diff --git a/CONTRIBUTORS.txt b/CONTRIBUTORS.txt index f334b3d2fc..a16d17421d 100644 --- a/CONTRIBUTORS.txt +++ b/CONTRIBUTORS.txt @@ -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 + diff --git a/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs b/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs index a5e56f9e19..15fbdddb28 100644 --- a/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs +++ b/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs @@ -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"])) { diff --git a/OpenSim/ApplicationPlugins/Rest/Inventory/RestHandler.cs b/OpenSim/ApplicationPlugins/Rest/Inventory/RestHandler.cs index cb88695600..072bd6f010 100644 --- a/OpenSim/ApplicationPlugins/Rest/Inventory/RestHandler.cs +++ b/OpenSim/ApplicationPlugins/Rest/Inventory/RestHandler.cs @@ -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) { diff --git a/OpenSim/ApplicationPlugins/Rest/RestPlugin.cs b/OpenSim/ApplicationPlugins/Rest/RestPlugin.cs index eb167502b0..a2425b5cf3 100644 --- a/OpenSim/ApplicationPlugins/Rest/RestPlugin.cs +++ b/OpenSim/ApplicationPlugins/Rest/RestPlugin.cs @@ -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; } /// @@ -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 h in _agents) - { - _httpd.RemoveAgentHandler(h.Key, h.Value); - } +// foreach (KeyValuePair h in _agents) +// { +// _httpd.RemoveAgentHandler(h.Key, h.Value); +// } _agents = null; } diff --git a/OpenSim/Data/MySQL/Resources/GridUserStore.migrations b/OpenSim/Data/MySQL/Resources/GridUserStore.migrations index 32b85ee8c1..d08e096364 100644 --- a/OpenSim/Data/MySQL/Resources/GridUserStore.migrations +++ b/OpenSim/Data/MySQL/Resources/GridUserStore.migrations @@ -17,3 +17,8 @@ CREATE TABLE `GridUser` ( ) ENGINE=InnoDB; COMMIT; + +:VERSION 2 # -------------------------- +BEGIN; + +COMMIT; diff --git a/OpenSim/Framework/AssetPermissions.cs b/OpenSim/Framework/AssetPermissions.cs new file mode 100644 index 0000000000..4a905c2f5d --- /dev/null +++ b/OpenSim/Framework/AssetPermissions.cs @@ -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; + } + + + } +} diff --git a/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs b/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs index 43a19fae63..d5bc3c3e4d 100644 --- a/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs +++ b/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs @@ -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(); + /// + /// Gets or sets the debug level. + /// + /// + /// See MainServer.DebugLevel. + /// public int DebugLevel { get; set; } + /// + /// Request number for diagnostic purposes. + /// + /// + /// 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. + /// + 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 m_llsdHandlers = new Dictionary(); protected Dictionary m_streamHandlers = new Dictionary(); protected Dictionary m_HTTPHandlers = new Dictionary(); - protected Dictionary m_agentHandlers = new Dictionary(); +// protected Dictionary m_agentHandlers = new Dictionary(); protected Dictionary m_pollHandlers = new Dictionary(); @@ -245,29 +260,29 @@ namespace OpenSim.Framework.Servers.HttpServer return new List(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 GetAgentHandlerKeys() - { - lock (m_agentHandlers) - return new List(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 GetAgentHandlerKeys() +// { +// lock (m_agentHandlers) +// return new List(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; +// } /// /// 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) { diff --git a/OpenSim/Framework/Servers/HttpServer/Interfaces/IHttpServer.cs b/OpenSim/Framework/Servers/HttpServer/Interfaces/IHttpServer.cs index db58f6f468..0bd3aae7d5 100644 --- a/OpenSim/Framework/Servers/HttpServer/Interfaces/IHttpServer.cs +++ b/OpenSim/Framework/Servers/HttpServer/Interfaces/IHttpServer.cs @@ -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); /// /// Add a handler for an HTTP request. @@ -106,13 +106,13 @@ namespace OpenSim.Framework.Servers.HttpServer bool SetDefaultLLSDHandler(DefaultLLSDMethod handler); - /// - /// Remove the agent if it is registered. - /// - /// - /// - /// - bool RemoveAgentHandler(string agent, IHttpAgentHandler handler); +// /// +// /// Remove the agent if it is registered. +// /// +// /// +// /// +// /// +// bool RemoveAgentHandler(string agent, IHttpAgentHandler handler); /// /// Remove an HTTP handler diff --git a/OpenSim/Framework/Servers/MainServer.cs b/OpenSim/Framework/Servers/MainServer.cs index 7402c735c1..ae7d515e13 100644 --- a/OpenSim/Framework/Servers/MainServer.cs +++ b/OpenSim/Framework/Servers/MainServer.cs @@ -48,9 +48,12 @@ namespace OpenSim.Framework.Servers /// Control the printing of certain debug messages. /// /// - /// 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. /// public static int DebugLevel { @@ -102,7 +105,6 @@ namespace OpenSim.Framework.Servers get { return new Dictionary(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 []", - "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 []", + "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. /// /// - 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 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()) diff --git a/OpenSim/Framework/WebUtil.cs b/OpenSim/Framework/WebUtil.cs index 2aa4af5202..5c34cf4181 100644 --- a/OpenSim/Framework/WebUtil.cs +++ b/OpenSim/Framework/WebUtil.cs @@ -53,10 +53,18 @@ namespace OpenSim.Framework LogManager.GetLogger( MethodBase.GetCurrentMethod().DeclaringType); + /// + /// Control the printing of certain debug messages. + /// + /// + /// If DebugLevel >= 3 then short notices about outgoing HTTP requests are logged. + /// + public static int DebugLevel { get; set; } + /// /// Request number for diagnostic purposes. /// - public static int RequestNumber = 0; + public static int RequestNumber { get; internal set; } /// /// 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 /// 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(string verb, string requestUrl, TRequest obj, Action action) + { + MakeRequest(verb, requestUrl, obj, action, 0); + } + + public static void MakeRequest(string verb, + string requestUrl, TRequest obj, Action 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 /// 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 public static TResponse MakeRequest(string verb, string requestUrl, TRequest obj) + { + return MakeRequest(verb, requestUrl, obj, 0); + } + + public static TResponse MakeRequest(string verb, string requestUrl, TRequest obj, int pTimeout) + { + return MakeRequest(verb, requestUrl, obj, pTimeout, 0); + } + + public static TResponse MakeRequest(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; } } -} \ No newline at end of file +} diff --git a/OpenSim/Region/Application/Application.cs b/OpenSim/Region/Application/Application.cs index ebfebc4443..0f90d37107 100644 --- a/OpenSim/Region/Application/Application.cs +++ b/OpenSim/Region/Application/Application.cs @@ -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); diff --git a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs index b557ffe5f2..0271738aee 100644 --- a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs +++ b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs @@ -57,39 +57,36 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction } /// - /// Return a xfer uploader if one does not already exist. + /// Return the xfer uploader for the given transaction. /// + /// + /// If an uploader does not already exist for this transaction then it is created, otherwise the existing + /// uploader is returned. + /// /// - /// - /// 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. - /// - /// - /// 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. - /// - public AssetXferUploader RequestXferUploader(UUID transactionID, UUID assetID) + /// The asset xfer uploader + 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); - } - - /// - /// Get an uploaded asset. If the data is successfully retrieved, - /// the transaction will be removed. - /// - /// - /// The asset if the upload has completed, null if it has not. - 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); } } -} +} \ No newline at end of file diff --git a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetTransactionModule.cs b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetTransactionModule.cs index 708198923a..73d1f72b2a 100644 --- a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetTransactionModule.cs +++ b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetTransactionModule.cs @@ -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); } /// diff --git a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs index ec4dfd0bbb..8add4bb073 100644 --- a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs +++ b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs @@ -40,39 +40,75 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + /// + /// Upload state. + /// + /// + /// New -> Uploading -> Complete + /// + private enum UploadState + { + New, + Uploading, + Complete + } + /// /// Reference to the object that holds this uploader. Used to remove ourselves from it's list if we /// are performing a delayed update. /// 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) + /// + /// AssetXferUploader constructor + /// + /// /param> + /// + /// + /// + /// 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. + /// + 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 } /// - /// Initialise asset transfer from the client + /// Start asset transfer from the client /// - /// - /// - /// - public void Initialise(IClientAPI remoteClient, UUID assetID, - UUID transaction, sbyte type, byte[] data, bool storeLocal, - bool tempFile) + /// + /// + /// + /// + /// + /// 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. + /// + /// + /// + 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; + } + } + } + /// - /// Store the asset for the given item. + /// Store the asset for the given item when it has been uploaded. /// /// - 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) + /// + /// Store the asset for the given task item when it has been uploaded. + /// + /// + 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"); - } - /// - /// Get the asset data uploaded in this transfer. - /// - /// null if the asset has not finished uploading - public AssetBase GetAssetData() - { - if (m_finished) - { - return m_asset; - } - - return null; + m_transactions.RemoveXferUploader(m_transactionID); } } -} +} \ No newline at end of file diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index d6ad07e62a..130c869bc7 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -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) { diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs index 82c63901f6..0ee01c7821 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs @@ -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)); } /// @@ -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)); } /// @@ -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)); } /// @@ -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)); + } } -} +} \ No newline at end of file diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs index 0b386d3f67..aa1e127eb2 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs @@ -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(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 ids = new Dictionary(); + HGUuidGatherer uuidGatherer = new HGUuidGatherer(so.Scene.AssetService, url); + uuidGatherer.GatherAssetUuids(so, ids); + + foreach (KeyValuePair 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); } } diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGAssetMapper.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGAssetMapper.cs index eaadc1b8be..f8ec6de85d 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGAssetMapper.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGAssetMapper.cs @@ -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 ids = new Dictionary(); - 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 ids = new Dictionary(); + 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 ids = new Dictionary(); - 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 diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs index a0cad40754..80257bd5a2 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs @@ -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; } diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGUuidGatherer.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGUuidGatherer.cs deleted file mode 100644 index fcb544f27a..0000000000 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGUuidGatherer.cs +++ /dev/null @@ -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); - } - } -} diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/HGUserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/HGUserManagementModule.cs index 4eecaa2080..acefc97276 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/HGUserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/HGUserManagementModule.cs @@ -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]); } diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index f4ed67b864..36c84c7bc6 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -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 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; diff --git a/OpenSim/Region/CoreModules/Scripting/VectorRender/VectorRenderModule.cs b/OpenSim/Region/CoreModules/Scripting/VectorRender/VectorRenderModule.cs index 987bcf8af2..a85540fbd9 100644 --- a/OpenSim/Region/CoreModules/Scripting/VectorRender/VectorRenderModule.cs +++ b/OpenSim/Region/CoreModules/Scripting/VectorRender/VectorRenderModule.cs @@ -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; + } } } } diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/HGAssetBroker.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/HGAssetBroker.cs index 008465fcc9..1e1c7d00e0 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/HGAssetBroker.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/HGAssetBroker.cs @@ -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); diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs index 57ae5497ee..43381337c7 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs @@ -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"; diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/GridUser/ActivityDetector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/GridUser/ActivityDetector.cs index b0edce7a91..221f81584d 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/GridUser/ActivityDetector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/GridUser/ActivityDetector.cs @@ -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); } } diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/GridUser/RemoteGridUserServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/GridUser/RemoteGridUserServiceConnector.cs index badb5527fa..04acf6732f 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/GridUser/RemoteGridUserServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/GridUser/RemoteGridUserServiceConnector.cs @@ -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 m_Infos = new ExpiringCache(); + #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) diff --git a/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs b/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs index 0a309057e7..82f49b0dfa 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs @@ -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(); diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs index e1c9c8e5bc..e25fa94191 100644 --- a/OpenSim/Region/Framework/Scenes/EventManager.cs +++ b/OpenSim/Region/Framework/Scenes/EventManager.cs @@ -184,6 +184,22 @@ namespace OpenSim.Region.Framework.Scenes public delegate void OnPluginConsoleDelegate(string[] args); + /// + /// Triggered after + /// has been called for all + /// loaded via . + /// Handlers for this event are typically used to parse the arguments + /// from in order to process or + /// filter the arguments and pass them onto + /// + /// + /// Triggered by in + /// via + /// via + /// via + /// via + /// + /// public event OnPluginConsoleDelegate OnPluginConsole; /// @@ -198,6 +214,18 @@ namespace OpenSim.Region.Framework.Scenes public delegate void OnSetRootAgentSceneDelegate(UUID agentID, Scene scene); + /// + /// Triggered before the grunt work for adding a root agent to a + /// scene has been performed (resuming attachment scripts, physics, + /// animations etc.) + /// + /// + /// Triggered before + /// by + /// in + /// via + /// and + /// public event OnSetRootAgentSceneDelegate OnSetRootAgentScene; /// @@ -222,13 +250,45 @@ namespace OpenSim.Region.Framework.Scenes /// /// Fired when an object is touched/grabbed. /// + /// /// 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 + /// via + /// in + /// public event ObjectGrabDelegate OnObjectGrab; public delegate void ObjectGrabDelegate(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs); + /// + /// Triggered when an object is being touched/grabbed continuously. + /// + /// + /// Triggered in response to + /// via + /// in + /// public event ObjectGrabDelegate OnObjectGrabbing; + + /// + /// Triggered when an object stops being touched/grabbed. + /// + /// + /// Triggered in response to + /// via + /// in + /// public event ObjectDeGrabDelegate OnObjectDeGrab; + + /// + /// Triggered when a script resets. + /// + /// + /// Triggered by + /// in + /// via + /// via + /// public event ScriptResetDelegate OnScriptReset; public event OnPermissionErrorDelegate OnPermissionError; @@ -238,29 +298,105 @@ namespace OpenSim.Region.Framework.Scenes /// /// /// Occurs after OnNewScript. + /// Triggered by + /// in /// 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); + + /// + /// Triggered when a script is removed from an object. + /// + /// + /// Triggered by + /// in , + /// , + /// , + /// + /// public event RemoveScript OnRemoveScript; public delegate void StartScript(uint localID, UUID itemID); + + /// + /// Triggered when a script starts. + /// + /// + /// Triggered by + /// in + /// via , + /// via + /// public event StartScript OnStartScript; public delegate void StopScript(uint localID, UUID itemID); + + /// + /// Triggered when a script stops. + /// + /// + /// Triggered by , + /// in , + /// , + /// + /// public event StopScript OnStopScript; public delegate bool SceneGroupMoved(UUID groupID, Vector3 delta); + + /// + /// Triggered when an object is moved. + /// + /// + /// Triggered by + /// in , + /// + /// public event SceneGroupMoved OnSceneGroupMove; public delegate void SceneGroupGrabed(UUID groupID, Vector3 offset, UUID userID); + + /// + /// Triggered when an object is grabbed. + /// + /// + /// Triggered by + /// in + /// via + /// via + /// via + /// via + /// public event SceneGroupGrabed OnSceneGroupGrab; public delegate bool SceneGroupSpinStarted(UUID groupID); + + /// + /// Triggered when an object starts to spin. + /// + /// + /// Triggered by + /// in + /// via + /// via + /// via + /// public event SceneGroupSpinStarted OnSceneGroupSpinStart; public delegate bool SceneGroupSpun(UUID groupID, Quaternion rotation); + + /// + /// Triggered when an object is being spun. + /// + /// + /// Triggered by + /// in + /// via + /// via + /// via + /// public event SceneGroupSpun OnSceneGroupSpin; public delegate void LandObjectAdded(ILandObject newParcel); @@ -299,6 +435,9 @@ namespace OpenSim.Region.Framework.Scenes /// /// /// Occurs before OnRezScript + /// Triggered by + /// in , + /// /// public event NewScript OnNewScript; @@ -333,6 +472,12 @@ namespace OpenSim.Region.Framework.Scenes /// /// /// Triggered after the scene receives a client's upload of an updated script and has stored it in an asset. + /// Triggered by + /// in + /// via + /// via + /// via + /// via /// public event UpdateScript OnUpdateScript; @@ -358,48 +503,203 @@ namespace OpenSim.Region.Framework.Scenes } /// + /// Triggered when some scene object properties change. + /// + /// /// 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 . - /// + /// Triggered by + /// in , + /// + /// public event ScriptChangedEvent OnScriptChangedEvent; public delegate void ScriptChangedEvent(uint localID, uint change); public delegate void ScriptControlEvent(UUID item, UUID avatarID, uint held, uint changed); + + /// + /// Triggered when a script receives control input from an agent. + /// + /// + /// Triggered by + /// in + /// via + /// via + /// via + /// public event ScriptControlEvent OnScriptControlEvent; public delegate void ScriptAtTargetEvent(uint localID, uint handle, Vector3 targetpos, Vector3 atpos); + + /// + /// Triggered when an object has arrived within a tolerance distance + /// of a motion target. + /// + /// + /// Triggered by + /// in + /// via , + /// via + /// public event ScriptAtTargetEvent OnScriptAtTargetEvent; public delegate void ScriptNotAtTargetEvent(uint localID); + + /// + /// Triggered when an object has a motion target but has not arrived + /// within a tolerance distance. + /// + /// + /// Triggered by + /// in + /// via , + /// via + /// public event ScriptNotAtTargetEvent OnScriptNotAtTargetEvent; public delegate void ScriptAtRotTargetEvent(uint localID, uint handle, Quaternion targetrot, Quaternion atrot); + + /// + /// Triggered when an object has arrived within a tolerance rotation + /// of a rotation target. + /// + /// + /// Triggered by + /// in + /// via , + /// via + /// public event ScriptAtRotTargetEvent OnScriptAtRotTargetEvent; public delegate void ScriptNotAtRotTargetEvent(uint localID); + + /// + /// Triggered when an object has a rotation target but has not arrived + /// within a tolerance rotation. + /// + /// + /// Triggered by + /// in + /// via , + /// via + /// public event ScriptNotAtRotTargetEvent OnScriptNotAtRotTargetEvent; public delegate void ScriptColliding(uint localID, ColliderArgs colliders); + + /// + /// Triggered when a physical collision has started between a prim + /// and something other than the region terrain. + /// + /// + /// Triggered by + /// in + /// via + /// via + /// via + /// public event ScriptColliding OnScriptColliderStart; + + /// + /// Triggered when something that previously collided with a prim has + /// not stopped colliding with it. + /// + /// + /// + /// Triggered by + /// in + /// via + /// via + /// via + /// public event ScriptColliding OnScriptColliding; + + /// + /// Triggered when something that previously collided with a prim has + /// stopped colliding with it. + /// + /// + /// Triggered by + /// in + /// via + /// via + /// via + /// public event ScriptColliding OnScriptCollidingEnd; + + /// + /// Triggered when a physical collision has started between an object + /// and the region terrain. + /// + /// + /// Triggered by + /// in + /// via + /// via + /// via + /// public event ScriptColliding OnScriptLandColliderStart; + + /// + /// Triggered when an object that previously collided with the region + /// terrain has not yet stopped colliding with it. + /// + /// + /// Triggered by + /// in + /// via + /// via + /// via + /// public event ScriptColliding OnScriptLandColliding; + + /// + /// Triggered when an object that previously collided with the region + /// terrain has stopped colliding with it. + /// + /// + /// Triggered by + /// in + /// via + /// via + /// via + /// public event ScriptColliding OnScriptLandColliderEnd; public delegate void OnMakeChildAgentDelegate(ScenePresence presence); + + /// + /// Triggered when an agent has been made a child agent of a scene. + /// + /// + /// Triggered by + /// in + /// via , + /// , + /// + /// public event OnMakeChildAgentDelegate OnMakeChildAgent; public delegate void OnSaveNewWindlightProfileDelegate(); public delegate void OnSendNewWindlightProfileTargetedDelegate(RegionLightShareData wl, UUID user); /// + /// Triggered after the grunt work for adding a root agent to a + /// scene has been performed (resuming attachment scripts, physics, + /// animations etc.) + /// + /// /// 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. - /// + /// Triggered after + /// by + /// in + /// via + /// and + /// public event Action 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); + /// + /// Used to be triggered when the LSL timer event fires. + /// + /// + /// Triggered by + /// via + /// + 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 /// /// Triggered when an object is added to the scene. /// + /// + /// Triggered by + /// in , + /// , + /// + /// public event Action OnObjectAddedToScene; + /// + /// Delegate for + /// + /// The object being removed from the scene + public delegate void ObjectBeingRemovedFromScene(SceneObjectGroup obj); + /// /// Triggered when an object is removed from the scene. /// - public delegate void ObjectBeingRemovedFromScene(SceneObjectGroup obj); + /// + /// Triggered by + /// in + /// 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); + + /// + /// Triggered when a teleport starts + /// + /// + /// Triggered by + /// in + /// and + /// via + /// public event TeleportStart OnTeleportStart; public delegate void TeleportFail(IClientAPI client, bool gridLogout); + + /// + /// Trigered when a teleport fails. + /// + /// + /// Triggered by + /// in + /// via + /// 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. + /// + /// Always false. The SL protocol sucks. + /// 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. + /// + /// this lets us keep track of nasty script events like timer, etc. + /// + /// + /// 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"); diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index c873cdf1c1..2e03874c20 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -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) { diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index ac26be7bee..45bbbda50a 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -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]; diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 411dcc774e..3f10b34d7b 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -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 m_undo = new Stack(5); - private readonly Stack m_redo = new Stack(5); + private readonly List m_undo = new List(5); + private readonly List m_redo = new List(5); private bool m_passTouches = false; private bool m_passCollisions = false; @@ -2368,16 +2368,20 @@ namespace OpenSim.Region.Framework.Scenes /// 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); -// } } /// @@ -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); diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs index e9318594ce..89647d68fc 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs @@ -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)); } /// diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs new file mode 100644 index 0000000000..96973de181 --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs @@ -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 +{ + /// + /// Tests for undo/redo + /// + 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)); + } + } +} \ No newline at end of file diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs index c7eaff9d00..2b79271b35 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs @@ -44,7 +44,7 @@ using OpenSim.Tests.Common.Mock; namespace OpenSim.Region.Framework.Scenes.Tests { [TestFixture] - public class SceneObjectUserGroupTests + public class SceneObjectUserGroupTests : OpenSimTestCase { /// /// 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"); diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs index efb68a2949..28cd09f58c 100644 --- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs +++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs @@ -52,26 +52,23 @@ namespace OpenSim.Region.Framework.Scenes public class UuidGatherer { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - - /// - /// Asset cache used for gathering assets - /// - protected IAssetService m_assetCache; - - /// - /// 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. - /// - private AssetBase m_requestedObjectAsset; - /// - /// Signal whether we are currently waiting for the asset service to deliver an asset. - /// - private bool m_waitingForObjectAsset; + protected IAssetService m_assetService; + +// /// +// /// 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. +// /// +// private AssetBase m_requestedObjectAsset; +// +// /// +// /// Signal whether we are currently waiting for the asset service to deliver an asset. +// /// +// private bool m_waitingForObjectAsset; public UuidGatherer(IAssetService assetCache) { - m_assetCache = assetCache; + m_assetService = assetCache; } /// @@ -195,18 +192,18 @@ namespace OpenSim.Region.Framework.Scenes } } - /// - /// The callback made when we request the asset for an object from the asset service. - /// - private void AssetReceived(string id, Object sender, AssetBase asset) - { - lock (this) - { - m_requestedObjectAsset = asset; - m_waitingForObjectAsset = false; - Monitor.Pulse(this); - } - } +// /// +// /// The callback made when we request the asset for an object from the asset service. +// /// +// private void AssetReceived(string id, Object sender, AssetBase asset) +// { +// lock (this) +// { +// m_requestedObjectAsset = asset; +// m_waitingForObjectAsset = false; +// Monitor.Pulse(this); +// } +// } /// /// Get an asset synchronously, potentially using an asynchronous callback. If the @@ -216,25 +213,29 @@ namespace OpenSim.Region.Framework.Scenes /// 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; } /// @@ -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; + } + } } diff --git a/OpenSim/Region/OptionalModules/Avatar/Chat/IRCConnector.cs b/OpenSim/Region/OptionalModules/Avatar/Chat/IRCConnector.cs index ca956fbe91..a01479896e 100644 --- a/OpenSim/Region/OptionalModules/Avatar/Chat/IRCConnector.cs +++ b/OpenSim/Region/OptionalModules/Avatar/Chat/IRCConnector.cs @@ -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); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BS6DofConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BS6DofConstraint.cs index 683bc51163..3306a975fc 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BS6DofConstraint.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BS6DofConstraint.cs @@ -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; } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 526dbadd97..b88ec3cf9d 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -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); - } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs index 1376a29bbf..63a4127075 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs @@ -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; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 61006f07d6..65b38d696a 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -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); } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSHingeConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSHingeConstraint.cs index d68048bd0a..7c8a21580d 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSHingeConstraint.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSHingeConstraint.cs @@ -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; + } + +} + +} diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 7e784ebb83..4f225ae0f0 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs @@ -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 m_children; + private List 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(); + m_taintChildren = new List(); 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); } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 3fe71e1003..d9b738b865 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -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); + } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs index 0f027b8d6a..20f5180551 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs @@ -33,7 +33,7 @@ using OpenMetaverse; namespace OpenSim.Region.Physics.BulletSPlugin { /// - /// 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); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 26a581fc77..a0e627ec66 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -24,6 +24,9 @@ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + +// Uncomment this it enable code to do all shape an body memory management +// in the C# code. using System; using System.Reflection; using System.Collections.Generic; @@ -36,6 +39,7 @@ using OpenSim.Region.Physics.ConvexDecompositionDotNet; namespace OpenSim.Region.Physics.BulletSPlugin { + [Serializable] public sealed class BSPrim : BSPhysObject { @@ -49,11 +53,6 @@ public sealed class BSPrim : BSPhysObject private ulong _hullKey; private List _hulls; - private BSScene _scene; - public BSScene Scene { get { return _scene; } } - private String _avName; - private uint _localID = 0; - // _size is what the user passed. _scale is what we pass to the physics engine with the mesh. // Often _scale is unity because the meshmerizer will apply _size when creating the mesh. private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user @@ -87,18 +86,6 @@ public sealed class BSPrim : BSPhysObject private bool _kinematic; private float _buoyancy; - // Membership in a linkset is controlled by this class. - public override BSLinkset Linkset { get; set; } - - private int _subscribedEventsMs = 0; - private int _nextCollisionOkTime = 0; - long _collidingStep; - long _collidingGroundStep; - CollisionFlags m_currentCollisionFlags = 0; - - public override BulletBody BSBody { get; set; } - public override BulletShape BSShape { get; set; } - private BSDynamics _vehicle; private OMV.Vector3 _PIDTarget; @@ -113,10 +100,8 @@ public sealed class BSPrim : BSPhysObject OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) { // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); - _localID = localID; - _avName = primName; + base.BaseInitialize(parent_scene, localID, primName, "BSPrim"); _physicsActorType = (int)ActorTypes.Prim; - _scene = parent_scene; _position = pos; _size = size; _scale = new OMV.Vector3(1f, 1f, 1f); // the scale will be set by CreateGeom depending on object type @@ -129,25 +114,23 @@ public sealed class BSPrim : BSPhysObject _pbs = pbs; _isPhysical = pisPhysical; _isVolumeDetect = false; - _subscribedEventsMs = 0; - _friction = _scene.Params.defaultFriction; // TODO: compute based on object material - _density = _scene.Params.defaultDensity; // TODO: compute based on object material - _restitution = _scene.Params.defaultRestitution; - Linkset = new BSLinkset(Scene, this); // a linkset of one - _vehicle = new BSDynamics(Scene, this); // add vehicleness + _friction = PhysicsScene.Params.defaultFriction; // TODO: compute based on object material + _density = PhysicsScene.Params.defaultDensity; // TODO: compute based on object material + _restitution = PhysicsScene.Params.defaultRestitution; + _vehicle = new BSDynamics(PhysicsScene, this); // add vehicleness _mass = CalculateMass(); + + // No body or shape yet + BSBody = new BulletBody(LocalID, IntPtr.Zero); + BSShape = new BulletShape(IntPtr.Zero); + DetailLog("{0},BSPrim.constructor,call", LocalID); // do the actual object creation at taint time - _scene.TaintedObject("BSPrim.create", delegate() + PhysicsScene.TaintedObject("BSPrim.create", delegate() { CreateGeomAndObject(true); - // Get the pointer to the physical body for this object. - // At the moment, we're still letting BulletSim manage the creation and destruction - // of the object. Someday we'll move that into the C# code. - BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); - BSShape = new BulletShape(BulletSimAPI.GetCollisionShape2(BSBody.Ptr)); - m_currentCollisionFlags = BulletSimAPI.GetCollisionFlags2(BSBody.Ptr); + CurrentCollisionFlags = BulletSimAPI.GetCollisionFlags2(BSBody.ptr); }); } @@ -168,57 +151,62 @@ public sealed class BSPrim : BSPhysObject // Undo any vehicle properties this.VehicleType = (int)Vehicle.TYPE_NONE; - _scene.TaintedObject("BSPrim.destroy", delegate() + PhysicsScene.TaintedObject("BSPrim.destroy", delegate() { DetailLog("{0},BSPrim.Destroy,taint,", LocalID); - // everything in the C# world will get garbage collected. Tell the C++ world to free stuff. - BulletSimAPI.DestroyObject(_scene.WorldID, LocalID); + // If there are physical body and shape, release my use of same. + PhysicsScene.Shapes.DereferenceBody(BSBody, true, null); + PhysicsScene.Shapes.DereferenceShape(BSShape, true, null); }); } - - public override bool Stopped { - get { return _stopped; } + + public override bool Stopped { + get { return _stopped; } } - public override OMV.Vector3 Size { - get { return _size; } + public override OMV.Vector3 Size { + get { return _size; } set { _size = value; - _scene.TaintedObject("BSPrim.setSize", delegate() + PhysicsScene.TaintedObject("BSPrim.setSize", delegate() { _mass = CalculateMass(); // changing size changes the mass // Since _size changed, the mesh needs to be rebuilt. If rebuilt, all the correct // scale and margins are set. CreateGeomAndObject(true); - DetailLog("{0}: BSPrim.setSize: size={1}, scale={2}, mass={3}, physical={4}", LocalID, _size, _scale, _mass, IsPhysical); + // DetailLog("{0},BSPrim.setSize,size={1},scale={2},mass={3},physical={4}", LocalID, _size, _scale, _mass, IsPhysical); }); - } + } } - public override PrimitiveBaseShape Shape { + // Scale is what we set in the physics engine. It is different than 'size' in that + // 'size' can be encorporated into the mesh. In that case, the scale is <1,1,1>. + public OMV.Vector3 Scale + { + get { return _scale; } + set { _scale = value; } + } + public override PrimitiveBaseShape Shape { set { _pbs = value; - _scene.TaintedObject("BSPrim.setShape", delegate() + PhysicsScene.TaintedObject("BSPrim.setShape", delegate() { _mass = CalculateMass(); // changing the shape changes the mass - CreateGeomAndObject(false); + CreateGeomAndObject(true); }); - } + } } - public override uint LocalID { - set { _localID = value; } - get { return _localID; } + public override bool Grabbed { + set { _grabbed = value; + } } - public override bool Grabbed { - set { _grabbed = value; - } - } - public override bool Selected { + public override bool Selected { set { _isSelected = value; - _scene.TaintedObject("BSPrim.setSelected", delegate() + PhysicsScene.TaintedObject("BSPrim.setSelected", delegate() { - SetObjectDynamic(); + // DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected); + SetObjectDynamic(false); }); - } + } } public override void CrossingFailure() { return; } @@ -232,10 +220,10 @@ public sealed class BSPrim : BSPhysObject Linkset = parent.Linkset.AddMeToLinkset(this); - DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}", + DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}", LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); } - return; + return; } // delink me from my linkset @@ -245,12 +233,12 @@ public sealed class BSPrim : BSPhysObject BSPhysObject parentBefore = Linkset.LinksetRoot; int childrenBefore = Linkset.NumberOfChildren; - + Linkset = Linkset.RemoveMeFromLinkset(this); - DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ", + DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ", LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); - return; + return; } // Set motion values to zero. @@ -264,43 +252,40 @@ public sealed class BSPrim : BSPhysObject _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); + BulletSimAPI.ClearForces2(BSBody.ptr); } public override void LockAngularMotion(OMV.Vector3 axis) - { + { DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); return; } - public override OMV.Vector3 Position { - get { + public override OMV.Vector3 Position { + get { if (!Linkset.IsRoot(this)) // child prims move around based on their parent. Need to get the latest location - _position = BulletSimAPI.GetPosition2(BSBody.Ptr); + _position = BulletSimAPI.GetPosition2(BSBody.ptr); // don't do the GetObjectPosition for root elements because this function is called a zillion times - // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); - return _position; - } + // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); + return _position; + } set { _position = value; // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? - _scene.TaintedObject("BSPrim.setPosition", delegate() + PhysicsScene.TaintedObject("BSPrim.setPosition", delegate() { - DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); - BulletSimAPI.SetTranslation2(BSBody.Ptr, _position, _orientation); + // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); + BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); }); - } + } } // Return the effective mass of the object. // If there are multiple items in the linkset, add them together for the root public override float Mass - { + { get { // return Linkset.LinksetMass; @@ -323,59 +308,59 @@ public sealed class BSPrim : BSPhysObject get { return Linkset.GeometricCenter; } } - public override OMV.Vector3 Force { - get { return _force; } + public override OMV.Vector3 Force { + get { return _force; } set { _force = value; - _scene.TaintedObject("BSPrim.setForce", delegate() + PhysicsScene.TaintedObject("BSPrim.setForce", delegate() { - DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); - BulletSimAPI.SetObjectForce2(BSBody.Ptr, _force); + // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); + BulletSimAPI.SetObjectForce2(BSBody.ptr, _force); }); - } + } } - public override int VehicleType { + public override int VehicleType { get { return (int)_vehicle.Type; // if we are a vehicle, return that type - } + } set { Vehicle type = (Vehicle)value; BSPrim vehiclePrim = this; - _scene.TaintedObject("setVehicleType", delegate() + PhysicsScene.TaintedObject("setVehicleType", delegate() { // Done at taint time so we're sure the physics engine is not using the variables // Vehicle code changes the parameters for this vehicle type. _vehicle.ProcessTypeChange(type); // Tell the scene about the vehicle so it will get processing each frame. - _scene.VehicleInSceneTypeChanged(this, type); + PhysicsScene.VehicleInSceneTypeChanged(this, type); }); - } + } } - public override void VehicleFloatParam(int param, float value) + public override void VehicleFloatParam(int param, float value) { - _scene.TaintedObject("BSPrim.VehicleFloatParam", delegate() + PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() { _vehicle.ProcessFloatVehicleParam((Vehicle)param, value); }); } - public override void VehicleVectorParam(int param, OMV.Vector3 value) + public override void VehicleVectorParam(int param, OMV.Vector3 value) { - _scene.TaintedObject("BSPrim.VehicleVectorParam", delegate() + PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() { _vehicle.ProcessVectorVehicleParam((Vehicle)param, value); }); } - public override void VehicleRotationParam(int param, OMV.Quaternion rotation) + public override void VehicleRotationParam(int param, OMV.Quaternion rotation) { - _scene.TaintedObject("BSPrim.VehicleRotationParam", delegate() + PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() { _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); }); } - public override void VehicleFlags(int param, bool remove) + public override void VehicleFlags(int param, bool remove) { - _scene.TaintedObject("BSPrim.VehicleFlags", delegate() + PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate() { _vehicle.ProcessVehicleFlags(param, remove); }); @@ -392,73 +377,81 @@ public sealed class BSPrim : BSPhysObject // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more public override void SetVolumeDetect(int param) { bool newValue = (param != 0); - _isVolumeDetect = newValue; - _scene.TaintedObject("BSPrim.SetVolumeDetect", delegate() + if (_isVolumeDetect != newValue) { - SetObjectDynamic(); - }); - return; + _isVolumeDetect = newValue; + PhysicsScene.TaintedObject("BSPrim.SetVolumeDetect", delegate() + { + // DetailLog("{0},setVolumeDetect,taint,volDetect={1}", LocalID, _isVolumeDetect); + SetObjectDynamic(true); + }); + } + return; } - public override OMV.Vector3 Velocity { - get { return _velocity; } + public override OMV.Vector3 Velocity { + get { return _velocity; } set { _velocity = value; - _scene.TaintedObject("BSPrim.setVelocity", delegate() + PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate() { - DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); - BulletSimAPI.SetLinearVelocity2(BSBody.Ptr, _velocity); + // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); + BulletSimAPI.SetLinearVelocity2(BSBody.ptr, _velocity); }); - } + } } - public override OMV.Vector3 Torque { - get { return _torque; } - set { _torque = value; - DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); - } + public override OMV.Vector3 Torque { + get { return _torque; } + set { _torque = value; + // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); + } } - public override float CollisionScore { - get { return _collisionScore; } - set { _collisionScore = value; - } + public override float CollisionScore { + get { return _collisionScore; } + set { _collisionScore = value; + } } - public override OMV.Vector3 Acceleration { + public override OMV.Vector3 Acceleration { get { return _acceleration; } set { _acceleration = value; } } - public override OMV.Quaternion Orientation { + public override OMV.Quaternion Orientation { get { if (!Linkset.IsRoot(this)) { // Children move around because tied to parent. Get a fresh value. - _orientation = BulletSimAPI.GetOrientation2(BSBody.Ptr); + _orientation = BulletSimAPI.GetOrientation2(BSBody.ptr); } return _orientation; - } + } set { _orientation = value; // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint? - _scene.TaintedObject("BSPrim.setOrientation", delegate() + PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate() { - // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); - DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); - BulletSimAPI.SetTranslation2(BSBody.Ptr, _position, _orientation); + // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); + // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); + BulletSimAPI.SetTranslation2(BSBody.ptr, _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; - _scene.TaintedObject("BSPrim.setIsPhysical", delegate() + if (_isPhysical != value) { - SetObjectDynamic(); - }); - } + _isPhysical = value; + PhysicsScene.TaintedObject("BSPrim.setIsPhysical", delegate() + { + // DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical); + SetObjectDynamic(true); + }); + } + } } // An object is static (does not move) if selected or not physical @@ -468,53 +461,64 @@ public sealed class BSPrim : BSPhysObject } // An object is solid if it's not phantom and if it's not doing VolumeDetect - private bool IsSolid + public bool IsSolid { get { return !IsPhantom && !_isVolumeDetect; } } // Make gravity work if the object is physical and not selected - // No locking here because only called when it is safe + // Called at taint-time!! + private void SetObjectDynamic(bool forceRebuild) + { + // Recreate the physical object if necessary + CreateGeomAndObject(forceRebuild); + } + + // Convert the simulator's physical properties into settings on BulletSim objects. // There are four flags we're interested in: // IsStatic: Object does not move, otherwise the object has mass and moves // isSolid: other objects bounce off of this object // isVolumeDetect: other objects pass through but can generate collisions // collisionEvents: whether this object returns collision events - private void SetObjectDynamic() - { - // If it's becoming dynamic, it will need hullness - VerifyCorrectPhysicalShape(); - UpdatePhysicalParameters(); - } - private void UpdatePhysicalParameters() { - /* - // Bullet wants static objects to have a mass of zero - float mass = IsStatic ? 0f : _mass; + // DetailLog("{0},BSPrim.UpdatePhysicalParameters,entry,body={1},shape={2}", LocalID, BSBody, BSShape); + + // Mangling all the physical properties requires the object not be in the physical world. + // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found). + BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, BSBody.ptr); - BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); - */ - BulletSimAPI.RemoveObjectFromWorld2(Scene.World.Ptr, BSBody.Ptr); // Set up the object physicalness (does gravity and collisions move this object) MakeDynamic(IsStatic); - // Make solid or not (do things bounce off or pass through this object) - MakeSolid(IsSolid); + // Do any vehicle stuff + _vehicle.Refresh(); - // Arrange for collisions events if the simulator wants them + // Arrange for collision events if the simulator wants them EnableCollisions(SubscribedEvents()); - BulletSimAPI.AddObjectToWorld2(Scene.World.Ptr, BSBody.Ptr); + // Make solid or not (do things bounce off or pass through this object). + MakeSolid(IsSolid); + + BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, BSBody.ptr); + + // Rebuild its shape + BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, BSBody.ptr); + + // Collision filter can be set only when the object is in the world + if (BSBody.collisionFilter != 0 || BSBody.collisionMask != 0) + { + BulletSimAPI.SetCollisionFilterMask2(BSBody.ptr, (uint)BSBody.collisionFilter, (uint)BSBody.collisionMask); + } // Recompute any linkset parameters. // When going from non-physical to physical, this re-enables the constraints that // had been automatically disabled when the mass was set to zero. Linkset.Refresh(this); - DetailLog("{0},BSPrim.UpdatePhysicalParameters,taint,static={1},solid={2},mass={3}, cf={4}", - LocalID, IsStatic, IsSolid, _mass, m_currentCollisionFlags); + DetailLog("{0},BSPrim.UpdatePhysicalParameters,exit,static={1},solid={2},mass={3},collide={4},cf={5:X},body={6},shape={7}", + LocalID, IsStatic, IsSolid, _mass, SubscribedEvents(), CurrentCollisionFlags, BSBody, BSShape); } // "Making dynamic" means changing to and from static. @@ -527,65 +531,86 @@ public sealed class BSPrim : BSPhysObject if (makeStatic) { // Become a Bullet 'static' object type - m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); + CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.CF_STATIC_OBJECT); // Stop all movement - BulletSimAPI.ClearAllForces2(BSBody.Ptr); + BulletSimAPI.ClearAllForces2(BSBody.ptr); // Center of mass is at the center of the object - BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.BSBody.Ptr, _position, _orientation); + BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.BSBody.ptr, _position, _orientation); // Mass is zero which disables a bunch of physics stuff in Bullet - BulletSimAPI.SetMassProps2(BSBody.Ptr, 0f, OMV.Vector3.Zero); + BulletSimAPI.SetMassProps2(BSBody.ptr, 0f, OMV.Vector3.Zero); // There is no inertia in a static object - BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr); + BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr); // There can be special things needed for implementing linksets Linkset.MakeStatic(this); - // The activation state is 'sleeping' so Bullet will not try to act on it - BulletSimAPI.ForceActivationState2(BSBody.Ptr, ActivationState.ISLAND_SLEEPING); + // The activation state is 'disabled' so Bullet will not try to act on it + BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.DISABLE_SIMULATION); + + BSBody.collisionFilter = CollisionFilterGroups.StaticObjectFilter; + BSBody.collisionMask = CollisionFilterGroups.StaticObjectMask; } else { // Not a Bullet static object - m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); + CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.CF_STATIC_OBJECT); + + // Set various physical properties so internal dynamic properties will get computed correctly as they are set + BulletSimAPI.SetFriction2(BSBody.ptr, PhysicsScene.Params.defaultFriction); + BulletSimAPI.SetRestitution2(BSBody.ptr, PhysicsScene.Params.defaultRestitution); - // Set various physical properties so internal things will get computed correctly as they are set - BulletSimAPI.SetFriction2(BSBody.Ptr, Scene.Params.defaultFriction); - BulletSimAPI.SetRestitution2(BSBody.Ptr, Scene.Params.defaultRestitution); // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382 - BulletSimAPI.SetInterpolationLinearVelocity2(BSBody.Ptr, OMV.Vector3.Zero); - BulletSimAPI.SetInterpolationAngularVelocity2(BSBody.Ptr, OMV.Vector3.Zero); - BulletSimAPI.SetInterpolationVelocity2(BSBody.Ptr, OMV.Vector3.Zero, OMV.Vector3.Zero); + BulletSimAPI.ClearAllForces2(BSBody.ptr); // A dynamic object has mass - IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.Ptr); - OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, Linkset.LinksetMass); - BulletSimAPI.SetMassProps2(BSBody.Ptr, _mass, inertia); - // Inertia is based on our new mass - BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr); + IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.ptr); + OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, Mass); + // OMV.Vector3 inertia = OMV.Vector3.Zero; + BulletSimAPI.SetMassProps2(BSBody.ptr, _mass, inertia); + BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr); // Various values for simulation limits - BulletSimAPI.SetDamping2(BSBody.Ptr, Scene.Params.linearDamping, Scene.Params.angularDamping); - BulletSimAPI.SetDeactivationTime2(BSBody.Ptr, Scene.Params.deactivationTime); - BulletSimAPI.SetSleepingThresholds2(BSBody.Ptr, Scene.Params.linearSleepingThreshold, Scene.Params.angularSleepingThreshold); - BulletSimAPI.SetContactProcessingThreshold2(BSBody.Ptr, Scene.Params.contactProcessingThreshold); + BulletSimAPI.SetDamping2(BSBody.ptr, PhysicsScene.Params.linearDamping, PhysicsScene.Params.angularDamping); + BulletSimAPI.SetDeactivationTime2(BSBody.ptr, PhysicsScene.Params.deactivationTime); + BulletSimAPI.SetSleepingThresholds2(BSBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold); + BulletSimAPI.SetContactProcessingThreshold2(BSBody.ptr, PhysicsScene.Params.contactProcessingThreshold); - // There can be special things needed for implementing linksets + // There can be special things needed for implementing linksets. Linkset.MakeDynamic(this); // Force activation of the object so Bullet will act on it. - BulletSimAPI.Activate2(BSBody.Ptr, true); + // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects. + BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ISLAND_SLEEPING); + BulletSimAPI.Activate2(BSBody.ptr, true); + + BSBody.collisionFilter = CollisionFilterGroups.ObjectFilter; + BSBody.collisionMask = CollisionFilterGroups.ObjectMask; } } // "Making solid" means that other object will not pass through this object. + // To make transparent, we create a Bullet ghost object. + // Note: This expects to be called from the UpdatePhysicalParameters() routine as + // the functions after this one set up the state of a possibly newly created collision body. private void MakeSolid(bool makeSolid) { + CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(BSBody.ptr); if (makeSolid) { - // Easy in Bullet -- just remove the object flag that controls collision response - m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); + // Verify the previous code created the correct shape for this type of thing. + if ((bodyType & CollisionObjectTypes.CO_RIGID_BODY) == 0) + { + m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType); + } + CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); } else { - m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); + if ((bodyType & CollisionObjectTypes.CO_GHOST_OBJECT) == 0) + { + m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType); + } + CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); + BSBody.collisionFilter = CollisionFilterGroups.VolumeDetectFilter; + BSBody.collisionMask = CollisionFilterGroups.VolumeDetectMask; } } @@ -594,40 +619,40 @@ public sealed class BSPrim : BSPhysObject { if (wantsCollisionEvents) { - m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); + CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); } else { - m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); + CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); } } // prims don't fly - public override bool Flying { - get { return _flying; } + public override bool Flying { + get { return _flying; } set { _flying = value; - } + } } - 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 bool IsPhantom { get { @@ -637,10 +662,10 @@ public sealed class BSPrim : BSPhysObject return false; } } - public override bool FloatOnWater { - set { _floatOnWater = value; } + public override bool FloatOnWater { + set { _floatOnWater = value; } } - public override OMV.Vector3 RotationalVelocity { + public override OMV.Vector3 RotationalVelocity { get { /* OMV.Vector3 pv = OMV.Vector3.Zero; @@ -652,61 +677,60 @@ public sealed class BSPrim : BSPhysObject */ return _rotationalVelocity; - } + } set { _rotationalVelocity = value; // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); - _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() + PhysicsScene.TaintedObject("BSPrim.setRotationalVelocity", delegate() { - DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); - BulletSimAPI.SetAngularVelocity2(BSBody.Ptr, _rotationalVelocity); + // DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); + BulletSimAPI.SetAngularVelocity2(BSBody.ptr, _rotationalVelocity); }); - } + } } - public override bool Kinematic { - get { return _kinematic; } - set { _kinematic = value; + public override bool Kinematic { + get { return _kinematic; } + set { _kinematic = value; // m_log.DebugFormat("{0}: Kinematic={1}", LogHeader, _kinematic); - } + } } - public override float Buoyancy { - get { return _buoyancy; } + public override float Buoyancy { + get { return _buoyancy; } set { _buoyancy = value; - _scene.TaintedObject("BSPrim.setBuoyancy", delegate() + PhysicsScene.TaintedObject("BSPrim.setBuoyancy", delegate() { - DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); + // DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); // Buoyancy is faked by changing the gravity applied to the object - float grav = Scene.Params.gravity * (1f - _buoyancy); - BulletSimAPI.SetGravity2(BSBody.Ptr, new OMV.Vector3(0f, 0f, grav)); - // BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); + float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); + BulletSimAPI.SetGravity2(BSBody.ptr, new OMV.Vector3(0f, 0f, grav)); }); - } + } } // Used for MoveTo - public override OMV.Vector3 PIDTarget { - 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; } } @@ -730,7 +754,7 @@ public sealed class BSPrim : BSPhysObject m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID); return; } - _scene.TaintedObject("BSPrim.AddForce", delegate() + PhysicsScene.TaintedObject("BSPrim.AddForce", delegate() { OMV.Vector3 fSum = OMV.Vector3.Zero; lock (m_accumulatedForces) @@ -741,43 +765,19 @@ public sealed class BSPrim : BSPhysObject } m_accumulatedForces.Clear(); } - DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, fSum); + // DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, fSum); // For unknown reasons, "ApplyCentralForce" adds this force to the total force on the object. - BulletSimAPI.ApplyCentralForce2(BSBody.Ptr, fSum); + BulletSimAPI.ApplyCentralForce2(BSBody.ptr, fSum); }); } - public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { - DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce); + public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { + // DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce); // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce); } - public override void SetMomentum(OMV.Vector3 momentum) { - DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); + public override void SetMomentum(OMV.Vector3 momentum) { + // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); } - public override void SubscribeEvents(int ms) { - _subscribedEventsMs = ms; - if (ms > 0) - { - // make sure first collision happens - _nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs; - - Scene.TaintedObject("BSPrim.SubscribeEvents", delegate() - { - m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); - }); - } - } - public override void UnSubscribeEvents() { - _subscribedEventsMs = 0; - Scene.TaintedObject("BSPrim.UnSubscribeEvents", delegate() - { - m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); - }); - } - public override bool SubscribedEvents() { - return (_subscribedEventsMs > 0); - } - #region Mass Calculation private float CalculateMass() @@ -787,8 +787,8 @@ public sealed class BSPrim : BSPhysObject float returnMass = 0; float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f; - float hollowVolume = hollowAmount * hollowAmount; - + float hollowVolume = hollowAmount * hollowAmount; + switch (_pbs.ProfileShape) { case ProfileShape.Square: @@ -824,16 +824,16 @@ public sealed class BSPrim : BSPhysObject else if (_pbs.PathCurve == (byte)Extrusion.Curve1) { - //a tube + //a tube volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX); tmp= 1.0f -2.0e-2f * (float)(200 - _pbs.PathScaleY); volume -= volume*tmp*tmp; - + if (hollowAmount > 0.0) { hollowVolume *= hollowAmount; - + switch (_pbs.HollowShape) { case HollowShape.Square: @@ -892,7 +892,7 @@ public sealed class BSPrim : BSPhysObject volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX); tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); volume *= (1.0f - tmp * tmp); - + if (hollowAmount > 0.0) { @@ -1071,302 +1071,17 @@ public sealed class BSPrim : BSPhysObject if (returnMass <= 0) returnMass = 0.0001f; - if (returnMass > _scene.MaximumObjectMass) - returnMass = _scene.MaximumObjectMass; + if (returnMass > PhysicsScene.MaximumObjectMass) + returnMass = PhysicsScene.MaximumObjectMass; return returnMass; }// end CalculateMass #endregion Mass Calculation - // 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) - { - bool ret = false; - bool haveShape = false; - - // If the prim attributes are simple, this could be a simple Bullet native shape - if ((_pbs.SculptEntry && !Scene.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 || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) - { - DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild); - _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; - // Bullet native objects are scaled by the Bullet engine so pass the size in - _scale = _size; - // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? - ret = true; - } - } - else - { - // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size); - haveShape = true; - if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)) - { - DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild); - _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX; - _scale = _size; - // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? - ret = true; - } - } - } - // If a simple shape isn't happening, create a mesh and possibly a hull - if (!haveShape) - { - if (IsPhysical) - { - if (forceRebuild || _hullKey == 0) - { - // physical objects require a hull for interaction. - // This also creates the mesh if it doesn't already exist - ret = CreateGeomHull(); - } - } - else - { - if (forceRebuild || _meshKey == 0) - { - // Static (non-physical) objects only need a mesh for bumping into - ret = CreateGeomMesh(); - } - } - } - return ret; - } - - // No locking here because this is done when we know physics is not simulating - // Returns 'true' of a mesh was actually rebuild (we could also have one of these specs). - // Called at taint-time! - private bool CreateGeomMesh() - { - // level of detail based on size and type of the object - float lod = _scene.MeshLOD; - if (_pbs.SculptEntry) - lod = _scene.SculptLOD; - float maxAxis = Math.Max(_size.X, Math.Max(_size.Y, _size.Z)); - if (maxAxis > _scene.MeshMegaPrimThreshold) - lod = _scene.MeshMegaPrimLOD; - - ulong newMeshKey = (ulong)_pbs.GetMeshKey(_size, lod); - // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey); - - // if this new shape is the same as last time, don't recreate the mesh - if (_meshKey == newMeshKey) return false; - - DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey); - // Since we're recreating new, get rid of any previously generated shape - if (_meshKey != 0) - { - // m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey); - DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey); - BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey); - _mesh = null; - _meshKey = 0; - } - - _meshKey = newMeshKey; - // always pass false for physicalness as this creates some sort of bounding box which we don't need - _mesh = _scene.mesher.CreateMesh(_avName, _pbs, _size, lod, false); - - int[] indices = _mesh.getIndexListAsInt(); - List vertices = _mesh.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, _localID, _meshKey, indices.Length, vertices.Count); - BulletSimAPI.CreateMesh(_scene.WorldID, _meshKey, indices.GetLength(0), indices, - vertices.Count, verticesAsFloats); - - _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; - // meshes are already scaled by the meshmerizer - _scale = new OMV.Vector3(1f, 1f, 1f); - return true; - } - - // No locking here because this is done when we know physics is not simulating - // Returns 'true' of a mesh was actually rebuild (we could also have one of these specs). - private bool CreateGeomHull() - { - float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD; - ulong newHullKey = (ulong)_pbs.GetMeshKey(_size, lod); - // m_log.DebugFormat("{0}: CreateGeomHull: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _hullKey, newHullKey); - - // if the hull hasn't changed, don't rebuild it - if (newHullKey == _hullKey) return false; - - DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey); - - // Since we're recreating new, get rid of any previously generated shape - if (_hullKey != 0) - { - // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey); - DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _hullKey); - BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey); - _hullKey = 0; - } - - _hullKey = newHullKey; - - // Make sure the underlying mesh exists and is correct - CreateGeomMesh(); - - int[] indices = _mesh.getIndexListAsInt(); - List vertices = _mesh.getVertexList(); - - //format conversion from IMesh format to DecompDesc format - List convIndices = new List(); - List convVertices = new List(); - for (int ii = 0; ii < indices.GetLength(0); ii++) - { - 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 - _hulls = new List(); - DecompDesc dcomp = new DecompDesc(); - dcomp.mIndices = convIndices; - dcomp.mVertices = convVertices; - ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn); - // create the hull into the _hulls variable - convexBuilder.process(dcomp); - - // Convert the vertices and indices for passing to unmanaged. - // The hull information is passed as a large floating point array. - // The format is: - // convHulls[0] = number of hulls - // convHulls[1] = number of vertices in first hull - // convHulls[2] = hull centroid X coordinate - // convHulls[3] = hull centroid Y coordinate - // convHulls[4] = hull centroid Z coordinate - // convHulls[5] = first hull vertex X - // convHulls[6] = first hull vertex Y - // convHulls[7] = first hull vertex Z - // convHulls[8] = second hull vertex X - // ... - // convHulls[n] = number of vertices in second hull - // convHulls[n+1] = second hull centroid X coordinate - // ... - // - // TODO: is is very inefficient. Someday change the convex hull generator to return - // data structures that do not need to be converted in order to pass to Bullet. - // And maybe put the values directly into pinned memory rather than marshaling. - int hullCount = _hulls.Count; - int totalVertices = 1; // include one for the count of the hulls - foreach (ConvexResult cr in _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 _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 definition in Bullet - // m_log.DebugFormat("{0}: CreateGeom: calling CreateHull. lid={1}, key={2}, hulls={3}", LogHeader, _localID, _hullKey, hullCount); - BulletSimAPI.CreateHull(_scene.WorldID, _hullKey, hullCount, convHulls); - _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL; - // meshes are already scaled by the meshmerizer - _scale = new OMV.Vector3(1f, 1f, 1f); - DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID); - return true; - } - - // Callback from convex hull creater with a newly created hull. - // Just add it to the collection of hulls for this shape. - private void HullReturn(ConvexResult result) - { - _hulls.Add(result); - return; - } - - private void VerifyCorrectPhysicalShape() - { - if (!IsStatic) - { - // if not static, it will need a hull to efficiently collide with things - if (_hullKey == 0) - { - CreateGeomAndObject(false); - } - - } - } - - // Create an object in Bullet if it has not already been created - // No locking here because this is done when the physics engine is not simulating - // Returns 'true' if an object was actually created. - private bool CreateObject() - { - // this routine is called when objects are rebuilt. - - // the mesh or hull must have already been created in Bullet - ShapeData shape; - FillShapeInfo(out shape); - // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type); - bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape); - - // the CreateObject() may have recreated the rigid body. Make sure we have the latest address. - BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); - BSShape = new BulletShape(BulletSimAPI.GetCollisionShape2(BSBody.Ptr)); - - return ret; - } - // Copy prim's info into the BulletSim shape description structure public void FillShapeInfo(out ShapeData shape) { - shape.ID = _localID; + shape.ID = LocalID; shape.Type = _shapeType; shape.Position = _position; shape.Rotation = _orientation; @@ -1380,22 +1095,39 @@ public sealed class BSPrim : BSPhysObject shape.Restitution = _restitution; shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse; shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue; + shape.Solid = IsSolid ? ShapeData.numericFalse : ShapeData.numericTrue; + shape.Size = _size; } - // Rebuild the geometry and object. // This is called when the shape changes so we need to recreate the mesh/hull. - // No locking here because this is done when the physics engine is not simulating + // Called at taint-time!!! private void CreateGeomAndObject(bool forceRebuild) { - // m_log.DebugFormat("{0}: CreateGeomAndObject. lID={1}, force={2}", LogHeader, _localID, forceRebuild); - // Create the geometry that will make up the object - if (CreateGeom(forceRebuild)) + ShapeData shapeData; + FillShapeInfo(out shapeData); + + // If this prim is part of a linkset, we must remove and restore the physical + // links of the body is rebuilt. + bool needToRestoreLinkset = false; + + // Create the correct physical representation for this type of object. + // Updates BSBody and BSShape with the new information. + PhysicsScene.Shapes.GetBodyAndShape(forceRebuild, PhysicsScene.World, this, shapeData, _pbs, + null, delegate(BulletBody dBody) { - // Create the object and place it into the world - CreateObject(); - // Make sure the properties are set on the new object - UpdatePhysicalParameters(); + // Called if the current prim body is about to be destroyed. + // Remove all the physical dependencies on the old body. + needToRestoreLinkset = Linkset.RemoveBodyDependencies(this); + }); + + if (needToRestoreLinkset) + { + // If physical body dependencies were removed, restore them + Linkset.RestoreBodyDependencies(this); } + + // Make sure the properties are set on the new object + UpdatePhysicalParameters(); return; } @@ -1485,66 +1217,10 @@ public sealed class BSPrim : BSPhysObject { // For debugging, we can also report the movement of children DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", - LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, + LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, entprop.Acceleration, entprop.RotationalVelocity); } */ } - - // I've collided with something - // Called at taint time from within the Step() function - CollisionEventUpdate collisionCollection; - public override 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 = Scene.SimulationStep; - if (collidingWith <= Scene.TerrainManager.HighestTerrainID) - { - _collidingGroundStep = Scene.SimulationStep; - } - - // DetailLog("{0},BSPrim.Collison,call,with={1}", LocalID, collidingWith); - - // 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()) { - // throttle the collisions to the number of milliseconds specified in the subscription - 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; - } - - // The scene is telling us it's time to pass our collected collisions into the simulator - public override void SendCollisions() - { - if (collisionCollection != null && collisionCollection.Count > 0) - { - 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 next time. - collisionCollection = null; - } - } - - // Invoke the detailed logger and output something if it's enabled. - private void DetailLog(string msg, params Object[] args) - { - Scene.PhysicsLogging.Write(msg, args); - } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 52997dd526..0cf8c91a2d 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -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 PhysObjects = new Dictionary(); + public Dictionary PhysObjects; + public BSShapeCollection Shapes; - private HashSet m_objectsWithCollisions = new HashSet(); - // Following is a kludge and can be removed when avatar animation updating is - // moved to a better place. - private HashSet m_avatarsWithCollisions = new HashSet(); + // Keeping track of the objects with collisions so we can report begin and end of a collision + public HashSet ObjectsWithCollisions = new HashSet(); + public HashSet ObjectsWithNoMoreCollisions = new HashSet(); + // Keep track of all the avatars so we can send them a collision event + // every tick so OpenSim will update its animation. + private HashSet m_avatars = new HashSet(); // 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(); + PhysObjects = new Dictionary(); + 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(); - // 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(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; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs new file mode 100755 index 0000000000..dee6243b7a --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs @@ -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 Meshes = new Dictionary(); + private Dictionary Hulls = new Dictionary(); + private Dictionary Bodies = new Dictionary(); + + 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 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 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 vertices = meshData.getVertexList(); + + //format conversion from IMesh format to DecompDesc format + List convIndices = new List(); + List convVertices = new List(); + for (int ii = 0; ii < indices.GetLength(0); ii++) + { + convIndices.Add(indices[ii]); + } + foreach (OMV.Vector3 vv in vertices) + { + convVertices.Add(new float3(vv.X, vv.Y, vv.Z)); + } + + // setup and do convex hull conversion + m_hulls = new List(); + DecompDesc dcomp = new DecompDesc(); + dcomp.mIndices = convIndices; + dcomp.mVertices = convVertices; + ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn); + // create the hull into the _hulls variable + convexBuilder.process(dcomp); + + // 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); + } +} +} diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index d48462e119..70aa429fc3 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs @@ -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 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(); 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 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); } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs index 9221cdb30e..1125d7eb6a 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs @@ -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(""); + 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(""); + 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] diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 11826bdfe1..52d96bc5c6 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -5465,27 +5465,36 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api /// Returns the index of the first occurrence of test /// in src. /// - + /// Source list + /// List to search for + /// + /// The index number of the point in src where test was found if it was found. + /// Otherwise returns -1 + /// 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() diff --git a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiListTests.cs b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiListTests.cs new file mode 100644 index 0000000000..dd23be8857 --- /dev/null +++ b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiListTests.cs @@ -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)); + } + } + } + } \ No newline at end of file diff --git a/OpenSim/Services/Connectors/Asset/AssetServicesConnector.cs b/OpenSim/Services/Connectors/Asset/AssetServicesConnector.cs index e4c3eafb77..086b5adc90 100644 --- a/OpenSim/Services/Connectors/Asset/AssetServicesConnector.cs +++ b/OpenSim/Services/Connectors/Asset/AssetServicesConnector.cs @@ -108,7 +108,7 @@ namespace OpenSim.Services.Connectors if (asset == null) { asset = SynchronousRestObjectRequester. - MakeRequest("GET", uri, 0); + MakeRequest("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; } } -} \ No newline at end of file +} diff --git a/OpenSim/Services/HypergridService/GatekeeperService.cs b/OpenSim/Services/HypergridService/GatekeeperService.cs index 47d22b95fd..004311f2ef 100644 --- a/OpenSim/Services/HypergridService/GatekeeperService.cs +++ b/OpenSim/Services/HypergridService/GatekeeperService.cs @@ -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 m_ForeignsAllowedExceptions = new List(); + private static List m_ForeignsDisallowedExceptions = new List(); 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(accountService, args); if (homeUsersService != string.Empty) m_UserAgentService = ServerUtils.LoadPlugin(homeUsersService, args); + if (gridUserService != string.Empty) + m_GridUserService = ServerUtils.LoadPlugin(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 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 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 } diff --git a/OpenSim/Services/HypergridService/HGAssetService.cs b/OpenSim/Services/HypergridService/HGAssetService.cs index db9816639b..84dec8d389 100644 --- a/OpenSim/Services/HypergridService/HGAssetService.cs +++ b/OpenSim/Services/HypergridService/HGAssetService.cs @@ -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 diff --git a/OpenSim/Services/HypergridService/UserAgentService.cs b/OpenSim/Services/HypergridService/UserAgentService.cs index 49c7f89598..a6fc731e0f 100644 --- a/OpenSim/Services/HypergridService/UserAgentService.cs +++ b/OpenSim/Services/HypergridService/UserAgentService.cs @@ -77,6 +77,10 @@ namespace OpenSim.Services.HypergridService protected static bool m_BypassClientVerification; + private static Dictionary m_ForeignTripsAllowed = new Dictionary(); + private static Dictionary> m_TripsAllowedExceptions = new Dictionary>(); + private static Dictionary> m_TripsDisallowedExceptions = new Dictionary>(); + public UserAgentService(IConfigSource config) : this(config, null) { } @@ -121,6 +125,12 @@ namespace OpenSim.Services.HypergridService m_PresenceService = ServerUtils.LoadPlugin(presenceService, args); m_UserAccountService = ServerUtils.LoadPlugin(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> 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 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> 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 diff --git a/OpenSim/Services/Interfaces/IGridUserService.cs b/OpenSim/Services/Interfaces/IGridUserService.cs index 0a52bfaae4..8b738abf51 100644 --- a/OpenSim/Services/Interfaces/IGridUserService.cs +++ b/OpenSim/Services/Interfaces/IGridUserService.cs @@ -96,7 +96,6 @@ namespace OpenSim.Services.Interfaces result["Online"] = Online.ToString(); result["Login"] = Login.ToString(); result["Logout"] = Logout.ToString(); - return result; } diff --git a/OpenSim/Services/UserAccountService/GridUserService.cs b/OpenSim/Services/UserAccountService/GridUserService.cs index ac3d8fda44..43fa04bc9c 100644 --- a/OpenSim/Services/UserAccountService/GridUserService.cs +++ b/OpenSim/Services/UserAccountService/GridUserService.cs @@ -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); diff --git a/bin/OpenMetaverse.Rendering.Meshmerizer.dll b/bin/OpenMetaverse.Rendering.Meshmerizer.dll index 1b4cab5a0d..30b9c7b5a3 100755 Binary files a/bin/OpenMetaverse.Rendering.Meshmerizer.dll and b/bin/OpenMetaverse.Rendering.Meshmerizer.dll differ diff --git a/bin/OpenMetaverse.StructuredData.dll b/bin/OpenMetaverse.StructuredData.dll index 7b5174da58..5c0b3c65e7 100755 Binary files a/bin/OpenMetaverse.StructuredData.dll and b/bin/OpenMetaverse.StructuredData.dll differ diff --git a/bin/OpenMetaverse.dll b/bin/OpenMetaverse.dll index a08b4062ed..511096e7fe 100755 Binary files a/bin/OpenMetaverse.dll and b/bin/OpenMetaverse.dll differ diff --git a/bin/OpenMetaverse.dll.config b/bin/OpenMetaverse.dll.config index e8c90a4a1d..b67da5f502 100644 --- a/bin/OpenMetaverse.dll.config +++ b/bin/OpenMetaverse.dll.config @@ -1,7 +1,5 @@ - - - - - + + + diff --git a/bin/OpenMetaverseTypes.dll b/bin/OpenMetaverseTypes.dll index fc4f8eb7d9..8bc88858b1 100755 Binary files a/bin/OpenMetaverseTypes.dll and b/bin/OpenMetaverseTypes.dll differ diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example index b21a214339..c7df7bba50 100644 --- a/bin/OpenSim.ini.example +++ b/bin/OpenSim.ini.example @@ -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 diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini index ef4f5781b2..6e6a089d7f 100644 --- a/bin/OpenSimDefaults.ini +++ b/bin/OpenSimDefaults.ini @@ -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 diff --git a/bin/Robust.HG.ini.example b/bin/Robust.HG.ini.example index d05853cbb4..bef9974648 100644 --- a/bin/Robust.HG.ini.example +++ b/bin/Robust.HG.ini.example @@ -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_ = 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" diff --git a/bin/config-include/GridCommon.ini.example b/bin/config-include/GridCommon.ini.example index 8d7f6fc427..79f7ed6c3f 100644 --- a/bin/config-include/GridCommon.ini.example +++ b/bin/config-include/GridCommon.ini.example @@ -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; diff --git a/bin/config-include/StandaloneCommon.ini.example b/bin/config-include/StandaloneCommon.ini.example index e4bc548967..84de0ecab2 100644 --- a/bin/config-include/StandaloneCommon.ini.example +++ b/bin/config-include/StandaloneCommon.ini.example @@ -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_ = 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" diff --git a/bin/config-include/StandaloneHypergrid.ini b/bin/config-include/StandaloneHypergrid.ini index b0ae351c3d..76d588c5be 100644 --- a/bin/config-include/StandaloneHypergrid.ini +++ b/bin/config-include/StandaloneHypergrid.ini @@ -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" diff --git a/bin/lib32/BulletSim.dll b/bin/lib32/BulletSim.dll index 3b35a9804a..da6e31cdd2 100755 Binary files a/bin/lib32/BulletSim.dll and b/bin/lib32/BulletSim.dll differ diff --git a/bin/lib32/libBulletSim.so b/bin/lib32/libBulletSim.so index 65eba371a0..9503cdb188 100755 Binary files a/bin/lib32/libBulletSim.so and b/bin/lib32/libBulletSim.so differ diff --git a/bin/lib32/libopenjpeg-dotnet-2.1.3.0-dotnet-1-i686.so b/bin/lib32/libopenjpeg-dotnet-2.1.3.0-dotnet-1-i686.so deleted file mode 100644 index 0106b56ff9..0000000000 Binary files a/bin/lib32/libopenjpeg-dotnet-2.1.3.0-dotnet-1-i686.so and /dev/null 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+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 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