= m_lslApi.llListFindList(
|
||||
src, new LSL_List(new LSL_Integer(2), new LSL_Integer(3), new LSL_Integer(4)));
|
||||
Assert.That(result, Is.EqualTo(-1));
|
||||
}
|
||||
|
||||
{
|
||||
LSL_List srcWithConstants
|
||||
= new LSL_List(new LSL_Integer(3), ScriptBaseClass.AGENT, ScriptBaseClass.OS_NPC_LAND_AT_TARGET);
|
||||
|
||||
// Test for constants that appears in the source list that should be found
|
||||
int result
|
||||
= m_lslApi.llListFindList(srcWithConstants, new LSL_List(new LSL_Integer(1), new LSL_Integer(2)));
|
||||
|
||||
Assert.That(result, Is.EqualTo(1));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -108,7 +108,7 @@ namespace OpenSim.Services.Connectors
|
|||
if (asset == null)
|
||||
{
|
||||
asset = SynchronousRestObjectRequester.
|
||||
MakeRequest<int, AssetBase>("GET", uri, 0);
|
||||
MakeRequest<int, AssetBase>("GET", uri, 0, 30);
|
||||
|
||||
if (m_Cache != null)
|
||||
m_Cache.Cache(asset);
|
||||
|
@ -221,7 +221,7 @@ namespace OpenSim.Services.Connectors
|
|||
m_AssetHandlers.Remove(id);
|
||||
}
|
||||
handlers.Invoke(a);
|
||||
});
|
||||
}, 30);
|
||||
|
||||
success = true;
|
||||
}
|
||||
|
@ -326,4 +326,4 @@ namespace OpenSim.Services.Connectors
|
|||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -57,10 +57,13 @@ namespace OpenSim.Services.HypergridService
|
|||
private static IUserAccountService m_UserAccountService;
|
||||
private static IUserAgentService m_UserAgentService;
|
||||
private static ISimulationService m_SimulationService;
|
||||
private static IGridUserService m_GridUserService;
|
||||
|
||||
protected string m_AllowedClients = string.Empty;
|
||||
protected string m_DeniedClients = string.Empty;
|
||||
private static string m_AllowedClients = string.Empty;
|
||||
private static string m_DeniedClients = string.Empty;
|
||||
private static bool m_ForeignAgentsAllowed = true;
|
||||
private static List<string> m_ForeignsAllowedExceptions = new List<string>();
|
||||
private static List<string> m_ForeignsDisallowedExceptions = new List<string>();
|
||||
|
||||
private static UUID m_ScopeID;
|
||||
private static bool m_AllowTeleportsToAnyRegion;
|
||||
|
@ -82,8 +85,9 @@ namespace OpenSim.Services.HypergridService
|
|||
string gridService = serverConfig.GetString("GridService", String.Empty);
|
||||
string presenceService = serverConfig.GetString("PresenceService", String.Empty);
|
||||
string simulationService = serverConfig.GetString("SimulationService", String.Empty);
|
||||
string gridUserService = serverConfig.GetString("GridUserService", String.Empty);
|
||||
|
||||
// These 3 are mandatory, the others aren't
|
||||
// These are mandatory, the others aren't
|
||||
if (gridService == string.Empty || presenceService == string.Empty)
|
||||
throw new Exception("Incomplete specifications, Gatekeeper Service cannot function.");
|
||||
|
||||
|
@ -103,6 +107,8 @@ namespace OpenSim.Services.HypergridService
|
|||
m_UserAccountService = ServerUtils.LoadPlugin<IUserAccountService>(accountService, args);
|
||||
if (homeUsersService != string.Empty)
|
||||
m_UserAgentService = ServerUtils.LoadPlugin<IUserAgentService>(homeUsersService, args);
|
||||
if (gridUserService != string.Empty)
|
||||
m_GridUserService = ServerUtils.LoadPlugin<IGridUserService>(gridUserService, args);
|
||||
|
||||
if (simService != null)
|
||||
m_SimulationService = simService;
|
||||
|
@ -113,6 +119,9 @@ namespace OpenSim.Services.HypergridService
|
|||
m_DeniedClients = serverConfig.GetString("DeniedClients", string.Empty);
|
||||
m_ForeignAgentsAllowed = serverConfig.GetBoolean("ForeignAgentsAllowed", true);
|
||||
|
||||
LoadDomainExceptionsFromConfig(serverConfig, "AllowExcept", m_ForeignsAllowedExceptions);
|
||||
LoadDomainExceptionsFromConfig(serverConfig, "DisallowExcept", m_ForeignsDisallowedExceptions);
|
||||
|
||||
if (m_GridService == null || m_PresenceService == null || m_SimulationService == null)
|
||||
throw new Exception("Unable to load a required plugin, Gatekeeper Service cannot function.");
|
||||
|
||||
|
@ -125,6 +134,15 @@ namespace OpenSim.Services.HypergridService
|
|||
{
|
||||
}
|
||||
|
||||
protected void LoadDomainExceptionsFromConfig(IConfig config, string variable, List<string> exceptions)
|
||||
{
|
||||
string value = config.GetString(variable, string.Empty);
|
||||
string[] parts = value.Split(new char[] { ',' }, StringSplitOptions.RemoveEmptyEntries);
|
||||
|
||||
foreach (string s in parts)
|
||||
exceptions.Add(s.Trim());
|
||||
}
|
||||
|
||||
public bool LinkRegion(string regionName, out UUID regionID, out ulong regionHandle, out string externalName, out string imageURL, out string reason)
|
||||
{
|
||||
regionID = UUID.Zero;
|
||||
|
@ -260,17 +278,26 @@ namespace OpenSim.Services.HypergridService
|
|||
m_log.DebugFormat("[GATEKEEPER SERVICE]: User is ok");
|
||||
|
||||
//
|
||||
// Foreign agents allowed
|
||||
// Foreign agents allowed? Exceptions?
|
||||
//
|
||||
if (account == null && !m_ForeignAgentsAllowed)
|
||||
if (account == null)
|
||||
{
|
||||
reason = "Unauthorized";
|
||||
m_log.InfoFormat("[GATEKEEPER SERVICE]: Foreign agents are not permitted {0} {1}. Refusing service.",
|
||||
aCircuit.firstname, aCircuit.lastname);
|
||||
return false;
|
||||
}
|
||||
bool allowed = m_ForeignAgentsAllowed;
|
||||
|
||||
// May want to authorize
|
||||
if (m_ForeignAgentsAllowed && IsException(aCircuit, m_ForeignsAllowedExceptions))
|
||||
allowed = false;
|
||||
|
||||
if (!m_ForeignAgentsAllowed && IsException(aCircuit, m_ForeignsDisallowedExceptions))
|
||||
allowed = true;
|
||||
|
||||
if (!allowed)
|
||||
{
|
||||
reason = "Destination does not allow visitors from your world";
|
||||
m_log.InfoFormat("[GATEKEEPER SERVICE]: Foreign agents are not permitted {0} {1} @ {2}. Refusing service.",
|
||||
aCircuit.firstname, aCircuit.lastname, aCircuit.ServiceURLs["HomeURI"]);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
bool isFirstLogin = false;
|
||||
//
|
||||
|
@ -280,7 +307,8 @@ namespace OpenSim.Services.HypergridService
|
|||
if (presence != null) // it has been placed there by the login service
|
||||
isFirstLogin = true;
|
||||
|
||||
else
|
||||
else
|
||||
{
|
||||
if (!m_PresenceService.LoginAgent(aCircuit.AgentID.ToString(), aCircuit.SessionID, aCircuit.SecureSessionID))
|
||||
{
|
||||
reason = "Unable to login presence";
|
||||
|
@ -290,6 +318,26 @@ namespace OpenSim.Services.HypergridService
|
|||
}
|
||||
m_log.DebugFormat("[GATEKEEPER SERVICE]: Login presence ok");
|
||||
|
||||
// Also login foreigners with GridUser service
|
||||
if (m_GridUserService != null && account == null)
|
||||
{
|
||||
string userId = aCircuit.AgentID.ToString();
|
||||
string first = aCircuit.firstname, last = aCircuit.lastname;
|
||||
if (last.StartsWith("@"))
|
||||
{
|
||||
string[] parts = aCircuit.firstname.Split('.');
|
||||
if (parts.Length >= 2)
|
||||
{
|
||||
first = parts[0];
|
||||
last = parts[1];
|
||||
}
|
||||
}
|
||||
|
||||
userId += ";" + aCircuit.ServiceURLs["HomeURI"] + ";" + first + " " + last;
|
||||
m_GridUserService.LoggedIn(userId);
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// Get the region
|
||||
//
|
||||
|
@ -393,6 +441,27 @@ namespace OpenSim.Services.HypergridService
|
|||
|
||||
#region Misc
|
||||
|
||||
private bool IsException(AgentCircuitData aCircuit, List<string> exceptions)
|
||||
{
|
||||
bool exception = false;
|
||||
if (exceptions.Count > 0) // we have exceptions
|
||||
{
|
||||
// Retrieve the visitor's origin
|
||||
string userURL = aCircuit.ServiceURLs["HomeURI"].ToString();
|
||||
if (!userURL.EndsWith("/"))
|
||||
userURL += "/";
|
||||
|
||||
if (exceptions.Find(delegate(string s)
|
||||
{
|
||||
if (!s.EndsWith("/"))
|
||||
s += "/";
|
||||
return s == userURL;
|
||||
}) != null)
|
||||
exception = true;
|
||||
}
|
||||
|
||||
return exception;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
|
|
@ -58,6 +58,8 @@ namespace OpenSim.Services.HypergridService
|
|||
|
||||
private UserAccountCache m_Cache;
|
||||
|
||||
private AssetPermissions m_AssetPerms;
|
||||
|
||||
public HGAssetService(IConfigSource config, string configName) : base(config, configName)
|
||||
{
|
||||
m_log.Debug("[HGAsset Service]: Starting");
|
||||
|
@ -80,6 +82,10 @@ namespace OpenSim.Services.HypergridService
|
|||
m_HomeURL = assetConfig.GetString("HomeURI", m_HomeURL);
|
||||
|
||||
m_Cache = UserAccountCache.CreateUserAccountCache(m_UserAccountService);
|
||||
|
||||
// Permissions
|
||||
m_AssetPerms = new AssetPermissions(assetConfig);
|
||||
|
||||
}
|
||||
|
||||
#region IAssetService overrides
|
||||
|
@ -90,6 +96,9 @@ namespace OpenSim.Services.HypergridService
|
|||
if (asset == null)
|
||||
return null;
|
||||
|
||||
if (!m_AssetPerms.AllowedExport(asset.Type))
|
||||
return null;
|
||||
|
||||
if (asset.Metadata.Type == (sbyte)AssetType.Object)
|
||||
asset.Data = AdjustIdentifiers(asset.Data); ;
|
||||
|
||||
|
@ -112,16 +121,27 @@ namespace OpenSim.Services.HypergridService
|
|||
|
||||
public override byte[] GetData(string id)
|
||||
{
|
||||
byte[] data = base.GetData(id);
|
||||
AssetBase asset = Get(id);
|
||||
|
||||
if (data == null)
|
||||
if (asset == null)
|
||||
return null;
|
||||
|
||||
return AdjustIdentifiers(data);
|
||||
if (!m_AssetPerms.AllowedExport(asset.Type))
|
||||
return null;
|
||||
|
||||
return asset.Data;
|
||||
}
|
||||
|
||||
//public virtual bool Get(string id, Object sender, AssetRetrieved handler)
|
||||
|
||||
public override string Store(AssetBase asset)
|
||||
{
|
||||
if (!m_AssetPerms.AllowedImport(asset.Type))
|
||||
return string.Empty;
|
||||
|
||||
return base.Store(asset);
|
||||
}
|
||||
|
||||
public override bool Delete(string id)
|
||||
{
|
||||
// NOGO
|
||||
|
|
|
@ -77,6 +77,10 @@ namespace OpenSim.Services.HypergridService
|
|||
|
||||
protected static bool m_BypassClientVerification;
|
||||
|
||||
private static Dictionary<int, bool> m_ForeignTripsAllowed = new Dictionary<int, bool>();
|
||||
private static Dictionary<int, List<string>> m_TripsAllowedExceptions = new Dictionary<int, List<string>>();
|
||||
private static Dictionary<int, List<string>> m_TripsDisallowedExceptions = new Dictionary<int, List<string>>();
|
||||
|
||||
public UserAgentService(IConfigSource config) : this(config, null)
|
||||
{
|
||||
}
|
||||
|
@ -121,6 +125,12 @@ namespace OpenSim.Services.HypergridService
|
|||
m_PresenceService = ServerUtils.LoadPlugin<IPresenceService>(presenceService, args);
|
||||
m_UserAccountService = ServerUtils.LoadPlugin<IUserAccountService>(userAccountService, args);
|
||||
|
||||
m_LevelOutsideContacts = serverConfig.GetInt("LevelOutsideContacts", 0);
|
||||
|
||||
LoadTripPermissionsFromConfig(serverConfig, "ForeignTripsAllowed");
|
||||
LoadDomainExceptionsFromConfig(serverConfig, "AllowExcept", m_TripsAllowedExceptions);
|
||||
LoadDomainExceptionsFromConfig(serverConfig, "DisallowExcept", m_TripsDisallowedExceptions);
|
||||
|
||||
m_GridName = serverConfig.GetString("ExternalName", string.Empty);
|
||||
if (m_GridName == string.Empty)
|
||||
{
|
||||
|
@ -130,10 +140,43 @@ namespace OpenSim.Services.HypergridService
|
|||
if (!m_GridName.EndsWith("/"))
|
||||
m_GridName = m_GridName + "/";
|
||||
|
||||
m_LevelOutsideContacts = serverConfig.GetInt("LevelOutsideContacts", 0);
|
||||
}
|
||||
}
|
||||
|
||||
protected void LoadTripPermissionsFromConfig(IConfig config, string variable)
|
||||
{
|
||||
foreach (string keyName in config.GetKeys())
|
||||
{
|
||||
if (keyName.StartsWith(variable + "_Level_"))
|
||||
{
|
||||
int level = 0;
|
||||
if (Int32.TryParse(keyName.Replace(variable + "_Level_", ""), out level))
|
||||
m_ForeignTripsAllowed.Add(level, config.GetBoolean(keyName, true));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected void LoadDomainExceptionsFromConfig(IConfig config, string variable, Dictionary<int, List<string>> exceptions)
|
||||
{
|
||||
foreach (string keyName in config.GetKeys())
|
||||
{
|
||||
if (keyName.StartsWith(variable + "_Level_"))
|
||||
{
|
||||
int level = 0;
|
||||
if (Int32.TryParse(keyName.Replace(variable + "_Level_", ""), out level) && !exceptions.ContainsKey(level))
|
||||
{
|
||||
exceptions.Add(level, new List<string>());
|
||||
string value = config.GetString(keyName, string.Empty);
|
||||
string[] parts = value.Split(new char[] { ',' }, StringSplitOptions.RemoveEmptyEntries);
|
||||
|
||||
foreach (string s in parts)
|
||||
exceptions[level].Add(s.Trim());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public GridRegion GetHomeRegion(UUID userID, out Vector3 position, out Vector3 lookAt)
|
||||
{
|
||||
position = new Vector3(128, 128, 0); lookAt = Vector3.UnitY;
|
||||
|
@ -166,13 +209,39 @@ namespace OpenSim.Services.HypergridService
|
|||
m_log.DebugFormat("[USER AGENT SERVICE]: Request to login user {0} {1} (@{2}) to grid {3}",
|
||||
agentCircuit.firstname, agentCircuit.lastname, ((clientIP == null) ? "stored IP" : clientIP.Address.ToString()), gatekeeper.ServerURI);
|
||||
|
||||
if (m_UserAccountService.GetUserAccount(UUID.Zero, agentCircuit.AgentID) == null)
|
||||
string gridName = gatekeeper.ServerURI;
|
||||
|
||||
UserAccount account = m_UserAccountService.GetUserAccount(UUID.Zero, agentCircuit.AgentID);
|
||||
if (account == null)
|
||||
{
|
||||
m_log.WarnFormat("[USER AGENT SERVICE]: Someone attempted to lauch a foreign user from here {0} {1}", agentCircuit.firstname, agentCircuit.lastname);
|
||||
reason = "Forbidden to launch your agents from here";
|
||||
return false;
|
||||
}
|
||||
|
||||
// Is this user allowed to go there?
|
||||
if (m_GridName != gridName)
|
||||
{
|
||||
if (m_ForeignTripsAllowed.ContainsKey(account.UserLevel))
|
||||
{
|
||||
bool allowed = m_ForeignTripsAllowed[account.UserLevel];
|
||||
|
||||
if (m_ForeignTripsAllowed[account.UserLevel] && IsException(gridName, account.UserLevel, m_TripsAllowedExceptions))
|
||||
allowed = false;
|
||||
|
||||
if (!m_ForeignTripsAllowed[account.UserLevel] && IsException(gridName, account.UserLevel, m_TripsDisallowedExceptions))
|
||||
allowed = true;
|
||||
|
||||
if (!allowed)
|
||||
{
|
||||
reason = "Your world does not allow you to visit the destination";
|
||||
m_log.InfoFormat("[USER AGENT SERVICE]: Agents not permitted to visit {0}. Refusing service.", gridName);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Take the IP address + port of the gatekeeper (reg) plus the info of finalDestination
|
||||
GridRegion region = new GridRegion(gatekeeper);
|
||||
region.ServerURI = gatekeeper.ServerURI;
|
||||
|
@ -189,7 +258,6 @@ namespace OpenSim.Services.HypergridService
|
|||
|
||||
bool success = false;
|
||||
string myExternalIP = string.Empty;
|
||||
string gridName = gatekeeper.ServerURI;
|
||||
|
||||
m_log.DebugFormat("[USER AGENT SERVICE]: this grid: {0}, desired grid: {1}", m_GridName, gridName);
|
||||
|
||||
|
@ -588,6 +656,35 @@ namespace OpenSim.Services.HypergridService
|
|||
else
|
||||
return UUID.Zero;
|
||||
}
|
||||
|
||||
#region Misc
|
||||
|
||||
private bool IsException(string dest, int level, Dictionary<int, List<string>> exceptions)
|
||||
{
|
||||
if (!exceptions.ContainsKey(level))
|
||||
return false;
|
||||
|
||||
bool exception = false;
|
||||
if (exceptions[level].Count > 0) // we have exceptions
|
||||
{
|
||||
string destination = dest;
|
||||
if (!destination.EndsWith("/"))
|
||||
destination += "/";
|
||||
|
||||
if (exceptions[level].Find(delegate(string s)
|
||||
{
|
||||
if (!s.EndsWith("/"))
|
||||
s += "/";
|
||||
return s == destination;
|
||||
}) != null)
|
||||
exception = true;
|
||||
}
|
||||
|
||||
return exception;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
}
|
||||
|
||||
class TravelingAgentInfo
|
||||
|
|
|
@ -96,7 +96,6 @@ namespace OpenSim.Services.Interfaces
|
|||
result["Online"] = Online.ToString();
|
||||
result["Login"] = Login.ToString();
|
||||
result["Logout"] = Logout.ToString();
|
||||
|
||||
|
||||
return result;
|
||||
}
|
||||
|
|
|
@ -49,7 +49,7 @@ namespace OpenSim.Services.UserAccountService
|
|||
m_log.Debug("[USER GRID SERVICE]: Starting user grid service");
|
||||
}
|
||||
|
||||
public GridUserInfo GetGridUserInfo(string userID)
|
||||
public virtual GridUserInfo GetGridUserInfo(string userID)
|
||||
{
|
||||
GridUserData d = m_Database.Get(userID);
|
||||
|
||||
|
@ -122,17 +122,6 @@ namespace OpenSim.Services.UserAccountService
|
|||
return m_Database.Store(d);
|
||||
}
|
||||
|
||||
protected bool StoreGridUserInfo(GridUserInfo info)
|
||||
{
|
||||
GridUserData d = new GridUserData();
|
||||
|
||||
d.Data["HomeRegionID"] = info.HomeRegionID.ToString();
|
||||
d.Data["HomePosition"] = info.HomePosition.ToString();
|
||||
d.Data["HomeLookAt"] = info.HomeLookAt.ToString();
|
||||
|
||||
return m_Database.Store(d);
|
||||
}
|
||||
|
||||
public bool SetHome(string userID, UUID homeID, Vector3 homePosition, Vector3 homeLookAt)
|
||||
{
|
||||
GridUserData d = m_Database.Get(userID);
|
||||
|
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
@ -1,7 +1,5 @@
|
|||
<configuration>
|
||||
<dllmap os="osx" dll="openjpeg-dotnet.dll" target="lib64/libopenjpeg-dotnet-2.1.3.0-dotnet-1.dylib" />
|
||||
<dllmap os="!windows,osx" cpu="x86-64,ia64" dll="openjpeg-dotnet.dll" target="lib32/libopenjpeg-dotnet-2.1.3.0-dotnet-1-x86_64" />
|
||||
<dllmap os="!windows,osx" cpu="x86-64,ia64" dll="openjpeg-dotnet-x86_64.dll" target="lib64/libopenjpeg-dotnet-2.1.3.0-dotnet-1-x86_64" />
|
||||
<dllmap os="!windows,osx" cpu="x86" dll="openjpeg-dotnet.dll" target="lib32/libopenjpeg-dotnet-2.1.3.0-dotnet-1-i686" />
|
||||
<dllmap os="!windows,osx" cpu="x86" dll="openjpeg-dotnet-x86_64.dll" target="lib64/libopenjpeg-dotnet-2.1.3.0-dotnet-1-i686" />
|
||||
<dllmap os="osx" dll="openjpeg-dotnet.dll" target="lib64/libopenjpeg-dotnet-2.1.5.0-dotnet-1.dylib" />
|
||||
<dllmap os="!windows,osx" cpu="x86-64,ia64" dll="openjpeg-dotnet-x86_64.dll" target="lib64/libopenjpeg-dotnet-x86_64" />
|
||||
<dllmap os="!windows,osx" cpu="x86" dll="openjpeg-dotnet.dll" target="lib32/libopenjpeg-dotnet" />
|
||||
</configuration>
|
||||
|
|
Binary file not shown.
|
@ -97,6 +97,10 @@
|
|||
;; from the selected region_info_source.
|
||||
; allow_regionless = false
|
||||
|
||||
;# {MaxPrimUndos} {} {Maximum number of undos avialable for position, rotation and scale changes of each prim} {} 20
|
||||
;; Increasing the number of undos available number will increase memory usage.
|
||||
MaxPrimUndos = 20
|
||||
|
||||
;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001
|
||||
;; Minimum size for non-physical prims. Affects resizing of existing
|
||||
;; prims. This can be overriden in the region config file (as
|
||||
|
|
|
@ -85,6 +85,10 @@
|
|||
;; from the selected region_info_source.
|
||||
allow_regionless = false
|
||||
|
||||
; Maximum number of position, rotation and scale changes for each prim that the simulator will store for later undos
|
||||
; Increasing this number will increase memory usage.
|
||||
MaxPrimUndos = 20
|
||||
|
||||
; Maximum size of non physical prims. Affects resizing of existing prims. This can be overriden in the region config file (as NonPhysicalPrimMax!).
|
||||
NonPhysicalPrimMax = 256
|
||||
|
||||
|
@ -673,8 +677,7 @@
|
|||
; If true, avatar appearance information is resent to other avatars in the simulator every 60 seconds.
|
||||
; This may help with some situations where avatars are persistently grey, though it will not help
|
||||
; in other situations (e.g. appearance baking failures where the avatar only appears as a cloud to others).
|
||||
; This setting is experimental.
|
||||
ResendAppearanceUpdates = false
|
||||
ResendAppearanceUpdates = true
|
||||
|
||||
|
||||
[Attachments]
|
||||
|
@ -933,10 +936,10 @@
|
|||
MaxPersistantManifoldPoolSize = 0
|
||||
ShouldDisableContactPoolDynamicAllocation = False
|
||||
ShouldForceUpdateAllAabbs = False
|
||||
ShouldRandomizeSolverOrder = False
|
||||
ShouldSplitSimulationIslands = False
|
||||
ShouldRandomizeSolverOrder = True
|
||||
ShouldSplitSimulationIslands = True
|
||||
ShouldEnableFrictionCaching = False
|
||||
NumberOfSolverIterations = 0;
|
||||
NumberOfSolverIterations = 0
|
||||
|
||||
; Linkset constraint parameters
|
||||
LinkConstraintUseFrameOffset = False
|
||||
|
@ -1034,30 +1037,31 @@
|
|||
;default_appearance = default_appearance.xml
|
||||
|
||||
|
||||
[RestPlugins]
|
||||
; Change this to true to enable REST Plugins. This must be true if you wish to use
|
||||
; REST Region or REST Asset and Inventory Plugins
|
||||
enabled = false
|
||||
god_key = SECRET
|
||||
prefix = /admin
|
||||
; RestPlugins are not currently operational.
|
||||
;[RestPlugins]
|
||||
; ; Change this to true to enable REST Plugins. This must be true if you wish to use
|
||||
; ; REST Region or REST Asset and Inventory Plugins
|
||||
; enabled = false
|
||||
; god_key = SECRET
|
||||
; prefix = /admin
|
||||
|
||||
|
||||
[RestRegionPlugin]
|
||||
; Change this to true to enable the REST Region Plugin
|
||||
enabled = false
|
||||
;[RestRegionPlugin]
|
||||
; ; Change this to true to enable the REST Region Plugin
|
||||
; enabled = false
|
||||
|
||||
|
||||
[RestHandler]
|
||||
; Change this to true to enable the REST Asset and Inventory Plugin
|
||||
enabled = false
|
||||
authenticate = true
|
||||
secured = true
|
||||
extended-escape = true
|
||||
realm = OpenSim REST
|
||||
dump-asset = false
|
||||
path-fill = true
|
||||
dump-line-size = 32
|
||||
flush-on-error = true
|
||||
;[RestHandler]
|
||||
; ; Change this to true to enable the REST Asset and Inventory Plugin
|
||||
; enabled = false
|
||||
; authenticate = true
|
||||
; secured = true
|
||||
; extended-escape = true
|
||||
; realm = OpenSim REST
|
||||
; dump-asset = false
|
||||
; path-fill = true
|
||||
; dump-line-size = 32
|
||||
; flush-on-error = true
|
||||
|
||||
|
||||
; IRC bridge is experimental, so if it breaks... keep both parts... yada yada
|
||||
|
|
|
@ -396,6 +396,18 @@ ServiceConnectors = "8003/OpenSim.Server.Handlers.dll:AssetServiceConnector,8003
|
|||
;AllowedClients = ""
|
||||
;DeniedClients = ""
|
||||
|
||||
;; Are foreign visitors allowed?
|
||||
;ForeignAgentsAllowed = true
|
||||
;;
|
||||
;; If ForeignAgentsAllowed is true, make exceptions using AllowExcept.
|
||||
;; Leave blank or commented for no exceptions.
|
||||
; AllowExcept = "http://griefer.com:8002, http://enemy.com:8002"
|
||||
;;
|
||||
;; If ForeignAgentsAllowed is false, make exceptions using DisallowExcept
|
||||
;; Leave blank or commented for no exceptions.
|
||||
; DisallowExcept = "http://myfriendgrid.com:8002, http://myboss.com:8002"
|
||||
|
||||
|
||||
[UserAgentService]
|
||||
LocalServiceModule = "OpenSim.Services.HypergridService.dll:UserAgentService"
|
||||
;; for the service
|
||||
|
@ -416,6 +428,24 @@ ServiceConnectors = "8003/OpenSim.Server.Handlers.dll:AssetServiceConnector,8003
|
|||
; User level required to be contacted from other grids
|
||||
;LevelOutsideContacts = 0
|
||||
|
||||
;; Restrictions on destinations of local users.
|
||||
;; Are local users allowed to visit other grids?
|
||||
;; What user level? Use variables of this forrm:
|
||||
;; ForeignTripsAllowed_Level_<UserLevel> = true | false
|
||||
;; (the default is true)
|
||||
;; For example:
|
||||
; ForeignTripsAllowed_Level_0 = false
|
||||
; ForeignTripsAllowed_Level_200 = true ; true is default, no need to say it
|
||||
;;
|
||||
;; If ForeignTripsAllowed is false, make exceptions using DisallowExcept
|
||||
;; Leave blank or commented for no exceptions.
|
||||
; DisallowExcept_Level_0 = "http://myothergrid.com:8002, http://boss.com:8002"
|
||||
;;
|
||||
;; If ForeignTripsAllowed is true, make exceptions using AllowExcept.
|
||||
;; Leave blank or commented for no exceptions.
|
||||
; AllowExcept_Level_200 = "http://griefer.com:8002, http://enemy.com:8002"
|
||||
|
||||
|
||||
; * The interface that local users get when they are in other grids.
|
||||
; * This restricts the inventory operations while in other grids.
|
||||
; * Still not completely safe, especially if users perform inventory operations
|
||||
|
@ -437,6 +467,18 @@ ServiceConnectors = "8003/OpenSim.Server.Handlers.dll:AssetServiceConnector,8003
|
|||
UserAccountsService = "OpenSim.Services.UserAccountService.dll:UserAccountService"
|
||||
HomeURI = "http://127.0.0.1:8002"
|
||||
|
||||
;; The asset types that this grid can export to / import from other grids.
|
||||
;; Comma separated.
|
||||
;; Valid values are all the asset types in OpenMetaverse.AssetType, namely:
|
||||
;; Unknown, Texture, Sound, CallingCard, Landmark, Clothing, Object, Notecard, LSLText,
|
||||
;; LSLBytecode, TextureTGA, Bodypart, SoundWAV, ImageTGA, ImageJPEG, Animation, Gesture, Mesh
|
||||
;;
|
||||
;; Leave blank or commented if you don't want to apply any restrictions.
|
||||
;; A more strict, but still reasonable, policy may be to disallow the exchange
|
||||
;; of scripts, like so:
|
||||
; DisallowExport ="LSLText"
|
||||
; DisallowImport ="LSLBytecode"
|
||||
|
||||
[HGFriendsService]
|
||||
LocalServiceModule = "OpenSim.Services.HypergridService.dll:HGFriendsService"
|
||||
UserAgentService = "OpenSim.Services.HypergridService.dll:UserAgentService"
|
||||
|
|
|
@ -137,6 +137,26 @@
|
|||
;; uncomment the next line. You may want to do this on sims that have licensed content.
|
||||
; OutboundPermission = False
|
||||
|
||||
[HGAssetService]
|
||||
;
|
||||
; === HG ONLY ===
|
||||
; Change this to your server
|
||||
; accessible from other grids
|
||||
;
|
||||
HomeURI = "http://mygridserver.com:8002"
|
||||
|
||||
;; The asset types that this grid can export to / import from other grids.
|
||||
;; Comma separated.
|
||||
;; Valid values are all the asset types in OpenMetaverse.AssetType, namely:
|
||||
;; Unknown, Texture, Sound, CallingCard, Landmark, Clothing, Object, Notecard, LSLText,
|
||||
;; LSLBytecode, TextureTGA, Bodypart, SoundWAV, ImageTGA, ImageJPEG, Animation, Gesture, Mesh
|
||||
;;
|
||||
;; Leave blank or commented if you don't want to apply any restrictions.
|
||||
;; A more strict, but still reasonable, policy may be to disallow the exchange
|
||||
;; of scripts, like so:
|
||||
; DisallowExport ="LSLText"
|
||||
; DisallowImport ="LSLBytecode"
|
||||
|
||||
[HGFriendsModule]
|
||||
; User level required to be able to send friendship invitations to foreign users
|
||||
;LevelHGFriends = 0;
|
||||
|
|
|
@ -53,6 +53,19 @@
|
|||
[HGAssetService]
|
||||
HomeURI = "http://127.0.0.1:9000"
|
||||
|
||||
;; The asset types that this grid can export to / import from other grids.
|
||||
;; Comma separated.
|
||||
;; Valid values are all the asset types in OpenMetaverse.AssetType, namely:
|
||||
;; Unknown, Texture, Sound, CallingCard, Landmark, Clothing, Object, Notecard, LSLText,
|
||||
;; LSLBytecode, TextureTGA, Bodypart, SoundWAV, ImageTGA, ImageJPEG, Animation, Gesture, Mesh
|
||||
;;
|
||||
;; Leave blank or commented if you don't want to apply any restrictions.
|
||||
;; A more strict, but still reasonable, policy may be to disallow the exchange
|
||||
;; of scripts, like so:
|
||||
; DisallowExport ="LSLText"
|
||||
; DisallowImport ="LSLBytecode"
|
||||
|
||||
|
||||
[HGInventoryAccessModule]
|
||||
HomeURI = "http://127.0.0.1:9000"
|
||||
Gatekeeper = "http://127.0.0.1:9000"
|
||||
|
@ -151,8 +164,17 @@
|
|||
;AllowedClients = ""
|
||||
;DeniedClients = ""
|
||||
|
||||
;; Are foreign visitors allowed
|
||||
;; Are foreign visitors allowed?
|
||||
;ForeignAgentsAllowed = true
|
||||
;;
|
||||
;; If ForeignAgentsAllowed is true, make exceptions using AllowExcept.
|
||||
;; Leave blank or commented for no exceptions.
|
||||
; AllowExcept = "http://griefer.com:8002, http://enemy.com:8002"
|
||||
;;
|
||||
;; If ForeignAgentsAllowed is false, make exceptions using DisallowExcept
|
||||
;; Leave blank or commented for no exceptions.
|
||||
; DisallowExcept = "http://myfriendgrid.com:8002, http://myboss.com:8002"
|
||||
|
||||
|
||||
[FreeswitchService]
|
||||
;; If FreeSWITCH is not being used then you don't need to set any of these parameters
|
||||
|
@ -258,5 +280,22 @@
|
|||
; Region_Test_1 = "DisallowForeigners"
|
||||
|
||||
[UserAgentService]
|
||||
; User level required to be contacted from other grids
|
||||
;; User level required to be contacted from other grids
|
||||
;LevelOutsideContacts = 0
|
||||
|
||||
;; Restrictions on destinations of local users.
|
||||
;; Are local users allowed to visit other grids?
|
||||
;; What user level? Use variables of this forrm:
|
||||
;; ForeignTripsAllowed_Level_<UserLevel> = true | false
|
||||
;; (the default is true)
|
||||
;; For example:
|
||||
; ForeignTripsAllowed_Level_0 = false
|
||||
; ForeignTripsAllowed_Level_200 = true ; true is default, no need to say it
|
||||
;;
|
||||
;; If ForeignTripsAllowed is false, make exceptions using DisallowExcept
|
||||
;; Leave blank or commented for no exceptions.
|
||||
; DisallowExcept_Level_0 = "http://myothergrid.com:8002, http://boss.com:8002"
|
||||
;;
|
||||
;; If ForeignTripsAllowed is true, make exceptions using AllowExcept.
|
||||
;; Leave blank or commented for no exceptions.
|
||||
; AllowExcept_Level_200 = "http://griefer.com:8002, http://enemy.com:8002"
|
||||
|
|
|
@ -130,6 +130,7 @@
|
|||
LocalServiceModule = "OpenSim.Services.HypergridService.dll:GatekeeperService"
|
||||
;; for the service
|
||||
UserAccountService = "OpenSim.Services.UserAccountService.dll:UserAccountService"
|
||||
GridUserService = "OpenSim.Services.UserAccountService.dll:GridUserService"
|
||||
UserAgentService = "OpenSim.Services.HypergridService.dll:UserAgentService"
|
||||
PresenceService = "OpenSim.Services.PresenceService.dll:PresenceService"
|
||||
GridService = "OpenSim.Services.GridService.dll:GridService"
|
||||
|
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
File diff suppressed because it is too large
Load Diff
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue