Merge branch 'master' into careminster
Conflicts: OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs OpenSim/Region/ScriptEngine/Shared/Instance/Tests/CoopTerminationTests.csavinationmerge
commit
206bfe0657
|
@ -47,9 +47,6 @@ namespace OpenSim.Framework
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Texture = 5,
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/// <summary>Non-texture assets</summary>
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Asset = 6,
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/// <summary>Avatar and primitive data</summary>
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/// <remarks>This is a sub-category of Task</remarks>
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State = 7,
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}
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[Flags]
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@ -61,6 +58,5 @@ namespace OpenSim.Framework
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Task = 1 << 3,
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Texture = 1 << 4,
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Asset = 1 << 5,
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State = 1 << 6,
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}
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}
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@ -1607,7 +1607,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (localIDs.Count == 1 && m_scene.GetScenePresence(localIDs[0]) != null)
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{
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OutPacket(kill, ThrottleOutPacketType.State);
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OutPacket(kill, ThrottleOutPacketType.Task);
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}
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else
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{
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@ -2788,7 +2788,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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Transfer.TransferInfo.Size = req.AssetInf.Data.Length;
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Transfer.TransferInfo.TransferID = req.TransferRequestID;
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Transfer.Header.Zerocoded = true;
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OutPacket(Transfer, isWearable ? ThrottleOutPacketType.State : ThrottleOutPacketType.Asset);
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OutPacket(Transfer, isWearable ? ThrottleOutPacketType.Task : ThrottleOutPacketType.Asset);
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if (req.NumPackets == 1)
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{
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@ -2799,7 +2799,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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TransferPacket.TransferData.Data = req.AssetInf.Data;
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TransferPacket.TransferData.Status = 1;
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TransferPacket.Header.Zerocoded = true;
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OutPacket(TransferPacket, isWearable ? ThrottleOutPacketType.State : ThrottleOutPacketType.Asset);
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OutPacket(TransferPacket, isWearable ? ThrottleOutPacketType.Task : ThrottleOutPacketType.Asset);
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}
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else
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{
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@ -2832,7 +2832,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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TransferPacket.TransferData.Status = 1;
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}
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TransferPacket.Header.Zerocoded = true;
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OutPacket(TransferPacket, isWearable ? ThrottleOutPacketType.State : ThrottleOutPacketType.Asset);
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OutPacket(TransferPacket, isWearable ? ThrottleOutPacketType.Task : ThrottleOutPacketType.Asset);
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processedLength += chunkSize;
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packetNumber++;
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@ -3605,7 +3605,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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}
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OutPacket(aw, ThrottleOutPacketType.State);
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OutPacket(aw, ThrottleOutPacketType.Task);
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}
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public void SendAppearance(UUID agentID, byte[] visualParams, byte[] textureEntry)
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@ -3630,7 +3630,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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avp.Sender.IsTrial = false;
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avp.Sender.ID = agentID;
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m_log.DebugFormat("[CLIENT]: Sending appearance for {0} to {1}", agentID.ToString(), AgentId.ToString());
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OutPacket(avp, ThrottleOutPacketType.State);
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OutPacket(avp, ThrottleOutPacketType.Task);
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}
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public void SendAnimations(UUID[] animations, int[] seqs, UUID sourceAgentId, UUID[] objectIDs)
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@ -279,7 +279,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public string GetStats()
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{
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return string.Format(
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"{0,7} {1,7} {2,7} {3,9} {4,7} {5,7} {6,7} {7,7} {8,7} {9,8} {10,7} {11,7} {12,7}",
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"{0,7} {1,7} {2,7} {3,9} {4,7} {5,7} {6,7} {7,7} {8,7} {9,8} {10,7} {11,7}",
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Util.EnvironmentTickCountSubtract(TickLastPacketReceived),
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PacketsReceived,
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PacketsSent,
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@ -291,8 +291,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_packetOutboxes[(int)ThrottleOutPacketType.Cloud].Count,
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m_packetOutboxes[(int)ThrottleOutPacketType.Task].Count,
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m_packetOutboxes[(int)ThrottleOutPacketType.Texture].Count,
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m_packetOutboxes[(int)ThrottleOutPacketType.Asset].Count,
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m_packetOutboxes[(int)ThrottleOutPacketType.State].Count);
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m_packetOutboxes[(int)ThrottleOutPacketType.Asset].Count);
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}
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public void SendPacketStats()
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@ -338,8 +337,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
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int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
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int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
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// State is a subcategory of task that we allocate a percentage to
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int state = 0;
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// Make sure none of the throttles are set below our packet MTU,
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// otherwise a throttle could become permanently clogged
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@ -376,9 +373,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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bucket = m_throttleCategories[(int)ThrottleOutPacketType.Task];
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bucket.RequestedDripRate = task;
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bucket = m_throttleCategories[(int)ThrottleOutPacketType.State];
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bucket.RequestedDripRate = state;
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bucket = m_throttleCategories[(int)ThrottleOutPacketType.Texture];
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bucket.RequestedDripRate = texture;
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@ -709,9 +703,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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Texture = 5,
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/// <summary>Non-texture assets</summary>
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Asset = 6,
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/// <summary>Avatar and primitive data</summary>
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/// <remarks>This is a sub-category of Task</remarks>
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State = 7,
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*/
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switch (category)
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@ -728,8 +719,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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return ThrottleOutPacketTypeFlags.Texture;
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case ThrottleOutPacketType.Asset:
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return ThrottleOutPacketTypeFlags.Asset;
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case ThrottleOutPacketType.State:
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return ThrottleOutPacketTypeFlags.State;
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default:
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return 0;
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}
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@ -212,11 +212,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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protected override GridRegion GetFinalDestination(GridRegion region)
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{
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int flags = Scene.GridService.GetRegionFlags(Scene.RegionInfo.ScopeID, region.RegionID);
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m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: region {0} flags: {1}", region.RegionID, flags);
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m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: region {0} flags: {1}", region.RegionName, flags);
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if ((flags & (int)OpenSim.Framework.RegionFlags.Hyperlink) != 0)
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{
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m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Destination region {0} is hyperlink", region.RegionID);
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m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Destination region is hyperlink");
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GridRegion real_destination = m_GatekeeperConnector.GetHyperlinkRegion(region, region.RegionID);
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if (real_destination != null)
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m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: GetFinalDestination serveruri -> {0}", real_destination.ServerURI);
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@ -215,7 +215,7 @@ public sealed class BSCharacter : BSPhysObject
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// Add special movement force to allow avatars to walk up stepped surfaces.
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moveForce += WalkUpStairs();
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DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce);
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// DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce);
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PhysicsScene.PE.ApplyCentralImpulse(PhysBody, moveForce);
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});
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}
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@ -855,7 +855,10 @@ public sealed class BSCharacter : BSPhysObject
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_rotationalVelocity = entprop.RotationalVelocity;
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// Do some sanity checking for the avatar. Make sure it's above ground and inbounds.
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PositionSanityCheck(true);
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if (PositionSanityCheck(true))
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{
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entprop.Position = _position;
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}
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// remember the current and last set values
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LastEntityProperties = CurrentEntityProperties;
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|
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@ -1160,8 +1160,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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if (!Prim.IsColliding && VehicleVelocity.Z > 0.1)
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{
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// Get rid of any of the velocity vector that is pushing us up.
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VehicleVelocity += new Vector3(0, 0, -VehicleVelocity.Z);
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float upVelocity = VehicleVelocity.Z;
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VehicleVelocity += new Vector3(0, 0, -upVelocity);
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/*
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// If we're pointed up into the air, we should nose down
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Vector3 pointingDirection = Vector3.UnitX * VehicleOrientation;
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// The rotation around the Y axis is pitch up or down
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@ -1175,11 +1177,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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VDetailLog("{0}, MoveLinear,limitMotorUp,newVel={1},pntDir={2},corrFrc={3},aCorr={4}",
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Prim.LocalID, VehicleVelocity, pointingDirection, angularCorrectionForce, angularCorrectionVector);
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}
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else
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{
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VDetailLog("{0}, MoveLinear,limitMotorUp,newVel={1},pntDir={2}",
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Prim.LocalID, VehicleVelocity, pointingDirection);
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}
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*/
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VDetailLog("{0}, MoveLinear,limitMotorUp,collide={1},upVel={2},newVel={3}",
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Prim.LocalID, Prim.IsColliding, upVelocity, VehicleVelocity);
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}
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}
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}
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|
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@ -108,8 +108,8 @@ public sealed class BSLinksetCompound : BSLinkset
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// Schedule a refresh to happen after all the other taint processing.
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private void ScheduleRebuild(BSPhysObject requestor)
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{
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DetailLog("{0},BSLinksetCompound.ScheduleRebuild,,rebuilding={1},hasChildren={2}",
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requestor.LocalID, Rebuilding, HasAnyChildren);
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DetailLog("{0},BSLinksetCompound.ScheduleRebuild,,rebuilding={1},hasChildren={2},actuallyScheduling={3}",
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requestor.LocalID, Rebuilding, HasAnyChildren, (!Rebuilding && HasAnyChildren));
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// When rebuilding, it is possible to set properties that would normally require a rebuild.
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// If already rebuilding, don't request another rebuild.
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// If a linkset with just a root prim (simple non-linked prim) don't bother rebuilding.
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@ -311,7 +311,7 @@ public sealed class BSLinksetCompound : BSLinkset
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else
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{
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// Rebuild the compound shape with the child removed
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ScheduleRebuild(child);
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ScheduleRebuild(LinksetRoot);
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}
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}
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return;
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|
|
|
@ -94,16 +94,16 @@ public static class BSParam
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public static float PID_D { get; private set; } // derivative
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public static float PID_P { get; private set; } // proportional
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// Various constants that come from that other virtual world that shall not be named
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// Various constants that come from that other virtual world that shall not be named.
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public const float MinGravityZ = -1f;
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public const float MaxGravityZ = 28f;
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public const float MinFriction = 0f;
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public const float MaxFriction = 255f;
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public const float MinDensity = 0f;
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public const float MinDensity = 0.01f;
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public const float MaxDensity = 22587f;
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public const float MinRestitution = 0f;
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public const float MaxRestitution = 1f;
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public const float MaxAddForceMagnitude = 20000f;
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public const float MaxAddForceMagnitude = 20f;
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|
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// ===========================================================================
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public delegate void ParamUser(BSScene scene, IConfig conf, string paramName, float val);
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|
|
|
@ -442,7 +442,8 @@ public sealed class BSShapeCollection : IDisposable
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return ret;
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}
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|
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// Create a mesh/hull shape or a native shape if 'nativeShapePossible' is 'true'.
|
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// Create a mesh, hull or native shape.
|
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// Return 'true' if the prim's shape was changed.
|
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public bool CreateGeomNonSpecial(bool forceRebuild, BSPhysObject prim, ShapeDestructionCallback shapeCallback)
|
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{
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bool ret = false;
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|
@ -472,7 +473,7 @@ public sealed class BSShapeCollection : IDisposable
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if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,maybeNative,force={1},primScale={2},primSize={3},primShape={4}",
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prim.LocalID, forceRebuild, prim.Scale, prim.Size, prim.PhysShape.type);
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|
||||
// It doesn't look like Bullet scales spheres so make sure the scales are all equal
|
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// It doesn't look like Bullet scales native spheres so make sure the scales are all equal
|
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if ((pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1)
|
||||
&& pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z)
|
||||
{
|
||||
|
@ -484,9 +485,9 @@ public sealed class BSShapeCollection : IDisposable
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|||
{
|
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ret = GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_SPHERE,
|
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FixedShapeKey.KEY_SPHERE, shapeCallback);
|
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if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}",
|
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prim.LocalID, forceRebuild, prim.PhysShape);
|
||||
}
|
||||
if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},rebuilt={2},shape={3}",
|
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prim.LocalID, forceRebuild, ret, prim.PhysShape);
|
||||
}
|
||||
if (!haveShape && pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
|
||||
{
|
||||
|
@ -498,9 +499,9 @@ public sealed class BSShapeCollection : IDisposable
|
|||
{
|
||||
ret = GetReferenceToNativeShape( prim, BSPhysicsShapeType.SHAPE_BOX,
|
||||
FixedShapeKey.KEY_BOX, shapeCallback);
|
||||
if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}",
|
||||
prim.LocalID, forceRebuild, prim.PhysShape);
|
||||
}
|
||||
if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},rebuilt={2},shape={3}",
|
||||
prim.LocalID, forceRebuild, ret, prim.PhysShape);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -513,6 +514,7 @@ public sealed class BSShapeCollection : IDisposable
|
|||
return ret;
|
||||
}
|
||||
|
||||
// return 'true' if the prim's shape was changed.
|
||||
public bool CreateGeomMeshOrHull(BSPhysObject prim, ShapeDestructionCallback shapeCallback)
|
||||
{
|
||||
|
||||
|
@ -872,8 +874,7 @@ public sealed class BSShapeCollection : IDisposable
|
|||
{
|
||||
prim.LastAssetBuildFailed = true;
|
||||
BSPhysObject xprim = prim;
|
||||
DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset,lID={1},lastFailed={2}",
|
||||
LogHeader, prim.LocalID, prim.LastAssetBuildFailed);
|
||||
DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset,lastFailed={1}", prim.LocalID, prim.LastAssetBuildFailed);
|
||||
Util.FireAndForget(delegate
|
||||
{
|
||||
RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod;
|
||||
|
@ -882,19 +883,34 @@ public sealed class BSShapeCollection : IDisposable
|
|||
BSPhysObject yprim = xprim; // probably not necessary, but, just in case.
|
||||
assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset)
|
||||
{
|
||||
if (!yprim.BaseShape.SculptEntry)
|
||||
return;
|
||||
if (yprim.BaseShape.SculptTexture.ToString() != asset.ID)
|
||||
return;
|
||||
|
||||
yprim.BaseShape.SculptData = asset.Data;
|
||||
// This will cause the prim to see that the filler shape is not the right
|
||||
// one and try again to build the object.
|
||||
// No race condition with the normal shape setting since the rebuild is at taint time.
|
||||
yprim.ForceBodyShapeRebuild(false);
|
||||
bool assetFound = false; // DEBUG DEBUG
|
||||
string mismatchIDs = String.Empty; // DEBUG DEBUG
|
||||
if (yprim.BaseShape.SculptEntry)
|
||||
{
|
||||
if (yprim.BaseShape.SculptTexture.ToString() == asset.ID)
|
||||
{
|
||||
yprim.BaseShape.SculptData = asset.Data;
|
||||
// This will cause the prim to see that the filler shape is not the right
|
||||
// one and try again to build the object.
|
||||
// No race condition with the normal shape setting since the rebuild is at taint time.
|
||||
yprim.ForceBodyShapeRebuild(false /* inTaintTime */);
|
||||
assetFound = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
mismatchIDs = yprim.BaseShape.SculptTexture.ToString() + "/" + asset.ID;
|
||||
}
|
||||
}
|
||||
DetailLog("{0},BSShapeCollection,fetchAssetCallback,found={1},isSculpt={2},ids={3}",
|
||||
yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs );
|
||||
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
PhysicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}",
|
||||
LogHeader, PhysicsScene.Name);
|
||||
}
|
||||
});
|
||||
}
|
||||
else
|
||||
|
@ -906,9 +922,9 @@ public sealed class BSShapeCollection : IDisposable
|
|||
}
|
||||
}
|
||||
|
||||
// While we figure out the real problem, stick in a simple box for the object.
|
||||
BulletShape fillinShape =
|
||||
BuildPhysicalNativeShape(prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
|
||||
// While we wait for the mesh defining asset to be loaded, stick in a simple box for the object.
|
||||
BulletShape fillinShape = BuildPhysicalNativeShape(prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
|
||||
DetailLog("{0},BSShapeCollection.VerifyMeshCreated,boxTempShape", prim.LocalID);
|
||||
|
||||
return fillinShape;
|
||||
}
|
||||
|
|
|
@ -1,7 +1,14 @@
|
|||
CURRENT PRIORITIES
|
||||
=================================================
|
||||
Mantis 6040 script http://opensimulator.org/mantis/view.php?id=6040
|
||||
Msg Kayaker on OSGrid when working
|
||||
Teravus llMoveToTarget script debug
|
||||
Mixing of hover, buoyancy/gravity, moveToTarget, into one force
|
||||
Boats floating at proper level
|
||||
Nebadon vehicles turning funny in arena
|
||||
limitMotorUp calibration (more down?)
|
||||
llRotLookAt
|
||||
llLookAt
|
||||
Vehicle angular vertical attraction
|
||||
Vehicle angular deflection
|
||||
Preferred orientation angular correction fix
|
||||
|
@ -9,8 +16,6 @@ vehicle angular banking
|
|||
Avatars walking up stairs (HALF DONE)
|
||||
Radius of the capsule affects ability to climb edges.
|
||||
Vehicle movement on terrain smoothness
|
||||
Surfboard go wonky when turning
|
||||
Angular motor direction is global coordinates rather than local coordinates?
|
||||
Boats float low in the water (DONE)
|
||||
Avatar movement
|
||||
flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE)
|
||||
|
@ -27,6 +32,10 @@ Add material densities to the material types
|
|||
|
||||
CRASHES
|
||||
=================================================
|
||||
Crazyness during 20130115 office hours was PositionAdjustUnderground for both char and prim
|
||||
m1:logs/20130115.0934/physics-BulletSim-20130115083613.log
|
||||
Creation of Neb's terrain made the terrain "disappear". Everything started to fall
|
||||
and then get restored to be above terrain.
|
||||
20121129.1411: editting/moving phys object across region boundries causes crash
|
||||
getPos-> btRigidBody::upcast -> getBodyType -> BOOM
|
||||
20121128.1600: mesh object not rezzing (no physics mesh).
|
||||
|
@ -111,6 +120,8 @@ Physical and phantom will drop through the terrain
|
|||
|
||||
LINKSETS
|
||||
======================================================
|
||||
Editing a child of a linkset causes the child to go phantom
|
||||
Move a child prim once when it is physical and can never move it again without it going phantom
|
||||
Offset the center of the linkset to be the geometric center of all the prims
|
||||
Not quite the same as the center-of-gravity
|
||||
Linksets should allow collisions to individual children
|
||||
|
@ -133,6 +144,10 @@ Eliminate collisions between objects in a linkset. (LinksetConstraint)
|
|||
|
||||
MORE
|
||||
======================================================
|
||||
Create tests for different interface components
|
||||
Have test objects/scripts measure themselves and turn color if correct/bad
|
||||
Test functions in SL and calibrate correctness there
|
||||
Create auto rezzer and tracker to run through the tests
|
||||
Use the HACD convex hull routine in Bullet rather than the C# version.
|
||||
Do we need to do convex hulls all the time? Can complex meshes be left meshes?
|
||||
There is some problem with meshes and collisions
|
||||
|
@ -167,6 +182,7 @@ Enforce physical parameter min/max:
|
|||
Restitution [0, 1]
|
||||
http://wiki.secondlife.com/wiki/Physics_Material_Settings_test
|
||||
Avatar attachments have no mass? http://forums-archive.secondlife.com/54/f0/31796/1.html
|
||||
Keep avatar scaling correct. http://pennycow.blogspot.fr/2011/07/matter-of-scale.html
|
||||
|
||||
INTERNAL IMPROVEMENT/CLEANUP
|
||||
=================================================
|
||||
|
@ -288,3 +304,6 @@ Disable activity of passive linkset children. (DONE)
|
|||
around and need to be phantomized so they don't collide, ...
|
||||
Remove HeightmapInfo from terrain specification (DONE)
|
||||
Since C++ code does not need terrain height, this structure et al are not needed.
|
||||
Surfboard go wonky when turning (DONE)
|
||||
Angular motor direction is global coordinates rather than local coordinates?
|
||||
(Resolution: made angular motor direction correct coordinate system)
|
|
@ -0,0 +1,157 @@
|
|||
/*
|
||||
* 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.Threading;
|
||||
using Nini.Config;
|
||||
using NUnit.Framework;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.CoreModules.Scripting.WorldComm;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.ScriptEngine.XEngine;
|
||||
using OpenSim.Tests.Common;
|
||||
using OpenSim.Tests.Common.Mock;
|
||||
|
||||
namespace OpenSim.Region.ScriptEngine.Shared.Instance.Tests
|
||||
{
|
||||
/// <summary>
|
||||
/// Test that co-operative script thread termination is working correctly.
|
||||
/// </summary>
|
||||
[TestFixture]
|
||||
public class CoopTerminationTests : OpenSimTestCase
|
||||
{
|
||||
private TestScene m_scene;
|
||||
private OpenSim.Region.ScriptEngine.XEngine.XEngine m_xEngine;
|
||||
|
||||
private AutoResetEvent m_chatEvent = new AutoResetEvent(false);
|
||||
private AutoResetEvent m_stoppedEvent = new AutoResetEvent(false);
|
||||
|
||||
private OSChatMessage m_osChatMessageReceived;
|
||||
|
||||
[TestFixtureSetUp]
|
||||
public void Init()
|
||||
{
|
||||
//AppDomain.CurrentDomain.SetData("APPBASE", Environment.CurrentDirectory + "/bin");
|
||||
// Console.WriteLine(AppDomain.CurrentDomain.BaseDirectory);
|
||||
m_xEngine = new OpenSim.Region.ScriptEngine.XEngine.XEngine();
|
||||
|
||||
IniConfigSource configSource = new IniConfigSource();
|
||||
|
||||
IConfig startupConfig = configSource.AddConfig("Startup");
|
||||
startupConfig.Set("DefaultScriptEngine", "XEngine");
|
||||
|
||||
IConfig xEngineConfig = configSource.AddConfig("XEngine");
|
||||
xEngineConfig.Set("Enabled", "true");
|
||||
xEngineConfig.Set("StartDelay", "0");
|
||||
|
||||
// These tests will not run with AppDomainLoading = true, at least on mono. For unknown reasons, the call
|
||||
// to AssemblyResolver.OnAssemblyResolve fails.
|
||||
xEngineConfig.Set("AppDomainLoading", "false");
|
||||
|
||||
xEngineConfig.Set("ScriptStopStrategy", "co-op");
|
||||
|
||||
m_scene = new SceneHelpers().SetupScene("My Test", UUID.Random(), 1000, 1000, configSource);
|
||||
SceneHelpers.SetupSceneModules(m_scene, configSource, m_xEngine);
|
||||
m_scene.StartScripts();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test co-operative termination on derez of an object containing a script with a long-running event.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// TODO: Actually compiling the script is incidental to this test. Really want a way to compile test scripts
|
||||
/// within the build itself.
|
||||
/// </remarks>
|
||||
[Test]
|
||||
public void TestStopOnLongSleep()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// TestHelpers.EnableLogging();
|
||||
|
||||
UUID userId = TestHelpers.ParseTail(0x1);
|
||||
// UUID objectId = TestHelpers.ParseTail(0x100);
|
||||
// UUID itemId = TestHelpers.ParseTail(0x3);
|
||||
string itemName = "TestStopOnObjectDerezLongSleep() Item";
|
||||
|
||||
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId, "TestStopOnObjectDerezLongSleep", 0x100);
|
||||
m_scene.AddNewSceneObject(so, true);
|
||||
|
||||
InventoryItemBase itemTemplate = new InventoryItemBase();
|
||||
// itemTemplate.ID = itemId;
|
||||
itemTemplate.Name = itemName;
|
||||
itemTemplate.Folder = so.UUID;
|
||||
itemTemplate.InvType = (int)InventoryType.LSL;
|
||||
|
||||
m_scene.EventManager.OnChatFromWorld += OnChatFromWorld;
|
||||
|
||||
SceneObjectPart partWhereRezzed = m_scene.RezNewScript(userId, itemTemplate,
|
||||
@"default
|
||||
{
|
||||
state_entry()
|
||||
{
|
||||
llSay(0, ""Thin Lizzy"");
|
||||
llSleep(60);
|
||||
}
|
||||
}");
|
||||
|
||||
TaskInventoryItem rezzedItem = partWhereRezzed.Inventory.GetInventoryItem(itemName);
|
||||
|
||||
// Wait for the script to start the event before we try stopping it.
|
||||
m_chatEvent.WaitOne(60000);
|
||||
|
||||
Console.WriteLine("Script started with message [{0}]", m_osChatMessageReceived.Message);
|
||||
|
||||
// FIXME: This is a very poor way of trying to avoid a low-probability race condition where the script
|
||||
// executes llSay() but has not started the sleep before we try to stop it.
|
||||
Thread.Sleep(1000);
|
||||
|
||||
// We need a way of carrying on if StopScript() fail, since it won't return if the script isn't actually
|
||||
// stopped. This kind of multi-threading is far from ideal in a regression test.
|
||||
new Thread(() => { m_xEngine.StopScript(rezzedItem.ItemID); m_stoppedEvent.Set(); }).Start();
|
||||
|
||||
if (!m_stoppedEvent.WaitOne(30000))
|
||||
Assert.Fail("Script did not co-operatively stop.");
|
||||
|
||||
bool running;
|
||||
TaskInventoryItem scriptItem = partWhereRezzed.Inventory.GetInventoryItem(itemName);
|
||||
Assert.That(
|
||||
SceneObjectPartInventory.TryGetScriptInstanceRunning(m_scene, scriptItem, out running), Is.True);
|
||||
Assert.That(running, Is.False);
|
||||
}
|
||||
|
||||
private void OnChatFromWorld(object sender, OSChatMessage oscm)
|
||||
{
|
||||
// Console.WriteLine("Got chat [{0}]", oscm.Message);
|
||||
|
||||
m_osChatMessageReceived = oscm;
|
||||
m_chatEvent.Set();
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue