Merge branch 'bigmerge' of ssh://3dhosting.de/var/git/careminster into bigmerge

avinationmerge
Melanie 2011-10-12 00:10:15 +02:00
commit 1c2b5d99c9
105 changed files with 2663 additions and 10383 deletions

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@ -8,6 +8,7 @@
<target name="distbin">
<copy file="bin/OpenSim.ini.example" tofile="bin/OpenSim.ini"/>
<copy file="bin/config-include/StandaloneCommon.ini.example" tofile="bin/config-include/StandaloneCommon.ini"/>
<copy file="bin/config-include/FlotsamCache.ini.example" tofile="bin/config-include/FlotsamCache.ini"/>
<delete dir="${distbindir}"/>
<copy todir="${distbindir}">
<fileset>

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@ -5,7 +5,7 @@ for your effort!)
These folks represent the current core team for OpenSim, and are the
people that make the day to day of OpenSim happen.
* justincc
* justincc (OSVW Consulting, justincc.org)
* chi11ken (Genkii)
* dahlia
* Melanie Thielker
@ -15,6 +15,7 @@ people that make the day to day of OpenSim happen.
* Mic Bowman (Intel)
* BlueWall (James Hughes)
* Snoopy Pfeffer
* Richard Adams (Intel)
= Core Developers Following the White Rabbit =
Core developers who have temporarily (we hope) gone chasing the white rabbit.
@ -119,6 +120,7 @@ what it is today.
* openlifegrid.com
* Oren Hurvitz (Kitely)
* otakup0pe
* Pixel Tomsen
* ralphos
* RemedyTomm
* Revolution

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@ -186,35 +186,5 @@ namespace OpenSim.ApplicationPlugins.LoadRegions
return true;
}
public void LoadRegionFromConfig(OpenSimBase openSim, ulong regionhandle)
{
m_log.Info("[LOADREGIONS]: Load Regions addin being initialised");
IRegionLoader regionLoader;
if (openSim.ConfigSource.Source.Configs["Startup"].GetString("region_info_source", "filesystem") == "filesystem")
{
m_log.Info("[LOADREGIONS]: Loading Region Info from filesystem");
regionLoader = new RegionLoaderFileSystem();
}
else
{
m_log.Info("[LOADREGIONS]: Loading Region Info from web");
regionLoader = new RegionLoaderWebServer();
}
regionLoader.SetIniConfigSource(openSim.ConfigSource.Source);
RegionInfo[] regionsToLoad = regionLoader.LoadRegions();
for (int i = 0; i < regionsToLoad.Length; i++)
{
if (regionhandle == regionsToLoad[i].RegionHandle)
{
IScene scene;
m_log.Debug("[LOADREGIONS]: Creating Region: " + regionsToLoad[i].RegionName + " (ThreadID: " +
Thread.CurrentThread.ManagedThreadId.ToString() + ")");
openSim.CreateRegion(regionsToLoad[i], true, out scene);
}
}
}
}
}

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@ -844,22 +844,31 @@ namespace OpenSim.ApplicationPlugins.RemoteController
}
// Create a new estate with the name provided
region.EstateSettings = m_application.EstateDataService.LoadEstateSettings(region.RegionID, true);
region.EstateSettings = m_application.EstateDataService.CreateNewEstate();
region.EstateSettings.EstateName = (string) requestData["estate_name"];
region.EstateSettings.EstateOwner = userID;
// Persistence does not seem to effect the need to save a new estate
region.EstateSettings.Save();
if (!m_application.EstateDataService.LinkRegion(region.RegionID, (int) region.EstateSettings.EstateID))
throw new Exception("Failed to join estate.");
}
else
{
int estateID = estateIDs[0];
region.EstateSettings = m_application.EstateDataService.LoadEstateSettings(region.RegionID, false);
if (region.EstateSettings.EstateID != estateID)
{
// The region is already part of an estate, but not the one we want.
region.EstateSettings = m_application.EstateDataService.LoadEstateSettings(estateID);
if (!m_application.EstateDataService.LinkRegion(region.RegionID, estateID))
throw new Exception("Failed to join estate.");
}
}
// Create the region and perform any initial initialization
@ -2438,6 +2447,8 @@ namespace OpenSim.ApplicationPlugins.RemoteController
/// <description>profile url</description></item>
/// <item><term>noassets</term>
/// <description>true if no assets should be saved</description></item>
/// <item><term>perm</term>
/// <description>C and/or T</description></item>
/// </list>
///
/// <code>region_uuid</code> takes precedence over
@ -2512,6 +2523,11 @@ namespace OpenSim.ApplicationPlugins.RemoteController
options["noassets"] = (string)requestData["noassets"] ;
}
if (requestData.Contains("perm"))
{
options["checkPermissions"] = (string)requestData["perm"];
}
IRegionArchiverModule archiver = scene.RequestModuleInterface<IRegionArchiverModule>();
if (archiver != null)

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@ -169,7 +169,7 @@ namespace OpenSim.ApplicationPlugins.Rest.Inventory.Tests
float y = Convert.ToSingle(rdata.Parameters[PARM_MOVE_Y]);
float z = Convert.ToSingle(rdata.Parameters[PARM_MOVE_Z]);
Vector3 vector = new Vector3(x, y, z);
presence.MoveToTarget(vector, false);
presence.MoveToTarget(vector, false, false);
}
catch (Exception e)
{

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@ -148,14 +148,46 @@ namespace OpenSim.Data.MSSQL
}
}
if (insertEstate && create)
{
DoCreate(es);
LinkRegion(regionID, (int)es.EstateID);
}
LoadBanList(es);
es.EstateManagers = LoadUUIDList(es.EstateID, "estate_managers");
es.EstateAccess = LoadUUIDList(es.EstateID, "estate_users");
es.EstateGroups = LoadUUIDList(es.EstateID, "estate_groups");
//Set event
es.OnSave += StoreEstateSettings;
return es;
}
public EstateSettings CreateNewEstate()
{
EstateSettings es = new EstateSettings();
es.OnSave += StoreEstateSettings;
DoCreate(es);
LoadBanList(es);
es.EstateManagers = LoadUUIDList(es.EstateID, "estate_managers");
es.EstateAccess = LoadUUIDList(es.EstateID, "estate_users");
es.EstateGroups = LoadUUIDList(es.EstateID, "estate_groups");
return es;
}
private void DoCreate(EstateSettings es)
{
List<string> names = new List<string>(FieldList);
names.Remove("EstateID");
sql = string.Format("insert into estate_settings ({0}) values ( @{1})", String.Join(",", names.ToArray()), String.Join(", @", names.ToArray()));
string sql = string.Format("insert into estate_settings ({0}) values ( @{1})", String.Join(",", names.ToArray()), String.Join(", @", names.ToArray()));
//_Log.Debug("[DB ESTATE]: SQL: " + sql);
using (SqlConnection conn = new SqlConnection(m_connectionString))
@ -176,40 +208,10 @@ namespace OpenSim.Data.MSSQL
es.EstateID = Convert.ToUInt32(idParameter.Value);
}
sql = "INSERT INTO [estate_map] ([RegionID] ,[EstateID]) VALUES (@RegionID, @EstateID)";
using (SqlConnection conn = new SqlConnection(m_connectionString))
using (SqlCommand cmd = new SqlCommand(sql, conn))
{
cmd.Parameters.Add(_Database.CreateParameter("@RegionID", regionID));
cmd.Parameters.Add(_Database.CreateParameter("@EstateID", es.EstateID));
// This will throw on dupe key
try
{
conn.Open();
cmd.ExecuteNonQuery();
}
catch (Exception e)
{
m_log.DebugFormat("[ESTATE DB]: Error inserting regionID and EstateID in estate_map: {0}", e);
}
}
//TODO check if this is needed??
es.Save();
}
LoadBanList(es);
es.EstateManagers = LoadUUIDList(es.EstateID, "estate_managers");
es.EstateAccess = LoadUUIDList(es.EstateID, "estate_users");
es.EstateGroups = LoadUUIDList(es.EstateID, "estate_groups");
//Set event
es.OnSave += StoreEstateSettings;
return es;
}
/// <summary>
/// Stores the estate settings.
/// </summary>
@ -498,24 +500,43 @@ namespace OpenSim.Data.MSSQL
public bool LinkRegion(UUID regionID, int estateID)
{
string sql = "insert into estate_map values (@RegionID, @EstateID)";
string deleteSQL = "delete from estate_map where RegionID = @RegionID";
string insertSQL = "insert into estate_map values (@RegionID, @EstateID)";
using (SqlConnection conn = new SqlConnection(m_connectionString))
{
conn.Open();
SqlTransaction transaction = conn.BeginTransaction();
try
{
using (SqlCommand cmd = new SqlCommand(sql, conn))
using (SqlCommand cmd = new SqlCommand(deleteSQL, conn))
{
cmd.Parameters.AddWithValue("@RegionID", regionID);
cmd.Transaction = transaction;
cmd.Parameters.AddWithValue("@RegionID", regionID.Guid);
cmd.ExecuteNonQuery();
}
using (SqlCommand cmd = new SqlCommand(insertSQL, conn))
{
cmd.Transaction = transaction;
cmd.Parameters.AddWithValue("@RegionID", regionID.Guid);
cmd.Parameters.AddWithValue("@EstateID", estateID);
int ret = cmd.ExecuteNonQuery();
if (ret != 0)
transaction.Commit();
else
transaction.Rollback();
return (ret != 0);
}
}
catch (Exception ex)
{
m_log.Error("[REGION DB]: LinkRegion failed: " + ex.Message);
transaction.Rollback();
}
}
return false;

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@ -218,23 +218,27 @@ namespace OpenSim.Data.MSSQL
if (words.Length > 2)
return new UserAccountData[0];
string sql = "";
using (SqlConnection conn = new SqlConnection(m_ConnectionString))
using (SqlCommand cmd = new SqlCommand())
{
if (words.Length == 1)
{
cmd.CommandText = String.Format("select * from {0} where ([ScopeID]=@ScopeID or [ScopeID]='00000000-0000-0000-0000-000000000000') and ([FirstName] like @search or [LastName] like @search)", m_Realm);
sql = String.Format("select * from {0} where ([ScopeID]=@ScopeID or [ScopeID]='00000000-0000-0000-0000-000000000000') and ([FirstName] like @search or [LastName] like @search)", m_Realm);
cmd.Parameters.Add(m_database.CreateParameter("@scopeID", scopeID));
cmd.Parameters.Add(m_database.CreateParameter("@search", "%" + words[0] + "%"));
}
else
{
cmd.CommandText = String.Format("select * from {0} where ([ScopeID]=@ScopeID or [ScopeID]='00000000-0000-0000-0000-000000000000') and ([FirstName] like @searchFirst or [LastName] like @searchLast)", m_Realm);
sql = String.Format("select * from {0} where ([ScopeID]=@ScopeID or [ScopeID]='00000000-0000-0000-0000-000000000000') and ([FirstName] like @searchFirst or [LastName] like @searchLast)", m_Realm);
cmd.Parameters.Add(m_database.CreateParameter("@searchFirst", "%" + words[0] + "%"));
cmd.Parameters.Add(m_database.CreateParameter("@searchLast", "%" + words[1] + "%"));
cmd.Parameters.Add(m_database.CreateParameter("@ScopeID", scopeID.ToString()));
}
cmd.Connection = conn;
cmd.CommandText = sql;
conn.Open();
return DoQuery(cmd);
}
}

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@ -20,3 +20,31 @@ INSERT INTO Friends (PrincipalID, Friend, Flags, Offered)
SELECT [ownerID], [friendID], [friendPerms], 0 FROM userfriends;
COMMIT
:VERSION 3
BEGIN TRANSACTION
CREATE TABLE [Tmp_Friends]
([PrincipalID] varchar(255) NOT NULL DEFAULT '00000000-0000-0000-0000-000000000000',
[Friend] varchar(255) NOT NULL,
[Flags] char(16) NOT NULL DEFAULT '0',
[Offered] varchar(32) NOT NULL DEFAULT 0)
ON [PRIMARY]
IF EXISTS(SELECT * FROM dbo.Friends)
EXEC('INSERT INTO dbo.Tmp_Friends (PrincipalID, Friend, Flags, Offered)
SELECT CONVERT(varchar(255),PrincipalID), Friend, Flags, Offered FROM dbo.Friends WITH (HOLDLOCK TABLOCKX)')
DROP TABLE dbo.Friends
EXECUTE sp_rename N'dbo.Tmp_Friends', N'Friends', 'OBJECT'
ALTER TABLE dbo.Friends ADD
PRIMARY KEY CLUSTERED
(
[PrincipalID] ASC, [Friend] ASC
)WITH (PAD_INDEX = OFF, STATISTICS_NORECOMPUTE = OFF, IGNORE_DUP_KEY = OFF, ALLOW_ROW_LOCKS = ON, ALLOW_PAGE_LOCKS = ON) ON [PRIMARY]
COMMIT

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@ -245,3 +245,35 @@ ADD CONSTRAINT DF_inventoryitems_creatorID
DEFAULT '00000000-0000-0000-0000-000000000000' FOR creatorID
:GO
:VERSION 9
BEGIN TRANSACTION
# CreatorID goes up to VARCHAR(255)
exec sp_rename 'inventoryitems.CreatorID', 'cr_old', 'COLUMN'
:GO
alter table inventoryitems
add creatorID varchar(255) NULL
:GO
update inventoryitems set creatorID = cr_old
alter table inventoryitems
drop CONSTRAINT DF_inventoryitems_creatorID
:GO
alter table inventoryitems
drop column cr_old
:GO
COMMIT
ALTER TABLE inventoryitems
ADD CONSTRAINT DF_inventoryitems_creatorID
DEFAULT '00000000-0000-0000-0000-000000000000' FOR creatorID
:GO

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@ -1,23 +0,0 @@
<Addin id="OpenSim.Data.MSSQL" version="0.1">
<Runtime>
<Import assembly="OpenSim.Data.MSSQL.dll"/>
</Runtime>
<Dependencies>
<Addin id="OpenSim.Data" version="0.5" />
</Dependencies>
<Extension path = "/OpenSim/GridData">
<Plugin id="MSSQLGridData" provider="OpenSim.Data.MSSQL.dll" type="OpenSim.Data.MSSQL.MSSQLGridData" />
</Extension>
<Extension path = "/OpenSim/LogData">
<Plugin id="MSSQLLogData" provider="OpenSim.Data.MSSQL.dll" type="OpenSim.Data.MSSQL.MSSQLLogData" />
</Extension>
<Extension path = "/OpenSim/AssetData">
<Plugin id="MSSQLAssetData" provider="OpenSim.Data.MSSQL.dll" type="OpenSim.Data.MSSQL.MSSQLAssetData" />
</Extension>
<Extension path = "/OpenSim/InventoryData">
<Plugin id="MSSQLInventoryData" provider="OpenSim.Data.MSSQL.dll" type="OpenSim.Data.MSSQL.MSSQLInventoryData" />
</Extension>
<Extension path = "/OpenSim/UserData">
<Plugin id="MSSQLUserData" provider="OpenSim.Data.MSSQL.dll" type="OpenSim.Data.MSSQL.MSSQLUserData" />
</Extension>
</Addin>

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@ -149,6 +149,22 @@ namespace OpenSim.Data.MySQL
}
}
public EstateSettings CreateNewEstate()
{
EstateSettings es = new EstateSettings();
es.OnSave += StoreEstateSettings;
DoCreate(es);
LoadBanList(es);
es.EstateManagers = LoadUUIDList(es.EstateID, "estate_managers");
es.EstateAccess = LoadUUIDList(es.EstateID, "estate_users");
es.EstateGroups = LoadUUIDList(es.EstateID, "estate_groups");
return es;
}
private EstateSettings DoLoad(MySqlCommand cmd, UUID regionID, bool create)
{
EstateSettings es = new EstateSettings();
@ -187,6 +203,21 @@ namespace OpenSim.Data.MySQL
}
if (!found && create)
{
DoCreate(es);
LinkRegion(regionID, (int)es.EstateID);
}
}
LoadBanList(es);
es.EstateManagers = LoadUUIDList(es.EstateID, "estate_managers");
es.EstateAccess = LoadUUIDList(es.EstateID, "estate_users");
es.EstateGroups = LoadUUIDList(es.EstateID, "estate_groups");
return es;
}
private void DoCreate(EstateSettings es)
{
// Migration case
List<string> names = new List<string>(FieldList);
@ -195,6 +226,9 @@ namespace OpenSim.Data.MySQL
string sql = "insert into estate_settings (" + String.Join(",", names.ToArray()) + ") values ( ?" + String.Join(", ?", names.ToArray()) + ")";
using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))
{
dbcon.Open();
using (MySqlCommand cmd2 = dbcon.CreateCommand())
{
cmd2.CommandText = sql;
@ -226,27 +260,11 @@ namespace OpenSim.Data.MySQL
es.EstateID = Convert.ToUInt32(r["id"]);
}
cmd2.CommandText = "insert into estate_map values (?RegionID, ?EstateID)";
cmd2.Parameters.AddWithValue("?RegionID", regionID.ToString());
cmd2.Parameters.AddWithValue("?EstateID", es.EstateID.ToString());
// This will throw on dupe key
try { cmd2.ExecuteNonQuery(); }
catch (Exception) { }
es.Save();
}
}
}
LoadBanList(es);
es.EstateManagers = LoadUUIDList(es.EstateID, "estate_managers");
es.EstateAccess = LoadUUIDList(es.EstateID, "estate_users");
es.EstateGroups = LoadUUIDList(es.EstateID, "estate_groups");
return es;
}
public void StoreEstateSettings(EstateSettings es)
{
string sql = "replace into estate_settings (" + String.Join(",", FieldList) + ") values ( ?" + String.Join(", ?", FieldList) + ")";
@ -477,7 +495,6 @@ namespace OpenSim.Data.MySQL
}
}
dbcon.Close();
}
@ -507,7 +524,6 @@ namespace OpenSim.Data.MySQL
}
}
dbcon.Close();
}
@ -519,16 +535,34 @@ namespace OpenSim.Data.MySQL
using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))
{
dbcon.Open();
MySqlTransaction transaction = dbcon.BeginTransaction();
try
{
// Delete any existing association of this region with an estate.
using (MySqlCommand cmd = dbcon.CreateCommand())
{
cmd.Transaction = transaction;
cmd.CommandText = "delete from estate_map where RegionID = ?RegionID";
cmd.Parameters.AddWithValue("?RegionID", regionID);
cmd.ExecuteNonQuery();
}
using (MySqlCommand cmd = dbcon.CreateCommand())
{
cmd.Transaction = transaction;
cmd.CommandText = "insert into estate_map values (?RegionID, ?EstateID)";
cmd.Parameters.AddWithValue("?RegionID", regionID);
cmd.Parameters.AddWithValue("?EstateID", estateID);
int ret = cmd.ExecuteNonQuery();
if (ret != 0)
transaction.Commit();
else
transaction.Rollback();
dbcon.Close();
return (ret != 0);
@ -537,6 +571,7 @@ namespace OpenSim.Data.MySQL
catch (MySqlException ex)
{
m_log.Error("[REGION DB]: LinkRegion failed: " + ex.Message);
transaction.Rollback();
}
dbcon.Close();

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@ -1,23 +0,0 @@
<Addin id="OpenSim.Data.MySQL" version="0.1">
<Runtime>
<Import assembly="OpenSim.Data.MySQL.dll"/>
</Runtime>
<Dependencies>
<Addin id="OpenSim.Data" version="0.5" />
</Dependencies>
<Extension path = "/OpenSim/GridData">
<Plugin id="MySQLGridData" provider="OpenSim.Data.MySQL.dll" type="OpenSim.Data.MySQL.MySQLGridData" />
</Extension>
<Extension path = "/OpenSim/LogData">
<Plugin id="MySQLLogData" provider="OpenSim.Data.MySQL.dll" type="OpenSim.Data.MySQL.MySQLLogData" />
</Extension>
<Extension path = "/OpenSim/AssetData">
<Plugin id="MySQLAssetData" provider="OpenSim.Data.MySQL.dll" type="OpenSim.Data.MySQL.MySQLAssetData" />
</Extension>
<Extension path = "/OpenSim/InventoryData">
<Plugin id="MySQLInventoryData" provider="OpenSim.Data.MySQL.dll" type="OpenSim.Data.MySQL.MySQLInventoryData" />
</Extension>
<Extension path = "/OpenSim/UserData">
<Plugin id="MySQLUserData" provider="OpenSim.Data.MySQL.dll" type="OpenSim.Data.MySQL.MySQLUserData" />
</Extension>
</Addin>

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@ -85,6 +85,11 @@ namespace OpenSim.Data.Null
return new EstateSettings();
}
public EstateSettings CreateNewEstate()
{
return new EstateSettings();
}
public List<EstateSettings> LoadEstateSettingsAll()
{
List<EstateSettings> allEstateSettings = new List<EstateSettings>();

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@ -78,7 +78,9 @@ namespace OpenSim.Data.Null
public RegionSettings LoadRegionSettings(UUID regionUUID)
{
return null;
RegionSettings rs = new RegionSettings();
rs.RegionUUID = regionUUID;
return rs;
}
public void StoreObject(SceneObjectGroup obj, UUID regionUUID)

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@ -1,20 +0,0 @@
<Addin id="OpenSim.Data.SQLite" version="0.1">
<Runtime>
<Import assembly="OpenSim.Data.SQLite.dll"/>
</Runtime>
<Dependencies>
<Addin id="OpenSim.Data" version="0.5" />
</Dependencies>
<Extension path = "/OpenSim/GridData">
<Plugin id="SQLiteGridData" provider="OpenSim.Data.SQLite.dll" type="OpenSim.Data.SQLite.SQLiteGridData" />
</Extension>
<Extension path = "/OpenSim/AssetData">
<Plugin id="SQLiteAssetData" provider="OpenSim.Data.SQLite.dll" type="OpenSim.Data.SQLite.SQLiteAssetData" />
</Extension>
<Extension path = "/OpenSim/InventoryData">
<Plugin id="SQLiteInventoryData" provider="OpenSim.Data.SQLite.dll" type="OpenSim.Data.SQLite.SQLiteInventoryStore" />
</Extension>
<Extension path = "/OpenSim/UserData">
<Plugin id="SQLiteUserData" provider="OpenSim.Data.SQLite.dll" type="OpenSim.Data.SQLite.SQLiteUserData" />
</Extension>
</Addin>

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@ -151,10 +151,41 @@ namespace OpenSim.Data.SQLite
}
else if (create)
{
r.Close();
DoCreate(es);
LinkRegion(regionID, (int)es.EstateID);
}
LoadBanList(es);
es.EstateManagers = LoadUUIDList(es.EstateID, "estate_managers");
es.EstateAccess = LoadUUIDList(es.EstateID, "estate_users");
es.EstateGroups = LoadUUIDList(es.EstateID, "estate_groups");
return es;
}
public EstateSettings CreateNewEstate()
{
EstateSettings es = new EstateSettings();
es.OnSave += StoreEstateSettings;
DoCreate(es);
LoadBanList(es);
es.EstateManagers = LoadUUIDList(es.EstateID, "estate_managers");
es.EstateAccess = LoadUUIDList(es.EstateID, "estate_users");
es.EstateGroups = LoadUUIDList(es.EstateID, "estate_groups");
return es;
}
private void DoCreate(EstateSettings es)
{
List<string> names = new List<string>(FieldList);
SqliteCommand cmd = (SqliteCommand)m_connection.CreateCommand();
IDataReader r = null;
names.Remove("EstateID");
string sql = "insert into estate_settings ("+String.Join(",", names.ToArray())+") values ( :"+String.Join(", :", names.ToArray())+")";
@ -190,30 +221,9 @@ namespace OpenSim.Data.SQLite
r.Close();
cmd.CommandText = "insert into estate_map values (:RegionID, :EstateID)";
cmd.Parameters.AddWithValue(":RegionID", regionID.ToString());
cmd.Parameters.AddWithValue(":EstateID", es.EstateID.ToString());
// This will throw on dupe key
try
{
cmd.ExecuteNonQuery();
}
catch (Exception)
{
}
es.Save();
}
LoadBanList(es);
es.EstateManagers = LoadUUIDList(es.EstateID, "estate_managers");
es.EstateAccess = LoadUUIDList(es.EstateID, "estate_users");
es.EstateGroups = LoadUUIDList(es.EstateID, "estate_groups");
return es;
}
public void StoreEstateSettings(EstateSettings es)
{
List<string> fields = new List<string>(FieldList);
@ -440,17 +450,37 @@ namespace OpenSim.Data.SQLite
public bool LinkRegion(UUID regionID, int estateID)
{
SqliteCommand cmd = (SqliteCommand)m_connection.CreateCommand();
SqliteTransaction transaction = m_connection.BeginTransaction();
// Delete any existing estate mapping for this region.
using(SqliteCommand cmd = (SqliteCommand)m_connection.CreateCommand())
{
cmd.CommandText = "delete from estate_map where RegionID = :RegionID";
cmd.Transaction = transaction;
cmd.Parameters.AddWithValue(":RegionID", regionID.ToString());
cmd.ExecuteNonQuery();
}
using(SqliteCommand cmd = (SqliteCommand)m_connection.CreateCommand())
{
cmd.CommandText = "insert into estate_map values (:RegionID, :EstateID)";
cmd.Transaction = transaction;
cmd.Parameters.AddWithValue(":RegionID", regionID.ToString());
cmd.Parameters.AddWithValue(":EstateID", estateID.ToString());
if (cmd.ExecuteNonQuery() == 0)
{
transaction.Rollback();
return false;
}
else
{
transaction.Commit();
return true;
}
}
}
public List<UUID> GetRegions(int estateID)
{

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@ -169,6 +169,7 @@ namespace OpenSim.Framework
get { return m_metadata.FullID; }
set { m_metadata.FullID = value; }
}
/// <summary>
/// Asset MetaData ID (transferring from UUID to string ID)
/// </summary>

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@ -225,6 +225,8 @@ namespace OpenSim.Framework
/// </summary>
public virtual void ResetAppearance()
{
// m_log.WarnFormat("[AVATAR APPEARANCE]: Reset appearance");
m_serial = 0;
SetDefaultTexture();

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@ -46,12 +46,11 @@ namespace OpenSim.Framework.Console
// private readonly object m_syncRoot = new object();
private const string LOGLEVEL_NONE = "(none)";
private int y = -1;
private int cp = 0;
private int h = 1;
private StringBuilder cmdline = new StringBuilder();
private bool echo = true;
private List<string> history = new List<string>();
private int m_cursorYPosition = -1;
private int m_cursorXPosition = 0;
private StringBuilder m_commandLine = new StringBuilder();
private bool m_echo = true;
private List<string> m_history = new List<string>();
private static readonly ConsoleColor[] Colors = {
// the dark colors don't seem to be visible on some black background terminals like putty :(
@ -81,10 +80,10 @@ namespace OpenSim.Framework.Console
private void AddToHistory(string text)
{
while (history.Count >= 100)
history.RemoveAt(0);
while (m_history.Count >= 100)
m_history.RemoveAt(0);
history.Add(text);
m_history.Add(text);
}
/// <summary>
@ -111,11 +110,11 @@ namespace OpenSim.Framework.Console
}
else
{
int bw = System.Console.BufferWidth;
int bufferWidth = System.Console.BufferWidth;
// On Mono 2.4.2.3 (and possibly above), the buffer value is sometimes erroneously zero (Mantis 4657)
if (bw > 0 && left >= bw)
System.Console.CursorLeft = bw - 1;
if (bufferWidth > 0 && left >= bufferWidth)
System.Console.CursorLeft = bufferWidth - 1;
}
if (top < 0)
@ -124,11 +123,11 @@ namespace OpenSim.Framework.Console
}
else
{
int bh = System.Console.BufferHeight;
int bufferHeight = System.Console.BufferHeight;
// On Mono 2.4.2.3 (and possibly above), the buffer value is sometimes erroneously zero (Mantis 4657)
if (bh > 0 && top >= bh)
top = bh - 1;
if (bufferHeight > 0 && top >= bufferHeight)
top = bufferHeight - 1;
}
System.Console.CursorTop = top;
@ -160,10 +159,10 @@ namespace OpenSim.Framework.Console
}
else
{
int bh = System.Console.BufferHeight;
int bufferHeight = System.Console.BufferHeight;
// On Mono 2.4.2.3 (and possibly above), the buffer value is sometimes erroneously zero (Mantis 4657)
if (bh > 0 && top >= bh)
System.Console.CursorTop = bh - 1;
if (bufferHeight > 0 && top >= bufferHeight)
System.Console.CursorTop = bufferHeight - 1;
}
if (left < 0)
@ -172,11 +171,11 @@ namespace OpenSim.Framework.Console
}
else
{
int bw = System.Console.BufferWidth;
int bufferWidth = System.Console.BufferWidth;
// On Mono 2.4.2.3 (and possibly above), the buffer value is sometimes erroneously zero (Mantis 4657)
if (bw > 0 && left >= bw)
left = bw - 1;
if (bufferWidth > 0 && left >= bufferWidth)
left = bufferWidth - 1;
}
System.Console.CursorLeft = left;
@ -186,31 +185,30 @@ namespace OpenSim.Framework.Console
private void Show()
{
lock (cmdline)
lock (m_commandLine)
{
if (y == -1 || System.Console.BufferWidth == 0)
if (m_cursorYPosition == -1 || System.Console.BufferWidth == 0)
return;
int xc = prompt.Length + cp;
int xc = prompt.Length + m_cursorXPosition;
int new_x = xc % System.Console.BufferWidth;
int new_y = y + xc / System.Console.BufferWidth;
int end_y = y + (cmdline.Length + prompt.Length) / System.Console.BufferWidth;
if (end_y / System.Console.BufferWidth >= h)
h++;
int new_y = m_cursorYPosition + xc / System.Console.BufferWidth;
int end_y = m_cursorYPosition + (m_commandLine.Length + prompt.Length) / System.Console.BufferWidth;
if (end_y >= System.Console.BufferHeight) // wrap
{
y--;
m_cursorYPosition--;
new_y--;
SetCursorLeft(0);
SetCursorTop(System.Console.BufferHeight - 1);
System.Console.WriteLine(" ");
}
y = SetCursorTop(y);
m_cursorYPosition = SetCursorTop(m_cursorYPosition);
SetCursorLeft(0);
if (echo)
System.Console.Write("{0}{1}", prompt, cmdline);
if (m_echo)
System.Console.Write("{0}{1}", prompt, m_commandLine);
else
System.Console.Write("{0}", prompt);
@ -221,20 +219,20 @@ namespace OpenSim.Framework.Console
public override void LockOutput()
{
Monitor.Enter(cmdline);
Monitor.Enter(m_commandLine);
try
{
if (y != -1)
if (m_cursorYPosition != -1)
{
y = SetCursorTop(y);
m_cursorYPosition = SetCursorTop(m_cursorYPosition);
System.Console.CursorLeft = 0;
int count = cmdline.Length + prompt.Length;
int count = m_commandLine.Length + prompt.Length;
while (count-- > 0)
System.Console.Write(" ");
y = SetCursorTop(y);
m_cursorYPosition = SetCursorTop(m_cursorYPosition);
SetCursorLeft(0);
}
}
@ -245,12 +243,12 @@ namespace OpenSim.Framework.Console
public override void UnlockOutput()
{
if (y != -1)
if (m_cursorYPosition != -1)
{
y = System.Console.CursorTop;
m_cursorYPosition = System.Console.CursorTop;
Show();
}
Monitor.Exit(cmdline);
Monitor.Exit(m_commandLine);
}
private void WriteColorText(ConsoleColor color, string sender)
@ -317,29 +315,29 @@ namespace OpenSim.Framework.Console
public override void Output(string text, string level)
{
lock (cmdline)
lock (m_commandLine)
{
if (y == -1)
if (m_cursorYPosition == -1)
{
WriteLocalText(text, level);
return;
}
y = SetCursorTop(y);
m_cursorYPosition = SetCursorTop(m_cursorYPosition);
SetCursorLeft(0);
int count = cmdline.Length + prompt.Length;
int count = m_commandLine.Length + prompt.Length;
while (count-- > 0)
System.Console.Write(" ");
y = SetCursorTop(y);
m_cursorYPosition = SetCursorTop(m_cursorYPosition);
SetCursorLeft(0);
WriteLocalText(text, level);
y = System.Console.CursorTop;
m_cursorYPosition = System.Console.CursorTop;
Show();
}
@ -347,9 +345,9 @@ namespace OpenSim.Framework.Console
private bool ContextHelp()
{
string[] words = Parser.Parse(cmdline.ToString());
string[] words = Parser.Parse(m_commandLine.ToString());
bool trailingSpace = cmdline.ToString().EndsWith(" ");
bool trailingSpace = m_commandLine.ToString().EndsWith(" ");
// Allow ? through while typing a URI
//
@ -368,19 +366,18 @@ namespace OpenSim.Framework.Console
public override string ReadLine(string p, bool isCommand, bool e)
{
h = 1;
cp = 0;
m_cursorXPosition = 0;
prompt = p;
echo = e;
int historyLine = history.Count;
m_echo = e;
int historyLine = m_history.Count;
SetCursorLeft(0); // Needed for mono
System.Console.Write(" "); // Needed for mono
lock (cmdline)
lock (m_commandLine)
{
y = System.Console.CursorTop;
cmdline.Remove(0, cmdline.Length);
m_cursorYPosition = System.Console.CursorTop;
m_commandLine.Remove(0, m_commandLine.Length);
}
while (true)
@ -388,92 +385,95 @@ namespace OpenSim.Framework.Console
Show();
ConsoleKeyInfo key = System.Console.ReadKey(true);
char c = key.KeyChar;
char enteredChar = key.KeyChar;
if (!Char.IsControl(c))
if (!Char.IsControl(enteredChar))
{
if (cp >= 318)
if (m_cursorXPosition >= 318)
continue;
if (c == '?' && isCommand)
if (enteredChar == '?' && isCommand)
{
if (ContextHelp())
continue;
}
cmdline.Insert(cp, c);
cp++;
m_commandLine.Insert(m_cursorXPosition, enteredChar);
m_cursorXPosition++;
}
else
{
switch (key.Key)
{
case ConsoleKey.Backspace:
if (cp == 0)
if (m_cursorXPosition == 0)
break;
cmdline.Remove(cp-1, 1);
cp--;
m_commandLine.Remove(m_cursorXPosition-1, 1);
m_cursorXPosition--;
SetCursorLeft(0);
y = SetCursorTop(y);
m_cursorYPosition = SetCursorTop(m_cursorYPosition);
System.Console.Write("{0}{1} ", prompt, cmdline);
if (m_echo)
System.Console.Write("{0}{1} ", prompt, m_commandLine);
else
System.Console.Write("{0}", prompt);
break;
case ConsoleKey.End:
cp = cmdline.Length;
m_cursorXPosition = m_commandLine.Length;
break;
case ConsoleKey.Home:
cp = 0;
m_cursorXPosition = 0;
break;
case ConsoleKey.UpArrow:
if (historyLine < 1)
break;
historyLine--;
LockOutput();
cmdline.Remove(0, cmdline.Length);
cmdline.Append(history[historyLine]);
cp = cmdline.Length;
m_commandLine.Remove(0, m_commandLine.Length);
m_commandLine.Append(m_history[historyLine]);
m_cursorXPosition = m_commandLine.Length;
UnlockOutput();
break;
case ConsoleKey.DownArrow:
if (historyLine >= history.Count)
if (historyLine >= m_history.Count)
break;
historyLine++;
LockOutput();
if (historyLine == history.Count)
if (historyLine == m_history.Count)
{
cmdline.Remove(0, cmdline.Length);
m_commandLine.Remove(0, m_commandLine.Length);
}
else
{
cmdline.Remove(0, cmdline.Length);
cmdline.Append(history[historyLine]);
m_commandLine.Remove(0, m_commandLine.Length);
m_commandLine.Append(m_history[historyLine]);
}
cp = cmdline.Length;
m_cursorXPosition = m_commandLine.Length;
UnlockOutput();
break;
case ConsoleKey.LeftArrow:
if (cp > 0)
cp--;
if (m_cursorXPosition > 0)
m_cursorXPosition--;
break;
case ConsoleKey.RightArrow:
if (cp < cmdline.Length)
cp++;
if (m_cursorXPosition < m_commandLine.Length)
m_cursorXPosition++;
break;
case ConsoleKey.Enter:
SetCursorLeft(0);
y = SetCursorTop(y);
m_cursorYPosition = SetCursorTop(m_cursorYPosition);
System.Console.WriteLine();
//Show();
lock (cmdline)
lock (m_commandLine)
{
y = -1;
m_cursorYPosition = -1;
}
string commandLine = cmdline.ToString();
string commandLine = m_commandLine.ToString();
if (isCommand)
{
@ -481,12 +481,12 @@ namespace OpenSim.Framework.Console
if (cmd.Length != 0)
{
int i;
int index;
for (i=0 ; i < cmd.Length ; i++)
for (index=0 ; index < cmd.Length ; index++)
{
if (cmd[i].Contains(" "))
cmd[i] = "\"" + cmd[i] + "\"";
if (cmd[index].Contains(" "))
cmd[index] = "\"" + cmd[index] + "\"";
}
AddToHistory(String.Join(" ", cmd));
return String.Empty;
@ -494,7 +494,7 @@ namespace OpenSim.Framework.Console
}
// If we're not echoing to screen (e.g. a password) then we probably don't want it in history
if (echo && commandLine != "")
if (m_echo && commandLine != "")
AddToHistory(commandLine);
return commandLine;

View File

@ -53,8 +53,7 @@ namespace OpenSim.Framework
public delegate ISceneEntity RezSingleAttachmentFromInv(IClientAPI remoteClient, UUID itemID, uint AttachmentPt);
public delegate void RezMultipleAttachmentsFromInv(IClientAPI remoteClient, RezMultipleAttachmentsFromInvPacket.HeaderDataBlock header,
RezMultipleAttachmentsFromInvPacket.ObjectDataBlock[] objects);
public delegate void RezMultipleAttachmentsFromInv(IClientAPI remoteClient, List<KeyValuePair<UUID, uint>> rezlist );
public delegate void ObjectAttach(
IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, bool silent);
@ -940,7 +939,7 @@ namespace OpenSim.Framework
event ScriptReset OnScriptReset;
event GetScriptRunning OnGetScriptRunning;
event SetScriptRunning OnSetScriptRunning;
event Action<Vector3, bool> OnAutoPilotGo;
event Action<Vector3, bool, bool> OnAutoPilotGo;
event TerrainUnacked OnUnackedTerrain;
event ActivateGesture OnActivateGesture;

View File

@ -33,15 +33,12 @@ namespace OpenSim.Framework
{
public delegate void restart(RegionInfo thisRegion);
//public delegate void regionup (RegionInfo thisRegion);
public enum RegionStatus : int
{
Down = 0,
Up = 1,
Crashed = 2,
Starting = 3,
SlaveScene = 4
};
/// <value>

View File

@ -48,11 +48,13 @@ namespace OpenSim.Framework.RegionLoader.Filesystem
public RegionInfo[] LoadRegions()
{
string regionConfigPath = Path.Combine(Util.configDir(), "Regions");
bool allowRegionless = false;
try
{
IConfig startupConfig = (IConfig)m_configSource.Configs["Startup"];
regionConfigPath = startupConfig.GetString("regionload_regionsdir", regionConfigPath).Trim();
allowRegionless = startupConfig.GetBoolean("allow_regionless", false);
}
catch (Exception)
{
@ -68,7 +70,7 @@ namespace OpenSim.Framework.RegionLoader.Filesystem
string[] iniFiles = Directory.GetFiles(regionConfigPath, "*.ini");
// Create an empty Regions.ini if there are no existing config files.
if (configFiles.Length == 0 && iniFiles.Length == 0)
if (!allowRegionless && configFiles.Length == 0 && iniFiles.Length == 0)
{
new RegionInfo("DEFAULT REGION CONFIG", Path.Combine(regionConfigPath, "Regions.ini"), false, m_configSource);
iniFiles = Directory.GetFiles(regionConfigPath, "*.ini");

View File

@ -60,6 +60,8 @@ namespace OpenSim.Framework.RegionLoader.Web
{
IConfig startupConfig = (IConfig) m_configSource.Configs["Startup"];
string url = startupConfig.GetString("regionload_webserver_url", String.Empty).Trim();
bool allowRegionless = startupConfig.GetBoolean("allow_regionless", false);
if (url == String.Empty)
{
m_log.Error("[WEBLOADER]: Unable to load webserver URL - URL was empty.");
@ -69,11 +71,16 @@ namespace OpenSim.Framework.RegionLoader.Web
{
while(tries > 0)
{
RegionInfo[] regionInfos = new RegionInfo[] {};
int regionCount = 0;
HttpWebRequest webRequest = (HttpWebRequest) WebRequest.Create(url);
webRequest.Timeout = 30000; //30 Second Timeout
m_log.Debug("[WEBLOADER]: Sending Download Request...");
m_log.DebugFormat("[WEBLOADER]: Sending download request to {0}", url);
try
{
HttpWebResponse webResponse = (HttpWebResponse) webRequest.GetResponse();
m_log.Debug("[WEBLOADER]: Downloading Region Information From Remote Server...");
m_log.Debug("[WEBLOADER]: Downloading region information...");
StreamReader reader = new StreamReader(webResponse.GetResponseStream());
string xmlSource = String.Empty;
string tempStr = reader.ReadLine();
@ -88,7 +95,11 @@ namespace OpenSim.Framework.RegionLoader.Web
xmlDoc.LoadXml(xmlSource);
if (xmlDoc.FirstChild.Name == "Regions")
{
RegionInfo[] regionInfos = new RegionInfo[xmlDoc.FirstChild.ChildNodes.Count];
regionCount = xmlDoc.FirstChild.ChildNodes.Count;
if (regionCount > 0)
{
regionInfos = new RegionInfo[regionCount];
int i;
for (i = 0; i < xmlDoc.FirstChild.ChildNodes.Count; i++)
{
@ -96,10 +107,22 @@ namespace OpenSim.Framework.RegionLoader.Web
regionInfos[i] =
new RegionInfo("REGION CONFIG #" + (i + 1), xmlDoc.FirstChild.ChildNodes[i],false,m_configSource);
}
if (i > 0)
return regionInfos;
}
}
}
catch (WebException ex)
{
if (((HttpWebResponse)ex.Response).StatusCode == HttpStatusCode.NotFound)
{
if (!allowRegionless)
throw ex;
}
else
throw ex;
}
if (regionCount > 0 | allowRegionless)
return regionInfos;
m_log.Debug("[WEBLOADER]: Request yielded no regions.");
tries--;
@ -109,6 +132,8 @@ namespace OpenSim.Framework.RegionLoader.Web
System.Threading.Thread.Sleep(wait);
}
}
m_log.Error("[WEBLOADER]: No region configs were available.");
return null;
}
}

View File

@ -210,10 +210,6 @@ namespace OpenSim
/// </summary>
private void RegisterConsoleCommands()
{
m_console.Commands.AddCommand("region", false, "clear assets",
"clear assets",
"Clear the asset cache", HandleClearAssets);
m_console.Commands.AddCommand("region", false, "force update",
"force update",
"Force the update of all objects on clients",
@ -509,11 +505,6 @@ namespace OpenSim
}
}
private void HandleClearAssets(string module, string[] args)
{
MainConsole.Instance.Output("Not implemented.");
}
/// <summary>
/// Force resending of all updates to all clients in active region(s)
/// </summary>

View File

@ -41,11 +41,15 @@ using OpenSim.Framework.Servers;
using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Framework.Statistics;
using OpenSim.Region.ClientStack;
using OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts;
using OpenSim.Region.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Physics.Manager;
using OpenSim.Server.Base;
using OpenSim.Services.Base;
using OpenSim.Services.Interfaces;
using OpenSim.Services.UserAccountService;
namespace OpenSim
{
@ -411,6 +415,9 @@ namespace OpenSim
scene.SnmpService.BootInfo("Loading prins", scene);
}
while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null)
SetUpEstateOwner(scene);
// Prims have to be loaded after module configuration since some modules may be invoked during the load
scene.LoadPrimsFromStorage(regionInfo.originRegionID);
@ -494,6 +501,64 @@ namespace OpenSim
return clientServer;
}
/// <summary>
/// Try to set up the estate owner for the given scene.
/// </summary>
/// <remarks>
/// The involves asking the user for information about the user on the console. If the user does not already
/// exist then it is created.
/// </remarks>
/// <param name="scene"></param>
private void SetUpEstateOwner(Scene scene)
{
RegionInfo regionInfo = scene.RegionInfo;
MainConsole.Instance.OutputFormat("Estate {0} has no owner set.", regionInfo.EstateSettings.EstateName);
List<char> excluded = new List<char>(new char[1]{' '});
string first = MainConsole.Instance.CmdPrompt("Estate owner first name", "Test", excluded);
string last = MainConsole.Instance.CmdPrompt("Estate owner last name", "User", excluded);
UserAccount account = scene.UserAccountService.GetUserAccount(regionInfo.ScopeID, first, last);
if (account == null)
{
// XXX: The LocalUserAccountServicesConnector is currently registering its inner service rather than
// itself!
// if (scene.UserAccountService is LocalUserAccountServicesConnector)
// {
// IUserAccountService innerUas
// = ((LocalUserAccountServicesConnector)scene.UserAccountService).UserAccountService;
//
// m_log.DebugFormat("B {0}", innerUas.GetType());
//
// if (innerUas is UserAccountService)
// {
if (scene.UserAccountService is UserAccountService)
{
string password = MainConsole.Instance.PasswdPrompt("Password");
string email = MainConsole.Instance.CmdPrompt("Email", "");
account
= ((UserAccountService)scene.UserAccountService).CreateUser(
regionInfo.ScopeID, first, last, password, email);
}
// }
}
if (account == null)
{
m_log.ErrorFormat(
"[OPENSIM]: Unable to store account. If this simulator is connected to a grid, you must create the estate owner account first.");
}
else
{
regionInfo.EstateSettings.EstateOwner = account.PrincipalID;
regionInfo.EstateSettings.Save();
}
}
private void ShutdownRegion(Scene scene)
{
m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName);

View File

@ -179,6 +179,7 @@ namespace OpenSim.Region.ClientStack.Linden
{
Queue<OSD> queue = GetQueue(avatarID);
if (queue != null)
lock (queue)
queue.Enqueue(ev);
}
catch (NullReferenceException e)
@ -338,12 +339,8 @@ namespace OpenSim.Region.ClientStack.Linden
Queue<OSD> queue = GetQueue(agentID);
if (queue != null)
lock (queue)
{
if (queue.Count > 0)
return true;
else
return false;
}
return queue.Count > 0;
return false;
}
@ -358,8 +355,6 @@ namespace OpenSim.Region.ClientStack.Linden
element = queue.Dequeue(); // 15s timeout
}
int thisID = 0;
lock (m_ids)
thisID = m_ids[pAgentId];
@ -431,7 +426,10 @@ namespace OpenSim.Region.ClientStack.Linden
// }
Queue<OSD> queue = TryGetQueue(agentID);
OSD element = queue.Dequeue(); // 15s timeout
OSD element;
lock (queue)
element = queue.Dequeue(); // 15s timeout
Hashtable responsedata = new Hashtable();
@ -470,12 +468,16 @@ namespace OpenSim.Region.ClientStack.Linden
else
{
array.Add(element);
lock (queue)
{
while (queue.Count > 0)
{
array.Add(queue.Dequeue());
thisID++;
}
}
}
OSDMap events = new OSDMap();
events.Add("events", array);
@ -520,6 +522,7 @@ namespace OpenSim.Region.ClientStack.Linden
AvatarID = m_QueueUUIDAvatarMapping[capUUID];
}
}
if (AvatarID != UUID.Zero)
{
return ProcessQueue(request, AvatarID, m_scene.CapsModule.GetCapsForUser(AvatarID));

View File

@ -232,7 +232,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public event ScriptReset OnScriptReset;
public event GetScriptRunning OnGetScriptRunning;
public event SetScriptRunning OnSetScriptRunning;
public event Action<Vector3, bool> OnAutoPilotGo;
public event Action<Vector3, bool, bool> OnAutoPilotGo;
public event TerrainUnacked OnUnackedTerrain;
public event ActivateGesture OnActivateGesture;
public event DeactivateGesture OnDeactivateGesture;
@ -6145,9 +6145,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
RezMultipleAttachmentsFromInv handlerRezMultipleAttachments = OnRezMultipleAttachmentsFromInv;
if (handlerRezMultipleAttachments != null)
{
RezMultipleAttachmentsFromInvPacket rez = (RezMultipleAttachmentsFromInvPacket)Pack;
handlerRezMultipleAttachments(this, rez.HeaderData,
rez.ObjectData);
List<KeyValuePair<UUID, uint>> rezlist = new List<KeyValuePair<UUID, uint>>();
foreach (RezMultipleAttachmentsFromInvPacket.ObjectDataBlock obj in ((RezMultipleAttachmentsFromInvPacket)Pack).ObjectData)
rezlist.Add(new KeyValuePair<UUID, uint>(obj.ItemID, obj.AttachmentPt));
handlerRezMultipleAttachments(this, rezlist);
}
return true;
@ -11756,9 +11757,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
locy = Convert.ToSingle(args[1]) - (float)regionY;
locz = Convert.ToSingle(args[2]);
Action<Vector3, bool> handlerAutoPilotGo = OnAutoPilotGo;
Action<Vector3, bool, bool> handlerAutoPilotGo = OnAutoPilotGo;
if (handlerAutoPilotGo != null)
handlerAutoPilotGo(new Vector3(locx, locy, locz), false);
handlerAutoPilotGo(new Vector3(locx, locy, locz), false, false);
}
/// <summary>

View File

@ -929,8 +929,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
UUID sessionID = useCircuitCode.CircuitCode.SessionID;
uint circuitCode = useCircuitCode.CircuitCode.Code;
if (m_scene.RegionStatus != RegionStatus.SlaveScene)
{
AuthenticateResponse sessionInfo;
if (IsClientAuthorized(useCircuitCode, out sessionInfo))
{
@ -944,12 +942,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
useCircuitCode.CircuitCode.ID, useCircuitCode.CircuitCode.Code, remoteEndPoint);
}
}
else
{
// Slave regions don't accept new clients
m_log.Debug("[LLUDPSERVER]: Slave region " + m_scene.RegionInfo.RegionName + " ignoring UseCircuitCode packet");
}
}
protected virtual void AddClient(uint circuitCode, UUID agentID, UUID sessionID, IPEndPoint remoteEndPoint, AuthenticateResponse sessionInfo)
{

View File

@ -41,14 +41,13 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
/// </summary>
public class AgentAssetTransactions
{
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
// Fields
private bool m_dumpAssetsToFile;
private Scene m_Scene;
public UUID UserID;
public Dictionary<UUID, AssetXferUploader> XferUploaders =
new Dictionary<UUID, AssetXferUploader>();
private UUID UserID;
private Dictionary<UUID, AssetXferUploader> XferUploaders = new Dictionary<UUID, AssetXferUploader>();
// Methods
public AgentAssetTransactions(UUID agentID, Scene scene,
@ -59,36 +58,94 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
m_dumpAssetsToFile = dumpAssetsToFile;
}
public AssetXferUploader RequestXferUploader(UUID transactionID)
/// <summary>
/// Return a xfer uploader if one does not already exist.
/// </summary>
/// <param name="transactionID"></param>
/// <param name="assetID">
/// We must transfer the new asset ID into the uploader on creation, otherwise
/// we can see race conditions with other threads which can retrieve an item before it is updated with the new
/// asset id.
/// </param>
/// <returns>
/// The xfer uploader requested. Null if one is already in existence.
/// FIXME: This is a bizarre thing to do, and is probably meant to signal an error condition if multiple
/// transfers are made. Needs to be corrected.
/// </returns>
public AssetXferUploader RequestXferUploader(UUID transactionID, UUID assetID)
{
lock (XferUploaders)
{
if (!XferUploaders.ContainsKey(transactionID))
{
AssetXferUploader uploader = new AssetXferUploader(m_Scene,
m_dumpAssetsToFile);
AssetXferUploader uploader = new AssetXferUploader(this, m_Scene, assetID, m_dumpAssetsToFile);
// m_log.DebugFormat(
// "[AGENT ASSETS TRANSACTIONS]: Adding asset xfer uploader {0} since it didn't previously exist", transactionID);
lock (XferUploaders)
{
XferUploaders.Add(transactionID, uploader);
}
return uploader;
}
}
m_log.WarnFormat("[AGENT ASSETS TRANSACTIONS]: Ignoring request for asset xfer uploader {0} since it already exists", transactionID);
return null;
}
public void HandleXfer(ulong xferID, uint packetID, byte[] data)
{
AssetXferUploader foundUploader = null;
lock (XferUploaders)
{
foreach (AssetXferUploader uploader in XferUploaders.Values)
{
// m_log.DebugFormat(
// "[AGENT ASSETS TRANSACTIONS]: In HandleXfer, inspect xfer upload with xfer id {0}",
// uploader.XferID);
if (uploader.XferID == xferID)
{
uploader.HandleXferPacket(xferID, packetID, data);
foundUploader = uploader;
break;
}
}
}
if (foundUploader != null)
{
// m_log.DebugFormat(
// "[AGENT ASSETS TRANSACTIONS]: Found xfer uploader for xfer id {0}, packet id {1}, data length {2}",
// xferID, packetID, data.Length);
foundUploader.HandleXferPacket(xferID, packetID, data);
}
else
{
m_log.ErrorFormat(
"[AGENT ASSET TRANSACTIONS]: Could not find uploader for xfer id {0}, packet id {1}, data length {2}",
xferID, packetID, data.Length);
}
}
public bool RemoveXferUploader(UUID transactionID)
{
lock (XferUploaders)
{
bool removed = XferUploaders.Remove(transactionID);
if (!removed)
m_log.WarnFormat(
"[AGENT ASSET TRANSACTIONS]: Received request to remove xfer uploader with transaction ID {0} but none found",
transactionID);
// else
// m_log.DebugFormat(
// "[AGENT ASSET TRANSACTIONS]: Removed xfer uploader with transaction ID {0}", transactionID);
return removed;
}
}
public void RequestCreateInventoryItem(IClientAPI remoteClient,
@ -96,16 +153,24 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
string description, string name, sbyte invType,
sbyte type, byte wearableType, uint nextOwnerMask)
{
if (XferUploaders.ContainsKey(transactionID))
AssetXferUploader uploader = null;
lock (XferUploaders)
{
XferUploaders[transactionID].RequestCreateInventoryItem(
if (XferUploaders.ContainsKey(transactionID))
uploader = XferUploaders[transactionID];
}
if (uploader != null)
uploader.RequestCreateInventoryItem(
remoteClient, transactionID, folderID,
callbackID, description, name, invType, type,
wearableType, nextOwnerMask);
else
m_log.ErrorFormat(
"[AGENT ASSET TRANSACTIONS]: Could not find uploader with transaction ID {0} when handling request to create inventory item {1} from {2}",
transactionID, name, remoteClient.Name);
}
}
/// <summary>
/// Get an uploaded asset. If the data is successfully retrieved,
@ -113,20 +178,19 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
/// </summary>
/// <param name="transactionID"></param>
/// <returns>The asset if the upload has completed, null if it has not.</returns>
public AssetBase GetTransactionAsset(UUID transactionID)
private AssetBase GetTransactionAsset(UUID transactionID)
{
lock (XferUploaders)
{
if (XferUploaders.ContainsKey(transactionID))
{
AssetXferUploader uploader = XferUploaders[transactionID];
AssetBase asset = uploader.GetAssetData();
lock (XferUploaders)
{
XferUploaders.Remove(transactionID);
}
RemoveXferUploader(transactionID);
return asset;
}
}
return null;
}
@ -134,8 +198,16 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
public void RequestUpdateTaskInventoryItem(IClientAPI remoteClient,
SceneObjectPart part, UUID transactionID,
TaskInventoryItem item)
{
AssetXferUploader uploader = null;
lock (XferUploaders)
{
if (XferUploaders.ContainsKey(transactionID))
uploader = XferUploaders[transactionID];
}
if (uploader != null)
{
AssetBase asset = GetTransactionAsset(transactionID);
@ -161,44 +233,34 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
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);
}
}
public void RequestUpdateInventoryItem(IClientAPI remoteClient,
UUID transactionID, InventoryItemBase item)
{
AssetXferUploader uploader = null;
lock (XferUploaders)
{
if (XferUploaders.ContainsKey(transactionID))
uploader = XferUploaders[transactionID];
}
if (uploader != null)
{
// m_log.DebugFormat("[XFER]: Asked to update item {0} ({1})",
// item.Name, item.ID);
// Here we need to get the old asset to extract the
// texture UUIDs if it's a wearable.
if (item.AssetType == (int)AssetType.Bodypart ||
item.AssetType == (int)AssetType.Clothing)
uploader.RequestUpdateInventoryItem(remoteClient, transactionID, item);
}
else
{
AssetBase oldAsset = m_Scene.AssetService.Get(item.AssetID.ToString());
if (oldAsset != null)
XferUploaders[transactionID].SetOldData(oldAsset.Data);
}
AssetBase asset = GetTransactionAsset(transactionID);
if (asset != null)
{
asset.FullID = UUID.Random();
asset.Name = item.Name;
asset.Description = item.Description;
asset.Type = (sbyte)item.AssetType;
item.AssetID = asset.FullID;
m_Scene.AssetService.Store(asset);
IInventoryService invService = m_Scene.InventoryService;
invService.UpdateItem(item);
// m_log.DebugFormat("[XFER]: Updated item {0} ({1}) with asset {2}",
// item.Name, item.ID, asset.FullID);
}
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);
}
}
}

View File

@ -172,11 +172,12 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
/// <summary>
/// Update an inventory item with data that has been received through a
/// transaction.
///
/// </summary>
/// <remarks>
/// This is called when clothing or body parts are updated (for
/// instance, with new textures or colours). It may also be called in
/// other situations.
/// </summary>
/// </remarks>
/// <param name="remoteClient"></param>
/// <param name="transactionID"></param>
/// <param name="item"></param>
@ -184,14 +185,12 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
UUID transactionID, InventoryItemBase item)
{
// m_log.DebugFormat(
// "[TRANSACTIONS MANAGER] Called HandleItemUpdateFromTransaction with item {0}",
// "[ASSET TRANSACTION MODULE]: Called HandleItemUpdateFromTransaction with item {0}",
// item.Name);
AgentAssetTransactions transactions =
GetUserTransactions(remoteClient.AgentId);
AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId);
transactions.RequestUpdateInventoryItem(remoteClient,
transactionID, item);
transactions.RequestUpdateInventoryItem(remoteClient, transactionID, item);
}
/// <summary>
@ -255,11 +254,8 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
}
}
AgentAssetTransactions transactions =
GetUserTransactions(remoteClient.AgentId);
AssetXferUploader uploader =
transactions.RequestXferUploader(transaction);
AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId);
AssetXferUploader uploader = transactions.RequestXferUploader(transaction, assetID);
if (uploader != null)
{
@ -279,9 +275,8 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
public void HandleXfer(IClientAPI remoteClient, ulong xferID,
uint packetID, byte[] data)
{
//m_log.Debug("xferID: " + xferID + " packetID: " + packetID + " data!");
AgentAssetTransactions transactions =
GetUserTransactions(remoteClient.AgentId);
// m_log.Debug("xferID: " + xferID + " packetID: " + packetID + " data length " + data.Length);
AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId);
transactions.HandleXfer(xferID, packetID, data);
}

View File

@ -48,11 +48,21 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
};
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
/// Reference to the object that holds this uploader. Used to remove ourselves from it's list if we
/// are performing a delayed update.
/// </summary>
AgentAssetTransactions m_transactions;
private 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 InventoryItemBase m_updateItemData;
private string m_description = String.Empty;
private bool m_dumpAssetToFile;
private bool m_finished = false;
@ -67,9 +77,11 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
public ulong XferID;
private Scene m_Scene;
public AssetXferUploader(Scene scene, bool dumpAssetToFile)
public AssetXferUploader(AgentAssetTransactions transactions, Scene scene, UUID assetID, bool dumpAssetToFile)
{
m_transactions = transactions;
m_Scene = scene;
m_asset = new AssetBase() { FullID = assetID };
m_dumpAssetToFile = dumpAssetToFile;
}
@ -82,6 +94,10 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
/// <returns>True if the transfer is complete, false otherwise or if the xferID was not valid</returns>
public bool HandleXferPacket(ulong xferID, uint packetID, byte[] data)
{
// m_log.DebugFormat(
// "[ASSET XFER UPLOADER]: Received packet {0} for xfer {1} (data length {2})",
// packetID, xferID, data.Length);
if (XferID == xferID)
{
if (m_asset.Data.Length > 1)
@ -116,16 +132,20 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
/// <param name="xferID"></param>
/// <param name="packetID"></param>
/// <param name="data"></param>
/// <returns>True if the transfer is complete, false otherwise</returns>
public bool Initialise(IClientAPI remoteClient, UUID assetID,
public void Initialise(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);
ourClient = remoteClient;
m_asset = new AssetBase(assetID, "blank", type,
remoteClient.AgentId.ToString());
m_asset.Data = data;
m_asset.Name = "blank";
m_asset.Description = "empty";
m_asset.Type = type;
m_asset.CreatorID = remoteClient.AgentId.ToString();
m_asset.Data = data;
m_asset.Local = storeLocal;
m_asset.Temporary = tempFile;
@ -135,21 +155,22 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
if (m_asset.Data.Length > 2)
{
SendCompleteMessage();
return true;
}
else
{
RequestStartXfer();
}
return false;
}
protected void RequestStartXfer()
{
XferID = Util.GetNextXferID();
ourClient.SendXferRequest(XferID, m_asset.Type, m_asset.FullID,
0, new byte[0]);
// m_log.DebugFormat(
// "[ASSET XFER UPLOADER]: Requesting Xfer of asset {0}, type {1}, transfer id {2} from {3}",
// m_asset.FullID, m_asset.Type, XferID, ourClient.Name);
ourClient.SendXferRequest(XferID, m_asset.Type, m_asset.FullID, 0, new byte[0]);
}
protected void SendCompleteMessage()
@ -157,18 +178,32 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
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;
if (m_createItem)
{
DoCreateItem(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);
}
else if (m_storeLocal)
{
m_Scene.AssetService.Store(m_asset);
}
}
m_log.DebugFormat(
"[ASSET TRANSACTIONS]: Uploaded asset {0} for transaction {1}",
"[ASSET XFER UPLOADER]: Uploaded asset {0} for transaction {1}",
m_asset.FullID, TransactionID);
if (m_dumpAssetToFile)
@ -214,6 +249,9 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
m_asset.Description = description;
m_asset.Type = type;
// We must lock to avoid a race with a separate thread uploading the asset.
lock (this)
{
if (m_finished)
{
DoCreateItem(callbackID);
@ -225,6 +263,51 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
}
}
}
}
public void RequestUpdateInventoryItem(IClientAPI remoteClient, UUID transactionID, InventoryItemBase item)
{
// We must lock to avoid a race with a separate thread uploading the asset.
lock (this)
{
m_asset.Name = item.Name;
m_asset.Description = item.Description;
m_asset.Type = (sbyte)item.AssetType;
// We must always store the item at this point even if the asset hasn't finished uploading, in order
// to avoid a race condition when the appearance module retrieves the item to set the asset id in
// the AvatarAppearance structure.
item.AssetID = m_asset.FullID;
m_Scene.InventoryService.UpdateItem(item);
if (m_finished)
{
StoreAssetForItemUpdate(item);
}
else
{
// m_log.DebugFormat(
// "[ASSET XFER UPLOADER]: Holding update inventory item request {0} for {1} pending completion of asset xfer for transaction {2}",
// item.Name, remoteClient.Name, transactionID);
m_updateItem = true;
m_updateItemData = item;
}
}
}
/// <summary>
/// Store the asset for the given item.
/// </summary>
/// <param name="item"></param>
private void StoreAssetForItemUpdate(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);
}
private void DoCreateItem(uint callbackID)
{

View File

@ -106,7 +106,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName).ParentGroup;
m_attMod.AttachObject(m_presence.ControllingClient, so, (uint)AttachmentPoint.Chest, false);
m_attMod.AttachObject(m_presence, so, (uint)AttachmentPoint.Chest, false);
// Check status on scene presence
Assert.That(m_presence.HasAttachments(), Is.True);
@ -140,7 +140,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
scene, attName, attItemId, attAssetId, m_presence.UUID, InventoryType.Object);
m_attMod.RezSingleAttachmentFromInventory(
m_presence.ControllingClient, attItemId, (uint)AttachmentPoint.Chest);
m_presence, attItemId, (uint)AttachmentPoint.Chest);
// Check scene presence status
Assert.That(m_presence.HasAttachments(), Is.True);
@ -174,8 +174,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
scene, attName, attItemId, attAssetId, m_presence.UUID, InventoryType.Object);
ISceneEntity so = m_attMod.RezSingleAttachmentFromInventory(
m_presence.ControllingClient, attItemId, (uint)AttachmentPoint.Chest);
m_attMod.DetachSingleAttachmentToGround(so.LocalId, m_presence.ControllingClient);
m_presence, attItemId, (uint)AttachmentPoint.Chest);
m_attMod.DetachSingleAttachmentToGround(m_presence, so.LocalId);
// Check scene presence status
Assert.That(m_presence.HasAttachments(), Is.False);
@ -208,8 +208,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
scene, attName, attItemId, attAssetId, m_presence.UUID, InventoryType.Object);
m_attMod.RezSingleAttachmentFromInventory(
m_presence.ControllingClient, attItemId, (uint)AttachmentPoint.Chest);
m_attMod.DetachSingleAttachmentToInv(attItemId, m_presence.ControllingClient);
m_presence, attItemId, (uint)AttachmentPoint.Chest);
m_attMod.DetachSingleAttachmentToInv(m_presence, attItemId);
// Check status on scene presence
Assert.That(m_presence.HasAttachments(), Is.False);

View File

@ -64,8 +64,6 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
scene.RegisterModuleInterface<IAvatarFactory>(this);
scene.EventManager.OnNewClient += NewClient;
if (config != null)
{
IConfig sconfig = config.Configs["Startup"];
if (sconfig != null)
{
@ -73,7 +71,6 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
m_sendtime = Convert.ToInt32(sconfig.GetString("DelayBeforeAppearanceSend",Convert.ToString(m_sendtime)));
// m_log.InfoFormat("[AVFACTORY] configured for {0} save and {1} send",m_savetime,m_sendtime);
}
}
if (m_scene == null)
m_scene = scene;
@ -211,8 +208,17 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// Process the visual params, this may change height as well
if (visualParams != null)
{
// string[] visualParamsStrings = new string[visualParams.Length];
// for (int i = 0; i < visualParams.Length; i++)
// visualParamsStrings[i] = visualParams[i].ToString();
// m_log.DebugFormat(
// "[AVFACTORY]: Setting visual params for {0} to {1}",
// client.Name, string.Join(", ", visualParamsStrings));
float oldHeight = sp.Appearance.AvatarHeight;
changed = sp.Appearance.SetVisualParams(visualParams);
if (sp.Appearance.AvatarHeight > 0)
if (sp.Appearance.AvatarHeight != oldHeight && sp.Appearance.AvatarHeight > 0)
sp.SetHeight(sp.Appearance.AvatarHeight);
}
@ -416,6 +422,13 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// m_log.WarnFormat("[AVFACTORY] avatar {0} save appearance",agentid);
// This could take awhile since it needs to pull inventory
// We need to do it at the point of save so that there is a sufficient delay for any upload of new body part/shape
// assets and item asset id changes to complete.
// I don't think we need to worry about doing this within m_setAppearanceLock since the queueing avoids
// multiple save requests.
SetAppearanceAssets(sp.UUID, sp.Appearance);
m_scene.AvatarService.SetAppearance(agentid, sp.Appearance);
}
@ -467,7 +480,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
return;
}
// m_log.WarnFormat("[AVFACTORY]: Received request for wearables of {0}", client.AgentId);
// m_log.DebugFormat("[AVFACTORY]: Received request for wearables of {0}", client.Name);
client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++);
}
@ -502,9 +515,6 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
avatAppearance.GetAssetsFrom(sp.Appearance);
// This could take awhile since it needs to pull inventory
SetAppearanceAssets(sp.UUID, ref avatAppearance);
lock (m_setAppearanceLock)
{
// Update only those fields that we have changed. This is important because the viewer
@ -538,7 +548,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
return true;
}
private void SetAppearanceAssets(UUID userID, ref AvatarAppearance appearance)
private void SetAppearanceAssets(UUID userID, AvatarAppearance appearance)
{
IInventoryService invService = m_scene.InventoryService;

View File

@ -24,6 +24,7 @@
* (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;
using System.Collections.Generic;
@ -145,14 +146,14 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
scene.Entities[toAgentID] is ScenePresence)
{
// m_log.DebugFormat(
// "[INSTANT MESSAGE]: Looking for root agent {0} in {1}",
// "[HG INSTANT MESSAGE]: Looking for root agent {0} in {1}",
// toAgentID.ToString(), scene.RegionInfo.RegionName);
ScenePresence user = (ScenePresence) scene.Entities[toAgentID];
if (!user.IsChildAgent)
{
// Local message
// m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to root agent {0} {1}", user.Name, toAgentID);
// m_log.DebugFormat("[HG INSTANT MESSAGE]: Delivering IM to root agent {0} {1}", user.Name, toAgentID);
user.ControllingClient.SendInstantMessage(im);
// Message sent
@ -166,7 +167,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
foreach (Scene scene in m_Scenes)
{
// m_log.DebugFormat(
// "[INSTANT MESSAGE]: Looking for child of {0} in {1}", toAgentID, scene.RegionInfo.RegionName);
// "[HG INSTANT MESSAGE]: Looking for child of {0} in {1}", toAgentID, scene.RegionInfo.RegionName);
if (scene.Entities.ContainsKey(toAgentID) &&
scene.Entities[toAgentID] is ScenePresence)
@ -174,7 +175,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
// Local message
ScenePresence user = (ScenePresence) scene.Entities[toAgentID];
// m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to child agent {0} {1}", user.Name, toAgentID);
// m_log.DebugFormat("[HG INSTANT MESSAGE]: Delivering IM to child agent {0} {1}", user.Name, toAgentID);
user.ControllingClient.SendInstantMessage(im);
// Message sent
@ -183,7 +184,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
}
}
// m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to {0} via XMLRPC", im.toAgentID);
// m_log.DebugFormat("[HG INSTANT MESSAGE]: Delivering IM to {0} via XMLRPC", im.toAgentID);
// Is the user a local user?
UserAccount account = m_Scenes[0].UserAccountService.GetUserAccount(m_Scenes[0].RegionInfo.ScopeID, toAgentID);
string url = string.Empty;

View File

@ -154,14 +154,17 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
if (im.dialog == (byte)InstantMessageDialog.RequestTeleport)
{
UUID sessionID = new UUID(im.imSessionID);
if (!m_PendingLures.Contains(sessionID))
{
m_log.DebugFormat("[HG LURE MODULE]: RequestTeleport sessionID={0}, regionID={1}, message={2}", im.imSessionID, im.RegionID, im.message);
m_PendingLures.Add(sessionID, im, 7200); // 2 hours
}
// Forward. We do this, because the IM module explicitly rejects
// IMs of this type
if (m_TransferModule != null)
m_TransferModule.SendInstantMessage(im, delegate(bool success) { });
}
}
@ -177,13 +180,18 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
m_log.DebugFormat("[HG LURE MODULE]: TP invite with message {0}", message);
UUID sessionID = UUID.Random();
GridInstantMessage m = new GridInstantMessage(scene, client.AgentId,
client.FirstName+" "+client.LastName, targetid,
(byte)InstantMessageDialog.RequestTeleport, false,
message, UUID.Random(), false, presence.AbsolutePosition,
message, sessionID, false, presence.AbsolutePosition,
new Byte[0]);
m.RegionID = client.Scene.RegionInfo.RegionID.Guid;
m_log.DebugFormat("[HG LURE MODULE]: RequestTeleport sessionID={0}, regionID={1}, message={2}", m.imSessionID, m.RegionID, m.message);
m_PendingLures.Add(sessionID, m, 7200); // 2 hours
if (m_TransferModule != null)
{
m_TransferModule.SendInstantMessage(m,

View File

@ -150,7 +150,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
{
if (!m_Enabled)
return;
}
#endregion

View File

@ -111,6 +111,8 @@ namespace OpenSim.Region.CoreModules.Scripting.LoadImageURL
}
public void PostInitialise()
{
if (m_scene != null)
{
m_textureManager = m_scene.RequestModuleInterface<IDynamicTextureManager>();
if (m_textureManager != null)
@ -118,6 +120,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LoadImageURL
m_textureManager.RegisterRender(GetContentType(), this);
}
}
}
public void Close()
{

View File

@ -141,11 +141,21 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Authorization
if (scene != null)
{
string mail = String.Empty;
UserAccount account = scene.UserAccountService.GetUserAccount(UUID.Zero, new UUID(userID));
//if account not found, we assume its a foreign visitor from HG, else use account data...
if (account != null)
{
mail = account.Email;
firstName = account.FirstName;
lastName = account.LastName;
}
isAuthorized
= IsAuthorizedForRegion(
userID, firstName, lastName, account.Email, scene.RegionInfo.RegionName, regionID, out message);
userID, firstName, lastName, mail, scene.RegionInfo.RegionName, regionID, out message);
}
else
{

View File

@ -185,15 +185,18 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
public InventoryCollection GetFolderContent(UUID userID, UUID folderID)
{
InventoryCollection invCol = m_InventoryService.GetFolderContent(userID, folderID);
Util.FireAndForget(delegate
{
if (UserManager != null)
{
// Protect ourselves against the caller subsequently modifying the items list
foreach (InventoryItemBase item in new List<InventoryItemBase>(invCol.Items))
List<InventoryItemBase> items = new List<InventoryItemBase>(invCol.Items);
Util.FireAndForget(delegate
{
foreach (InventoryItemBase item in items)
UserManager.AddUser(item.CreatorIdAsUuid, item.CreatorData);
}
});
}
return invCol;
}

View File

@ -193,15 +193,18 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
public InventoryCollection GetFolderContent(UUID userID, UUID folderID)
{
InventoryCollection invCol = m_RemoteConnector.GetFolderContent(userID, folderID);
Util.FireAndForget(delegate
{
if (UserManager != null)
{
// Protect ourselves against the caller subsequently modifying the items list
foreach (InventoryItemBase item in new List<InventoryItemBase>(invCol.Items))
List<InventoryItemBase> items = new List<InventoryItemBase>(invCol.Items);
Util.FireAndForget(delegate
{
foreach (InventoryItemBase item in items)
UserManager.AddUser(item.CreatorIdAsUuid, item.CreatorData);
}
});
}
return invCol;
}

View File

@ -45,7 +45,12 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
LogManager.GetLogger(
MethodBase.GetCurrentMethod().DeclaringType);
private IUserAccountService m_UserService;
/// <summary>
/// This is not on the IUserAccountService. It's only being used so that standalone scenes can punch through
/// to a local UserAccountService when setting up an estate manager.
/// </summary>
public IUserAccountService UserAccountService { get; private set; }
private UserAccountCache m_Cache;
private bool m_Enabled = false;
@ -86,9 +91,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
}
Object[] args = new Object[] { source };
m_UserService = ServerUtils.LoadPlugin<IUserAccountService>(serviceDll, args);
UserAccountService = ServerUtils.LoadPlugin<IUserAccountService>(serviceDll, args);
if (m_UserService == null)
if (UserAccountService == null)
{
m_log.ErrorFormat(
"[LOCAL USER ACCOUNT SERVICE CONNECTOR]: Cannot load user account service specified as {0}", serviceDll);
@ -119,7 +124,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
if (!m_Enabled)
return;
scene.RegisterModuleInterface<IUserAccountService>(m_UserService);
// FIXME: Why do we bother setting this module and caching up if we just end up registering the inner
// user account service?!
scene.RegisterModuleInterface<IUserAccountService>(UserAccountService);
scene.RegisterModuleInterface<IUserAccountCacheModule>(m_Cache);
}
@ -148,7 +155,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
if (inCache)
return account;
account = m_UserService.GetUserAccount(scopeID, userID);
account = UserAccountService.GetUserAccount(scopeID, userID);
m_Cache.Cache(userID, account);
return account;
@ -161,7 +168,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
if (inCache)
return account;
account = m_UserService.GetUserAccount(scopeID, firstName, lastName);
account = UserAccountService.GetUserAccount(scopeID, firstName, lastName);
if (account != null)
m_Cache.Cache(account.PrincipalID, account);
@ -170,7 +177,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
public UserAccount GetUserAccount(UUID scopeID, string Email)
{
return m_UserService.GetUserAccount(scopeID, Email);
return UserAccountService.GetUserAccount(scopeID, Email);
}
public List<UserAccount> GetUserAccountsWhere(UUID scopeID, string query)
@ -180,17 +187,16 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
public List<UserAccount> GetUserAccounts(UUID scopeID, string query)
{
return m_UserService.GetUserAccounts(scopeID, query);
return UserAccountService.GetUserAccounts(scopeID, query);
}
// Update all updatable fields
//
public bool StoreUserAccount(UserAccount data)
{
return m_UserService.StoreUserAccount(data);
return UserAccountService.StoreUserAccount(data);
}
#endregion
}
}

View File

@ -101,7 +101,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell
part.ParentGroup.HasGroupChanged = true;
part.GetProperties(client);
part.SendPropertiesToClient(client);
}
public bool BuyObject(IClientAPI remoteClient, UUID categoryID, uint localID, byte saleType, int salePrice)
@ -142,7 +142,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell
part.SalePrice = 10;
group.HasGroupChanged = true;
part.GetProperties(remoteClient);
part.SendPropertiesToClient(remoteClient);
part.TriggerScriptChangedEvent(Changed.OWNER);
group.ResumeScripts();
part.ScheduleFullUpdate();

View File

@ -1,131 +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.Collections.Generic;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.Examples.SimpleModule
{
public class ComplexObject : SceneObjectGroup
{
private readonly Quaternion m_rotationDirection;
protected override bool InSceneBackup
{
get
{
return false;
}
}
private class RotatingWheel : SceneObjectPart
{
private readonly Quaternion m_rotationDirection;
public RotatingWheel()
{
}
public RotatingWheel(
UUID ownerID, Vector3 groupPosition, Vector3 offsetPosition, Quaternion rotationDirection)
: base(ownerID, PrimitiveBaseShape.Default, groupPosition, Quaternion.Identity, offsetPosition)
{
m_rotationDirection = rotationDirection;
Flags |= PrimFlags.Touch;
}
public override void UpdateMovement()
{
UpdateRotation(RotationOffset * m_rotationDirection);
}
}
public override void UpdateMovement()
{
UpdateGroupRotationR(GroupRotation * m_rotationDirection);
base.UpdateMovement();
}
public ComplexObject()
{
}
public ComplexObject(Scene scene, ulong regionHandle, UUID ownerID, uint localID, Vector3 pos)
: base(ownerID, pos, PrimitiveBaseShape.Default)
{
m_rotationDirection = new Quaternion(0.05f, 0.1f, 0.15f);
AddPart(
new RotatingWheel(ownerID, pos, new Vector3(0, 0, 0.75f),
new Quaternion(0.05f, 0, 0)));
AddPart(
new RotatingWheel(ownerID, pos, new Vector3(0, 0, -0.75f),
new Quaternion(-0.05f, 0, 0)));
AddPart(
new RotatingWheel(ownerID, pos, new Vector3(0, 0.75f, 0),
new Quaternion(0.5f, 0, 0.05f)));
AddPart(
new RotatingWheel(ownerID, pos, new Vector3(0, -0.75f, 0),
new Quaternion(-0.5f, 0, -0.05f)));
AddPart(
new RotatingWheel(ownerID, pos, new Vector3(0.75f, 0, 0),
new Quaternion(0, 0.5f, 0.05f)));
AddPart(
new RotatingWheel(ownerID, pos, new Vector3(-0.75f, 0, 0),
new Quaternion(0, -0.5f, -0.05f)));
RootPart.Flags |= PrimFlags.Touch;
}
public override void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient)
{
m_parts.Remove(part.UUID);
remoteClient.SendKillObject(m_regionHandle, new List<uint>() { part.LocalId} );
remoteClient.AddMoney(1);
remoteClient.SendChatMessage("Poof!", 1, AbsolutePosition, "Party Party", UUID.Zero, (byte)ChatSourceType.Object, (byte)ChatAudibleLevel.Fully);
}
public override void OnGrabGroup(Vector3 offsetPos, IClientAPI remoteClient)
{
if (m_parts.Count == 1)
{
m_parts.Remove(m_rootPart.UUID);
m_scene.DeleteSceneObject(this, false);
remoteClient.SendKillObject(m_regionHandle, new List<uint>() { m_rootPart.LocalId });
remoteClient.AddMoney(50);
remoteClient.SendChatMessage("KABLAM!!!", 1, AbsolutePosition, "Groupie Groupie", UUID.Zero, (byte)ChatSourceType.Object, (byte)ChatAudibleLevel.Fully);
}
}
}
}

View File

@ -1,68 +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.Diagnostics;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.Examples.SimpleModule
{
public class CpuCounterObject : SceneObjectGroup
{
protected override bool InSceneBackup
{
get
{
return false;
}
}
private PerformanceCounter m_counter;
public CpuCounterObject(UUID ownerID, Vector3 pos)
: base(ownerID, pos, PrimitiveBaseShape.Default)
{
String objectName = "Processor";
String counterName = "% Processor Time";
String instanceName = "_Total";
m_counter = new PerformanceCounter(objectName, counterName, instanceName);
}
public override void UpdateMovement()
{
float cpu = m_counter.NextValue()/40f;
Vector3 size = new Vector3(cpu, cpu, cpu);
RootPart.Resize(size);
base.UpdateMovement();
}
}
}

View File

@ -1,51 +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.IO;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.Examples.SimpleModule
{
public class FileSystemObject : SceneObjectGroup
{
public FileSystemObject(FileInfo fileInfo, Vector3 pos)
: base(UUID.Zero, pos, PrimitiveBaseShape.Default)
{
Text = fileInfo.Name;
}
protected override bool InSceneBackup
{
get
{
return false;
}
}
}
}

File diff suppressed because it is too large Load Diff

View File

@ -1,62 +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.Reflection;
using System.Runtime.InteropServices;
// General information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("OpenSim.Region.Examples.SimpleModule")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("http://opensimulator.org")]
[assembly: AssemblyProduct("OpenSim.Region.Examples.SimpleModule")]
[assembly: AssemblyCopyright("Copyright (c) 2008")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("f0caca77-7818-4a43-9200-0a8548009a05")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("0.6.5.*")]
[assembly: AssemblyVersion("0.6.5.*")]
[assembly: AssemblyFileVersion("0.6.5.0")]

View File

@ -1,9 +0,0 @@
!!!IMPORTANT NOTE!!!
This code snippet provided as an example of coding functional content with region modules.
As of 13/3 2008 this module actually renders all regions within the instance unusable if enabled by dragging the dll from ./bin to global /bin.
So, use at own peril and in dedicated instance.
Peace.

View File

@ -1,147 +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.Collections.Generic;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.Examples.SimpleModule
{
/// <summary>
/// Example region module.
/// </summary>
/// <remarks>
/// This is an old and unmaintained region module which uses the old style module interface. It is not loaded into
/// OpenSim by default. If you want to try enabling it, look in the bin folder of this project.
/// Please see the README.txt in this project on the filesystem for some more information.
/// Nonetheless, it may contain some useful example code so has been left here for now.
///
/// You can see bare bones examples of the more modern region module system in OpenSim/Region/OptionalModules/Example
/// </remarks>
public class RegionModule : IRegionModule
{
#region IRegionModule Members
private Scene m_scene;
public void Initialise(Scene scene, IConfigSource source)
{
m_scene = scene;
}
public void PostInitialise()
{
// RegionInfo regionInfo = m_scene.RegionInfo;
// Vector3 pos = new Vector3(110, 129, 27);
//AddCpuCounter(regionInfo, pos);
// AddComplexObjects(regionInfo, pos);
AddAvatars();
// AddFileSystemObjects();
}
// private void AddFileSystemObjects()
// {
// DirectoryInfo dirInfo = new DirectoryInfo(".");
// float x = 0;
// float z = 0;
// foreach (FileInfo fileInfo in dirInfo.GetFiles())
// {
// Vector3 filePos = new Vector3(100 + x, 129, 27 + z);
// x = x + 2;
// if (x > 50)
// {
// x = 0;
// z = z + 2;
// }
// FileSystemObject fileObject = new FileSystemObject(m_scene, fileInfo, filePos);
// m_scene.AddNewSceneObject(fileObject, true);
// }
// }
private void AddAvatars()
{
for (int i = 0; i < 1; i++)
{
MyNpcCharacter m_character = new MyNpcCharacter(m_scene);
m_scene.AddNewClient(m_character, PresenceType.Npc);
m_scene.AgentCrossing(m_character.AgentId, Vector3.Zero, false);
}
m_scene.ForEachScenePresence(delegate(ScenePresence sp)
{
if (!sp.IsChildAgent)
sp.AbsolutePosition =
new Vector3((float)Util.RandomClass.Next(100, 200), (float)Util.RandomClass.Next(30, 200), 2);
});
}
// private void AddComplexObjects(RegionInfo regionInfo, Vector3 pos)
// {
// int objs = 3;
// for (int i = 0; i < (objs*objs*objs); i++)
// {
// Vector3 posOffset = new Vector3((i % objs) * 4, ((i % (objs*objs)) / (objs)) * 4, (i / (objs*objs)) * 4);
// ComplexObject complexObject =
// new ComplexObject(m_scene, regionInfo.RegionHandle, UUID.Zero, pos + posOffset);
// m_scene.AddNewSceneObject(complexObject, true);
// }
// }
// private void AddCpuCounter(RegionInfo regionInfo, Vector3 pos)
// {
// SceneObjectGroup sceneObject =
// new CpuCounterObject(m_scene, regionInfo.RegionHandle, UUID.Zero, pos + new Vector3(1f, 1f, 1f));
// m_scene.AddNewSceneObject(sceneObject, true);
// }
public void Close()
{
m_scene = null;
}
public string Name
{
get { return GetType().AssemblyQualifiedName; }
}
public bool IsSharedModule
{
get { return false; }
}
#endregion
}
}

View File

@ -27,8 +27,8 @@
using System;
using System.Xml;
using System.Collections.Generic;
using OpenMetaverse;
using OpenMetaverse.Packets;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
@ -40,6 +40,7 @@ namespace OpenSim.Region.Framework.Interfaces
/// RezAttachments. This should only be called upon login on the first region.
/// Attachment rezzings on crossings and TPs are done in a different way.
/// </summary>
/// <param name="sp"></param>
void RezAttachments(IScenePresence sp);
/// <summary>
@ -50,43 +51,21 @@ namespace OpenSim.Region.Framework.Interfaces
/// <summary>
/// Delete all the presence's attachments from the scene
/// </summary>
/// <param name="sp">
/// This is done when a root agent leaves/is demoted to child (for instance, on logout, teleport or region cross).
/// </param>
/// </summary>
/// <param name="sp"></param>
/// <param name="silent"></param>
void DeleteAttachmentsFromScene(IScenePresence sp, bool silent);
/// <summary>
/// Attach an object to an avatar from the world.
/// </summary>
/// <param name="controllingClient"></param>
/// <param name="localID"></param>
/// <param name="attachPoint"></param>
/// <param name="rot"></param>
/// <param name="silent"></param>
void AttachObject(
IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, bool silent);
/// <summary>
/// Attach an object to an avatar
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="sp"></param>
/// <param name="grp"></param>
/// <param name="AttachmentPt"></param>
/// <param name="silent"></param>
/// <returns>true if the object was successfully attached, false otherwise</returns>
bool AttachObject(
IClientAPI remoteClient, SceneObjectGroup grp, uint AttachmentPt, bool silent);
/// <summary>
/// Rez an attachment from user inventory and change inventory status to match.
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="itemID"></param>
/// <param name="AttachmentPt"></param>
/// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
ISceneEntity RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt);
bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent);
/// <summary>
/// Rez an attachment from user inventory and change inventory status to match.
@ -95,51 +74,32 @@ namespace OpenSim.Region.Framework.Interfaces
/// <param name="itemID"></param>
/// <param name="AttachmentPt"></param>
/// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
ISceneEntity RezSingleAttachmentFromInventory(ScenePresence sp, UUID itemID, uint AttachmentPt);
ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt);
// Same as above, but also load script states from a separate doc
ISceneEntity RezSingleAttachmentFromInventory(
IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc);
IScenePresence presence, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc);
/// <summary>
/// Rez multiple attachments from a user's inventory
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="header"></param>
/// <param name="objects"></param>
void RezMultipleAttachmentsFromInventory(
IClientAPI remoteClient,
RezMultipleAttachmentsFromInvPacket.HeaderDataBlock header,
RezMultipleAttachmentsFromInvPacket.ObjectDataBlock[] objects);
/// <summary>
/// Detach an object from the avatar.
/// </summary>
/// <remarks>
/// This method is called in response to a client's detach request, so we only update the information in
/// inventory
/// </remarks>
/// <param name="objectLocalID"></param>
/// <param name="remoteClient"></param>
void DetachObject(uint objectLocalID, IClientAPI remoteClient);
/// <param name="sp"></param>
/// <param name="rezlist"></param>
void RezMultipleAttachmentsFromInventory(IScenePresence sp,List<KeyValuePair<UUID, uint>> rezlist);
/// <summary>
/// Detach the given item to the ground.
/// </summary>
/// <param name="sp"></param>
/// <param name="objectLocalID"></param>
/// <param name="remoteClient"></param>
void DetachSingleAttachmentToGround(uint objectLocalID, IClientAPI remoteClient);
void DetachSingleAttachmentToGround(IScenePresence sp, uint objectLocalID);
/// <summary>
/// Detach the given item so that it remains in the user's inventory.
/// </summary>
/// <param name="itemID">
/// A <see cref="UUID"/>
/// </param>
/// <param name="remoteClient">
/// A <see cref="IClientAPI"/>
/// </param>
void DetachSingleAttachmentToInv(UUID itemID, IClientAPI remoteClient);
/// <param name="sp">/param>
/// <param name="itemID"></param>
void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID);
/// Update the position of an attachment.
/// </summary>

View File

@ -1,4 +1,4 @@
/*
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
@ -49,6 +49,14 @@ namespace OpenSim.Region.Framework.Interfaces
/// <returns></returns>
EstateSettings LoadEstateSettings(int estateID);
/// <summary>
/// Create a new estate.
/// </summary>
/// <returns>
/// A <see cref="EstateSettings"/>
/// </returns>
EstateSettings CreateNewEstate();
/// <summary>
/// Load/Get all estate settings.
/// </summary>

View File

@ -54,6 +54,14 @@ namespace OpenSim.Region.Framework.Interfaces
/// <returns></returns>
EstateSettings LoadEstateSettings(int estateID);
/// <summary>
/// Create a new estate.
/// </summary>
/// <returns>
/// A <see cref="EstateSettings"/>
/// </returns>
EstateSettings CreateNewEstate();
/// <summary>
/// Load/Get all estate settings.
/// </summary>

View File

@ -35,7 +35,16 @@ namespace OpenSim.Region.Framework.Interfaces
/// </summary>
public interface IRegionModule
{
/// <summary>
/// Initialize the module.
/// </summary>
/// <remarks>
/// For a shared module this can be called multiple times - once per scene.
/// </remarks>
/// <param name="scene"></param>
/// <param name="source">Configuration information. For a shared module this will be identical on every scene call</param>
void Initialise(Scene scene, IConfigSource source);
void PostInitialise();
void Close();
string Name { get; }

View File

@ -181,8 +181,8 @@ TrySetMovementAnimation("STAND");
bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
//bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
//bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG;
//bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY;
@ -403,9 +403,19 @@ TrySetMovementAnimation("STAND");
return "CROUCHWALK";
else if (m_scenePresence.SetAlwaysRun)
return "RUN";
else
{
// Not walking
if (move.Z < 0)
return "CROUCH";
else if (heldTurnLeft)
return "TURNLEFT";
else if (heldTurnRight)
return "TURNRIGHT";
else
return "WALK";
}
}
// rm for jumping else
else if (!m_jumping) // add for jumping
{

View File

@ -120,6 +120,11 @@ namespace OpenSim.Region.Framework.Scenes
{
m_log.Debug("[ASYNC DELETER]: Starting send to inventory loop");
// We must set appearance parameters in the en_US culture in order to avoid issues where values are saved
// in a culture where decimal points are commas and then reloaded in a culture which just treats them as
// number seperators.
Culture.SetCurrentCulture();
while (InventoryDeQueueAndDelete())
{
//m_log.Debug("[ASYNC DELETER]: Sent item successfully to inventory, continuing...");

View File

@ -26,8 +26,10 @@
*/
using System;
using System.Reflection;
using System.Runtime.Serialization;
using System.Security.Permissions;
using log4net;
using OpenSim.Framework;
using OpenMetaverse;
@ -35,6 +37,8 @@ namespace OpenSim.Region.Framework.Scenes
{
public abstract class EntityBase : ISceneEntity
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
/// The scene to which this entity belongs
/// </summary>
@ -71,12 +75,15 @@ namespace OpenSim.Region.Framework.Scenes
protected Vector3 m_pos;
/// <summary>
///
/// Absolute position of this entity in a scene.
/// </summary>
public virtual Vector3 AbsolutePosition
{
get { return m_pos; }
set { m_pos = value; }
set
{
m_pos = value;
}
}
protected Vector3 m_velocity;
@ -107,11 +114,6 @@ namespace OpenSim.Region.Framework.Scenes
m_name = "(basic entity)";
}
/// <summary>
///
/// </summary>
public abstract void UpdateMovement();
/// <summary>
/// Performs any updates that need to be done at each frame, as opposed to immediately.
/// These included scheduled updates and updates that occur due to physics processing.

View File

@ -261,7 +261,7 @@ namespace OpenSim.Region.Framework.Scenes
item.AssetID = asset.FullID;
group.UpdateInventoryItem(item);
part.GetProperties(remoteClient);
part.SendPropertiesToClient(remoteClient);
// Trigger rerunning of script (use TriggerRezScript event, see RezScript)
ArrayList errors = new ArrayList();
@ -316,6 +316,10 @@ namespace OpenSim.Region.Framework.Scenes
public void UpdateInventoryItemAsset(IClientAPI remoteClient, UUID transactionID,
UUID itemID, InventoryItemBase itemUpd)
{
// m_log.DebugFormat(
// "[USER INVENTORY]: Updating asset for item {0} {1}, transaction ID {2} for {3}",
// itemID, itemUpd.Name, transactionID, remoteClient.Name);
// This one will let people set next perms on items in agent
// inventory. Rut-Roh. Whatever. Make this secure. Yeah.
//
@ -368,8 +372,7 @@ namespace OpenSim.Region.Framework.Scenes
IAgentAssetTransactions agentTransactions = this.RequestModuleInterface<IAgentAssetTransactions>();
if (agentTransactions != null)
{
agentTransactions.HandleItemUpdateFromTransaction(
remoteClient, transactionID, item);
agentTransactions.HandleItemUpdateFromTransaction(remoteClient, transactionID, item);
}
}
}
@ -1005,7 +1008,7 @@ namespace OpenSim.Region.Framework.Scenes
}
group.RemoveInventoryItem(localID, itemID);
part.GetProperties(remoteClient);
part.SendPropertiesToClient(remoteClient);
}
}
@ -1283,7 +1286,7 @@ namespace OpenSim.Region.Framework.Scenes
if (TryGetScenePresence(srcTaskItem.OwnerID, out avatar))
{
destPart.GetProperties(avatar.ControllingClient);
destPart.SendPropertiesToClient(avatar.ControllingClient);
}
}
@ -1446,7 +1449,7 @@ namespace OpenSim.Region.Framework.Scenes
m_log.InfoFormat(
"[PRIM INVENTORY]: Update with item {0} requested of prim {1} for {2}",
item.Name, primLocalID, remoteClient.Name);
part.GetProperties(remoteClient);
part.SendPropertiesToClient(remoteClient);
if (!Permissions.BypassPermissions())
{
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
@ -1534,7 +1537,7 @@ namespace OpenSim.Region.Framework.Scenes
if (part.Inventory.UpdateInventoryItem(itemInfo))
{
part.GetProperties(remoteClient);
part.SendPropertiesToClient(remoteClient);
}
}
}
@ -1586,7 +1589,7 @@ namespace OpenSim.Region.Framework.Scenes
// m_log.InfoFormat("[PRIMINVENTORY]: " +
// "Rezzed script {0} into prim local ID {1} for user {2}",
// item.inventoryName, localID, remoteClient.Name);
part.GetProperties(remoteClient);
part.SendPropertiesToClient(remoteClient);
part.ParentGroup.ResumeScripts();
}
else
@ -1644,7 +1647,7 @@ namespace OpenSim.Region.Framework.Scenes
taskItem.AssetID = asset.FullID;
part.Inventory.AddInventoryItem(taskItem, false);
part.GetProperties(remoteClient);
part.SendPropertiesToClient(remoteClient);
part.Inventory.CreateScriptInstance(taskItem, 0, false, DefaultScriptEngine, 0);
part.ParentGroup.ResumeScripts();
@ -1758,7 +1761,7 @@ namespace OpenSim.Region.Framework.Scenes
if (TryGetScenePresence(srcTaskItem.OwnerID, out avatar))
{
destPart.GetProperties(avatar.ControllingClient);
destPart.SendPropertiesToClient(avatar.ControllingClient);
}
}
@ -2217,7 +2220,7 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectPart part = GetSceneObjectPart(localID);
if (part == null)
continue;
part.GetProperties(remoteClient);
part.SendPropertiesToClient(remoteClient);
}
}

View File

@ -144,7 +144,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if (((SceneObjectGroup) ent).LocalId == primLocalID)
{
((SceneObjectGroup) ent).GetProperties(remoteClient);
((SceneObjectGroup) ent).SendPropertiesToClient(remoteClient);
((SceneObjectGroup) ent).IsSelected = true;
// A prim is only tainted if it's allowed to be edited by the person clicking it.
if (Permissions.CanEditObject(((SceneObjectGroup)ent).UUID, remoteClient.AgentId)
@ -167,7 +167,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if (part.LocalId == primLocalID)
{
part.GetProperties(remoteClient);
part.SendPropertiesToClient(remoteClient);
foundPrim = true;
break;
}

View File

@ -896,6 +896,8 @@ namespace OpenSim.Region.Framework.Scenes
if (dm != null)
m_eventManager.OnPermissionError += dm.SendAlertToUser;
m_eventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement;
}
public override string GetSimulatorVersion()
@ -1198,87 +1200,6 @@ namespace OpenSim.Region.Framework.Scenes
m_dialogModule = RequestModuleInterface<IDialogModule>();
m_capsModule = RequestModuleInterface<ICapabilitiesModule>();
m_teleportModule = RequestModuleInterface<IEntityTransferModule>();
// Shoving this in here for now, because we have the needed
// interfaces at this point
//
// TODO: Find a better place for this
//
while (m_regInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null)
{
MainConsole.Instance.OutputFormat("Estate {0} has no owner set.", m_regInfo.EstateSettings.EstateName);
List<char> excluded = new List<char>(new char[1]{' '});
string first = MainConsole.Instance.CmdPrompt("Estate owner first name", "Test", excluded);
string last = MainConsole.Instance.CmdPrompt("Estate owner last name", "User", excluded);
UserAccount account = UserAccountService.GetUserAccount(m_regInfo.ScopeID, first, last);
if (account == null)
{
// Create a new account
account = new UserAccount(m_regInfo.ScopeID, first, last, String.Empty);
if (account.ServiceURLs == null || (account.ServiceURLs != null && account.ServiceURLs.Count == 0))
{
account.ServiceURLs = new Dictionary<string, object>();
account.ServiceURLs["HomeURI"] = string.Empty;
account.ServiceURLs["GatekeeperURI"] = string.Empty;
account.ServiceURLs["InventoryServerURI"] = string.Empty;
account.ServiceURLs["AssetServerURI"] = string.Empty;
}
if (UserAccountService.StoreUserAccount(account))
{
string password = MainConsole.Instance.PasswdPrompt("Password");
string email = MainConsole.Instance.CmdPrompt("Email", "");
account.Email = email;
UserAccountService.StoreUserAccount(account);
bool success = false;
success = AuthenticationService.SetPassword(account.PrincipalID, password);
if (!success)
m_log.WarnFormat("[USER ACCOUNT SERVICE]: Unable to set password for account {0} {1}.",
first, last);
GridRegion home = null;
if (GridService != null)
{
List<GridRegion> defaultRegions = GridService.GetDefaultRegions(UUID.Zero);
if (defaultRegions != null && defaultRegions.Count >= 1)
home = defaultRegions[0];
if (GridUserService != null && home != null)
GridUserService.SetHome(account.PrincipalID.ToString(), home.RegionID, new Vector3(128, 128, 0), new Vector3(0, 1, 0));
else
m_log.WarnFormat("[USER ACCOUNT SERVICE]: Unable to set home for account {0} {1}.",
first, last);
}
else
m_log.WarnFormat("[USER ACCOUNT SERVICE]: Unable to retrieve home region for account {0} {1}.",
first, last);
if (InventoryService != null)
success = InventoryService.CreateUserInventory(account.PrincipalID);
if (!success)
m_log.WarnFormat("[USER ACCOUNT SERVICE]: Unable to create inventory for account {0} {1}.",
first, last);
m_log.InfoFormat("[USER ACCOUNT SERVICE]: Account {0} {1} created successfully", first, last);
m_regInfo.EstateSettings.EstateOwner = account.PrincipalID;
m_regInfo.EstateSettings.Save();
}
else
m_log.ErrorFormat("[SCENE]: Unable to store account. If this simulator is connected to a grid, you must create the estate owner account first.");
}
else
{
m_regInfo.EstateSettings.EstateOwner = account.PrincipalID;
m_regInfo.EstateSettings.Save();
}
}
}
#endregion
@ -1382,8 +1303,6 @@ namespace OpenSim.Region.Framework.Scenes
tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS);
}
if (RegionStatus != RegionStatus.SlaveScene)
{
if (Frame % m_update_events == 0)
{
int evMS = Util.EnvironmentTickCount();
@ -1391,6 +1310,13 @@ namespace OpenSim.Region.Framework.Scenes
eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
}
// if (Frame % m_update_land == 0)
// {
// int ldMS = Util.EnvironmentTickCount();
// UpdateLand();
// landMS = Util.EnvironmentTickCountSubtract(ldMS);
// }
if (Frame % m_update_backup == 0)
{
int backMS = Util.EnvironmentTickCount();
@ -1430,7 +1356,6 @@ namespace OpenSim.Region.Framework.Scenes
StatsReporter.addOtherMS(otherMS);
StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount());
StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
}
if (LoginsDisabled && Frame == 20)
{
@ -2603,9 +2528,7 @@ namespace OpenSim.Region.Framework.Scenes
RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
if (AttachmentsModule != null)
AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false);
m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was found, attaching", sceneObject.UUID);
AttachmentsModule.AttachObject(sp, grp, 0, false);
}
else
{
@ -5489,5 +5412,69 @@ namespace OpenSim.Region.Framework.Scenes
{
CheckHeartbeat();
}
/// This method deals with movement when an avatar is automatically moving (but this is distinct from the
/// autopilot that moves an avatar to a sit target!.
/// </summary>
/// <remarks>
/// This is not intended as a permament location for this method.
/// </remarks>
/// <param name="presence"></param>
private void HandleOnSignificantClientMovement(ScenePresence presence)
{
if (presence.MovingToTarget)
{
double distanceToTarget = Util.GetDistanceTo(presence.AbsolutePosition, presence.MoveToPositionTarget);
// m_log.DebugFormat(
// "[SCENE]: Abs pos of {0} is {1}, target {2}, distance {3}",
// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget);
// Check the error term of the current position in relation to the target position
if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT)
{
// We are close enough to the target
// m_log.DebugFormat("[SCENEE]: Stopping autopilot of {0}", presence.Name);
presence.Velocity = Vector3.Zero;
presence.AbsolutePosition = presence.MoveToPositionTarget;
presence.ResetMoveToTarget();
if (presence.PhysicsActor.Flying)
{
// A horrible hack to stop the avatar dead in its tracks rather than having them overshoot
// the target if flying.
// We really need to be more subtle (slow the avatar as it approaches the target) or at
// least be able to set collision status once, rather than 5 times to give it enough
// weighting so that that PhysicsActor thinks it really is colliding.
for (int i = 0; i < 5; i++)
presence.PhysicsActor.IsColliding = true;
if (presence.LandAtTarget)
presence.PhysicsActor.Flying = false;
// Vector3 targetPos = presence.MoveToPositionTarget;
// float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y];
// if (targetPos.Z - terrainHeight < 0.2)
// {
// presence.PhysicsActor.Flying = false;
// }
}
// m_log.DebugFormat(
// "[SCENE]: AgentControlFlags {0}, MovementFlag {1} for {2}",
// presence.AgentControlFlags, presence.MovementFlag, presence.Name);
}
else
{
// m_log.DebugFormat(
// "[SCENE]: Updating npc {0} at {1} for next movement to {2}",
// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget);
Vector3 agent_control_v3 = new Vector3();
presence.HandleMoveToTargetUpdate(ref agent_control_v3);
presence.AddNewMovement(agent_control_v3);
}
}
}
}
}

View File

@ -1312,13 +1312,6 @@ namespace OpenSim.Region.Framework.Scenes
part.ClearUndoState();
}
public override void UpdateMovement()
{
SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
parts[i].UpdateMovement();
}
public ushort GetTimeDilation()
{
return Utils.FloatToUInt16(m_scene.TimeDilation, 0.0f, 1.0f);
@ -1486,7 +1479,15 @@ namespace OpenSim.Region.Framework.Scenes
avatar.StandUp();
if (!silent)
{
part.UpdateFlag = 0;
if (part == m_rootPart)
{
if (!IsAttachment || (AttachedAvatar == avatar.ControllingClient.AgentId) ||
(AttachmentPoint < 31) || (AttachmentPoint > 38))
avatar.ControllingClient.SendKillObject(m_regionHandle, new List<uint>() {part.LocalId});
}
}
});
}
@ -1939,7 +1940,7 @@ namespace OpenSim.Region.Framework.Scenes
ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
if (avatar != null)
{
avatar.MoveToTarget(target, false);
avatar.MoveToTarget(target, false, false);
}
}
else
@ -2104,8 +2105,6 @@ namespace OpenSim.Region.Framework.Scenes
#endregion
#region Scheduling
public override void Update()
{
// Check that the group was not deleted before the scheduled update
@ -2256,7 +2255,14 @@ namespace OpenSim.Region.Framework.Scenes
parts[i].SendTerseUpdateToAllClients();
}
#endregion
/// <summary>
/// Send metadata about the root prim (name, description, sale price, etc.) to a client.
/// </summary>
/// <param name="client"></param>
public void SendPropertiesToClient(IClientAPI client)
{
m_rootPart.SendPropertiesToClient(client);
}
#region SceneGroupPart Methods
@ -2751,15 +2757,6 @@ namespace OpenSim.Region.Framework.Scenes
}
}
/// <summary>
/// Return metadata about a prim (name, description, sale price, etc.)
/// </summary>
/// <param name="client"></param>
public void GetProperties(IClientAPI client)
{
m_rootPart.GetProperties(client);
}
/// <summary>
/// Set the name of a prim
/// </summary>

View File

@ -804,7 +804,7 @@ namespace OpenSim.Region.Framework.Scenes
if (av.LinkedPrim == m_uuid)
{
Vector3 offset = (m_offsetPosition - oldpos);
av.OffsetPosition += offset;
av.AbsolutePosition += offset;
av.SendAvatarDataToAllAgents();
}
}
@ -1357,8 +1357,6 @@ namespace OpenSim.Region.Framework.Scenes
#endregion Public Properties with only Get
#region Private Methods
private uint ApplyMask(uint val, bool set, uint mask)
{
if (set)
@ -1371,14 +1369,35 @@ namespace OpenSim.Region.Framework.Scenes
}
}
private void SendObjectPropertiesToClient(UUID AgentID)
/// <summary>
/// Clear all pending updates of parts to clients
/// </summary>
private void ClearUpdateSchedule()
{
m_updateFlag = 0;
}
/// <summary>
/// Send this part's properties (name, description, inventory serial, base mask, etc.) to a client
/// </summary>
/// <param name="client"></param>
public void SendPropertiesToClient(IClientAPI client)
{
client.SendObjectPropertiesReply(this);
}
/// <summary>
/// For the scene object group to which this part belongs, send that scene object's root part properties to a client.
/// </summary>
/// <param name="AgentID"></param>
private void SendRootPartPropertiesToClient(UUID AgentID)
{
m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
{
// Ugly reference :(
if (avatar.UUID == AgentID)
{
m_parentGroup.GetProperties(avatar.ControllingClient);
m_parentGroup.SendPropertiesToClient(avatar.ControllingClient);
}
});
}
@ -1407,8 +1426,6 @@ namespace OpenSim.Region.Framework.Scenes
// }
// }
#endregion Private Methods
#region Public Methods
public void ResetExpire()
@ -1752,20 +1769,6 @@ namespace OpenSim.Region.Framework.Scenes
Name, LocalId, id);
}
public static SceneObjectPart Create()
{
SceneObjectPart part = new SceneObjectPart();
part.UUID = UUID.Random();
PrimitiveBaseShape shape = PrimitiveBaseShape.Create();
part.Shape = shape;
part.Name = "Object";
part._ownerID = UUID.Random();
return part;
}
/// <summary>
/// Do a physics property update for a NINJA joint.
/// </summary>
@ -2077,11 +2080,6 @@ namespace OpenSim.Region.Framework.Scenes
return Vector3.Zero;
}
public void GetProperties(IClientAPI client)
{
client.SendObjectPropertiesReply(this);
}
/// <summary>
/// Method for a prim to get it's world position from the group.
/// </summary>
@ -3055,6 +3053,10 @@ namespace OpenSim.Region.Framework.Scenes
if (ParentGroup.IsDeleted)
return;
if (ParentGroup.IsAttachment && (ParentGroup.AttachedAvatar != remoteClient.AgentId) &&
(ParentGroup.AttachmentPoint >= 31) && (ParentGroup.AttachmentPoint <= 38))
return;
clientFlags &= ~(uint) PrimFlags.CreateSelected;
if (remoteClient.AgentId == _ownerID)
@ -3500,7 +3502,7 @@ namespace OpenSim.Region.Framework.Scenes
{
_groupID = groupID;
if (client != null)
GetProperties(client);
SendPropertiesToClient(client);
m_updateFlag = 2;
}
@ -4242,10 +4244,6 @@ namespace OpenSim.Region.Framework.Scenes
}
}
public virtual void UpdateMovement()
{
}
/// <summary>
///
/// </summary>
@ -4320,10 +4318,10 @@ namespace OpenSim.Region.Framework.Scenes
break;
}
SendFullUpdateToAllClients();
SendObjectPropertiesToClient(AgentID);
SendRootPartPropertiesToClient(AgentID);
}
}
@ -4844,7 +4842,8 @@ namespace OpenSim.Region.Framework.Scenes
if (ParentGroup.IsDeleted)
return;
if (ParentGroup.IsAttachment && ParentGroup.RootPart != this)
if (ParentGroup.IsAttachment && ((ParentGroup.RootPart != this) ||
((ParentGroup.AttachedAvatar != remoteClient.AgentId) && (ParentGroup.AttachmentPoint >= 31) && (ParentGroup.AttachmentPoint <= 38))))
return;
// Causes this thread to dig into the Client Thread Data.

View File

@ -988,11 +988,16 @@ namespace OpenSim.Region.Framework.Scenes
private bool CreateInventoryFileName()
{
// m_log.DebugFormat(
// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
// m_part.Name, m_part.UUID, m_part.LocalId, m_inventorySerial);
if (m_inventoryFileName == String.Empty ||
m_inventoryFileNameSerial < m_inventorySerial)
{
m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
m_inventoryFileNameSerial = m_inventorySerial;
return true;
}
@ -1025,6 +1030,12 @@ namespace OpenSim.Region.Framework.Scenes
return;
}
if (m_items.Count == 0) // No inventory
{
client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
return;
}
if (!changed)
{
if (m_inventoryFileData.Length > 2)
@ -1096,10 +1107,12 @@ namespace OpenSim.Region.Framework.Scenes
if (m_inventoryFileData.Length > 2)
{
xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
}
client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
Util.StringToBytes256(m_inventoryFileName));
return;
}
client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
}
/// <summary>

View File

@ -71,7 +71,7 @@ namespace OpenSim.Region.Framework.Scenes
{
// ~ScenePresence()
// {
// m_log.Debug("[ScenePresence] Destructor called");
// m_log.Debug("[SCENE PRESENCE] Destructor called");
// }
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
@ -191,8 +191,6 @@ namespace OpenSim.Region.Framework.Scenes
private Quaternion m_bodyRot = Quaternion.Identity;
private Quaternion m_bodyRotPrevious = Quaternion.Identity;
private const int LAND_VELOCITYMAG_MAX = 12;
public bool IsRestrictedToRegion;
@ -238,6 +236,11 @@ namespace OpenSim.Region.Framework.Scenes
public Vector3 MoveToPositionTarget { get; private set; }
private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
/// <summary>
/// Controls whether an avatar automatically moving to a target will land when it gets there (if flying).
/// </summary>
public bool LandAtTarget { get; private set; }
private bool m_followCamAuto;
private int m_movementUpdateCount;
@ -492,7 +495,13 @@ namespace OpenSim.Region.Framework.Scenes
PhysicsActor actor = m_physicsActor;
// if (actor != null)
if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
{
m_pos = actor.Position;
// m_log.DebugFormat(
// "[SCENE PRESENCE]: Set position {0} for {1} in {2} via getting AbsolutePosition!",
// m_pos, Name, Scene.RegionInfo.RegionName);
}
else
{
// Obtain the correct position of a seated avatar.
@ -540,16 +549,24 @@ namespace OpenSim.Region.Framework.Scenes
}
}
if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
// Changed this to update unconditionally to make npose work
// if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
m_pos = value;
m_parentPosition = Vector3.Zero;
// m_log.DebugFormat(
// "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}",
// Scene.RegionInfo.RegionName, Name, m_pos);
}
}
/// <summary>
/// If sitting, returns the offset position from the prim the avatar is sitting on.
/// Otherwise, returns absolute position in the scene.
/// </summary>
public Vector3 OffsetPosition
{
get { return m_pos; }
set { m_pos = value; }
}
/// <summary>
@ -561,8 +578,14 @@ namespace OpenSim.Region.Framework.Scenes
{
PhysicsActor actor = m_physicsActor;
if (actor != null)
{
m_velocity = actor.Velocity;
// m_log.DebugFormat(
// "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!",
// m_velocity, Name, Scene.RegionInfo.RegionName);
}
return m_velocity;
}
set
@ -582,6 +605,10 @@ namespace OpenSim.Region.Framework.Scenes
}
m_velocity = value;
// m_log.DebugFormat(
// "[SCENE PRESENCE]: In {0} set velocity of {1} to {2}",
// Scene.RegionInfo.RegionName, Name, m_velocity);
}
}
@ -620,12 +647,6 @@ namespace OpenSim.Region.Framework.Scenes
}
}
public Quaternion PreviousRotation
{
get { return m_bodyRotPrevious; }
set { m_bodyRotPrevious = value; }
}
/// <summary>
/// If this is true, agent doesn't have a representation in this scene.
/// this is an agent 'looking into' this scene from a nearby scene(region)
@ -1302,7 +1323,7 @@ namespace OpenSim.Region.Framework.Scenes
m_callbackURI = null;
}
//m_log.DebugFormat("Completed movement");
//m_log.DebugFormat("[SCENE PRESENCE] Completed movement");
m_controllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look);
SendInitialData();
@ -1813,7 +1834,10 @@ namespace OpenSim.Region.Framework.Scenes
/// This is to allow movement to targets that are known to be on an elevated platform with a continuous path
/// from start to finish.
/// </param>
public void MoveToTarget(Vector3 pos, bool noFly)
/// <param name="landAtTarget">
/// If true and the avatar starts flying during the move then land at the target.
/// </param>
public void MoveToTarget(Vector3 pos, bool noFly, bool landAtTarget)
{
m_log.DebugFormat(
"[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}",
@ -1839,7 +1863,7 @@ namespace OpenSim.Region.Framework.Scenes
// Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is
// always slightly higher than the actual terrain height.
// FIXME: This constrains NOC movements as well, so should be somewhere else.
// FIXME: This constrains NPC movements as well, so should be somewhere else.
if (pos.Z - terrainHeight < 0.2)
pos.Z = terrainHeight;
@ -1852,9 +1876,25 @@ namespace OpenSim.Region.Framework.Scenes
else if (pos.Z > terrainHeight)
PhysicsActor.Flying = true;
LandAtTarget = landAtTarget;
MovingToTarget = true;
MoveToPositionTarget = pos;
// Rotate presence around the z-axis to point in same direction as movement.
// Ignore z component of vector
Vector3 localVectorToTarget3D = pos - AbsolutePosition;
Vector3 localVectorToTarget2D = new Vector3((float)(localVectorToTarget3D.X), (float)(localVectorToTarget3D.Y), 0f);
// m_log.DebugFormat("[SCENE PRESENCE]: Local vector to target is {0}", localVectorToTarget2D);
// Calculate the yaw.
Vector3 angle = new Vector3(0, 0, (float)(Math.Atan2(localVectorToTarget2D.Y, localVectorToTarget2D.X)));
// m_log.DebugFormat("[SCENE PRESENCE]: Angle is {0}", angle);
Rotation = Quaternion.CreateFromEulers(angle);
// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, Rotation);
Vector3 agent_control_v3 = new Vector3();
HandleMoveToTargetUpdate(ref agent_control_v3);
AddNewMovement(agent_control_v3);
@ -2744,7 +2784,7 @@ namespace OpenSim.Region.Framework.Scenes
Vector3 pos = m_pos;
pos.Z += m_appearance.HipOffset;
//m_log.DebugFormat("[SCENEPRESENCE]: TerseUpdate: Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity);
//m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity);
remoteClient.SendPrimUpdate(
this,
@ -2831,6 +2871,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
private void SendInitialData()
{
//m_log.DebugFormat("[SCENE PRESENCE] SendInitialData: {0} ({1})", Name, UUID);
// Moved this into CompleteMovement to ensure that m_appearance is initialized before
// the inventory arrives
// m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance);
@ -2875,6 +2916,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
public void SendAvatarDataToAllAgents()
{
//m_log.DebugFormat("[SCENE PRESENCE] SendAvatarDataToAllAgents: {0} ({1})", Name, UUID);
// only send update from root agents to other clients; children are only "listening posts"
if (IsChildAgent)
{
@ -2928,7 +2970,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="avatar"></param>
public void SendAvatarDataToAgent(ScenePresence avatar)
{
// m_log.WarnFormat("[SP] Send avatar data from {0} to {1}",m_uuid,avatar.ControllingClient.AgentId);
//m_log.DebugFormat("[SCENE PRESENCE] SendAvatarDataToAgent from {0} ({1}) to {2} ({3})", Name, UUID, avatar.Name, avatar.UUID);
avatar.ControllingClient.SendAvatarDataImmediate(this);
if (Animator != null)
@ -2941,6 +2983,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
public void SendAppearanceToAllOtherAgents()
{
m_log.DebugFormat("[SCENE PRESENCE] SendAppearanceToAllOtherAgents: {0} ({1})", Name, UUID);
// only send update from root agents to other clients; children are only "listening posts"
if (IsChildAgent)
{
@ -2970,6 +3013,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
public void SendOtherAgentsAppearanceToMe()
{
//m_log.DebugFormat("[SCENE PRESENCE] SendOtherAgentsAppearanceToMe: {0} ({1})", Name, UUID);
m_perfMonMS = Util.EnvironmentTickCount();
int count = 0;
@ -3618,7 +3662,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary>
/// Handles part of the PID controller function for moving an avatar.
/// </summary>
public override void UpdateMovement()
public void UpdateMovement()
{
if (m_forceToApply.HasValue)
{
@ -3637,6 +3681,10 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
public void AddToPhysicalScene(bool isFlying)
{
// m_log.DebugFormat(
// "[SCENE PRESENCE]: Adding physics actor for {0}, ifFlying = {1} in {2}",
// Name, isFlying, Scene.RegionInfo.RegionName);
if (m_appearance.AvatarHeight == 0)
m_appearance.SetHeight();

View File

@ -0,0 +1,135 @@
/*
* 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 System.Reflection;
using log4net;
using Nini.Config;
using NUnit.Framework;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Tests.Common;
using OpenSim.Tests.Common.Mock;
namespace OpenSim.Region.Framework.Scenes.Tests
{
[TestFixture]
public class ScenePresenceAutopilotTests
{
private TestScene m_scene;
[TestFixtureSetUp]
public void FixtureInit()
{
// Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
Util.FireAndForgetMethod = FireAndForgetMethod.None;
}
[TestFixtureTearDown]
public void TearDown()
{
// We must set this back afterwards, otherwise later tests will fail since they're expecting multiple
// threads. Possibly, later tests should be rewritten not to worry about such things.
Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
}
[SetUp]
public void Init()
{
m_scene = SceneHelpers.SetupScene();
}
[Test]
public void TestMove()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
Vector3 startPos = sp.AbsolutePosition;
// Vector3 startPos = new Vector3(128, 128, 30);
// For now, we'll make the scene presence fly to simplify this test, but this needs to change.
sp.PhysicsActor.Flying = true;
m_scene.Update();
Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos));
Vector3 targetPos = startPos + new Vector3(0, 10, 0);
sp.MoveToTarget(targetPos, false, false);
Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos));
Assert.That(
sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001));
m_scene.Update();
// We should really check the exact figure.
Assert.That(sp.AbsolutePosition.X, Is.EqualTo(startPos.X));
Assert.That(sp.AbsolutePosition.Y, Is.GreaterThan(startPos.Y));
Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
Assert.That(sp.AbsolutePosition.Z, Is.LessThan(targetPos.X));
for (int i = 0; i < 10; i++)
m_scene.Update();
double distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos);
Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on first move");
Assert.That(sp.AbsolutePosition, Is.EqualTo(targetPos));
Assert.That(sp.AgentControlFlags, Is.EqualTo((uint)AgentManager.ControlFlags.NONE));
// Try a second movement
startPos = sp.AbsolutePosition;
targetPos = startPos + new Vector3(10, 0, 0);
sp.MoveToTarget(targetPos, false, false);
Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos));
Assert.That(
sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001));
m_scene.Update();
// We should really check the exact figure.
Assert.That(sp.AbsolutePosition.X, Is.GreaterThan(startPos.X));
Assert.That(sp.AbsolutePosition.X, Is.LessThan(targetPos.X));
Assert.That(sp.AbsolutePosition.Y, Is.EqualTo(startPos.Y));
Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
for (int i = 0; i < 10; i++)
m_scene.Update();
distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos);
Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on second move");
Assert.That(sp.AbsolutePosition, Is.EqualTo(targetPos));
}
}
}

View File

@ -806,7 +806,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
public event ScriptReset OnScriptReset;
public event GetScriptRunning OnGetScriptRunning;
public event SetScriptRunning OnSetScriptRunning;
public event Action<Vector3, bool> OnAutoPilotGo;
public event Action<Vector3, bool, bool> OnAutoPilotGo;
public event TerrainUnacked OnUnackedTerrain;
public event ActivateGesture OnActivateGesture;
public event DeactivateGesture OnDeactivateGesture;

View File

@ -37,11 +37,6 @@ namespace OpenSim.Region.OptionalModules.World.NPC
{
public class NPCAvatar : IClientAPI
{
/// <summary>
/// Signal whether the avatar should land when it reaches a move target
/// </summary>
public bool LandAtTarget { get; set; }
private readonly string m_firstname;
private readonly string m_lastname;
private readonly Vector3 m_startPos;
@ -333,7 +328,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
public event ScriptReset OnScriptReset;
public event GetScriptRunning OnGetScriptRunning;
public event SetScriptRunning OnSetScriptRunning;
public event Action<Vector3, bool> OnAutoPilotGo;
public event Action<Vector3, bool, bool> OnAutoPilotGo;
public event TerrainUnacked OnUnackedTerrain;

View File

@ -53,78 +53,13 @@ namespace OpenSim.Region.OptionalModules.World.NPC
if (config != null && config.GetBoolean("Enabled", false))
{
scene.RegisterModuleInterface<INPCModule>(this);
scene.EventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement;
}
}
public void HandleOnSignificantClientMovement(ScenePresence presence)
{
lock (m_avatars)
{
if (m_avatars.ContainsKey(presence.UUID) && presence.MovingToTarget)
{
double distanceToTarget = Util.GetDistanceTo(presence.AbsolutePosition, presence.MoveToPositionTarget);
// m_log.DebugFormat(
// "[NPC MODULE]: Abs pos of {0} is {1}, target {2}, distance {3}",
// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget);
// Check the error term of the current position in relation to the target position
if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT)
{
// We are close enough to the target
m_log.DebugFormat("[NPC MODULE]: Stopping movement of npc {0}", presence.Name);
presence.Velocity = Vector3.Zero;
presence.AbsolutePosition = presence.MoveToPositionTarget;
presence.ResetMoveToTarget();
if (presence.PhysicsActor.Flying)
{
// A horrible hack to stop the NPC dead in its tracks rather than having them overshoot
// the target if flying.
// We really need to be more subtle (slow the avatar as it approaches the target) or at
// least be able to set collision status once, rather than 5 times to give it enough
// weighting so that that PhysicsActor thinks it really is colliding.
for (int i = 0; i < 5; i++)
presence.PhysicsActor.IsColliding = true;
// Vector3 targetPos = presence.MoveToPositionTarget;
if (m_avatars[presence.UUID].LandAtTarget)
presence.PhysicsActor.Flying = false;
// float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y];
// if (targetPos.Z - terrainHeight < 0.2)
// {
// presence.PhysicsActor.Flying = false;
// }
}
// m_log.DebugFormat(
// "[NPC MODULE]: AgentControlFlags {0}, MovementFlag {1} for {2}",
// presence.AgentControlFlags, presence.MovementFlag, presence.Name);
}
else
{
// m_log.DebugFormat(
// "[NPC MODULE]: Updating npc {0} at {1} for next movement to {2}",
// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget);
Vector3 agent_control_v3 = new Vector3();
presence.HandleMoveToTargetUpdate(ref agent_control_v3);
presence.AddNewMovement(agent_control_v3);
}
//
//// presence.DoMoveToPositionUpdate((0, presence.MoveToPositionTarget, null);
//
//
}
}
}
public bool IsNPC(UUID agentId, Scene scene)
{
// FIXME: This implementation could not just use the ScenePresence.PresenceType (and callers could inspect
// that directly).
ScenePresence sp = scene.GetScenePresence(agentId);
if (sp == null || sp.IsChildAgent)
return false;
@ -218,8 +153,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
"[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}",
sp.Name, pos, scene.RegionInfo.RegionName, noFly, landAtTarget);
m_avatars[agentID].LandAtTarget = landAtTarget;
sp.MoveToTarget(pos, noFly);
sp.MoveToTarget(pos, noFly, landAtTarget);
return true;
}

View File

@ -132,11 +132,9 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
UUID attAssetId = TestHelpers.ParseTail(0x3);
string attName = "att";
UserInventoryHelpers.CreateInventoryItem(
scene, attName, attItemId, attAssetId, sp.UUID, InventoryType.Object);
UserInventoryHelpers.CreateInventoryItem(scene, attName, attItemId, attAssetId, sp.UUID, InventoryType.Object);
am.RezSingleAttachmentFromInventory(
sp.ControllingClient, attItemId, (uint)AttachmentPoint.Chest);
am.RezSingleAttachmentFromInventory(sp, attItemId, (uint)AttachmentPoint.Chest);
INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
UUID npcId = npcModule.CreateNPC("John", "Smith", new Vector3(128, 128, 30), scene, sp.Appearance);
@ -182,18 +180,21 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
scene.Update();
Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
Vector3 targetPos = startPos + new Vector3(0, 0, 10);
Vector3 targetPos = startPos + new Vector3(0, 10, 0);
npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false);
Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
//Assert.That(npc.Rotation, Is.EqualTo(new Quaternion(0, 0, 0.7071068f, 0.7071068f)));
Assert.That(
npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001));
scene.Update();
// We should really check the exact figure.
Assert.That(npc.AbsolutePosition.X, Is.EqualTo(startPos.X));
Assert.That(npc.AbsolutePosition.Y, Is.EqualTo(startPos.Y));
Assert.That(npc.AbsolutePosition.Z, Is.GreaterThan(startPos.Z));
Assert.That(npc.AbsolutePosition.Z, Is.LessThan(targetPos.Z));
Assert.That(npc.AbsolutePosition.Y, Is.GreaterThan(startPos.Y));
Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
Assert.That(npc.AbsolutePosition.Z, Is.LessThan(targetPos.X));
for (int i = 0; i < 10; i++)
scene.Update();
@ -208,6 +209,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
targetPos = startPos + new Vector3(10, 0, 0);
npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false);
Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
// Assert.That(npc.Rotation, Is.EqualTo(new Quaternion(0, 0, 0, 1)));
Assert.That(
npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001));
scene.Update();
// We should really check the exact figure.

View File

@ -1,58 +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.Reflection;
using System.Runtime.InteropServices;
// Information about this assembly is defined by the following
// attributes.
//
// change them to the information which is associated with the assembly
// you compile.
[assembly : AssemblyTitle("BulletDotNETPlugin")]
[assembly : AssemblyDescription("")]
[assembly : AssemblyConfiguration("")]
[assembly : AssemblyCompany("http://opensimulator.org")]
[assembly : AssemblyProduct("OdePlugin")]
[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
[assembly : AssemblyTrademark("")]
[assembly : AssemblyCulture("")]
// This sets the default COM visibility of types in the assembly to invisible.
// If you need to expose a type to COM, use [ComVisible(true)] on that type.
[assembly : ComVisible(false)]
// The assembly version has following format :
//
// Major.Minor.Build.Revision
//
// You can specify all values by your own or you can build default build and revision
// numbers with the '*' character (the default):
[assembly : AssemblyVersion("0.6.3.*")]

View File

@ -1,65 +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 OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Physics.BulletDotNETPlugin
{
public class BulletDotNetPlugin : IPhysicsPlugin
{
private BulletDotNETScene m_scene;
private const string m_pluginName = "BulletDotNETPlugin";
#region IPhysicsPlugin Members
public bool Init()
{
return true;
}
public PhysicsScene GetScene(string sceneIdentifier)
{
if (m_scene == null)
{
m_scene = new BulletDotNETScene(sceneIdentifier);
}
return m_scene;
}
public string GetName()
{
return m_pluginName;
}
public void Dispose()
{
}
#endregion
}
}

View File

@ -1,60 +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;
public enum StatusIndicators : int
{
Generic = 0,
Start = 1,
End = 2
}
public struct sCollisionData
{
public uint ColliderLocalId;
public uint CollidedWithLocalId;
public int NumberOfCollisions;
public int CollisionType;
public int StatusIndicator;
public int lastframe;
}
[Flags]
public enum CollisionCategories : int
{
Disabled = 0,
Geom = 0x00000001,
Body = 0x00000002,
Space = 0x00000004,
Character = 0x00000008,
Land = 0x00000010,
Water = 0x00000020,
Wind = 0x00000040,
Sensor = 0x00000080,
Selected = 0x00000100
}

File diff suppressed because it is too large Load Diff

View File

@ -1,776 +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 System.Reflection;
using System.IO;
using System.Diagnostics;
using System.Threading;
using log4net;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
using OpenMetaverse;
using BulletDotNET;
namespace OpenSim.Region.Physics.BulletDotNETPlugin
{
public class BulletDotNETScene : PhysicsScene
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
// private string m_sceneIdentifier = string.Empty;
private List<BulletDotNETCharacter> m_characters = new List<BulletDotNETCharacter>();
private Dictionary<uint, BulletDotNETCharacter> m_charactersLocalID = new Dictionary<uint, BulletDotNETCharacter>();
private List<BulletDotNETPrim> m_prims = new List<BulletDotNETPrim>();
private Dictionary<uint, BulletDotNETPrim> m_primsLocalID = new Dictionary<uint, BulletDotNETPrim>();
private List<BulletDotNETPrim> m_activePrims = new List<BulletDotNETPrim>();
private List<PhysicsActor> m_taintedActors = new List<PhysicsActor>();
private btDiscreteDynamicsWorld m_world;
private btAxisSweep3 m_broadphase;
private btCollisionConfiguration m_collisionConfiguration;
private btConstraintSolver m_solver;
private btCollisionDispatcher m_dispatcher;
private btHeightfieldTerrainShape m_terrainShape;
public btRigidBody TerrainBody;
private btVector3 m_terrainPosition;
private btVector3 m_gravity;
public btMotionState m_terrainMotionState;
public btTransform m_terrainTransform;
public btVector3 VectorZero;
public btQuaternion QuatIdentity;
public btTransform TransZero;
public float geomDefaultDensity = 10.000006836f;
private float avPIDD = 65f;
private float avPIDP = 21f;
private float avCapRadius = 0.37f;
private float avStandupTensor = 2000000f;
private float avDensity = 80f;
private float avHeightFudgeFactor = 0.52f;
private float avMovementDivisorWalk = 1.8f;
private float avMovementDivisorRun = 0.8f;
// private float minimumGroundFlightOffset = 3f;
public bool meshSculptedPrim = true;
public float meshSculptLOD = 32;
public float MeshSculptphysicalLOD = 16;
public float bodyPIDD = 35f;
public float bodyPIDG = 25;
internal int geomCrossingFailuresBeforeOutofbounds = 4;
public float bodyMotorJointMaxforceTensor = 2;
public int bodyFramesAutoDisable = 20;
public float WorldTimeStep = 10f/60f;
public const float WorldTimeComp = 1/60f;
public float gravityz = -9.8f;
private float[] _origheightmap; // Used for Fly height. Kitto Flora
private bool usingGImpactAlgorithm = false;
// private IConfigSource m_config;
private readonly btVector3 worldAabbMin = new btVector3(-10f, -10f, 0);
private readonly btVector3 worldAabbMax = new btVector3((int)Constants.RegionSize + 10f, (int)Constants.RegionSize + 10f, 9000);
public IMesher mesher;
private ContactAddedCallbackHandler m_CollisionInterface;
public BulletDotNETScene(string sceneIdentifier)
{
// m_sceneIdentifier = sceneIdentifier;
VectorZero = new btVector3(0, 0, 0);
QuatIdentity = new btQuaternion(0, 0, 0, 1);
TransZero = new btTransform(QuatIdentity, VectorZero);
m_gravity = new btVector3(0, 0, gravityz);
_origheightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize];
}
public override void Initialise(IMesher meshmerizer, IConfigSource config)
{
mesher = meshmerizer;
// m_config = config;
/*
if (Environment.OSVersion.Platform == PlatformID.Unix)
{
m_log.Fatal("[BulletDotNET]: This configuration is not supported on *nix currently");
Thread.Sleep(5000);
Environment.Exit(0);
}
*/
m_broadphase = new btAxisSweep3(worldAabbMin, worldAabbMax, 16000);
m_collisionConfiguration = new btDefaultCollisionConfiguration();
m_solver = new btSequentialImpulseConstraintSolver();
m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
m_world = new btDiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_solver, m_collisionConfiguration);
m_world.setGravity(m_gravity);
EnableCollisionInterface();
}
public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
{
BulletDotNETCharacter chr = new BulletDotNETCharacter(avName, this, position, size, avPIDD, avPIDP,
avCapRadius, avStandupTensor, avDensity,
avHeightFudgeFactor, avMovementDivisorWalk,
avMovementDivisorRun);
try
{
m_characters.Add(chr);
m_charactersLocalID.Add(chr.m_localID, chr);
}
catch
{
// noop if it's already there
m_log.Debug("[PHYSICS] BulletDotNet: adding duplicate avatar localID");
}
AddPhysicsActorTaint(chr);
return chr;
}
public override void RemoveAvatar(PhysicsActor actor)
{
BulletDotNETCharacter chr = (BulletDotNETCharacter) actor;
m_charactersLocalID.Remove(chr.m_localID);
m_characters.Remove(chr);
m_world.removeRigidBody(chr.Body);
m_world.removeCollisionObject(chr.Body);
chr.Remove();
AddPhysicsActorTaint(chr);
//chr = null;
}
public override void RemovePrim(PhysicsActor prim)
{
if (prim is BulletDotNETPrim)
{
BulletDotNETPrim p = (BulletDotNETPrim)prim;
p.setPrimForRemoval();
AddPhysicsActorTaint(prim);
//RemovePrimThreadLocked(p);
}
}
private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
IMesh mesh, PrimitiveBaseShape pbs, bool isphysical)
{
Vector3 pos = position;
//pos.X = position.X;
//pos.Y = position.Y;
//pos.Z = position.Z;
Vector3 siz = Vector3.Zero;
siz.X = size.X;
siz.Y = size.Y;
siz.Z = size.Z;
Quaternion rot = rotation;
BulletDotNETPrim newPrim;
newPrim = new BulletDotNETPrim(name, this, pos, siz, rot, mesh, pbs, isphysical);
//lock (m_prims)
// m_prims.Add(newPrim);
return newPrim;
}
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
{
PhysicsActor result;
IMesh mesh = null;
//switch (pbs.ProfileShape)
//{
// case ProfileShape.Square:
// //support simple box & hollow box now; later, more shapes
// if (needsMeshing(pbs))
// {
// mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
// }
// break;
//}
if (needsMeshing(pbs))
mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical);
return result;
}
public override void AddPhysicsActorTaint(PhysicsActor prim)
{
lock (m_taintedActors)
{
if (!m_taintedActors.Contains(prim))
{
m_taintedActors.Add(prim);
}
}
}
internal void SetUsingGImpact()
{
if (!usingGImpactAlgorithm)
btGImpactCollisionAlgorithm.registerAlgorithm(m_dispatcher);
usingGImpactAlgorithm = true;
}
public override float Simulate(float timeStep)
{
lock (m_taintedActors)
{
foreach (PhysicsActor act in m_taintedActors)
{
if (act is BulletDotNETCharacter)
((BulletDotNETCharacter) act).ProcessTaints(timeStep);
if (act is BulletDotNETPrim)
((BulletDotNETPrim)act).ProcessTaints(timeStep);
}
m_taintedActors.Clear();
}
lock (m_characters)
{
foreach (BulletDotNETCharacter chr in m_characters)
{
chr.Move(timeStep);
}
}
lock (m_prims)
{
foreach (BulletDotNETPrim prim in m_prims)
{
if (prim != null)
prim.Move(timeStep);
}
}
float steps = m_world.stepSimulation(timeStep, 10, WorldTimeComp);
foreach (BulletDotNETCharacter chr in m_characters)
{
chr.UpdatePositionAndVelocity();
}
foreach (BulletDotNETPrim prm in m_activePrims)
{
/*
if (prm != null)
if (prm.Body != null)
*/
prm.UpdatePositionAndVelocity();
}
if (m_CollisionInterface != null)
{
List<BulletDotNETPrim> primsWithCollisions = new List<BulletDotNETPrim>();
List<BulletDotNETCharacter> charactersWithCollisions = new List<BulletDotNETCharacter>();
// get the collisions that happened this tick
List<BulletDotNET.ContactAddedCallbackHandler.ContactInfo> collisions = m_CollisionInterface.GetContactList();
// passed back the localID of the prim so we can associate the prim
foreach (BulletDotNET.ContactAddedCallbackHandler.ContactInfo ci in collisions)
{
// ContactPoint = { contactPoint, contactNormal, penetrationDepth }
ContactPoint contact = new ContactPoint(new Vector3(ci.pX, ci.pY, ci.pZ),
new Vector3(ci.nX, ci.nY, ci.nZ), ci.depth);
ProcessContact(ci.contact, ci.contactWith, contact, ref primsWithCollisions, ref charactersWithCollisions);
ProcessContact(ci.contactWith, ci.contact, contact, ref primsWithCollisions, ref charactersWithCollisions);
}
m_CollisionInterface.Clear();
// for those prims and characters that had collisions cause collision events
foreach (BulletDotNETPrim bdnp in primsWithCollisions)
{
bdnp.SendCollisions();
}
foreach (BulletDotNETCharacter bdnc in charactersWithCollisions)
{
bdnc.SendCollisions();
}
}
return steps;
}
private void ProcessContact(uint cont, uint contWith, ContactPoint contact,
ref List<BulletDotNETPrim> primsWithCollisions,
ref List<BulletDotNETCharacter> charactersWithCollisions)
{
BulletDotNETPrim bdnp;
// collisions with a normal prim?
if (m_primsLocalID.TryGetValue(cont, out bdnp))
{
// Added collision event to the prim. This creates a pile of events
// that will be sent to any subscribed listeners.
bdnp.AddCollision(contWith, contact);
if (!primsWithCollisions.Contains(bdnp))
{
primsWithCollisions.Add(bdnp);
}
}
else
{
BulletDotNETCharacter bdnc;
// if not a prim, maybe it's one of the characters
if (m_charactersLocalID.TryGetValue(cont, out bdnc))
{
bdnc.AddCollision(contWith, contact);
if (!charactersWithCollisions.Contains(bdnc))
{
charactersWithCollisions.Add(bdnc);
}
}
}
}
public override void GetResults()
{
}
public override void SetTerrain(float[] heightMap)
{
if (m_terrainShape != null)
DeleteTerrain();
float hfmax = -9000;
float hfmin = 90000;
for (int i = 0; i <heightMap.Length;i++)
{
if (Single.IsNaN(heightMap[i]) || Single.IsInfinity(heightMap[i]))
{
heightMap[i] = 0f;
}
hfmin = (heightMap[i] < hfmin) ? heightMap[i] : hfmin;
hfmax = (heightMap[i] > hfmax) ? heightMap[i] : hfmax;
}
// store this for later reference.
// Note, we're storing it after we check it for anomolies above
_origheightmap = heightMap;
hfmin = 0;
hfmax = 256;
m_terrainShape = new btHeightfieldTerrainShape((int)Constants.RegionSize, (int)Constants.RegionSize, heightMap,
1.0f, hfmin, hfmax, (int)btHeightfieldTerrainShape.UPAxis.Z,
(int)btHeightfieldTerrainShape.PHY_ScalarType.PHY_FLOAT, false);
float AabbCenterX = Constants.RegionSize/2f;
float AabbCenterY = Constants.RegionSize/2f;
float AabbCenterZ = 0;
float temphfmin, temphfmax;
temphfmin = hfmin;
temphfmax = hfmax;
if (temphfmin < 0)
{
temphfmax = 0 - temphfmin;
temphfmin = 0 - temphfmin;
}
else if (temphfmin > 0)
{
temphfmax = temphfmax + (0 - temphfmin);
//temphfmin = temphfmin + (0 - temphfmin);
}
AabbCenterZ = temphfmax/2f;
if (m_terrainPosition == null)
{
m_terrainPosition = new btVector3(AabbCenterX, AabbCenterY, AabbCenterZ);
}
else
{
try
{
m_terrainPosition.setValue(AabbCenterX, AabbCenterY, AabbCenterZ);
}
catch (ObjectDisposedException)
{
m_terrainPosition = new btVector3(AabbCenterX, AabbCenterY, AabbCenterZ);
}
}
if (m_terrainMotionState != null)
{
m_terrainMotionState.Dispose();
m_terrainMotionState = null;
}
m_terrainTransform = new btTransform(QuatIdentity, m_terrainPosition);
m_terrainMotionState = new btDefaultMotionState(m_terrainTransform);
TerrainBody = new btRigidBody(0, m_terrainMotionState, m_terrainShape);
TerrainBody.setUserPointer((IntPtr)0);
m_world.addRigidBody(TerrainBody);
}
public override void SetWaterLevel(float baseheight)
{
}
public override void DeleteTerrain()
{
if (TerrainBody != null)
{
m_world.removeRigidBody(TerrainBody);
}
if (m_terrainShape != null)
{
m_terrainShape.Dispose();
m_terrainShape = null;
}
if (m_terrainMotionState != null)
{
m_terrainMotionState.Dispose();
m_terrainMotionState = null;
}
if (m_terrainTransform != null)
{
m_terrainTransform.Dispose();
m_terrainTransform = null;
}
if (m_terrainPosition != null)
{
m_terrainPosition.Dispose();
m_terrainPosition = null;
}
}
public override void Dispose()
{
disposeAllBodies();
m_world.Dispose();
m_broadphase.Dispose();
((btDefaultCollisionConfiguration) m_collisionConfiguration).Dispose();
((btSequentialImpulseConstraintSolver) m_solver).Dispose();
worldAabbMax.Dispose();
worldAabbMin.Dispose();
VectorZero.Dispose();
QuatIdentity.Dispose();
m_gravity.Dispose();
VectorZero = null;
QuatIdentity = null;
}
public override Dictionary<uint, float> GetTopColliders()
{
return new Dictionary<uint, float>();
}
public btDiscreteDynamicsWorld getBulletWorld()
{
return m_world;
}
private void disposeAllBodies()
{
lock (m_prims)
{
m_primsLocalID.Clear();
foreach (BulletDotNETPrim prim in m_prims)
{
if (prim.Body != null)
m_world.removeRigidBody(prim.Body);
prim.Dispose();
}
m_prims.Clear();
foreach (BulletDotNETCharacter chr in m_characters)
{
if (chr.Body != null)
m_world.removeRigidBody(chr.Body);
chr.Dispose();
}
m_characters.Clear();
}
}
public override bool IsThreaded
{
get { return false; }
}
internal void addCollisionEventReporting(PhysicsActor bulletDotNETCharacter)
{
//TODO: FIXME:
}
internal void remCollisionEventReporting(PhysicsActor bulletDotNETCharacter)
{
//TODO: FIXME:
}
internal void AddRigidBody(btRigidBody Body)
{
m_world.addRigidBody(Body);
}
[Obsolete("bad!")]
internal void removeFromWorld(btRigidBody body)
{
m_world.removeRigidBody(body);
}
internal void removeFromWorld(BulletDotNETPrim prm ,btRigidBody body)
{
lock (m_prims)
{
if (m_prims.Contains(prm))
{
m_world.removeRigidBody(body);
}
remActivePrim(prm);
m_primsLocalID.Remove(prm.m_localID);
m_prims.Remove(prm);
}
}
internal float GetWaterLevel()
{
throw new NotImplementedException();
}
// Recovered for use by fly height. Kitto Flora
public float GetTerrainHeightAtXY(float x, float y)
{
// Teravus: Kitto, this code causes recurring errors that stall physics permenantly unless
// the values are checked, so checking below.
// Is there any reason that we don't do this in ScenePresence?
// The only physics engine that benefits from it in the physics plugin is this one
if (x > (int)Constants.RegionSize || y > (int)Constants.RegionSize ||
x < 0.001f || y < 0.001f)
return 0;
return _origheightmap[(int)y * Constants.RegionSize + (int)x];
}
// End recovered. Kitto Flora
/// <summary>
/// Routine to figure out if we need to mesh this prim with our mesher
/// </summary>
/// <param name="pbs"></param>
/// <returns></returns>
public bool needsMeshing(PrimitiveBaseShape pbs)
{
// most of this is redundant now as the mesher will return null if it cant mesh a prim
// but we still need to check for sculptie meshing being enabled so this is the most
// convenient place to do it for now...
// //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
// //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
int iPropertiesNotSupportedDefault = 0;
if (pbs.SculptEntry && !meshSculptedPrim)
{
#if SPAM
m_log.Warn("NonMesh");
#endif
return false;
}
// if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since ODE can use an internal representation for the prim
if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
|| (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
&& pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
{
if (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 SPAM
m_log.Warn("NonMesh");
#endif
return false;
}
}
if (pbs.ProfileHollow != 0)
iPropertiesNotSupportedDefault++;
if ((pbs.PathBegin != 0) || pbs.PathEnd != 0)
iPropertiesNotSupportedDefault++;
if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
iPropertiesNotSupportedDefault++;
if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
iPropertiesNotSupportedDefault++;
if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
iPropertiesNotSupportedDefault++;
if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
iPropertiesNotSupportedDefault++;
if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
iPropertiesNotSupportedDefault++;
if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X))
iPropertiesNotSupportedDefault++;
if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1)
iPropertiesNotSupportedDefault++;
// test for torus
if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
{
if (pbs.PathCurve == (byte)Extrusion.Curve1)
{
iPropertiesNotSupportedDefault++;
}
}
else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
{
if (pbs.PathCurve == (byte)Extrusion.Straight)
{
iPropertiesNotSupportedDefault++;
}
// ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
else if (pbs.PathCurve == (byte)Extrusion.Curve1)
{
iPropertiesNotSupportedDefault++;
}
}
else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
{
if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
{
iPropertiesNotSupportedDefault++;
}
}
else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
{
if (pbs.PathCurve == (byte)Extrusion.Straight)
{
iPropertiesNotSupportedDefault++;
}
else if (pbs.PathCurve == (byte)Extrusion.Curve1)
{
iPropertiesNotSupportedDefault++;
}
}
if (iPropertiesNotSupportedDefault == 0)
{
#if SPAM
m_log.Warn("NonMesh");
#endif
return false;
}
#if SPAM
m_log.Debug("Mesh");
#endif
return true;
}
internal void addActivePrim(BulletDotNETPrim pPrim)
{
lock (m_activePrims)
{
if (!m_activePrims.Contains(pPrim))
{
m_activePrims.Add(pPrim);
}
}
}
public void remActivePrim(BulletDotNETPrim pDeactivatePrim)
{
lock (m_activePrims)
{
m_activePrims.Remove(pDeactivatePrim);
}
}
internal void AddPrimToScene(BulletDotNETPrim pPrim)
{
lock (m_prims)
{
if (!m_prims.Contains(pPrim))
{
try
{
m_prims.Add(pPrim);
m_primsLocalID.Add(pPrim.m_localID, pPrim);
}
catch
{
// noop if it's already there
m_log.Debug("[PHYSICS] BulletDotNet: adding duplicate prim localID");
}
m_world.addRigidBody(pPrim.Body);
// m_log.Debug("[PHYSICS] added prim to scene");
}
}
}
internal void EnableCollisionInterface()
{
if (m_CollisionInterface == null)
{
m_CollisionInterface = new ContactAddedCallbackHandler(m_world);
// m_world.SetCollisionAddedCallback(m_CollisionInterface);
}
}
}
}

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@ -1,58 +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.Reflection;
using System.Runtime.InteropServices;
// Information about this assembly is defined by the following
// attributes.
//
// change them to the information which is associated with the assembly
// you compile.
[assembly : AssemblyTitle("BulletXPlugin")]
[assembly : AssemblyDescription("")]
[assembly : AssemblyConfiguration("")]
[assembly : AssemblyCompany("http://opensimulator.org")]
[assembly : AssemblyProduct("BulletXPlugin")]
[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
[assembly : AssemblyTrademark("")]
[assembly : AssemblyCulture("")]
// This sets the default COM visibility of types in the assembly to invisible.
// If you need to expose a type to COM, use [ComVisible(true)] on that type.
[assembly : ComVisible(false)]
// The assembly version has following format :
//
// Major.Minor.Build.Revision
//
// You can specify all values by your own or you can build default build and revision
// numbers with the '*' character (the default):
[assembly : AssemblyVersion("0.6.5.*")]

File diff suppressed because it is too large Load Diff

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@ -1,197 +0,0 @@
/*
Bullet for XNA Copyright (c) 2003-2007 Vsevolod Klementjev http://www.codeplex.com/xnadevru
Bullet original C++ version Copyright (c) 2003-2007 Erwin Coumans http://bulletphysics.com
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/*
This file contains a class TriangleIndexVertexArray. I tried using the class with the same name
from the BulletX implementation and found it unusable for the purpose of using triangle meshes
within BulletX as the implementation was painfully incomplete.
The attempt to derive from the original class failed as viable members were hidden.
Fiddling around with BulletX itself was not my intention.
So I copied the class to the BulletX-plugin and modified it.
If you want to fiddle around with it it's up to you to move all this to BulletX.
If someone someday implements the missing functionality in BulletX, feel free to remove this class.
It's just an ugly hack.
*/
using System;
using System.Collections.Generic;
using MonoXnaCompactMaths;
using XnaDevRu.BulletX;
namespace OpenSim.Region.Physics.BulletXPlugin
{
/// <summary>
/// IndexedMesh indexes into existing vertex and index arrays, in a similar way OpenGL glDrawElements
/// instead of the number of indices, we pass the number of triangles
/// </summary>
public struct IndexedMesh
{
private int _numTriangles;
private int[] _triangleIndexBase;
private int _triangleIndexStride;
private int _numVertices;
private Vector3[] _vertexBase;
private int _vertexStride;
public IndexedMesh(int numTriangleIndices, int[] triangleIndexBase, int triangleIndexStride, int numVertices,
Vector3[] vertexBase, int vertexStride)
{
_numTriangles = numTriangleIndices;
_triangleIndexBase = triangleIndexBase;
_triangleIndexStride = triangleIndexStride;
_vertexBase = vertexBase;
_numVertices = numVertices;
_vertexStride = vertexStride;
}
public IndexedMesh(int[] triangleIndexBase, Vector3[] vertexBase)
{
_numTriangles = triangleIndexBase.Length;
_triangleIndexBase = triangleIndexBase;
_triangleIndexStride = 32;
_vertexBase = vertexBase;
_numVertices = vertexBase.Length;
_vertexStride = 24;
}
public int TriangleCount
{
get { return _numTriangles; }
set { _numTriangles = value; }
}
public int[] TriangleIndexBase
{
get { return _triangleIndexBase; }
set { _triangleIndexBase = value; }
}
public int TriangleIndexStride
{
get { return _triangleIndexStride; }
set { _triangleIndexStride = value; }
}
public int VertexCount
{
get { return _numVertices; }
set { _numVertices = value; }
}
public Vector3[] VertexBase
{
get { return _vertexBase; }
set { _vertexBase = value; }
}
public int VertexStride
{
get { return _vertexStride; }
set { _vertexStride = value; }
}
}
/// <summary>
/// TriangleIndexVertexArray allows to use multiple meshes, by indexing into existing triangle/index arrays.
/// Additional meshes can be added using addIndexedMesh
/// </summary>
public class TriangleIndexVertexArray : StridingMeshInterface
{
private List<IndexedMesh> _indexedMeshes = new List<IndexedMesh>();
public TriangleIndexVertexArray()
{
}
public TriangleIndexVertexArray(int numTriangleIndices, int[] triangleIndexBase, int triangleIndexStride,
int numVertices, Vector3[] vertexBase, int vertexStride)
{
IndexedMesh mesh = new IndexedMesh();
mesh.TriangleCount = numTriangleIndices;
mesh.TriangleIndexBase = triangleIndexBase;
mesh.TriangleIndexStride = triangleIndexStride;
mesh.VertexBase = vertexBase;
mesh.VertexCount = numVertices;
mesh.VertexStride = vertexStride;
AddIndexedMesh(mesh);
}
public TriangleIndexVertexArray(int[] triangleIndexBase, Vector3[] vertexBase)
: this(triangleIndexBase.Length, triangleIndexBase, 32, vertexBase.Length, vertexBase, 24)
{
}
public void AddIndexedMesh(IndexedMesh indexedMesh)
{
_indexedMeshes.Add(indexedMesh);
}
public override void GetLockedVertexIndexBase(out List<Vector3> verts, out List<int> indicies, out int numfaces,
int subpart)
{
throw new Exception("The method or operation is not implemented.");
}
public override void GetLockedReadOnlyVertexIndexBase(out List<Vector3> verts, out List<int> indicies,
out int numfaces, int subpart)
{
IndexedMesh m = _indexedMeshes[0];
Vector3[] vertexBase = m.VertexBase;
verts = new List<Vector3>();
foreach (Vector3 v in vertexBase)
{
verts.Add(v);
}
int[] indexBase = m.TriangleIndexBase;
indicies = new List<int>();
foreach (int i in indexBase)
{
indicies.Add(i);
}
numfaces = vertexBase.GetLength(0);
}
public override void UnLockVertexBase(int subpart)
{
throw new Exception("The method or operation is not implemented.");
}
public override void UnLockReadOnlyVertexBase(int subpart)
{
}
public override int SubPartsCount()
{
return _indexedMeshes.Count;
}
public override void PreallocateVertices(int numverts)
{
throw new Exception("The method or operation is not implemented.");
}
public override void PreallocateIndices(int numindices)
{
throw new Exception("The method or operation is not implemented.");
}
}
}

View File

@ -465,9 +465,11 @@ namespace OpenSim.Region.Physics.OdePlugin
Vector3 SetSize = value;
m_tainted_CAPSULE_LENGTH = (SetSize.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
//m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
// m_log.Info("[SIZE]: " + CAPSULE_LENGTH);
Velocity = Vector3.Zero;
// If we reset velocity here, then an avatar stalls when it crosses a border for the first time
// (as the height of the new root agent is set).
// Velocity = Vector3.Zero;
_parent_scene.AddPhysicsActorTaint(this);
}
@ -785,6 +787,8 @@ namespace OpenSim.Region.Physics.OdePlugin
{
m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
}
// m_log.DebugFormat("[PHYSICS]: Set target velocity of {0}", _target_velocity);
}
}
@ -1324,6 +1328,7 @@ namespace OpenSim.Region.Physics.OdePlugin
{
if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
{
// m_log.DebugFormat("[PHYSICS]: Changing capsule size");
m_pidControllerActive = true;
// no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
@ -1335,7 +1340,10 @@ namespace OpenSim.Region.Physics.OdePlugin
d.GeomDestroy(Shell);
AvatarGeomAndBodyCreation(_position.X, _position.Y,
_position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
Velocity = Vector3.Zero;
// As with Size, we reset velocity. However, this isn't strictly necessary since it doesn't
// appear to stall initial region crossings when done here. Being done for consistency.
// Velocity = Vector3.Zero;
_parent_scene.geom_name_map[Shell] = m_name;
_parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
@ -1360,7 +1368,6 @@ namespace OpenSim.Region.Physics.OdePlugin
_position.Z = m_taintPosition.Z;
}
}
}
internal void AddCollisionFrameTime(int p)

View File

@ -1526,6 +1526,7 @@ Console.WriteLine("changeadd 1");
{
if (Body == IntPtr.Zero)
enableBody();
//Prim auto disable after 20 frames,
//if you move it, re-enable the prim manually.
if (_parent != null)
@ -1536,6 +1537,7 @@ Console.WriteLine("changeadd 1");
m_linkJoint = IntPtr.Zero;
}
}
if (Body != IntPtr.Zero)
{
d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
@ -1599,7 +1601,6 @@ Console.WriteLine(" JointCreateFixed");
float fy = 0;
float fz = 0;
if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // KF: Only move root prims.
{
if (m_vehicle.Type != Vehicle.TYPE_NONE)
@ -1819,7 +1820,6 @@ Console.WriteLine(" JointCreateFixed");
float nmax = 35f * m_mass;
float nmin = -35f * m_mass;
if (fx > nmax)
fx = nmax;
if (fx < nmin)

View File

@ -2116,15 +2116,30 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
face = 0;
}
if (face >= 0 && face < GetNumberOfSides(part))
{
Primitive.TextureEntryFace texface;
texface = tex.GetFace((uint)face);
return texface.TextureID.ToString();
string texture = texface.TextureID.ToString();
lock (part.TaskInventory)
{
foreach (KeyValuePair<UUID, TaskInventoryItem> inv in part.TaskInventory)
{
if (inv.Value.AssetID == texface.TextureID)
{
texture = inv.Value.Name.ToString();
break;
}
}
}
return texture;
}
else
{
return String.Empty;
return UUID.Zero.ToString();
}
}
@ -3250,10 +3265,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
SceneObjectGroup grp = m_host.ParentGroup;
ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
if (presence.Scene.AttachmentsModule != null)
{
presence.Scene.AttachmentsModule.AttachObject(presence.ControllingClient, grp, (uint)attachment, false);
}
IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule;
if (attachmentsModule != null)
attachmentsModule.AttachObject(presence, grp, (uint)attachment, false);
}
}
@ -3301,7 +3316,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule;
if (attachmentsModule != null)
attachmentsModule.DetachSingleAttachmentToInv(itemID, presence.ControllingClient);
attachmentsModule.DetachSingleAttachmentToInv(presence, itemID);
}
public void llTakeCamera(string avatar)
@ -3953,7 +3968,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
parentPrim.ScheduleGroupForFullUpdate();
if (client != null)
parentPrim.GetProperties(client);
parentPrim.SendPropertiesToClient(client);
ScriptSleep(1000);
}
@ -4104,6 +4119,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
public LSL_String llGetLinkKey(int linknum)
{
m_host.AddScriptLPS(1);
List<UUID> keytable = new List<UUID>();
// parse for sitting avatare-uuids
World.ForEachScenePresence(delegate(ScenePresence presence)
{
if (!presence.IsChildAgent && presence.ParentID != 0 && m_host.ParentGroup.HasChildPrim(presence.ParentID))
keytable.Add(presence.UUID);
});
int totalprims = m_host.ParentGroup.PrimCount + keytable.Count;
if (linknum > m_host.ParentGroup.PrimCount && linknum <= totalprims)
{
return keytable[totalprims - linknum].ToString();
}
if (linknum == 1 && m_host.ParentGroup.PrimCount == 1 && keytable.Count == 1)
{
return m_host.UUID.ToString();
}
SceneObjectPart part = m_host.ParentGroup.GetLinkNumPart(linknum);
if (part != null)
{
@ -4160,6 +4194,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
public LSL_String llGetLinkName(int linknum)
{
m_host.AddScriptLPS(1);
// parse for sitting avatare-names
List<String> nametable = new List<String>();
World.ForEachScenePresence(delegate(ScenePresence presence)
{
if (!presence.IsChildAgent && presence.ParentID != 0 && m_host.ParentGroup.HasChildPrim(presence.ParentID))
nametable.Add(presence.ControllingClient.Name);
});
int totalprims = m_host.ParentGroup.PrimCount + nametable.Count;
if (totalprims > m_host.ParentGroup.PrimCount)
{
// sitting Avatar-Name with negativ linknum / SinglePrim
if (linknum < 0 && m_host.ParentGroup.PrimCount == 1 && nametable.Count == 1)
return nametable[0];
// Prim-Name / SinglePrim Sitting Avatar
if (linknum == 1 && m_host.ParentGroup.PrimCount == 1 && nametable.Count == 1)
return m_host.Name;
// LinkNumber > of Real PrimSet = AvatarName
if (linknum > m_host.ParentGroup.PrimCount && linknum <= totalprims)
return nametable[totalprims - linknum];
}
// simplest case, this prims link number
if (m_host.LinkNum == linknum)
@ -4173,6 +4228,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
else
return UUID.Zero.ToString();
}
// Link set
SceneObjectPart part = null;
if (m_host.LinkNum == 1) // this is the Root prim
@ -4619,8 +4675,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
public void llCollisionSound(string impact_sound, double impact_volume)
{
m_host.AddScriptLPS(1);
// TODO: Parameter check logic required.
UUID soundId = UUID.Zero;
if (!UUID.TryParse(impact_sound, out soundId))
@ -6756,6 +6812,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return m_host.GetAvatarOnSitTarget().ToString();
}
// http://wiki.secondlife.com/wiki/LlAvatarOnLinkSitTarget
public LSL_String llAvatarOnLinkSitTarget(int linknum)
{
m_host.AddScriptLPS(1);
if(linknum == ScriptBaseClass.LINK_SET ||
linknum == ScriptBaseClass.LINK_ALL_CHILDREN ||
linknum == ScriptBaseClass.LINK_ALL_OTHERS) return UUID.Zero.ToString();
List<SceneObjectPart> parts = GetLinkParts(linknum);
if (parts.Count == 0) return UUID.Zero.ToString();
return parts[0].SitTargetAvatar.ToString();
}
public void llAddToLandPassList(string avatar, double hours)
{
m_host.AddScriptLPS(1);
@ -7481,7 +7551,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return;
LSL_Vector v;
v = rules.GetVector3Item(idx++);
av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
av.AbsolutePosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
av.SendAvatarDataToAllAgents();
break;

View File

@ -54,6 +54,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
LSL_Float llAtan2(double x, double y);
void llAttachToAvatar(int attachment);
LSL_Key llAvatarOnSitTarget();
LSL_Key llAvatarOnLinkSitTarget(int linknum);
LSL_Rotation llAxes2Rot(LSL_Vector fwd, LSL_Vector left, LSL_Vector up);
LSL_Rotation llAxisAngle2Rot(LSL_Vector axis, double angle);
LSL_Integer llBase64ToInteger(string str);

View File

@ -130,6 +130,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
return m_LSL_Functions.llAvatarOnSitTarget();
}
public LSL_Key llAvatarOnLinkSitTarget(int linknum)
{
return m_LSL_Functions.llAvatarOnLinkSitTarget(linknum);
}
public LSL_Rotation llAxes2Rot(LSL_Vector fwd, LSL_Vector left, LSL_Vector up)
{
return m_LSL_Functions.llAxes2Rot(fwd, left, up);

View File

@ -1,4 +1,4 @@
/*
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
@ -91,6 +91,11 @@ namespace OpenSim.Services.Connectors
return m_database.LoadEstateSettings(estateID);
}
public EstateSettings CreateNewEstate()
{
return m_database.CreateNewEstate();
}
public List<EstateSettings> LoadEstateSettingsAll()
{
return m_database.LoadEstateSettingsAll();

View File

@ -393,10 +393,14 @@ namespace OpenSim.Services.InventoryService
public virtual bool UpdateItem(InventoryItemBase item)
{
// throw new Exception("urrgh");
if (!m_AllowDelete)
if (item.AssetType == (sbyte)AssetType.Link || item.AssetType == (sbyte)AssetType.LinkFolder)
return false;
// m_log.InfoFormat(
// "[XINVENTORY SERVICE]: Updating item {0} {1} in folder {2}", item.Name, item.ID, item.Folder);
return m_Database.StoreItem(ConvertFromOpenSim(item));
}

View File

@ -28,15 +28,15 @@
using System;
using System.Collections.Generic;
using System.Reflection;
using log4net;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Data;
using OpenSim.Framework;
using OpenSim.Services.Interfaces;
using OpenSim.Framework.Console;
using GridRegion = OpenSim.Services.Interfaces.GridRegion;
using OpenMetaverse;
using log4net;
namespace OpenSim.Services.UserAccountService
{
public class UserAccountService : UserAccountServiceBase, IUserAccountService
@ -44,10 +44,16 @@ namespace OpenSim.Services.UserAccountService
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static UserAccountService m_RootInstance;
/// <summary>
/// Should we create default entries (minimum body parts/clothing, avatar wearable entries) for a new avatar?
/// </summary>
private bool m_CreateDefaultAvatarEntries;
protected IGridService m_GridService;
protected IAuthenticationService m_AuthenticationService;
protected IGridUserService m_GridUserService;
protected IInventoryService m_InventoryService;
protected IAvatarService m_AvatarService;
public UserAccountService(IConfigSource config)
: base(config)
@ -77,6 +83,12 @@ namespace OpenSim.Services.UserAccountService
if (invServiceDll != string.Empty)
m_InventoryService = LoadPlugin<IInventoryService>(invServiceDll, new Object[] { config });
string avatarServiceDll = userConfig.GetString("AvatarService", string.Empty);
if (avatarServiceDll != string.Empty)
m_AvatarService = LoadPlugin<IAvatarService>(avatarServiceDll, new Object[] { config });
m_CreateDefaultAvatarEntries = userConfig.GetBoolean("CreateDefaultAvatarEntries", false);
if (MainConsole.Instance != null)
{
MainConsole.Instance.Commands.AddCommand("UserService", false,
@ -102,9 +114,7 @@ namespace OpenSim.Services.UserAccountService
"show account <first> <last>",
"Show account details for the given user", HandleShowAccount);
}
}
}
#region IUserAccountService
@ -349,7 +359,7 @@ namespace OpenSim.Services.UserAccountService
email = MainConsole.Instance.CmdPrompt("Email", "");
else email = cmdparams[5];
CreateUser(firstName, lastName, password, email);
CreateUser(UUID.Zero, firstName, lastName, password, email);
}
protected void HandleShowAccount(string module, string[] cmdparams)
@ -461,11 +471,12 @@ namespace OpenSim.Services.UserAccountService
/// <summary>
/// Create a user
/// </summary>
/// <param name="scopeID">Allows hosting of multiple grids in a single database. Normally left as UUID.Zero</param>
/// <param name="firstName"></param>
/// <param name="lastName"></param>
/// <param name="password"></param>
/// <param name="email"></param>
private void CreateUser(string firstName, string lastName, string password, string email)
public UserAccount CreateUser(UUID scopeID, string firstName, string lastName, string password, string email)
{
UserAccount account = GetUserAccount(UUID.Zero, firstName, lastName);
if (null == account)
@ -512,12 +523,20 @@ namespace OpenSim.Services.UserAccountService
{
success = m_InventoryService.CreateUserInventory(account.PrincipalID);
if (!success)
{
m_log.WarnFormat("[USER ACCOUNT SERVICE]: Unable to create inventory for account {0} {1}.",
firstName, lastName);
}
else if (m_CreateDefaultAvatarEntries)
{
CreateDefaultAppearanceEntries(account.PrincipalID);
}
}
m_log.InfoFormat("[USER ACCOUNT SERVICE]: Account {0} {1} created successfully", firstName, lastName);
} else {
}
else
{
m_log.ErrorFormat("[USER ACCOUNT SERVICE]: Account creation failed for account {0} {1}", firstName, lastName);
}
}
@ -525,6 +544,128 @@ namespace OpenSim.Services.UserAccountService
{
m_log.ErrorFormat("[USER ACCOUNT SERVICE]: A user with the name {0} {1} already exists!", firstName, lastName);
}
return account;
}
private void CreateDefaultAppearanceEntries(UUID principalID)
{
m_log.DebugFormat("[USER ACCOUNT SERVICE]: Creating default appearance items for {0}", principalID);
InventoryFolderBase bodyPartsFolder = m_InventoryService.GetFolderForType(principalID, AssetType.Bodypart);
InventoryItemBase eyes = new InventoryItemBase(UUID.Random(), principalID);
eyes.AssetID = new UUID("4bb6fa4d-1cd2-498a-a84c-95c1a0e745a7");
eyes.Name = "Default Eyes";
eyes.CreatorId = principalID.ToString();
eyes.AssetType = (int)AssetType.Bodypart;
eyes.InvType = (int)InventoryType.Wearable;
eyes.Folder = bodyPartsFolder.ID;
eyes.BasePermissions = (uint)PermissionMask.All;
eyes.CurrentPermissions = (uint)PermissionMask.All;
eyes.EveryOnePermissions = (uint)PermissionMask.All;
eyes.GroupPermissions = (uint)PermissionMask.All;
eyes.NextPermissions = (uint)PermissionMask.All;
eyes.Flags = (uint)WearableType.Eyes;
m_InventoryService.AddItem(eyes);
InventoryItemBase shape = new InventoryItemBase(UUID.Random(), principalID);
shape.AssetID = AvatarWearable.DEFAULT_BODY_ASSET;
shape.Name = "Default Shape";
shape.CreatorId = principalID.ToString();
shape.AssetType = (int)AssetType.Bodypart;
shape.InvType = (int)InventoryType.Wearable;
shape.Folder = bodyPartsFolder.ID;
shape.BasePermissions = (uint)PermissionMask.All;
shape.CurrentPermissions = (uint)PermissionMask.All;
shape.EveryOnePermissions = (uint)PermissionMask.All;
shape.GroupPermissions = (uint)PermissionMask.All;
shape.NextPermissions = (uint)PermissionMask.All;
shape.Flags = (uint)WearableType.Shape;
m_InventoryService.AddItem(shape);
InventoryItemBase skin = new InventoryItemBase(UUID.Random(), principalID);
skin.AssetID = AvatarWearable.DEFAULT_SKIN_ASSET;
skin.Name = "Default Skin";
skin.CreatorId = principalID.ToString();
skin.AssetType = (int)AssetType.Bodypart;
skin.InvType = (int)InventoryType.Wearable;
skin.Folder = bodyPartsFolder.ID;
skin.BasePermissions = (uint)PermissionMask.All;
skin.CurrentPermissions = (uint)PermissionMask.All;
skin.EveryOnePermissions = (uint)PermissionMask.All;
skin.GroupPermissions = (uint)PermissionMask.All;
skin.NextPermissions = (uint)PermissionMask.All;
skin.Flags = (uint)WearableType.Skin;
m_InventoryService.AddItem(skin);
InventoryItemBase hair = new InventoryItemBase(UUID.Random(), principalID);
hair.AssetID = AvatarWearable.DEFAULT_HAIR_ASSET;
hair.Name = "Default Hair";
hair.CreatorId = principalID.ToString();
hair.AssetType = (int)AssetType.Bodypart;
hair.InvType = (int)InventoryType.Wearable;
hair.Folder = bodyPartsFolder.ID;
hair.BasePermissions = (uint)PermissionMask.All;
hair.CurrentPermissions = (uint)PermissionMask.All;
hair.EveryOnePermissions = (uint)PermissionMask.All;
hair.GroupPermissions = (uint)PermissionMask.All;
hair.NextPermissions = (uint)PermissionMask.All;
hair.Flags = (uint)WearableType.Hair;
m_InventoryService.AddItem(hair);
InventoryFolderBase clothingFolder = m_InventoryService.GetFolderForType(principalID, AssetType.Clothing);
InventoryItemBase shirt = new InventoryItemBase(UUID.Random(), principalID);
shirt.AssetID = AvatarWearable.DEFAULT_SHIRT_ASSET;
shirt.Name = "Default Shirt";
shirt.CreatorId = principalID.ToString();
shirt.AssetType = (int)AssetType.Clothing;
shirt.InvType = (int)InventoryType.Wearable;
shirt.Folder = clothingFolder.ID;
shirt.BasePermissions = (uint)PermissionMask.All;
shirt.CurrentPermissions = (uint)PermissionMask.All;
shirt.EveryOnePermissions = (uint)PermissionMask.All;
shirt.GroupPermissions = (uint)PermissionMask.All;
shirt.NextPermissions = (uint)PermissionMask.All;
shirt.Flags = (uint)WearableType.Shirt;
m_InventoryService.AddItem(shirt);
InventoryItemBase pants = new InventoryItemBase(UUID.Random(), principalID);
pants.AssetID = AvatarWearable.DEFAULT_PANTS_ASSET;
pants.Name = "Default Pants";
pants.CreatorId = principalID.ToString();
pants.AssetType = (int)AssetType.Clothing;
pants.InvType = (int)InventoryType.Wearable;
pants.Folder = clothingFolder.ID;
pants.BasePermissions = (uint)PermissionMask.All;
pants.CurrentPermissions = (uint)PermissionMask.All;
pants.EveryOnePermissions = (uint)PermissionMask.All;
pants.GroupPermissions = (uint)PermissionMask.All;
pants.NextPermissions = (uint)PermissionMask.All;
pants.Flags = (uint)WearableType.Pants;
m_InventoryService.AddItem(pants);
if (m_AvatarService != null)
{
m_log.DebugFormat("[USER ACCOUNT SERVICE]: Creating default avatar entries for {0}", principalID);
AvatarWearable[] wearables = new AvatarWearable[6];
wearables[AvatarWearable.EYES] = new AvatarWearable(eyes.ID, eyes.AssetID);
wearables[AvatarWearable.BODY] = new AvatarWearable(shape.ID, shape.AssetID);
wearables[AvatarWearable.SKIN] = new AvatarWearable(skin.ID, skin.AssetID);
wearables[AvatarWearable.HAIR] = new AvatarWearable(hair.ID, hair.AssetID);
wearables[AvatarWearable.SHIRT] = new AvatarWearable(shirt.ID, shirt.AssetID);
wearables[AvatarWearable.PANTS] = new AvatarWearable(pants.ID, pants.AssetID);
AvatarAppearance ap = new AvatarAppearance();
for (int i = 0; i < 6; i++)
{
ap.SetWearable(i, wearables[i]);
}
m_AvatarService.SetAppearance(principalID, ap);
}
}
}
}

View File

@ -234,7 +234,7 @@ namespace OpenSim.Tests.Common.Mock
public event ScriptReset OnScriptReset;
public event GetScriptRunning OnGetScriptRunning;
public event SetScriptRunning OnSetScriptRunning;
public event Action<Vector3, bool> OnAutoPilotGo;
public event Action<Vector3, bool, bool> OnAutoPilotGo;
public event TerrainUnacked OnUnackedTerrain;

View File

@ -0,0 +1,82 @@
/*
* 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 OpenMetaverse;
using NUnit.Framework;
using NUnit.Framework.Constraints;
namespace OpenSim.Tests.Common
{
public class QuaternionToleranceConstraint : ANumericalToleranceConstraint
{
private Quaternion _baseValue;
private Quaternion _valueToBeTested;
public QuaternionToleranceConstraint(Quaternion baseValue, double tolerance) : base(tolerance)
{
_baseValue = baseValue;
}
/// <summary>
/// Test whether the constraint is satisfied by a given value
/// </summary>
/// <param name="valueToBeTested">The value to be tested</param>
/// <returns>
/// True for success, false for failure
/// </returns>
public override bool Matches(object valueToBeTested)
{
if (valueToBeTested == null)
{
throw new ArgumentException("Constraint cannot be used upon null values.");
}
if (valueToBeTested.GetType() != typeof (Quaternion))
{
throw new ArgumentException("Constraint cannot be used upon non quaternion values.");
}
_valueToBeTested = (Quaternion)valueToBeTested;
return (IsWithinDoubleConstraint(_valueToBeTested.X, _baseValue.X) &&
IsWithinDoubleConstraint(_valueToBeTested.Y, _baseValue.Y) &&
IsWithinDoubleConstraint(_valueToBeTested.Z, _baseValue.Z) &&
IsWithinDoubleConstraint(_valueToBeTested.W, _baseValue.W));
}
public override void WriteDescriptionTo(MessageWriter writer)
{
writer.WriteExpectedValue(
string.Format("A value {0} within tolerance of plus or minus {1}", _baseValue, _tolerance));
}
public override void WriteActualValueTo(MessageWriter writer)
{
writer.WriteActualValue(_valueToBeTested);
}
}
}

View File

@ -233,6 +233,7 @@ namespace OpenSim.Tools.Configger
config = defaultConfig.AddConfig("Startup");
config.Set("region_info_source", "filesystem");
config.Set("allow_regionless", false);
config.Set("gridmode", false);
config.Set("physics", "OpenDynamicsEngine");

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@ -71,6 +71,11 @@
;; in a <Regions> tag.
; regionload_webserver_url = "http://example.com/regions.xml";
;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false
;; Allow the simulator to start up if there are no region configuration available
;; from the selected region_info_source.
; allow_regionless = false
;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
;; Maximum size for non-physical prims. Affects resizing of existing prims. This can be overriden in the region config file (as NonphysicalPrimMax!).
; NonPhysicalPrimMax = 256
@ -149,14 +154,13 @@
;; Choose one of the physics engines below
;; OpenDynamicsEngine is by some distance the most developed physics engine
;; basicphysics effectively does not model physics at all, making all
;; objects phantom
;; The Bullet plugins do not work properly right now. A better Bullet plugin is on the way.
;; BulletSim is incomplete and experimental but in active development
;; basicphysics effectively does not model physics at all, making all objects phantom
;; Default is OpenDynamicsEngine
; physics = OpenDynamicsEngine
; physics = BulletSim
; physics = basicphysics
; physics = POS
; physics = modified_BulletX
;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by space} {} DefaultPermissionsModule
;; Permission modules to use, separated by space.
@ -219,6 +223,13 @@
;; server to send mail through.
; emailmodule = DefaultEmailModule
; Controls whether previously compiled scripts are deleted on sim restart. If you disable this
; then startup will be faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
; by scripts have changed.
; Default is false
; DeleteScriptsOnStartup = true
[SMTP]
;; The SMTP server enabled the email module to send email to external
@ -589,6 +600,25 @@
;; VeryHigh, Severe
OSFunctionThreatLevel = VeryLow
; OS Functions enable/disable
; For each function, you can add one line, as shown
; The default for all functions allows them if below threat level
; true allows the use of the function unconditionally
; Allow_osSetRegionWaterHeight = true
; false disables the function completely
; Allow_osSetRegionWaterHeight = false
; Comma separated list of UUIDS allows the function for that list of UUIDS
; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb
; You can also use script creators as the uuid
; Creators_osSetRegionWaterHeight = <uuid>, ...
; If both Allow_ and Creators_ are given, effective permissions
; are the union of the two.
;; Time a script can spend in an event handler before it is interrupted
; EventLimit = 30
@ -740,7 +770,7 @@
;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before
;; editing it to set the database and backend services that OpenSim will use.
;;
Include-Architecture = "config-include/Standalone.ini"
; Include-Architecture = "config-include/Standalone.ini"
; Include-Architecture = "config-include/StandaloneHypergrid.ini"
; Include-Architecture = "config-include/Grid.ini"
; Include-Architecture = "config-include/GridHypergrid.ini"

View File

@ -70,6 +70,10 @@
; except that everything is also enclosed in a <Regions> tag.
; regionload_webserver_url = "http://example.com/regions.xml";
;; Allow the simulator to start up if there are no region configuration available
;; from the selected region_info_source.
allow_regionless = false
; Maximum size of non physical prims. Affects resizing of existing prims. This can be overriden in the region config file (as NonphysicalPrimMax!).
NonPhysicalPrimMax = 256
@ -511,6 +515,7 @@
; so it is disabled by default.
Cap_WebFetchInventoryDescendents = ""
[Chat]
; Controls whether the chat module is enabled. Default is true.
enabled = true;
@ -524,6 +529,7 @@
; Distance in meters that shouts should travel. Default is 100m
shout_distance = 100
[EntityTransfer]
; The maximum distance in regions that an agent is allowed to teleport along the x or y axis
; This is set to 4095 because current viewers can't handle teleports that are greater than this distance
@ -550,6 +556,12 @@
CoalesceMultipleObjectsToInventory = true
[Attachments]
; Controls whether avatar attachments are enabled.
; Defaults to true - only set to false for debugging purposes
Enabled = true
[Mesh]
; enable / disable Collada mesh support
; default is true
@ -1124,6 +1136,25 @@
; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
OSFunctionThreatLevel = VeryLow
; OS Functions enable/disable
; For each function, you can add one line, as shown
; The default for all functions allows them if below threat level
; true allows the use of the function unconditionally
; Allow_osSetRegionWaterHeight = true
; false disables the function completely
; Allow_osSetRegionWaterHeight = false
; Comma separated list of UUIDS allows the function for that list of UUIDS
; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb
; You can also use script creators as the uuid
; Creators_osSetRegionWaterHeight = <uuid>, ...
; If both Allow_ and Creators_ are given, effective permissions
; are the union of the two.
; Interval (s) between background save of script states
SaveInterval = 120
@ -1151,25 +1182,6 @@
SensorMaxRange = 96.0
SensorMaxResults = 16
; OS Functions enable/disable
; For each function, you can add one line, as shown
; The default for all functions allows them if below threat level
; true allows the use of the function unconditionally
; Allow_osSetRegionWaterHeight = true
; false disables the function completely
; Allow_osSetRegionWaterHeight = false
; Comma separated list of UUIDS allows the function for that list of UUIDS
; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb
; You can also use script creators as the uuid
; Creators_osSetRegionWaterHeight = <uuid>, ...
; If both Allow_ and Creators_ are given, effective permissions
; are the union of the two.
; Allow for llCreateLink and llBreakLink to work without asking for permission
; only enable this in a trusted environment otherwise you may be subject to hijacking
; AutomaticLinkPermission = false
@ -1182,11 +1194,12 @@
;; Path to script assemblies
; ScriptEnginesPath = "ScriptEngines"
; Whether to delete previously compiled scripts when the sim starts. If you disable this
; then startup will be faster. However, then it becomes your responsibility to delete the
; compiled scripts if OpenSim has changed enough that previously compiled scripts are no
; longer compatible.
DeleteScriptsOnStartup = true
; Controls whether previously compiled scripts are deleted on sim restart. If you disable this
; then startup will be faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
; by scripts have changed.
; Default is false
; DeleteScriptsOnStartup = true
[OpenGridProtocol]

View File

@ -166,6 +166,14 @@ ServiceConnectors = "8003/OpenSim.Server.Handlers.dll:AssetServiceConnector,8003
PresenceService = "OpenSim.Services.PresenceService.dll:PresenceService"
GridService = "OpenSim.Services.GridService.dll:GridService"
InventoryService = "OpenSim.Services.InventoryService.dll:XInventoryService"
; AvatarService = "OpenSim.Services.AvatarService.dll:AvatarService"
;; This switch creates the minimum set of body parts and avatar entries for a viewer 2
;; to show a default "Ruth" avatar rather than a cloud for a newly created user.
;; Default is false
;; If you enable this you will also need to uncomment the AvatarService line above
; CreateDefaultAvatarEntries = false
[GridUserService]
; for the server connector

View File

@ -149,6 +149,14 @@ ServiceConnectors = "8003/OpenSim.Server.Handlers.dll:AssetServiceConnector,8003
PresenceService = "OpenSim.Services.PresenceService.dll:PresenceService"
GridService = "OpenSim.Services.GridService.dll:GridService"
InventoryService = "OpenSim.Services.InventoryService.dll:XInventoryService"
; AvatarService = "OpenSim.Services.AvatarService.dll:AvatarService"
;; This switch creates the minimum set of body parts and avatar entries for a viewer 2
;; to show a default "Ruth" avatar rather than a cloud for a newly created user.
;; Default is false
;; If you enable this you will also need to uncomment the AvatarService line above
; CreateDefaultAvatarEntries = false
[GridUserService]
; for the server connector

View File

@ -4,7 +4,7 @@
<Key Name="assetID" Value="d342e6c0-b9d2-11dc-95ff-0800200c9a66"/>
<Key Name="name" Value="Hair"/>
<Key Name="assetType" Value="13" />
<Key Name="fileName" Value="newhair.dat"/>
<Key Name="fileName" Value="base_hair.dat"/>
</Section>
<Section Name="Skin">
@ -34,6 +34,14 @@
<Key Name="assetType" Value="13" />
<Key Name="fileName" Value="base_shape.dat"/>
</Section>
<Section Name="Eyes">
<Key Name="assetID" Value="4bb6fa4d-1cd2-498a-a84c-95c1a0e745a7"/>
<Key Name="name" Value="Eyes"/>
<Key Name="assetType" Value="13" />
<Key Name="fileName" Value="base_eyes.dat"/>
</Section>
<!--
<Section Name="Jim Shape">
<Key Name="assetID" Value="66c41e39-38f9-f75a-024e-585989bfab74"/>

View File

@ -0,0 +1,26 @@
LLWearable version 22
New Eyes
permissions 0
{
base_mask 7fffffff
owner_mask 7fffffff
group_mask 00000000
everyone_mask 00000000
next_owner_mask 00082000
creator_id 11111111-1111-0000-0000-000100bba000
owner_id 11111111-1111-0000-0000-000100bba000
last_owner_id 00000000-0000-0000-0000-000000000000
group_id 00000000-0000-0000-0000-000000000000
}
sale_info 0
{
sale_type not
sale_price 10
}
type 3
parameters 2
98 0
99 0
textures 1
3 6522e74d-1660-4e7f-b601-6f48c1659a77

View File

@ -8,8 +8,8 @@ New Hair
group_mask 00000000
everyone_mask 00000000
next_owner_mask 00082000
creator_id a52db6d0-e96c-4454-85e5-3523722daa25
owner_id a52db6d0-e96c-4454-85e5-3523722daa25
creator_id 11111111-1111-0000-0000-000100bba000
owner_id 11111111-1111-0000-0000-000100bba000
last_owner_id 00000000-0000-0000-0000-000000000000
group_id 00000000-0000-0000-0000-000000000000
}
@ -19,7 +19,7 @@ New Hair
sale_price 10
}
type 2
parameters 39
parameters 90
16 0
31 .5
112 0
@ -38,26 +38,77 @@ parameters 39
140 0
141 0
142 0
143 .13
143 .12
144 .1
145 0
146 0
147 0
148 .22
149 0
166 0
167 0
168 0
169 0
171 0
172 .5
173 0
174 0
175 .3
176 0
177 0
178 0
179 0
180 .13
181 .14
182 .7
183 .05
184 0
190 0
191 0
192 0
400 .75
640 0
641 0
642 0
643 0
644 0
645 0
674 -.3
750 .7
751 0
752 .5
754 0
755 .05
757 -1
761 0
762 0
763 .55
771 0
774 0
782 0
783 0
784 0
785 0
786 0
787 0
788 0
789 0
790 0
870 -.29
871 0
872 .25
1000 .5
1001 .5
1002 .7
1003 .7
1004 0
1005 0
1006 0
1007 0
1008 0
1009 0
1010 0
1011 0
1012 .25
textures 1
4 7ca39b4c-bd19-4699-aff7-f93fd03d3e7b

View File

@ -1,105 +1,165 @@
LLWearable version 22
Female Shape and Outfit 3 Shape
Created by system from avatar's appearance.
New Shape
permissions 0
{
base_mask 00000000
owner_mask 00000000
base_mask 7fffffff
owner_mask 7fffffff
group_mask 00000000
everyone_mask 00000000
next_owner_mask 00000000
next_owner_mask 00082000
creator_id 11111111-1111-0000-0000-000100bba000
owner_id 11111111-1111-0000-0000-000100bba000
last_owner_id 11111111-1111-0000-0000-000100bba000
last_owner_id 00000000-0000-0000-0000-000000000000
group_id 00000000-0000-0000-0000-000000000000
}
sale_info 0
{
sale_type not
sale_price 0
sale_price 10
}
type 0
parameters 82
1 .21
2 -.5
4 -.11
5 -.1
6 -.3
7 -.4
8 -.5
10 .7
11 .34
12 -.5
parameters 142
1 0
2 0
4 0
5 0
6 0
7 0
8 0
10 0
11 0
12 0
13 0
14 .04
15 .58
17 .56
18 -.26
19 -.73
20 -.34
21 -.01
22 1
23 -.5
24 -.63
25 .44
27 .05
33 -.24
34 -.7
35 -.16
36 -.2
37 -.98
38 -.5
14 0
15 0
17 0
18 0
19 0
20 0
21 0
22 0
23 0
24 0
25 0
26 0
27 0
28 0
29 .12
30 .12
32 0
33 0
34 0
35 0
36 -.5
37 0
38 0
40 0
80 0
105 .07
155 -.22
100 0
104 0
105 .5
106 0
151 0
152 0
153 0
155 0
156 0
157 0
185 -1
193 .86
196 -.74
505 .65
506 .12
507 -1.5
185 0
186 0
187 0
188 0
189 0
193 .5
194 .67
195 .33
196 0
505 .5
506 0
507 0
515 0
517 .16
518 .8
629 0
517 0
518 0
626 0
627 0
629 .5
630 0
631 0
633 0
634 0
635 0
637 0
646 .4
647 1
649 .36
650 .85
652 .49
653 -1
646 0
647 0
648 0
649 .5
650 0
651 0
652 .5
653 0
655 -.08
656 0
659 .65
657 0
658 0
659 .5
660 0
661 0
662 .5
663 0
664 0
665 0
675 -.15
676 .26
678 .28
682 .27
683 -.19
684 -.09
675 0
676 0
677 0
678 .5
679 -.08
680 -.08
681 -.08
682 .5
683 -.15
684 0
685 0
690 .45
692 .4
693 -0
753 -.5
756 -.08
758 .24
759 .6
760 .11
764 -.38
765 -.3
769 .42
773 .51
795 .16
796 .11
799 .36
686 0
687 0
688 0
689 0
690 .5
691 0
692 0
693 .6
694 -.08
695 0
753 0
756 0
758 0
759 .5
760 0
764 0
765 0
767 0
768 0
769 .5
770 0
772 0
773 .5
794 .17
795 .25
796 0
797 0
798 0
799 .5
841 0
842 -.82
842 0
843 0
853 0
854 0
855 0
879 0
880 0
1103 0
1104 0
1105 0
1200 0
1201 0
textures 0

View File

@ -430,6 +430,13 @@
<Key Name="fileName" Value="default_avatar.jp2" />
</Section>
<Section Name="Default Iris">
<Key Name="assetID" Value="6522e74d-1660-4e7f-b601-6f48c1659a77"/>
<Key Name="name" Value="Default Iris"/>
<Key Name="assetType" Value="0" />
<Key Name="fileName" Value="default_iris.jp2" />
</Section>
<Section Name="Cypress 1">
<Key Name="assetID" Value="fb2ae204-3fd1-df33-594f-c9f882830e66"/>
<Key Name="name" Value="Cypress 1"/>

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