Merge branch 'master' into careminster

Conflicts:
	OpenSim/Framework/Watchdog.cs
	OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
	OpenSim/Region/Framework/Scenes/Scene.cs
	OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
	OpenSim/Region/Framework/Scenes/ScenePresence.cs
avinationmerge
Melanie 2012-07-11 03:56:50 +01:00
commit 0bc8238a6c
39 changed files with 962 additions and 314 deletions

View File

@ -1069,8 +1069,6 @@ namespace OpenSim.Data.Tests
regionInfo.RegionLocX = 0;
regionInfo.RegionLocY = 0;
Scene scene = new Scene(regionInfo);
SceneObjectPart sop = new SceneObjectPart();
sop.Name = name;
sop.Description = name;
@ -1081,7 +1079,7 @@ namespace OpenSim.Data.Tests
sop.Shape = PrimitiveBaseShape.Default;
SceneObjectGroup sog = new SceneObjectGroup(sop);
sog.SetScene(scene);
// sog.SetScene(scene);
return sog;
}

View File

@ -101,12 +101,24 @@ namespace OpenSim.Framework
private static Dictionary<int, ThreadWatchdogInfo> m_threads;
private static System.Timers.Timer m_watchdogTimer;
/// <summary>
/// Last time the watchdog thread ran.
/// </summary>
/// <remarks>
/// Should run every WATCHDOG_INTERVAL_MS
/// </remarks>
public static int LastWatchdogThreadTick { get; private set; }
static Watchdog()
{
m_threads = new Dictionary<int, ThreadWatchdogInfo>();
m_watchdogTimer = new System.Timers.Timer(WATCHDOG_INTERVAL_MS);
m_watchdogTimer.AutoReset = false;
m_watchdogTimer.Elapsed += WatchdogTimerElapsed;
// Set now so we don't get alerted on the first run
LastWatchdogThreadTick = Environment.TickCount & Int32.MaxValue;
m_watchdogTimer.Start();
}
@ -264,6 +276,16 @@ namespace OpenSim.Framework
/// <param name="e"></param>
private static void WatchdogTimerElapsed(object sender, System.Timers.ElapsedEventArgs e)
{
int now = Environment.TickCount & Int32.MaxValue;
int msElapsed = now - LastWatchdogThreadTick;
if (msElapsed > WATCHDOG_INTERVAL_MS * 2)
m_log.WarnFormat(
"[WATCHDOG]: {0} ms since Watchdog last ran. Interval should be approximately {1} ms",
msElapsed, WATCHDOG_INTERVAL_MS);
LastWatchdogThreadTick = Environment.TickCount & Int32.MaxValue;
Action<ThreadWatchdogInfo> callback = OnWatchdogTimeout;
if (callback != null)
@ -272,8 +294,6 @@ namespace OpenSim.Framework
lock (m_threads)
{
int now = Environment.TickCount;
foreach (ThreadWatchdogInfo threadInfo in m_threads.Values)
{
if (threadInfo.Thread.ThreadState == ThreadState.Stopped)

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@ -92,9 +92,14 @@ namespace OpenSim
m_log.Info("[OPENSIM MAIN]: configured log4net using default OpenSim.exe.config");
}
m_log.DebugFormat(
m_log.InfoFormat(
"[OPENSIM MAIN]: System Locale is {0}", System.Threading.Thread.CurrentThread.CurrentCulture);
string monoThreadsPerCpu = System.Environment.GetEnvironmentVariable("MONO_THREADS_PER_CPU");
m_log.InfoFormat(
"[OPENSIM MAIN]: Environment variable MONO_THREADS_PER_CPU is {0}", monoThreadsPerCpu ?? "unset");
// Increase the number of IOCP threads available. Mono defaults to a tragically low number
int workerThreads, iocpThreads;
System.Threading.ThreadPool.GetMaxThreads(out workerThreads, out iocpThreads);
@ -109,7 +114,6 @@ namespace OpenSim
// Check if the system is compatible with OpenSimulator.
// Ensures that the minimum system requirements are met
m_log.Info("Performing compatibility checks... \n");
string supported = String.Empty;
if (Util.IsEnvironmentSupported(ref supported))
{

View File

@ -257,16 +257,20 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
lock (sp.AttachmentsSyncLock)
{
foreach (SceneObjectGroup grp in sp.GetAttachments())
foreach (SceneObjectGroup so in sp.GetAttachments())
{
grp.Scene.DeleteSceneObject(grp, false);
// We can only remove the script instances from the script engine after we've retrieved their xml state
// when we update the attachment item.
m_scene.DeleteSceneObject(so, false, false);
if (saveChanged || saveAllScripted)
{
grp.IsAttachment = false;
grp.AbsolutePosition = grp.RootPart.AttachedPos;
UpdateKnownItem(sp, grp, saveAllScripted);
so.IsAttachment = false;
so.AbsolutePosition = so.RootPart.AttachedPos;
UpdateKnownItem(sp, so, saveAllScripted);
}
so.RemoveScriptInstances(true);
}
sp.ClearAttachments();
@ -297,6 +301,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})",
// group.Name, group.LocalId, sp.Name, attachmentPt, silent);
if (group.GetSittingAvatarsCount() != 0)
{
// m_log.WarnFormat(
// "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since {4} avatars are still sitting on it",
// group.Name, group.LocalId, sp.Name, attachmentPt, group.GetSittingAvatarsCount());
return false;
}
if (sp.GetAttachments(attachmentPt).Contains(group))
{
@ -357,30 +370,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
group.AttachmentPoint = attachmentPt;
group.AbsolutePosition = attachPos;
// We also don't want to do any of the inventory operations for an NPC.
if (sp.PresenceType != PresenceType.Npc)
{
// Remove any previous attachments
List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);
// At the moment we can only deal with a single attachment
if (attachments.Count != 0)
{
if (attachments[0].FromItemID != UUID.Zero)
DetachSingleAttachmentToInvInternal(sp, attachments[0]);
else
m_log.WarnFormat(
"[ATTACHMENTS MODULE]: When detaching existing attachment {0} {1} at point {2} to make way for {3} {4} for {5}, couldn't find the associated item ID to adjust inventory attachment record!",
attachments[0].Name, attachments[0].LocalId, attachmentPt, group.Name, group.LocalId, sp.Name);
}
// Add the new attachment to inventory if we don't already have it.
UUID newAttachmentItemID = group.FromItemID;
if (newAttachmentItemID == UUID.Zero)
newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp, group).ID;
ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group);
}
UpdateUserInventoryWithAttachment(sp, group, attachmentPt);
AttachToAgent(sp, group, attachmentPt, attachPos, silent);
}
@ -388,6 +379,30 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
return true;
}
private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt)
{
// Remove any previous attachments
List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);
// At the moment we can only deal with a single attachment
if (attachments.Count != 0)
{
if (attachments[0].FromItemID != UUID.Zero)
DetachSingleAttachmentToInvInternal(sp, attachments[0]);
else
m_log.WarnFormat(
"[ATTACHMENTS MODULE]: When detaching existing attachment {0} {1} at point {2} to make way for {3} {4} for {5}, couldn't find the associated item ID to adjust inventory attachment record!",
attachments[0].Name, attachments[0].LocalId, attachmentPt, group.Name, group.LocalId, sp.Name);
}
// Add the new attachment to inventory if we don't already have it.
UUID newAttachmentItemID = group.FromItemID;
if (newAttachmentItemID == UUID.Zero)
newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp, group).ID;
ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group);
}
public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
{
return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt, true, null);
@ -721,79 +736,17 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
// "[ATTACHMENTS MODULE]: Called AddSceneObjectAsAttachment for object {0} {1} for {2}",
// grp.Name, grp.LocalId, remoteClient.Name);
// Vector3 inventoryStoredPosition = new Vector3
// (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
// ? (float)Constants.RegionSize - 6
// : grp.AbsolutePosition.X)
// ,
// (grp.AbsolutePosition.Y > (int)Constants.RegionSize)
// ? (float)Constants.RegionSize - 6
// : grp.AbsolutePosition.Y,
// grp.AbsolutePosition.Z);
//
// Vector3 originalPosition = grp.AbsolutePosition;
//
// grp.AbsolutePosition = inventoryStoredPosition;
// If we're being called from a script, then trying to serialize that same script's state will not complete
// in any reasonable time period. Therefore, we'll avoid it. The worst that can happen is that if
// the client/server crashes rather than logging out normally, the attachment's scripts will resume
// without state on relog. Arguably, this is what we want anyway.
string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp, false);
// grp.AbsolutePosition = originalPosition;
AssetBase asset = m_scene.CreateAsset(
grp.GetPartName(grp.LocalId),
grp.GetPartDescription(grp.LocalId),
(sbyte)AssetType.Object,
Utils.StringToBytes(sceneObjectXml),
sp.UUID);
m_scene.AssetService.Store(asset);
InventoryItemBase item = new InventoryItemBase();
item.CreatorId = grp.RootPart.CreatorID.ToString();
item.CreatorData = grp.RootPart.CreatorData;
item.Owner = sp.UUID;
item.ID = UUID.Random();
item.AssetID = asset.FullID;
item.Description = asset.Description;
item.Name = asset.Name;
item.AssetType = asset.Type;
item.InvType = (int)InventoryType.Object;
InventoryFolderBase folder = m_scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object);
if (folder != null)
item.Folder = folder.ID;
else // oopsies
item.Folder = UUID.Zero;
// Nix the special bits we used to use for slam and the folded perms
uint allowablePermissionsMask = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move);
if ((sp.UUID != grp.RootPart.OwnerID) && m_scene.Permissions.PropagatePermissions())
{
item.BasePermissions = grp.RootPart.BaseMask & grp.RootPart.NextOwnerMask & allowablePermissionsMask;
item.CurrentPermissions = grp.RootPart.BaseMask & grp.RootPart.NextOwnerMask & allowablePermissionsMask;
item.NextPermissions = grp.RootPart.NextOwnerMask & allowablePermissionsMask;
item.EveryOnePermissions = grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask & allowablePermissionsMask;
item.GroupPermissions = grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask & allowablePermissionsMask;
}
else
{
item.BasePermissions = grp.RootPart.BaseMask & allowablePermissionsMask;
item.CurrentPermissions = grp.RootPart.OwnerMask & allowablePermissionsMask;
item.NextPermissions = grp.RootPart.NextOwnerMask & allowablePermissionsMask;
item.EveryOnePermissions = grp.RootPart.EveryoneMask & allowablePermissionsMask;
item.GroupPermissions = grp.RootPart.GroupMask & allowablePermissionsMask;
}
item.CreationDate = Util.UnixTimeSinceEpoch();
InventoryItemBase newItem
= m_invAccessModule.CopyToInventory(
DeRezAction.TakeCopy,
m_scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object).ID,
new List<SceneObjectGroup> { grp },
sp.ControllingClient, true)[0];
// sets itemID so client can show item as 'attached' in inventory
grp.FromItemID = item.ID;
grp.FromItemID = newItem.ID;
return item;
return newItem;
}
private void DetachSingleAttachmentToInvInternal(IScenePresence sp, SceneObjectGroup so)
@ -802,7 +755,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
m_scene.EventManager.TriggerOnAttach(so.LocalId, so.FromItemID, UUID.Zero);
sp.RemoveAttachment(so);
m_scene.DeleteSceneObject(so, false);
// We can only remove the script instances from the script engine after we've retrieved their xml state
// when we update the attachment item.
m_scene.DeleteSceneObject(so, false, false);
// Prepare sog for storage
so.AttachedAvatar = UUID.Zero;
@ -811,6 +767,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
so.AbsolutePosition = so.RootPart.AttachedPos;
UpdateKnownItem(sp, so, true);
so.RemoveScriptInstances(true);
}
protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
@ -920,7 +877,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
item = m_scene.InventoryService.GetItem(item);
bool changed = sp.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID);
if (changed && m_scene.AvatarFactory != null)
{
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Queueing appearance save for {0}, attachment {1} point {2} in ShowAttachInUserInventory()",
// sp.Name, att.Name, AttachmentPt);
m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
}
}
#endregion

View File

@ -118,7 +118,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
Scene scene = CreateDefaultTestScene();
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1.PrincipalID);
ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1);
string attName = "att";
@ -149,9 +149,41 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
InventoryFolderBase targetFolder = scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object);
Assert.That(attachmentItem.Folder, Is.EqualTo(targetFolder.ID));
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
// TestHelpers.DisableLogging();
}
/// <summary>
/// Test that we do not attempt to attach an in-world object that someone else is sitting on.
/// </summary>
[Test]
public void TestAddSatOnAttachmentFromGround()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
Scene scene = CreateDefaultTestScene();
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1);
string attName = "att";
SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, sp.UUID);
UserAccount ua2 = UserAccountHelpers.CreateUserWithInventory(scene, 0x2);
ScenePresence sp2 = SceneHelpers.AddScenePresence(scene, ua2);
// Put avatar within 10m of the prim so that sit doesn't fail.
sp2.AbsolutePosition = new Vector3(0, 0, 0);
sp2.HandleAgentRequestSit(sp2.ControllingClient, sp2.UUID, so.UUID, Vector3.Zero);
scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false);
Assert.That(sp.HasAttachments(), Is.False);
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
}
[Test]
public void TestAddAttachmentFromInventory()
{
@ -181,6 +213,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
// Check appearance status
Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1));
Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest));
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
}
[Test]
@ -239,6 +273,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
// Check item status
Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo(0));
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(0));
}
/// <summary>
@ -300,6 +336,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
Assert.That(retreivedAttachments[0].ItemID, Is.EqualTo(attItem.ID));
Assert.That(retreivedAttachments[0].AssetID, Is.EqualTo(attItem.AssetID));
Assert.That(presence.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest));
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
}
[Test]
@ -399,6 +437,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
Assert.That(actualSceneBAtt.Name, Is.EqualTo(attItem.Name));
Assert.That(actualSceneBAtt.AttachmentPoint, Is.EqualTo((uint)AttachmentPoint.Chest));
Assert.That(sceneB.GetSceneObjectGroups().Count, Is.EqualTo(1));
// Check attachments have been removed from sceneA
ScenePresence afterTeleportSceneASp = sceneA.GetScenePresence(ua1.PrincipalID);
@ -410,6 +450,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
// This is the actual attachment, which should no longer exist
List<SceneObjectGroup> actualSceneAAttachments = afterTeleportSceneASp.GetAttachments();
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

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@ -79,7 +79,6 @@
<RegionModule id="AuthenticationServiceInConnectorModule" type="OpenSim.Region.CoreModules.ServiceConnectorsIn.Authentication.AuthenticationServiceInConnectorModule" />
<RegionModule id="AccessModule" type="OpenSim.Region.CoreModules.World.AccessModule" /> \
<RegionModule id="MapImageModule" type="OpenSim.Region.CoreModules.World.LegacyMap.MapImageModule" /> \
<RegionModule id="Warp3DImageModule" type="OpenSim.Region.CoreModules.World.Warp3DMap.Warp3DImageModule" /> \
</Extension>

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@ -730,7 +730,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
{
if (Environment.TickCount > (m_blacklistedregions[regionhandle] + blacklistTimeout))
{
m_log.DebugFormat("[WORLDMAP]: Unblock blacklisted region {0}", regionhandle);
m_log.DebugFormat("[WORLD MAP]: Unblock blacklisted region {0}", regionhandle);
m_blacklistedregions.Remove(regionhandle);
}
@ -781,7 +781,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
{
if (Environment.TickCount > (m_blacklistedurls[httpserver] + blacklistTimeout))
{
m_log.DebugFormat("[WORLDMAP]: Unblock blacklisted URL {0}", httpserver);
m_log.DebugFormat("[WORLD MAP]: Unblock blacklisted URL {0}", httpserver);
m_blacklistedurls.Remove(httpserver);
}
@ -1343,7 +1343,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
if (terrain == null)
return;
m_log.DebugFormat("[WORLDMAP]: Generating map image for {0}", m_scene.RegionInfo.RegionName);
m_log.DebugFormat("[WORLD MAP]: Generating map image for {0}", m_scene.RegionInfo.RegionName);
byte[] data = terrain.WriteJpeg2000Image();
if (data == null)
@ -1365,7 +1365,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
asset.Flags = AssetFlags.Maptile;
// Store the new one
m_log.DebugFormat("[WORLDMAP]: Storing map tile {0} for {1}", asset.ID, m_scene.RegionInfo.RegionName);
m_log.DebugFormat("[WORLD MAP]: Storing map tile {0} for {1}", asset.ID, m_scene.RegionInfo.RegionName);
m_scene.AssetService.Store(asset);

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@ -92,7 +92,7 @@ namespace OpenSim.Region.Framework.Interfaces
void ResumeScripts();
/// <summary>
/// Stop all the scripts in this entity.
/// Stop and remove all the scripts in this entity from the scene.
/// </summary>
/// <param name="sceneObjectBeingDeleted">
/// Should be true if these scripts are being removed because the scene
@ -100,6 +100,11 @@ namespace OpenSim.Region.Framework.Interfaces
/// </param>
void RemoveScriptInstances(bool sceneObjectBeingDeleted);
/// <summary>
/// Stop all the scripts in this entity.
/// </summary>
void StopScriptInstances();
/// <summary>
/// Start a script which is in this entity's inventory.
/// </summary>
@ -131,7 +136,7 @@ namespace OpenSim.Region.Framework.Interfaces
ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
/// <summary>
/// Stop a script which is in this prim's inventory.
/// Stop and remove a script which is in this prim's inventory from the scene.
/// </summary>
/// <param name="itemId"></param>
/// <param name="sceneObjectBeingDeleted">
@ -140,6 +145,12 @@ namespace OpenSim.Region.Framework.Interfaces
/// </param>
void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted);
/// <summary>
/// Stop a script which is in this prim's inventory.
/// </summary>
/// <param name="itemId"></param>
void StopScriptInstance(UUID itemId);
/// <summary>
/// Add an item to this entity's inventory. If an item with the same name already exists, then an alternative
/// name is chosen.

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@ -183,6 +183,14 @@ namespace OpenSim.Region.Framework.Interfaces
/// <returns>true if the stand succeeded, false if not</returns>
bool Stand(UUID agentID, Scene scene);
/// <summary>
/// Get the NPC to touch an object.
/// </summary>
/// <param name="agentID"></param>
/// <param name="partID"></param>
/// <returns>true if the touch is actually attempted, false if not</returns>
bool Touch(UUID agentID, UUID partID);
/// <summary>
/// Delete an NPC.
/// </summary>

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@ -2281,13 +2281,30 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary>
/// Synchronously delete the given object from the scene.
/// </summary>
/// <remarks>
/// Scripts are also removed.
/// </remarks>
/// <param name="group">Object Id</param>
/// <param name="silent">Suppress broadcasting changes to other clients.</param>
public void DeleteSceneObject(SceneObjectGroup group, bool silent)
{
DeleteSceneObject(group, silent, true);
}
/// <summary>
/// Synchronously delete the given object from the scene.
/// </summary>
/// <param name="group">Object Id</param>
/// <param name="silent">Suppress broadcasting changes to other clients.</param>
/// <param name="removeScripts">If true, then scripts are removed. If false, then they are only stopped.</para>
public void DeleteSceneObject(SceneObjectGroup group, bool silent, bool removeScripts)
{
// m_log.DebugFormat("[SCENE]: Deleting scene object {0} {1}", group.Name, group.UUID);
group.RemoveScriptInstances(true);
if (removeScripts)
group.RemoveScriptInstances(true);
else
group.StopScriptInstances();
SceneObjectPart[] partList = group.Parts;
@ -2595,7 +2612,16 @@ namespace OpenSim.Region.Framework.Scenes
}
catch (Exception e)
{
m_log.WarnFormat("[SCENE]: Problem casting object, exception {0}{1}", e.Message, e.StackTrace);
m_log.WarnFormat("[INTERREGION]: Problem casting object, exception {0}{1}", e.Message, e.StackTrace);
return false;
}
// If the user is banned, we won't let any of their objects
// enter. Period.
//
if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID, 36))
{
m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID);
return false;
}
@ -2606,14 +2632,28 @@ namespace OpenSim.Region.Framework.Scenes
if (!AddSceneObject(newObject))
{
m_log.DebugFormat("[SCENE]: Problem adding scene object {0} in {1} ", sog.UUID, RegionInfo.RegionName);
m_log.DebugFormat(
"[INTERREGION]: Problem adding scene object {0} in {1} ", newObject.UUID, RegionInfo.RegionName);
return false;
}
// For attachments, we need to wait until the agent is root
// before we restart the scripts, or else some functions won't work.
if (!newObject.IsAttachment)
{
// FIXME: It would be better to never add the scene object at all rather than add it and then delete
// it
if (!Permissions.CanObjectEntry(newObject.UUID, true, newObject.AbsolutePosition))
{
// Deny non attachments based on parcel settings
//
m_log.Info("[INTERREGION]: Denied prim crossing because of parcel settings");
DeleteSceneObject(newObject, false);
return false;
}
// For attachments, we need to wait until the agent is root
// before we restart the scripts, or else some functions won't work.
newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject));
newObject.ResumeScripts();
}
@ -2650,8 +2690,6 @@ namespace OpenSim.Region.Framework.Scenes
return false;
}
sceneObject.SetScene(this);
// Force allocation of new LocalId
//
SceneObjectPart[] parts = sceneObject.Parts;
@ -2707,18 +2745,6 @@ namespace OpenSim.Region.Framework.Scenes
return false;
}
AddRestoredSceneObject(sceneObject, true, false);
if (!Permissions.CanObjectEntry(sceneObject.UUID,
true, sceneObject.AbsolutePosition))
{
// Deny non attachments based on parcel settings
//
m_log.Info("[INTERREGION]: Denied prim crossing because of parcel settings");
DeleteSceneObject(sceneObject, false);
return false;
}
}
return true;
@ -4653,6 +4679,17 @@ namespace OpenSim.Region.Framework.Scenes
m_sceneGraph.ForEachScenePresence(action);
}
/// <summary>
/// Get all the scene object groups.
/// </summary>
/// <returns>
/// The scene object groups. If the scene is empty then an empty list is returned.
/// </returns>
public List<SceneObjectGroup> GetSceneObjectGroups()
{
return m_sceneGraph.GetSceneObjectGroups();
}
/// <summary>
/// Get a group via its UUID
/// </summary>

View File

@ -401,9 +401,9 @@ namespace OpenSim.Region.Framework.Scenes
if (Entities.ContainsKey(sceneObject.UUID))
{
// m_log.DebugFormat(
// "[SCENEGRAPH]: Scene graph for {0} already contains object {1} in AddSceneObject()",
// m_parentScene.RegionInfo.RegionName, sceneObject.UUID);
m_log.DebugFormat(
"[SCENEGRAPH]: Scene graph for {0} already contains object {1} in AddSceneObject()",
m_parentScene.RegionInfo.RegionName, sceneObject.UUID);
return false;
}
@ -1037,6 +1037,18 @@ namespace OpenSim.Region.Framework.Scenes
return result;
}
/// <summary>
/// Get all the scene object groups.
/// </summary>
/// <returns>
/// The scene object groups. If the scene is empty then an empty list is returned.
/// </returns>
protected internal List<SceneObjectGroup> GetSceneObjectGroups()
{
lock (SceneObjectGroupsByFullID)
return new List<SceneObjectGroup>(SceneObjectGroupsByFullID.Values);
}
/// <summary>
/// Get a group in the scene
/// </summary>
@ -1180,11 +1192,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="action"></param>
protected internal void ForEachSOG(Action<SceneObjectGroup> action)
{
List<SceneObjectGroup> objlist;
lock (SceneObjectGroupsByFullID)
objlist = new List<SceneObjectGroup>(SceneObjectGroupsByFullID.Values);
foreach (SceneObjectGroup obj in objlist)
foreach (SceneObjectGroup obj in GetSceneObjectGroups())
{
try
{

View File

@ -79,7 +79,7 @@ namespace OpenSim.Region.Framework.Scenes
}
/// <summary>
/// Stop the scripts contained in all the prims in this group
/// Stop and remove the scripts contained in all the prims in this group
/// </summary>
public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
{
@ -88,6 +88,14 @@ namespace OpenSim.Region.Framework.Scenes
parts[i].Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
}
/// <summary>
/// Stop the scripts contained in all the prims in this group
/// </summary>
public void StopScriptInstances()
{
Array.ForEach<SceneObjectPart>(m_parts.GetArray(), p => p.Inventory.StopScriptInstances());
}
/// <summary>
/// Add an inventory item from a user's inventory to a prim in this scene object.
/// </summary>

View File

@ -1674,16 +1674,6 @@ namespace OpenSim.Region.Framework.Scenes
{
return Utils.FloatToUInt16(m_scene.TimeDilation, 0.0f, 1.0f);
}
/// <summary>
/// Added as a way for the storage provider to reset the scene,
/// most likely a better way to do this sort of thing but for now...
/// </summary>
/// <param name="scene"></param>
public void SetScene(Scene scene)
{
m_scene = scene;
}
/// <summary>
/// Set a part to act as the root part for this scene object
@ -4324,6 +4314,20 @@ namespace OpenSim.Region.Framework.Scenes
return count;
}
/// <summary>
/// Gets the number of sitting avatars.
/// </summary>
/// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
/// <returns></returns>
public int GetSittingAvatarsCount()
{
int count = 0;
Array.ForEach<SceneObjectPart>(m_parts.GetArray(), p => count += p.GetSittingAvatarsCount());
return count;
}
public override string ToString()
{
return String.Format("{0} {1} ({2})", Name, UUID, AbsolutePosition);

View File

@ -147,6 +147,21 @@ namespace OpenSim.Region.Framework.Scenes
get { return ParentGroup.RootPart == this; }
}
/// <summary>
/// Is an explicit sit target set for this part?
/// </summary>
public bool IsSitTargetSet
{
get
{
return
!(SitTargetPosition == Vector3.Zero
&& (SitTargetOrientation == Quaternion.Identity // Valid Zero Rotation quaternion
|| SitTargetOrientation.X == 0f && SitTargetOrientation.Y == 0f && SitTargetOrientation.Z == 1f && SitTargetOrientation.W == 0f // W-Z Mapping was invalid at one point
|| SitTargetOrientation.X == 0f && SitTargetOrientation.Y == 0f && SitTargetOrientation.Z == 0f && SitTargetOrientation.W == 0f)); // Invalid Quaternion
}
}
#region Fields
public bool AllowedDrop;
@ -426,7 +441,6 @@ namespace OpenSim.Region.Framework.Scenes
private uint _category;
private Int32 _creationDate;
private uint _parentID = 0;
private UUID m_sitTargetAvatar = UUID.Zero;
private uint _baseMask = (uint)PermissionMask.All;
private uint _ownerMask = (uint)PermissionMask.All;
private uint _groupMask = (uint)PermissionMask.None;
@ -1312,13 +1326,20 @@ namespace OpenSim.Region.Framework.Scenes
}
/// <summary>
/// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero
/// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero
/// </summary>
public UUID SitTargetAvatar
{
get { return m_sitTargetAvatar; }
set { m_sitTargetAvatar = value; }
}
public UUID SitTargetAvatar { get; set; }
/// <summary>
/// IDs of all avatars start on this object part.
/// </summary>
/// <remarks>
/// We need to track this so that we can stop sat upon prims from being attached.
/// </remarks>
/// <value>
/// null if there are no sitting avatars. This is to save us create a hashset for every prim in a scene.
/// </value>
private HashSet<UUID> m_sittingAvatars;
public virtual UUID RegionID
{
@ -5128,5 +5149,99 @@ namespace OpenSim.Region.Framework.Scenes
Inventory.UpdateInventoryItem(item, false, false);
}
}
/// <summary>
/// Record an avatar sitting on this part.
/// </summary>
/// <remarks>This is called for all the sitting avatars whether there is a sit target set or not.</remarks>
/// <returns>
/// true if the avatar was not already recorded, false otherwise.
/// </returns>
/// <param name='avatarId'></param>
protected internal bool AddSittingAvatar(UUID avatarId)
{
if (IsSitTargetSet && SitTargetAvatar == UUID.Zero)
SitTargetAvatar = avatarId;
HashSet<UUID> sittingAvatars = m_sittingAvatars;
if (sittingAvatars == null)
sittingAvatars = new HashSet<UUID>();
lock (sittingAvatars)
{
m_sittingAvatars = sittingAvatars;
return m_sittingAvatars.Add(avatarId);
}
}
/// <summary>
/// Remove an avatar recorded as sitting on this part.
/// </summary>
/// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
/// <returns>
/// true if the avatar was present and removed, false if it was not present.
/// </returns>
/// <param name='avatarId'></param>
protected internal bool RemoveSittingAvatar(UUID avatarId)
{
if (SitTargetAvatar == avatarId)
SitTargetAvatar = UUID.Zero;
HashSet<UUID> sittingAvatars = m_sittingAvatars;
// This can occur under a race condition where another thread
if (sittingAvatars == null)
return false;
lock (sittingAvatars)
{
if (sittingAvatars.Remove(avatarId))
{
if (sittingAvatars.Count == 0)
m_sittingAvatars = null;
return true;
}
}
return false;
}
/// <summary>
/// Get a copy of the list of sitting avatars.
/// </summary>
/// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
/// <returns>A hashset of the sitting avatars. Returns null if there are no sitting avatars.</returns>
public HashSet<UUID> GetSittingAvatars()
{
HashSet<UUID> sittingAvatars = m_sittingAvatars;
if (sittingAvatars == null)
{
return null;
}
else
{
lock (sittingAvatars)
return new HashSet<UUID>(sittingAvatars);
}
}
/// <summary>
/// Gets the number of sitting avatars.
/// </summary>
/// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
/// <returns></returns>
public int GetSittingAvatarsCount()
{
HashSet<UUID> sittingAvatars = m_sittingAvatars;
if (sittingAvatars == null)
return 0;
lock (sittingAvatars)
return sittingAvatars.Count;
}
}
}

View File

@ -292,7 +292,7 @@ namespace OpenSim.Region.Framework.Scenes
}
/// <summary>
/// Stop all the scripts in this prim.
/// Stop and remove all the scripts in this prim.
/// </summary>
/// <param name="sceneObjectBeingDeleted">
/// Should be true if these scripts are being removed because the scene
@ -308,6 +308,14 @@ namespace OpenSim.Region.Framework.Scenes
}
}
/// <summary>
/// Stop all the scripts in this prim.
/// </summary>
public void StopScriptInstances()
{
GetInventoryItems(InventoryType.LSL).ForEach(i => StopScriptInstance(i));
}
/// <summary>
/// Start a script which is in this prim's inventory.
/// </summary>
@ -596,7 +604,7 @@ namespace OpenSim.Region.Framework.Scenes
}
/// <summary>
/// Stop a script which is in this prim's inventory.
/// Stop and remove a script which is in this prim's inventory.
/// </summary>
/// <param name="itemId"></param>
/// <param name="sceneObjectBeingDeleted">
@ -615,7 +623,7 @@ namespace OpenSim.Region.Framework.Scenes
}
else
{
m_log.ErrorFormat(
m_log.WarnFormat(
"[PRIM INVENTORY]: " +
"Couldn't stop script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
itemId, m_part.Name, m_part.UUID,
@ -623,6 +631,51 @@ namespace OpenSim.Region.Framework.Scenes
}
}
/// <summary>
/// Stop a script which is in this prim's inventory.
/// </summary>
/// <param name="itemId"></param>
/// <param name="sceneObjectBeingDeleted">
/// Should be true if this script is being removed because the scene
/// object is being deleted. This will prevent spurious updates to the client.
/// </param>
public void StopScriptInstance(UUID itemId)
{
TaskInventoryItem scriptItem;
lock (m_items)
m_items.TryGetValue(itemId, out scriptItem);
if (scriptItem != null)
{
StopScriptInstance(scriptItem);
}
else
{
m_log.WarnFormat(
"[PRIM INVENTORY]: " +
"Couldn't stop script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
itemId, m_part.Name, m_part.UUID,
m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
}
}
/// <summary>
/// Stop a script which is in this prim's inventory.
/// </summary>
/// <param name="itemId"></param>
/// <param name="sceneObjectBeingDeleted">
/// Should be true if this script is being removed because the scene
/// object is being deleted. This will prevent spurious updates to the client.
/// </param>
public void StopScriptInstance(TaskInventoryItem item)
{
m_part.ParentGroup.Scene.EventManager.TriggerStopScript(m_part.LocalId, item.ItemID);
// At the moment, even stopped scripts are counted as active, which is probably wrong.
// m_part.ParentGroup.AddActiveScriptCount(-1);
}
/// <summary>
/// Check if the inventory holds an item with a given name.
/// </summary>

View File

@ -593,6 +593,12 @@ namespace OpenSim.Region.Framework.Scenes
}
private UUID m_parentUUID = UUID.Zero;
/// <summary>
/// Are we sitting on an object?
/// </summary>
/// <remarks>A more readable way of testing presence sit status than ParentID == 0</remarks>
public bool IsSatOnObject { get { return ParentID != 0; } }
/// <summary>
/// If the avatar is sitting, the prim that it's sitting on. If not sitting then null.
/// </summary>
@ -1940,10 +1946,6 @@ namespace OpenSim.Region.Framework.Scenes
}
}
// Reset sit target.
if (part.SitTargetAvatar == UUID)
part.SitTargetAvatar = UUID.Zero;
part.ParentGroup.DeleteAvatar(UUID);
// ParentPosition = part.GetWorldPosition();
ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
@ -1961,6 +1963,8 @@ namespace OpenSim.Region.Framework.Scenes
SendAvatarDataToAllAgents();
m_requestedSitTargetID = 0;
part.RemoveSittingAvatar(UUID);
if (part != null)
part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
}
@ -1994,15 +1998,7 @@ namespace OpenSim.Region.Framework.Scenes
//look for prims with explicit sit targets that are available
foreach (SceneObjectPart part in partArray)
{
// Is a sit target available?
Vector3 avSitOffset = part.SitTargetPosition;
Quaternion avSitOrientation = part.SitTargetOrientation;
UUID avOnTargetAlready = part.SitTargetAvatar;
bool SitTargetUnOccupied = avOnTargetAlready == UUID.Zero;
bool SitTargetisSet = avSitOffset != Vector3.Zero || avSitOrientation != Quaternion.Identity;
if (SitTargetisSet && SitTargetUnOccupied)
if (part.IsSitTargetSet && part.SitTargetAvatar == UUID.Zero)
{
//switch the target to this prim
return part;
@ -2013,10 +2009,8 @@ namespace OpenSim.Region.Framework.Scenes
return targetPart;
}
private void SendSitResponse(UUID targetID, Vector3 offset, Quaternion pSitOrientation)
private void SendSitResponse(UUID targetID, Vector3 offset, Quaternion sitOrientation)
{
Vector3 pos = new Vector3();
Quaternion sitOrientation = pSitOrientation;
Vector3 cameraEyeOffset = Vector3.Zero;
Vector3 cameraAtOffset = Vector3.Zero;
bool forceMouselook = false;
@ -2028,42 +2022,21 @@ namespace OpenSim.Region.Framework.Scenes
// TODO: determine position to sit at based on scene geometry; don't trust offset from client
// see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
// Is a sit target available?
Vector3 avSitOffSet = part.SitTargetPosition;
Quaternion avSitOrientation = part.SitTargetOrientation;
UUID avOnTargetAlready = part.SitTargetAvatar;
bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero));
bool SitTargetisSet =
(!(avSitOffSet == Vector3.Zero &&
(
avSitOrientation == Quaternion.Identity // Valid Zero Rotation quaternion
|| avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point
|| avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion
)
));
// m_log.DebugFormat("[SCENE PRESENCE]: {0} {1}", SitTargetisSet, SitTargetUnOccupied);
if (PhysicsActor != null)
m_sitAvatarHeight = PhysicsActor.Size.Z * 0.5f;
bool canSit = false;
pos = part.AbsolutePosition + offset;
Vector3 pos = part.AbsolutePosition + offset;
if (SitTargetisSet)
if (part.IsSitTargetSet && part.SitTargetAvatar == UUID.Zero)
{
if (SitTargetUnOccupied)
{
// m_log.DebugFormat(
// "[SCENE PRESENCE]: Sitting {0} on {1} {2} because sit target is set and unoccupied",
// Name, part.Name, part.LocalId);
part.SitTargetAvatar = UUID;
offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z);
sitOrientation = avSitOrientation;
canSit = true;
}
offset = part.SitTargetPosition;
sitOrientation = part.SitTargetOrientation;
canSit = true;
}
else
{
@ -2076,6 +2049,12 @@ namespace OpenSim.Region.Framework.Scenes
AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
canSit = true;
}
// else
// {
// m_log.DebugFormat(
// "[SCENE PRESENCE]: Ignoring sit request of {0} on {1} {2} because sit target is unset and outside 10m",
// Name, part.Name, part.LocalId);
// }
}
if (canSit)
@ -2086,6 +2065,8 @@ namespace OpenSim.Region.Framework.Scenes
RemoveFromPhysicalScene();
}
part.AddSittingAvatar(UUID);
cameraAtOffset = part.GetCameraAtOffset();
cameraEyeOffset = part.GetCameraEyeOffset();
forceMouselook = part.GetForceMouselook();
@ -2362,6 +2343,15 @@ namespace OpenSim.Region.Framework.Scenes
if (part != null)
{
if (part.ParentGroup.IsAttachment)
{
m_log.WarnFormat(
"[SCENE PRESENCE]: Avatar {0} tried to sit on part {1} from object {2} in {3} but this is an attachment for avatar id {4}",
Name, part.Name, part.ParentGroup.Name, Scene.Name, part.ParentGroup.AttachedAvatar);
return;
}
if (part.SitTargetAvatar == UUID)
{
Vector3 sitTargetPos = part.SitTargetPosition;

View File

@ -26,6 +26,7 @@
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using Nini.Config;
using NUnit.Framework;
@ -69,6 +70,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
m_sp.HandleAgentRequestSit(m_sp.ControllingClient, m_sp.UUID, part.UUID, Vector3.Zero);
Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(0));
Assert.That(part.GetSittingAvatars(), Is.Null);
Assert.That(m_sp.ParentID, Is.EqualTo(0));
}
@ -86,7 +89,13 @@ namespace OpenSim.Region.Framework.Scenes.Tests
m_sp.HandleAgentRequestSit(m_sp.ControllingClient, m_sp.UUID, part.UUID, Vector3.Zero);
Assert.That(m_sp.PhysicsActor, Is.Null);
Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(1));
HashSet<UUID> sittingAvatars = part.GetSittingAvatars();
Assert.That(sittingAvatars.Count, Is.EqualTo(1));
Assert.That(sittingAvatars.Contains(m_sp.UUID));
Assert.That(m_sp.ParentID, Is.EqualTo(part.LocalId));
}
@ -104,10 +113,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
m_sp.HandleAgentRequestSit(m_sp.ControllingClient, m_sp.UUID, part.UUID, Vector3.Zero);
Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
Assert.That(m_sp.ParentID, Is.EqualTo(part.LocalId));
Assert.That(m_sp.PhysicsActor, Is.Null);
// FIXME: This is different for live avatars - z position is adjusted. This is half the height of the
// default avatar.
// Curiously, Vector3.ToString() will not display the last two places of the float. For example,
@ -119,6 +124,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
m_sp.StandUp();
Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(0));
Assert.That(part.GetSittingAvatars(), Is.Null);
Assert.That(m_sp.ParentID, Is.EqualTo(0));
Assert.That(m_sp.PhysicsActor, Is.Not.Null);
}
@ -145,11 +152,20 @@ namespace OpenSim.Region.Framework.Scenes.Tests
Is.EqualTo(part.AbsolutePosition + part.SitTargetPosition + ScenePresence.SIT_TARGET_ADJUSTMENT));
Assert.That(m_sp.PhysicsActor, Is.Null);
Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(1));
HashSet<UUID> sittingAvatars = part.GetSittingAvatars();
Assert.That(sittingAvatars.Count, Is.EqualTo(1));
Assert.That(sittingAvatars.Contains(m_sp.UUID));
m_sp.StandUp();
Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
Assert.That(m_sp.ParentID, Is.EqualTo(0));
Assert.That(m_sp.PhysicsActor, Is.Not.Null);
Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(0));
Assert.That(part.GetSittingAvatars(), Is.Null);
}
[Test]

View File

@ -228,9 +228,10 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
// m_log.InfoFormat("[RegionReady]: Logins enabled for {0}, Oar {1}",
// m_scene.RegionInfo.RegionName, m_oarFileLoading.ToString());
m_log.InfoFormat("[RegionReady]: Initialization complete - logins enabled for {0}", m_scene.RegionInfo.RegionName);
m_log.InfoFormat(
"[RegionReady]: INITIALIZATION COMPLETE FOR {0} - LOGINS ENABLED", m_scene.Name);
if ( m_uri != string.Empty )
if (m_uri != string.Empty)
{
RRAlert("enabled");
}

View File

@ -104,6 +104,45 @@ namespace OpenSim.Region.OptionalModules.World.NPC
OnMoneyTransferRequest(m_uuid, target, amount, 1, "Payment");
}
public bool Touch(UUID target)
{
SceneObjectPart part = m_scene.GetSceneObjectPart(target);
if (part == null)
return false;
bool objectTouchable = hasTouchEvents(part); // Only touch an object that is scripted to respond
if (!objectTouchable && !part.IsRoot)
objectTouchable = hasTouchEvents(part.ParentGroup.RootPart);
if (!objectTouchable)
return false;
// Set up the surface args as if the touch is from a client that does not support this
SurfaceTouchEventArgs surfaceArgs = new SurfaceTouchEventArgs();
surfaceArgs.FaceIndex = -1; // TOUCH_INVALID_FACE
surfaceArgs.Binormal = Vector3.Zero; // TOUCH_INVALID_VECTOR
surfaceArgs.Normal = Vector3.Zero; // TOUCH_INVALID_VECTOR
surfaceArgs.STCoord = new Vector3(-1.0f, -1.0f, 0.0f); // TOUCH_INVALID_TEXCOORD
surfaceArgs.UVCoord = surfaceArgs.STCoord; // TOUCH_INVALID_TEXCOORD
List<SurfaceTouchEventArgs> touchArgs = new List<SurfaceTouchEventArgs>();
touchArgs.Add(surfaceArgs);
Vector3 offset = part.OffsetPosition * -1.0f;
if (OnGrabObject == null)
return false;
OnGrabObject(part.LocalId, offset, this, touchArgs);
if (OnGrabUpdate != null)
OnGrabUpdate(part.UUID, offset, part.ParentGroup.RootPart.GroupPosition, this, touchArgs);
if (OnDeGrabObject != null)
OnDeGrabObject(part.LocalId, this, touchArgs);
return true;
}
private bool hasTouchEvents(SceneObjectPart part)
{
if ((part.ScriptEvents & scriptEvents.touch) != 0 ||
(part.ScriptEvents & scriptEvents.touch_start) != 0 ||
(part.ScriptEvents & scriptEvents.touch_end) != 0)
return true;
return false;
}
public void InstantMessage(UUID target, string message)
{
OnInstantMessage(this, new GridInstantMessage(m_scene,
@ -153,6 +192,14 @@ namespace OpenSim.Region.OptionalModules.World.NPC
private void SendOnChatFromClient(int channel, string message, ChatTypeEnum chatType)
{
if (channel == 0)
{
message = message.Trim();
if (string.IsNullOrEmpty(message))
{
return;
}
}
OSChatMessage chatFromClient = new OSChatMessage();
chatFromClient.Channel = channel;
chatFromClient.From = Name;

View File

@ -306,6 +306,16 @@ namespace OpenSim.Region.OptionalModules.World.NPC
return false;
}
public bool Touch(UUID agentID, UUID objectID)
{
lock (m_avatars)
{
if (m_avatars.ContainsKey(agentID))
return m_avatars[agentID].Touch(objectID);
return false;
}
}
public UUID GetOwner(UUID agentID)
{
lock (m_avatars)

View File

@ -74,7 +74,7 @@ public class BSCharacter : PhysicsActor
private float _buoyancy;
private int _subscribedEventsMs = 0;
private int _lastCollisionTime = 0;
private int _nextCollisionOkTime = 0;
private Vector3 _PIDTarget;
private bool _usePID;
@ -360,17 +360,22 @@ public class BSCharacter : PhysicsActor
}
//m_lastUpdateSent = false;
}
public override void AddAngularForce(Vector3 force, bool pushforce) {
}
public override void SetMomentum(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;
_lastCollisionTime = Util.EnvironmentTickCount() - _subscribedEventsMs; // make first collision happen
_nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs; // make first collision happen
}
// Stop collision events
public override void UnSubscribeEvents() {
_subscribedEventsMs = 0;
}
// Return 'true' if someone has subscribed to events
public override bool SubscribedEvents() {
return (_subscribedEventsMs > 0);
}
@ -386,47 +391,57 @@ public class BSCharacter : PhysicsActor
_mass = _density * _avatarVolume;
}
// Set to 'true' if the individual changed items should be checked
// (someday RequestPhysicsTerseUpdate() will take a bitmap of changed properties)
const bool SHOULD_CHECK_FOR_INDIVIDUAL_CHANGES = false;
// The physics engine says that properties have updated. Update same and inform
// the world that things have changed.
public void UpdateProperties(EntityProperties entprop)
{
bool changed = false;
// we assign to the local variables so the normal set action does not happen
if (_position != entprop.Position)
{
if (SHOULD_CHECK_FOR_INDIVIDUAL_CHANGES) {
// we assign to the local variables so the normal set action does not happen
if (_position != entprop.Position) {
_position = entprop.Position;
changed = true;
}
if (_orientation != entprop.Rotation) {
_orientation = entprop.Rotation;
changed = true;
}
if (_velocity != entprop.Velocity) {
_velocity = entprop.Velocity;
changed = true;
}
if (_acceleration != entprop.Acceleration) {
_acceleration = entprop.Acceleration;
changed = true;
}
if (_rotationalVelocity != entprop.RotationalVelocity) {
_rotationalVelocity = entprop.RotationalVelocity;
changed = true;
}
if (changed) {
// m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation);
// Avatar movement is not done by generating this event. There is code in the heartbeat
// loop that updates avatars.
// base.RequestPhysicsterseUpdate();
}
}
else {
_position = entprop.Position;
changed = true;
}
if (_orientation != entprop.Rotation)
{
_orientation = entprop.Rotation;
changed = true;
}
if (_velocity != entprop.Velocity)
{
_velocity = entprop.Velocity;
changed = true;
}
if (_acceleration != entprop.Acceleration)
{
_acceleration = entprop.Acceleration;
changed = true;
}
if (_rotationalVelocity != entprop.RotationalVelocity)
{
_rotationalVelocity = entprop.RotationalVelocity;
changed = true;
}
if (changed)
{
// m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation);
// Avatar movement is not done by generating this event. There is a system that
// checks for avatar updates each heartbeat loop.
// base.RequestPhysicsterseUpdate();
}
}
// 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 void Collide(uint collidingWith, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth)
{
@ -440,29 +455,34 @@ public class BSCharacter : PhysicsActor
}
// throttle collisions to the rate specified in the subscription
if (_subscribedEventsMs == 0) return; // don't want collisions
int nowTime = _scene.SimulationNowTime;
if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return;
_lastCollisionTime = nowTime;
if (_subscribedEventsMs != 0) {
int nowTime = _scene.SimulationNowTime;
if (nowTime >= _nextCollisionOkTime) {
_nextCollisionOkTime = nowTime + _subscribedEventsMs;
if (collisionCollection == null)
collisionCollection = new CollisionEventUpdate();
collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
if (collisionCollection == null)
collisionCollection = new CollisionEventUpdate();
collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
}
}
}
public void SendCollisions()
{
// if (collisionCollection != null)
// {
// base.SendCollisionUpdate(collisionCollection);
// collisionCollection = null;
// }
/*
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);
collisionCollection = null;
collisionCollection.Clear();
// End kludge
}
}

View File

@ -32,6 +32,14 @@ using OpenMetaverse;
namespace OpenSim.Region.Physics.BulletSPlugin
{
/// <summary>
/// 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/.
/// The unmanaged library is compiled and linked statically with Bullet
/// to create BulletSim.dll and libBulletSim.so (for both 32 and 64 bit).
/// </summary>
public class BSPlugin : IPhysicsPlugin
{
//private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
@ -53,6 +61,9 @@ public class BSPlugin : IPhysicsPlugin
{
if (Util.IsWindows())
Util.LoadArchSpecificWindowsDll("BulletSim.dll");
// If not Windows, loading is performed by the
// Mono loader as specified in
// "bin/Physics/OpenSim.Region.Physics.BulletSPlugin.dll.config".
_mScene = new BSScene(sceneIdentifier);
}

View File

@ -90,7 +90,7 @@ public sealed class BSPrim : PhysicsActor
private BSPrim _parentPrim;
private int _subscribedEventsMs = 0;
private int _lastCollisionTime = 0;
private int _nextCollisionOkTime = 0;
long _collidingStep;
long _collidingGroundStep;
@ -597,7 +597,8 @@ public sealed class BSPrim : PhysicsActor
}
public override void SubscribeEvents(int ms) {
_subscribedEventsMs = ms;
_lastCollisionTime = Util.EnvironmentTickCount() - _subscribedEventsMs; // make first collision happen
// make sure first collision happens
_nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs;
}
public override void UnSubscribeEvents() {
_subscribedEventsMs = 0;
@ -1338,23 +1339,27 @@ public sealed class BSPrim : PhysicsActor
_collidingGroundStep = _scene.SimulationStep;
}
if (_subscribedEventsMs == 0) return; // nothing in the object is waiting for collision events
// throttle the collisions to the number of milliseconds specified in the subscription
int nowTime = _scene.SimulationNowTime;
if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return;
_lastCollisionTime = nowTime;
// if someone is subscribed to collision events....
if (_subscribedEventsMs != 0) {
// 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));
if (collisionCollection == null)
collisionCollection = new CollisionEventUpdate();
collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
}
}
}
// The scene is telling us it's time to pass our collected collisions into the simulator
public void SendCollisions()
{
if (collisionCollection != null)
if (collisionCollection != null && collisionCollection.Count > 0)
{
base.SendCollisionUpdate(collisionCollection);
collisionCollection = null;
collisionCollection.Clear();
}
}
}

View File

@ -52,6 +52,7 @@ using OpenSim.Region.Framework;
// 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
// Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect
// Use collision masks for collision with terrain and phantom objects
// Implement the genCollisions feature in BulletSim::SetObjectProperties (don't pass up unneeded collisions)
// Implement LockAngularMotion
// Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation)
@ -62,9 +63,6 @@ using OpenSim.Region.Framework;
// Multiple contact points on collision?
// See code in ode::near... calls to collision_accounting_events()
// (This might not be a problem. ODE collects all the collisions with one object in one tick.)
// Use collision masks for collision with terrain and phantom objects
// Figure out how to not allocate a new Dictionary and List for every collision
// in BSPrim.Collide() and BSCharacter.Collide(). Can the same ones be reused?
// Raycast
//
namespace OpenSim.Region.Physics.BulletSPlugin
@ -405,6 +403,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
// prevent simulation until we've been initialized
if (!m_initialized) return 10.0f;
long simulateStartTime = Util.EnvironmentTickCount();
// update the prim states while we know the physics engine is not busy
ProcessTaints();
@ -437,13 +437,18 @@ public class BSScene : PhysicsScene, IPhysicsParameters
}
}
// The SendCollision's batch up the collisions on the objects. Now push the collisions into the simulator.
// The above SendCollision's batch up the collisions on the objects.
// Now push the collisions into the simulator.
foreach (BSPrim bsp in m_primsWithCollisions)
bsp.SendCollisions();
m_primsWithCollisions.Clear();
// This is a kludge to get avatar movement updated.
// Don't send collisions only if there were collisions -- send everytime.
// ODE sends collisions even if there are none and this is used to update
// avatar animations and stuff.
// foreach (BSCharacter bsc in m_avatarsWithCollisions)
// bsc.SendCollisions();
// This is a kludge to get avatar movement updated. ODE sends collisions even if there isn't any
foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars)
kvp.Value.SendCollisions();
m_avatarsWithCollisions.Clear();
@ -465,10 +470,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
if (m_avatars.TryGetValue(entprop.ID, out actor))
{
actor.UpdateProperties(entprop);
continue;
}
}
}
// If enabled, call into the physics engine to dump statistics
if (m_detailedStatsStep > 0)
{
if ((m_simulationStep % m_detailedStatsStep) == 0)
@ -477,6 +484,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters
}
}
// this is a waste since the outside routine also calcuates the physics simulation
// period. TODO: There should be a way of computing physics frames from simulator computation.
// long simulateTotalTime = Util.EnvironmentTickCountSubtract(simulateStartTime);
// return (timeStep * (float)simulateTotalTime);
// TODO: FIX THIS: fps calculation wrong. This calculation always returns about 1 in normal operation.
return timeStep / (numSubSteps * m_fixedTimeStep) * 1000f;
}
@ -528,6 +540,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
public override void SetWaterLevel(float baseheight)
{
m_waterLevel = baseheight;
// TODO: pass to physics engine so things will float?
}
public float GetWaterLevel()
{

View File

@ -2725,6 +2725,41 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
}
}
public void osNpcTouch(LSL_Key npcLSL_Key, LSL_Key object_key, LSL_Integer link_num)
{
CheckThreatLevel(ThreatLevel.High, "osNpcTouch");
m_host.AddScriptLPS(1);
INPCModule module = World.RequestModuleInterface<INPCModule>();
int linkNum = link_num.value;
if (module != null || (linkNum < 0 && linkNum != ScriptBaseClass.LINK_THIS))
{
UUID npcId;
if (!UUID.TryParse(npcLSL_Key, out npcId) || !module.CheckPermissions(npcId, m_host.OwnerID))
return;
SceneObjectPart part = null;
UUID objectId;
if (UUID.TryParse(LSL_String.ToString(object_key), out objectId))
part = World.GetSceneObjectPart(objectId);
if (part == null)
return;
if (linkNum != ScriptBaseClass.LINK_THIS)
{
if (linkNum == 0 || linkNum == ScriptBaseClass.LINK_ROOT)
{ // 0 and 1 are treated as root, find the root if the current part isnt it
if (!part.IsRoot)
part = part.ParentGroup.RootPart;
}
else
{ // Find the prim with the given link number if not found then fail silently
part = part.ParentGroup.GetLinkNumPart(linkNum);
if (part == null)
return;
}
}
module.Touch(npcId, part.UUID);
}
}
/// <summary>
/// Save the current appearance of the script owner permanently to the named notecard.
/// </summary>
@ -3203,13 +3238,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
CheckThreatLevel(ThreatLevel.High, "osForceAttachToAvatarFromInventory");
m_host.AddScriptLPS(1);
ForceAttachToAvatarFromInventory(m_host.OwnerID, itemName, attachmentPoint);
}
public void osForceAttachToOtherAvatarFromInventory(string rawAvatarId, string itemName, int attachmentPoint)
{
CheckThreatLevel(ThreatLevel.Severe, "osForceAttachToOtherAvatarFromInventory");
m_host.AddScriptLPS(1);
UUID avatarId;
if (!UUID.TryParse(rawAvatarId, out avatarId))
return;
ForceAttachToAvatarFromInventory(avatarId, itemName, attachmentPoint);
}
public void ForceAttachToAvatarFromInventory(UUID avatarId, string itemName, int attachmentPoint)
{
IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule;
if (attachmentsModule == null)
return;
m_host.AddScriptLPS(1);
InitLSL();
TaskInventoryItem item = m_host.Inventory.GetInventoryItem(itemName);
@ -3232,7 +3286,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return;
}
ScenePresence sp = World.GetScenePresence(m_host.OwnerID);
ScenePresence sp = World.GetScenePresence(avatarId);
if (sp == null)
return;

View File

@ -101,18 +101,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
// Attachment commands
/// <summary>
/// Attach the object containing this script to the avatar that owns it without checking for PERMISSION_ATTACH
/// Attach the object containing this script to the avatar that owns it without asking for PERMISSION_ATTACH
/// </summary>
/// <param name='attachment'>The attachment point. For example, ATTACH_CHEST</param>
void osForceAttachToAvatar(int attachment);
/// <summary>
/// Attach the inventory item in the object containing this script to the avatar that owns it without checking for PERMISSION_ATTACH
/// Attach an inventory item in the object containing this script to the avatar that owns it without asking for PERMISSION_ATTACH
/// </summary>
/// <remarks>
/// Nothing happens if the owner is not in the region.
/// </remarks>
/// <param name='itemName'>Tha name of the item. If this is not found then a warning is said to the owner</param>
/// <param name='attachment'>The attachment point. For example, ATTACH_CHEST</param>
void osForceAttachToAvatarFromInventory(string itemName, int attachment);
/// <summary>
/// Attach an inventory item in the object containing this script to any avatar in the region without asking for PERMISSION_ATTACH
/// </summary>
/// <remarks>
/// Nothing happens if the avatar is not in the region.
/// </remarks>
/// <param name='rawAvatarId'>The UUID of the avatar to which to attach. Nothing happens if this is not a UUID</para>
/// <param name='itemName'>The name of the item. If this is not found then a warning is said to the owner</param>
/// <param name='attachment'>The attachment point. For example, ATTACH_CHEST</param>
void osForceAttachToOtherAvatarFromInventory(string rawAvatarId, string itemName, int attachmentPoint);
/// <summary>
/// Detach the object containing this script from the avatar it is attached to without checking for PERMISSION_ATTACH
/// </summary>
@ -231,6 +245,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
void osNpcRemove(key npc);
void osNpcPlayAnimation(LSL_Key npc, string animation);
void osNpcStopAnimation(LSL_Key npc, string animation);
void osNpcTouch(LSL_Key npcLSL_Key, LSL_Key object_key, LSL_Integer link_num);
void osNpcWhisper(key npc, int channel, string message);
LSL_Key osOwnerSaveAppearance(string notecard);

View File

@ -301,6 +301,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
m_OSSL_Functions.osForceAttachToAvatarFromInventory(itemName, attachmentPoint);
}
public void osForceAttachToOtherAvatarFromInventory(string rawAvatarId, string itemName, int attachmentPoint)
{
m_OSSL_Functions.osForceAttachToOtherAvatarFromInventory(rawAvatarId, itemName, attachmentPoint);
}
public void osForceDetachFromAvatar()
{
m_OSSL_Functions.osForceDetachFromAvatar();
@ -626,6 +631,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
m_OSSL_Functions.osNpcWhisper(npc, channel, message);
}
public void osNpcTouch(LSL_Key npcLSL_Key, LSL_Key object_key, LSL_Integer link_num)
{
m_OSSL_Functions.osNpcTouch(npcLSL_Key, object_key, link_num);
}
public LSL_Key osOwnerSaveAppearance(string notecard)
{
return m_OSSL_Functions.osOwnerSaveAppearance(notecard);

View File

@ -79,7 +79,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
/// Test creation of an NPC where the appearance data comes from a notecard
/// </summary>
[Test]
public void TestOsNpcCreateFromNotecard()
public void TestOsNpcCreateUsingAppearanceFromNotecard()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
@ -90,7 +90,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
sp.Appearance.AvatarHeight = newHeight;
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId);
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId, 0x10);
SceneObjectPart part = so.RootPart;
m_scene.AddSceneObject(so);
@ -114,10 +114,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
/// Test creation of an NPC where the appearance data comes from an avatar already in the region.
/// </summary>
[Test]
public void TestOsNpcCreateFromAvatar()
public void TestOsNpcCreateUsingAppearanceFromAvatar()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
// TestHelpers.EnableLogging();
// Store an avatar with a different height from default in a notecard.
UUID userId = TestHelpers.ParseTail(0x1);
@ -125,7 +125,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
sp.Appearance.AvatarHeight = newHeight;
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId);
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId, 0x10);
SceneObjectPart part = so.RootPart;
m_scene.AddSceneObject(so);
@ -156,7 +156,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
sp.Appearance.AvatarHeight = newHeight;
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId);
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId, 0x10);
SceneObjectPart part = so.RootPart;
m_scene.AddSceneObject(so);
@ -197,7 +197,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, nonOwnerId);
sp.Appearance.AvatarHeight = newHeight;
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, ownerId);
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, ownerId, 0x10);
SceneObjectPart part = so.RootPart;
m_scene.AddSceneObject(so);

View File

@ -158,7 +158,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
{
osslApi.osForceAttachToAvatarFromInventory(taskInvObjItemName, (int)attachPoint);
}
catch (Exception e)
catch (Exception)
{
exceptionCaught = true;
}
@ -174,5 +174,58 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
List<AvatarAttachment> attachmentsInAppearance = sp.Appearance.GetAttachments();
Assert.That(attachmentsInAppearance.Count, Is.EqualTo(0));
}
[Test]
public void TestOsForceAttachToOtherAvatarFromInventory()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
string taskInvObjItemName = "sphere";
UUID taskInvObjItemId = UUID.Parse("00000000-0000-0000-0000-100000000000");
AttachmentPoint attachPoint = AttachmentPoint.Chin;
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(m_scene, "user", "one", 0x1, "pass");
UserAccount ua2 = UserAccountHelpers.CreateUserWithInventory(m_scene, "user", "two", 0x2, "pass");
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, ua1);
SceneObjectGroup inWorldObj = SceneHelpers.AddSceneObject(m_scene, "inWorldObj", ua1.PrincipalID);
TaskInventoryItem scriptItem = TaskInventoryHelpers.AddScript(m_scene, inWorldObj.RootPart);
new LSL_Api().Initialize(m_engine, inWorldObj.RootPart, scriptItem);
OSSL_Api osslApi = new OSSL_Api();
osslApi.Initialize(m_engine, inWorldObj.RootPart, scriptItem);
// Create an object embedded inside the first
TaskInventoryHelpers.AddSceneObject(m_scene, inWorldObj.RootPart, taskInvObjItemName, taskInvObjItemId, ua1.PrincipalID);
ScenePresence sp2 = SceneHelpers.AddScenePresence(m_scene, ua2);
osslApi.osForceAttachToOtherAvatarFromInventory(sp2.UUID.ToString(), taskInvObjItemName, (int)attachPoint);
// Check scene presence status
Assert.That(sp.HasAttachments(), Is.False);
List<SceneObjectGroup> attachments = sp.GetAttachments();
Assert.That(attachments.Count, Is.EqualTo(0));
Assert.That(sp2.HasAttachments(), Is.True);
List<SceneObjectGroup> attachments2 = sp2.GetAttachments();
Assert.That(attachments2.Count, Is.EqualTo(1));
SceneObjectGroup attSo = attachments2[0];
Assert.That(attSo.Name, Is.EqualTo(taskInvObjItemName));
Assert.That(attSo.OwnerID, Is.EqualTo(ua2.PrincipalID));
Assert.That(attSo.AttachmentPoint, Is.EqualTo((uint)attachPoint));
Assert.That(attSo.IsAttachment);
Assert.That(attSo.UsesPhysics, Is.False);
Assert.That(attSo.IsTemporary, Is.False);
// Check appearance status
List<AvatarAttachment> attachmentsInAppearance = sp.Appearance.GetAttachments();
Assert.That(attachmentsInAppearance.Count, Is.EqualTo(0));
List<AvatarAttachment> attachmentsInAppearance2 = sp2.Appearance.GetAttachments();
Assert.That(attachmentsInAppearance2.Count, Is.EqualTo(1));
Assert.That(sp2.Appearance.GetAttachpoint(attachmentsInAppearance2[0].ItemID), Is.EqualTo((uint)attachPoint));
}
}
}

View File

@ -97,11 +97,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
sp.Appearance.AvatarHeight = newHeight;
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId);
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId, 0x10);
SceneObjectPart part = so.RootPart;
m_scene.AddSceneObject(so);
SceneObjectGroup otherSo = SceneHelpers.CreateSceneObject(1, otherUserId);
SceneObjectGroup otherSo = SceneHelpers.CreateSceneObject(1, otherUserId, 0x20);
SceneObjectPart otherPart = otherSo.RootPart;
m_scene.AddSceneObject(otherSo);
@ -148,7 +148,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
sp.Appearance.AvatarHeight = newHeight;
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId);
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId, 0x10);
SceneObjectPart part = so.RootPart;
m_scene.AddSceneObject(so);

View File

@ -1662,7 +1662,11 @@ namespace OpenSim.Region.ScriptEngine.XEngine
{
IScriptInstance instance = GetInstance(itemID);
if (instance != null)
instance.Stop(0);
{
// Give the script some time to finish processing its last event. Simply aborting the script thread can
// cause issues on mono 2.6, 2.10 and possibly later where locks are not released properly on abort.
instance.Stop(1000);
}
}
public DetectParams GetDetectParams(UUID itemID, int idx)

View File

@ -412,26 +412,49 @@ namespace OpenSim.Tests.Common
/// <returns></returns>
public static AgentCircuitData GenerateAgentData(UUID agentId)
{
string firstName = "testfirstname";
AgentCircuitData acd = GenerateCommonAgentData();
AgentCircuitData agentData = new AgentCircuitData();
agentData.AgentID = agentId;
agentData.firstname = firstName;
agentData.lastname = "testlastname";
acd.AgentID = agentId;
acd.firstname = "testfirstname";
acd.lastname = "testlastname";
acd.ServiceURLs = new Dictionary<string, object>();
return acd;
}
/// <summary>
/// Generate some standard agent connection data.
/// </summary>
/// <param name="agentId"></param>
/// <returns></returns>
public static AgentCircuitData GenerateAgentData(UserAccount ua)
{
AgentCircuitData acd = GenerateCommonAgentData();
acd.AgentID = ua.PrincipalID;
acd.firstname = ua.FirstName;
acd.lastname = ua.LastName;
acd.ServiceURLs = ua.ServiceURLs;
return acd;
}
private static AgentCircuitData GenerateCommonAgentData()
{
AgentCircuitData acd = new AgentCircuitData();
// XXX: Sessions must be unique, otherwise one presence can overwrite another in NullPresenceData.
agentData.SessionID = UUID.Random();
agentData.SecureSessionID = UUID.Random();
acd.SessionID = UUID.Random();
acd.SecureSessionID = UUID.Random();
agentData.circuitcode = 123;
agentData.BaseFolder = UUID.Zero;
agentData.InventoryFolder = UUID.Zero;
agentData.startpos = Vector3.Zero;
agentData.CapsPath = "http://wibble.com";
agentData.ServiceURLs = new Dictionary<string, object>();
agentData.Appearance = new AvatarAppearance();
acd.circuitcode = 123;
acd.BaseFolder = UUID.Zero;
acd.InventoryFolder = UUID.Zero;
acd.startpos = Vector3.Zero;
acd.CapsPath = "http://wibble.com";
acd.Appearance = new AvatarAppearance();
return agentData;
return acd;
}
/// <summary>
@ -440,6 +463,9 @@ namespace OpenSim.Tests.Common
/// <remarks>
/// This can be used for tests where there is only one region or where there are multiple non-neighbour regions
/// and teleport doesn't take place.
///
/// XXX: Use the version of this method that takes the UserAccount structure wherever possible - this will
/// make the agent circuit data (e.g. first, lastname) consistent with the user account data.
/// </remarks>
/// <param name="scene"></param>
/// <param name="agentId"></param>
@ -452,6 +478,10 @@ namespace OpenSim.Tests.Common
/// <summary>
/// Add a root agent where the details of the agent connection (apart from the id) are unimportant for the test
/// </summary>
/// <remarks>
/// XXX: Use the version of this method that takes the UserAccount structure wherever possible - this will
/// make the agent circuit data (e.g. first, lastname) consistent with the user account data.
/// </remarks>
/// <param name="scene"></param>
/// <param name="agentId"></param>
/// <param name="sceneManager"></param>
@ -461,6 +491,17 @@ namespace OpenSim.Tests.Common
return AddScenePresence(scene, GenerateAgentData(agentId), sceneManager);
}
/// <summary>
/// Add a root agent.
/// </summary>
/// <param name="scene"></param>
/// <param name="ua"></param>
/// <returns></returns>
public static ScenePresence AddScenePresence(Scene scene, UserAccount ua)
{
return AddScenePresence(scene, GenerateAgentData(ua));
}
/// <summary>
/// Add a root agent.
/// </summary>
@ -601,19 +642,36 @@ namespace OpenSim.Tests.Common
ownerId, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
{ Name = name, UUID = id, Scale = new Vector3(1, 1, 1) };
}
/// <summary>
/// Create a scene object but do not add it to the scene.
/// </summary>
/// <remarks>
/// UUID always starts at 00000000-0000-0000-0000-000000000001
/// UUID always starts at 00000000-0000-0000-0000-000000000001. For some purposes, (e.g. serializing direct
/// to another object's inventory) we do not need a scene unique ID. So it would be better to add the
/// UUID when we actually add an object to a scene rather than on creation.
/// </remarks>
/// <param name="parts">The number of parts that should be in the scene object</param>
/// <param name="ownerId"></param>
/// <returns></returns>
public static SceneObjectGroup CreateSceneObject(int parts, UUID ownerId)
{
return CreateSceneObject(parts, ownerId, "", 0x1);
return CreateSceneObject(parts, ownerId, 0x1);
}
/// <summary>
/// Create a scene object but do not add it to the scene.
/// </summary>
/// <param name="parts">The number of parts that should be in the scene object</param>
/// <param name="ownerId"></param>
/// <param name="uuidTail">
/// The hexadecimal last part of the UUID for parts created. A UUID of the form "00000000-0000-0000-0000-{0:XD12}"
/// will be given to the root part, and incremented for each part thereafter.
/// </param>
/// <returns></returns>
public static SceneObjectGroup CreateSceneObject(int parts, UUID ownerId, int uuidTail)
{
return CreateSceneObject(parts, ownerId, "", uuidTail);
}
/// <summary>

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@ -138,6 +138,15 @@ namespace OpenSim.Tests.Common
CreateUserWithInventory(scene, ua, pw);
return ua;
}
public static UserAccount CreateUserWithInventory(
Scene scene, string firstName, string lastName, int userId, string pw)
{
UserAccount ua
= new UserAccount(TestHelpers.ParseTail(userId)) { FirstName = firstName, LastName = lastName };
CreateUserWithInventory(scene, ua, pw);
return ua;
}
public static void CreateUserWithInventory(Scene scene, UserAccount ua, string pw)
{

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@ -61,17 +61,20 @@
;; Place to create a PID file
; PIDFile = "/tmp/my.pid"
;# {region_info_source} {} {Where to load region from?} {filesystem web} filesystem
;; Determine where OpenSimulator looks for the files which tell it
;; which regions to server
;; Default is "filesystem"
; region_info_source = "filesystem"
; region_info_source = "web"
;# {regionload_regionsdir} {region_info_source} {Location of file?} {} Regions
;; Determines where the region XML files are stored if you are loading
;; these from the filesystem.
;; Defaults to bin/Regions in your OpenSimulator installation directory
; regionload_regionsdir="C:\somewhere\xmlfiles\"
;# {regionload_webserver_url} {region_info_source} {URL to load region from?} {}
;; Determines the page from which regions xml is retrieved if you are
;; loading these from the web.
;; The XML here has the same format as it does on the filesystem
@ -92,6 +95,7 @@
;; Maximum size where a prim can be physical. Affects resizing of existing prims. This can be overriden in the region config file.
; PhysicalPrimMax = 10
;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false
;; If a viewer attempts to rez a prim larger than the non-physical or physical prim max, clamp the dimensions to the appropriate maximum
;; This can be overriden in the region config file.
; ClampPrimSize = false
@ -117,6 +121,7 @@
;; This will likely break them
; CombineContiguousRegions = false
;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false
;; If you have only one region in an instance, or to avoid the many bugs
;; that you can trigger in modules by restarting a region, set this to
;; true to make the entire instance exit instead of restarting the region.
@ -131,14 +136,17 @@
;; If both of these values are set to zero then persistence of all changed
;; objects will happen on every sweep.
;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60
;; Objects will be considered for persistance in the next sweep when they
;; have not changed for this number of seconds.
; MinimumTimeBeforePersistenceConsidered = 60
;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600
;; Objects will always be considered for persistance in the next sweep
;; if the first change occurred this number of seconds ago.
; MaximumTimeBeforePersistenceConsidered = 600
;# {see_into_this_sim_from_neighbor} {} {Should avatars in neighbor sims see objects in this sim?} {true false} true
;; Should avatars in neighbor sims see objects in this sim?
; see_into_this_sim_from_neighbor = true
@ -153,6 +161,7 @@
;; Note that only the ODE physics engine currently deals with meshed
;; prims in a satisfactory way.
;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer
;; ZeroMesher is faster but leaves the physics engine to model the mesh
;; using the basic shapes that it supports.
;; Usually this is only a box.
@ -161,6 +170,7 @@
; meshing = ZeroMesher
;; Choose one of the physics engines below
;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} OpenDynamicsEngine
;; OpenDynamicsEngine is by some distance the most developed physics engine
;; BulletSim is incomplete and experimental but in active development
;; basicphysics effectively does not model physics at all, making all objects phantom
@ -184,38 +194,52 @@
;; If set to true, then all permissions checks are carried out
; serverside_object_permissions = true
;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
;; This allows users with a UserLevel of 200 or more to assume god
;; powers in the regions in this simulator.
; allow_grid_gods = false
;; This allows some control over permissions
;; please note that this still doesn't duplicate SL, and is not intended to
;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
;; Allow region owners to assume god powers in their regions
; region_owner_is_god = true
;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
;; Allow region managers to assume god powers in regions they manage
; region_manager_is_god = false
;# {parcel_owner_is_god} {} {Allow parcel owner gods} {true false} true
;; Allow parcel owners to assume god powers in their parcels
; parcel_owner_is_god = true
;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
;; More control over permissions
;; This is definitely not SL!
; Provides a simple control for land owners to give build rights to specific avatars
; in publicly accessible parcels that disallow object creation in general.
; Owners specific avatars by adding them to the Access List of the parcel
; without having to use the Groups feature
;; Provides a simple control for land owners to give build rights to specific avatars
;; in publicly accessible parcels that disallow object creation in general.
;; Owners specific avatars by adding them to the Access List of the parcel
;; without having to use the Groups feature
; simple_build_permissions = false
;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
;; Default script engine to use. Currently, we only have XEngine
; DefaultScriptEngine = "XEngine"
;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
;; Map tile options. You can choose to generate no map tiles at all,
;; generate normal maptiles, or nominate an uploaded texture to
;; be the map tile
; GenerateMaptiles = true
;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
;; If desired, a running region can update the map tiles periodically
;; to reflect building activity. This names no sense of you don't have
;; prims on maptiles. Value is in seconds.
; MaptileRefresh = 0
;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
;; If not generating maptiles, use this static texture asset ID
; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
@ -228,9 +252,11 @@
;; got a large number of objects, so you can turn it off here if you'd like.
; DrawPrimOnMapTile = true
;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
;; Http proxy setting for llHTTPRequest and dynamic texture loading, if required
; HttpProxy = "http://proxy.com:8080"
;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {}
;; If you're using HttpProxy, then you can set HttpProxyExceptions to a list of regular expressions for URLs that you don't want to go through the proxy
;; For example, servers inside your firewall.
;; Separate patterns with a ';'
@ -254,7 +280,8 @@
;; default is false
; TelehubAllowLandmark = false
;# Comma separated list of viewers which may gain access to the regions.
;# {AllowedViewerList} {} {Comma separated list of allowed viewers} {}
;; Comma separated list of viewers which may gain access to the regions.
;; One can use a Substring of the viewer name to enable only certain subversions
;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
;; - "Imprudence" has access
@ -262,6 +289,7 @@
;; - "Imprudence 1.3.1" has no access
;; AllowedViewerList =
;# {BannedViewerList} {} {Comma separated list of banned viewers} {}
;# Comma separated list of viewers which may not gain access to the regions.
;; One can use a Substring of the viewer name to disable only certain subversions
;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
@ -276,16 +304,30 @@
; If these values are uncommented then they will be used to create a default estate as necessary.
; New regions will be automatically assigned to that default estate.
;# {DefaultEstateName} {} {Default name for estate?} {} My Estate
;; Name for the default estate
; DefaultEstateName = My Estate
; DefaultEstateOwnerName = FirstName LastName
; The following parameters will only be used on a standalone system to create an estate owner that does not already exist
; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random UUID will be assigned.
; This is normally what you want
;# {DefaultEstateOwnerName} {} {Default estate owner name?} {} FirstName LastName
;; Name for default estate owner
; DefaultEstateOwnerName = FirstName LastName
; ** Standalone Estate Settings **
; The following parameters will only be used on a standalone system to
; create an estate owner that does not already exist
;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000
;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random
;; UUID will be assigned. This is normally what you want
; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000
;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {}
;; Email address for the default estate owner
; DefaultEstateOwnerEMail = owner@domain.com
;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {}
;; Password for the default estate owner
; DefaultEstateOwnerPassword = password
@ -322,10 +364,14 @@
; SMTP_SERVER_PASSWORD = ""
[Network]
;# {ConsoleUser} {} {User name for console account} {}
;; Configure the remote console user here. This will not actually be used
;; unless you use -console=rest at startup.
; ConsoleUser = "Test"
;# {ConsolePass} {} {Password for console account} {}
; ConsolePass = "secret"
;# {console_port} {} {Port for console connections} {} 0
; console_port = 0
;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000
@ -389,11 +435,14 @@
[SimulatorFeatures]
;# {MapImageServerURI} {} {URL for the map server} {}
; Experimental new information sent in SimulatorFeatures cap for Kokua viewers
; meant to override the MapImage and search server url given at login, and varying
; on a sim-basis.
; Viewers that don't understand it, will ignore it
;MapImageServerURI = "http://127.0.0.1:9000/"
;# {SearchServerURI} {} {URL of the search server} {}
;SearchServerURI = "http://127.0.0.1:9000/"
@ -587,6 +636,7 @@
[Economy]
;# {SellEnabled} {} {Enable selling for 0?} {true false} true
; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
; There is no intention to implement anything further in core OpenSimulator.
; This functionality has to be provided by third party modules.
@ -594,9 +644,11 @@
;; Enables selling things for $0. Default is true.
; SellEnabled = true
;# {PriceUpload} {} {Price for uploading?} {} 0
;; Money Unit fee to upload textures, animations etc. Default is 0.
; PriceUpload = 0
;# {PriceGroupCreate} {} {Fee for group creation} {} 0
;; Money Unit fee to create groups. Default is 0.
; PriceGroupCreate = 0
@ -706,32 +758,41 @@
; If both Allow_ and Creators_ are given, effective permissions
; are the union of the two.
;# {EventLimit} {} {Amount of time a script can spend in an event handler} {} 30
;; Time a script can spend in an event handler before it is interrupted
; EventLimit = 30
;# {KillTimedOutScripts} {} {Kill script in case of event time overruns?} {true false} false
;; If a script overruns it's event limit, kill the script?
; KillTimedOutScripts = false
;# {ScriptDelayFactor} {} {Multiplier for scripting delays} {} 1.0
;; Sets the multiplier for the scripting delays
; ScriptDelayFactor = 1.0
;# {ScriptDistanceLimitFactor} {} {Multiplier for 10.0m distance limits?} {}
;; The factor the 10 m distances limits are multiplied by
; ScriptDistanceLimitFactor = 1.0
;# {NotecardLineReadCharsMax} {} {Maximum length of notecard line?} {} 255
;; Maximum length of notecard line read
;; Increasing this to large values potentially opens
;; up the system to malicious scripters
; NotecardLineReadCharsMax = 255
;# {SensorMaxRange} {} {Sensor range} {} 96.0
;; Sensor settings
; SensorMaxRange = 96.0
;# {SensorMaxResults} {} {Max sensor results returned?} {}
; SensorMaxResults = 16
;# {DisableUndergroundMovement} {} {Disable underground movement of prims} {true false} true
;; Disable underground movement of prims (default true); set to
;; false to allow script controlled underground positioning of
;; prims
; DisableUndergroundMovement = true
;# {ScriptEnginesPath} {} {Path to script assemblies} {} ScriptEngines
;; Path to script engine assemblies
;; Default is ./bin/ScriptEngines
; ScriptEnginesPath = "ScriptEngines"

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@ -3138,6 +3138,7 @@
<ReferencePath>../../../bin/</ReferencePath>
<Reference name="System"/>
<Reference name="System.Core"/>
<Reference name="System.Xml"/>
<Reference name="System.Drawing"/>
<Reference name="System.Runtime.Remoting"/>