Merge branch 'master' into presence-refactor
commit
1d75ad9fd5
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@ -110,7 +110,6 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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// client.OnAvatarNowWearing -= AvatarIsWearing;
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}
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public void SetAppearanceAssets(UUID userID, ref AvatarAppearance appearance)
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{
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IInventoryService invService = m_scene.InventoryService;
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@ -134,7 +133,10 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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}
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else
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{
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m_log.ErrorFormat("[APPEARANCE]: Can't find inventory item {0}, setting to default", appearance.Wearables[i].ItemID);
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m_log.ErrorFormat(
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"[APPEARANCE]: Can't find inventory item {0} for {1}, setting to default",
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appearance.Wearables[i].ItemID, (WearableType)i);
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appearance.Wearables[i].AssetID = def.Wearables[i].AssetID;
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}
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}
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@ -43,10 +43,67 @@ namespace OpenSim.Region.Framework.Interfaces
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int updateTimer, bool SetBlending, int disp, byte AlphaValue, int face);
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UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data, string extraParams,
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int updateTimer);
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/// Apply a dynamically generated texture to all sides of the given prim. The texture is not persisted to the
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/// asset service.
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/// </summary>
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/// <param name="simID">The simulator in which the texture is being generated</param>
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/// <param name="primID">The prim to which to apply the texture.</param>
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/// <param name="contentType">The content type to create. Current choices are "vector" to create a vector
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/// based texture or "image" to create a texture from an image at a particular URL</param>
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/// <param name="data">The data for the generator</param>
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/// <param name="extraParams">Parameters for the generator that don't form part of the main data.</param>
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/// <param name="updateTimer">If zero, the image is never updated after the first generation. If positive
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/// the image is updated at the given interval. Not implemented for </param>
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/// <param name="SetBlending">
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/// If true, the newly generated texture is blended with the appropriate existing ones on the prim
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/// </param>
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/// <param name="AlphaValue">
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/// The alpha value of the generated texture.
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/// </param>
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/// <returns>
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/// The UUID of the texture updater, not the texture UUID. If you need the texture UUID then you will need
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/// to obtain it directly from the SceneObjectPart. For instance, if ALL_SIDES is set then this texture
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/// can be obtained as SceneObjectPart.Shape.Textures.DefaultTexture.TextureID
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/// </returns>
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UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data, string extraParams,
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int updateTimer, bool SetBlending, byte AlphaValue);
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UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data, string extraParams,
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int updateTimer, bool SetBlending, int disp, byte AlphaValue, int face);
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/// <summary>
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/// Apply a dynamically generated texture to the given prim.
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/// </summary>
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/// <param name="simID">The simulator in which the texture is being generated</param>
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/// <param name="primID">The prim to which to apply the texture.</param>
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/// <param name="contentType">The content type to create. Current choices are "vector" to create a vector
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/// based texture or "image" to create a texture from an image at a particular URL</param>
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/// <param name="data">The data for the generator</param>
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/// <param name="extraParams">Parameters for the generator that don't form part of the main data.</param>
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/// <param name="updateTimer">If zero, the image is never updated after the first generation. If positive
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/// the image is updated at the given interval. Not implemented for </param>
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/// <param name="SetBlending">
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/// If true, the newly generated texture is blended with the appropriate existing ones on the prim
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/// </param>
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/// <param name="disp">
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/// Display flags. If DISP_EXPIRE then the old texture is deleted if it is replaced by a
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/// newer generated texture (may not currently be implemented). If DISP_TEMP then the asset is flagged as
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/// temporary, which often means that it is not persisted to the database.
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/// </param>
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/// <param name="AlphaValue">
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/// The alpha value of the generated texture.
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/// </param>
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/// <param name="face">
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/// The face of the prim on which to put the generated texture. If ALL_SIDES then all sides of the prim are
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/// set
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/// </param>
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/// <returns>
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/// The UUID of the texture updater, not the texture UUID. If you need the texture UUID then you will need
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/// to obtain it directly from the SceneObjectPart. For instance, if ALL_SIDES is set then this texture
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/// can be obtained as SceneObjectPart.Shape.Textures.DefaultTexture.TextureID
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/// </returns>
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UUID AddDynamicTextureData(
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UUID simID, UUID primID, string contentType, string data, string extraParams,
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int updateTimer, bool SetBlending, int disp, byte AlphaValue, int face);
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void GetDrawStringSize(string contentType, string text, string fontName, int fontSize,
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out double xSize, out double ySize);
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}
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@ -205,6 +205,12 @@ namespace OpenSim.Region.Framework.Scenes
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public delegate void OnMakeRootAgentDelegate(ScenePresence presence);
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public event OnMakeRootAgentDelegate OnMakeRootAgent;
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/// <summary>
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/// Triggered when an object or attachment enters a scene
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/// </summary>
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public event OnIncomingSceneObjectDelegate OnIncomingSceneObject;
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public delegate void OnIncomingSceneObjectDelegate(SceneObjectGroup so);
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public delegate void NewInventoryItemUploadComplete(UUID avatarID, UUID assetID, string name, int userlevel);
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public event NewInventoryItemUploadComplete OnNewInventoryItemUploadComplete;
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@ -407,7 +413,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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}
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public void TriggerGetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID)
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{
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@ -1206,6 +1212,27 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public void TriggerOnIncomingSceneObject(SceneObjectGroup so)
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{
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OnIncomingSceneObjectDelegate handlerIncomingSceneObject = OnIncomingSceneObject;
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if (handlerIncomingSceneObject != null)
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{
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foreach (OnIncomingSceneObjectDelegate d in handlerIncomingSceneObject.GetInvocationList())
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{
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try
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{
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d(so);
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}
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[EVENT MANAGER]: Delegate for TriggerOnIncomingSceneObject failed - continuing. {0} {1}",
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e.Message, e.StackTrace);
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}
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}
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}
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}
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public void TriggerOnRegisterCaps(UUID agentID, Caps caps)
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{
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RegisterCapsEvent handlerRegisterCaps = OnRegisterCaps;
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@ -2239,9 +2239,14 @@ namespace OpenSim.Region.Framework.Scenes
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}
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/// <summary>
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/// Called when objects or attachments cross the border between regions.
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/// </summary>
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/// <param name="sog"></param>
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/// <returns></returns>
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public bool IncomingCreateObject(ISceneObject sog)
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{
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//m_log.Debug(" >>> IncomingCreateObject <<< " + ((SceneObjectGroup)sog).AbsolutePosition + " deleted? " + ((SceneObjectGroup)sog).IsDeleted);
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//m_log.Debug(" >>> IncomingCreateObject(sog) <<< " + ((SceneObjectGroup)sog).AbsolutePosition + " deleted? " + ((SceneObjectGroup)sog).IsDeleted);
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SceneObjectGroup newObject;
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try
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{
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@ -2258,7 +2263,12 @@ namespace OpenSim.Region.Framework.Scenes
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m_log.DebugFormat("[SCENE]: Problem adding scene object {0} in {1} ", sog.UUID, RegionInfo.RegionName);
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return false;
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}
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newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, 1);
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// Do this as late as possible so that listeners have full access to the incoming object
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EventManager.TriggerOnIncomingSceneObject(newObject);
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return true;
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}
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@ -2270,6 +2280,8 @@ namespace OpenSim.Region.Framework.Scenes
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/// <returns>False</returns>
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public virtual bool IncomingCreateObject(UUID userID, UUID itemID)
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{
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//m_log.DebugFormat(" >>> IncomingCreateObject(userID, itemID) <<< {0} {1}", userID, itemID);
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ScenePresence sp = GetScenePresence(userID);
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if (sp != null)
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{
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@ -2307,7 +2319,7 @@ namespace OpenSim.Region.Framework.Scenes
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foreach (SceneObjectPart p in sceneObject.Children.Values)
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p.LocalId = 0;
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if ((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0)) // Attachment
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if (sceneObject.IsAttachmentCheckFull()) // Attachment
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{
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sceneObject.RootPart.AddFlag(PrimFlags.TemporaryOnRez);
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sceneObject.RootPart.AddFlag(PrimFlags.Phantom);
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@ -2332,29 +2344,23 @@ namespace OpenSim.Region.Framework.Scenes
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//RootPrim.SetParentLocalId(parentLocalID);
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m_log.DebugFormat("[ATTACHMENT]: Received " +
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"attachment {0}, inworld asset id {1}",
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//grp.RootPart.LastOwnerID.ToString(),
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grp.GetFromItemID(),
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grp.UUID.ToString());
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m_log.DebugFormat(
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"[ATTACHMENT]: Received attachment {0}, inworld asset id {1}", grp.GetFromItemID(), grp.UUID);
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//grp.SetFromAssetID(grp.RootPart.LastOwnerID);
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m_log.DebugFormat("[ATTACHMENT]: Attach " +
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"to avatar {0} at position {1}",
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sp.UUID.ToString(), grp.AbsolutePosition);
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AttachObject(sp.ControllingClient,
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grp.LocalId, (uint)0,
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grp.GroupRotation,
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grp.AbsolutePosition, false);
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m_log.DebugFormat(
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"[ATTACHMENT]: Attach to avatar {0} at position {1}", sp.UUID, grp.AbsolutePosition);
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AttachObject(
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sp.ControllingClient, grp.LocalId, (uint)0, grp.GroupRotation, grp.AbsolutePosition, false);
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RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
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grp.SendGroupFullUpdate();
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grp.SendGroupFullUpdate();
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}
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else
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{
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RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
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RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
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}
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}
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else
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{
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@ -268,7 +268,16 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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private bool IsAttachmentCheckFull()
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/// <summary>
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/// Check both the attachment property and the relevant properties of the underlying root part.
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/// </summary>
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/// This is necessary in some cases, particularly when a scene object has just crossed into a region and doesn't
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/// have the IsAttachment property yet checked.
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///
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/// FIXME: However, this should be fixed so that this property
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/// propertly reflects the underlying status.
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/// <returns></returns>
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public bool IsAttachmentCheckFull()
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{
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return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0));
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}
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@ -104,6 +104,14 @@ namespace OpenSim.Region.Framework.Scenes
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}
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protected ScenePresenceAnimator m_animator;
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/// <value>
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/// The scene objects attached to this avatar. Do not change this list directly - use methods such as
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/// AddAttachment() and RemoveAttachment(). Lock this list when performing any read operations upon it.
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/// </value>
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public List<SceneObjectGroup> Attachments
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{
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get { return m_attachments; }
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}
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protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>();
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private Dictionary<UUID, ScriptControllers> scriptedcontrols = new Dictionary<UUID, ScriptControllers>();
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@ -219,11 +227,6 @@ namespace OpenSim.Region.Framework.Scenes
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protected AvatarAppearance m_appearance;
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public List<SceneObjectGroup> Attachments
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{
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get { return m_attachments; }
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}
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// neighbouring regions we have enabled a child agent in
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// holds the seed cap for the child agent in that region
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private Dictionary<ulong, string> m_knownChildRegions = new Dictionary<ulong, string>();
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@ -3210,8 +3213,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
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m_physicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
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m_physicsActor.SubscribeEvents(500);
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m_physicsActor.LocalID = LocalId;
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m_physicsActor.LocalID = LocalId;
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}
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private void OutOfBoundsCall(Vector3 pos)
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@ -3221,7 +3223,7 @@ namespace OpenSim.Region.Framework.Scenes
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//AddToPhysicalScene(flying);
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if (ControllingClient != null)
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ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.",true);
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ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true);
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}
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// Event called by the physics plugin to tell the avatar about a collision.
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