Merge branch 'ubitworkmaster'
commit
22d472e34a
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@ -139,6 +139,7 @@ namespace OpenSim.Framework.Capabilities
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m_agentID = agent;
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m_capsHandlers = new CapsHandlers(httpServer, httpListen, httpPort, (httpServer == null) ? false : httpServer.UseSSL);
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m_regionName = regionName;
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m_capsActive.Reset();
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}
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/// <summary>
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@ -263,7 +264,7 @@ namespace OpenSim.Framework.Capabilities
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public bool WaitForActivation()
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{
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// Wait for 30s. If that elapses, return false and run without caps
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return m_capsActive.WaitOne(30000);
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return m_capsActive.WaitOne(120000);
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}
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}
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}
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@ -249,6 +249,18 @@ namespace OpenSim.Region.ClientStack.Linden
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// new LLSDStreamhandler<OSDMapRequest, OSDMapLayerResponse>("POST",
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// capsBase + m_mapLayerPath,
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// GetMapLayer);
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IRequestHandler getObjectPhysicsDataHandler
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= new RestStreamHandler(
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"POST", capsBase + m_getObjectPhysicsDataPath, GetObjectPhysicsData, "GetObjectPhysicsData", null);
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m_HostCapsObj.RegisterHandler("GetObjectPhysicsData", getObjectPhysicsDataHandler);
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IRequestHandler getObjectCostHandler = new RestStreamHandler("POST", capsBase + m_getObjectCostPath, GetObjectCost);
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m_HostCapsObj.RegisterHandler("GetObjectCost", getObjectCostHandler);
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IRequestHandler ResourceCostSelectedHandler = new RestStreamHandler("POST", capsBase + m_ResourceCostSelectedPath, ResourceCostSelected);
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m_HostCapsObj.RegisterHandler("ResourceCostSelected", ResourceCostSelectedHandler);
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IRequestHandler req
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= new RestStreamHandler(
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"POST", capsBase + m_notecardTaskUpdatePath, ScriptTaskInventory, "UpdateScript", null);
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@ -283,14 +295,7 @@ namespace OpenSim.Region.ClientStack.Linden
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m_HostCapsObj.RegisterHandler("UpdateScriptAgentInventory", req);
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m_HostCapsObj.RegisterHandler("UpdateScriptAgent", req);
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IRequestHandler getObjectPhysicsDataHandler
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= new RestStreamHandler(
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"POST", capsBase + m_getObjectPhysicsDataPath, GetObjectPhysicsData, "GetObjectPhysicsData", null);
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m_HostCapsObj.RegisterHandler("GetObjectPhysicsData", getObjectPhysicsDataHandler);
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IRequestHandler getObjectCostHandler = new RestStreamHandler("POST", capsBase + m_getObjectCostPath, GetObjectCost);
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m_HostCapsObj.RegisterHandler("GetObjectCost", getObjectCostHandler);
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IRequestHandler ResourceCostSelectedHandler = new RestStreamHandler("POST", capsBase + m_ResourceCostSelectedPath, ResourceCostSelected);
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m_HostCapsObj.RegisterHandler("ResourceCostSelected", ResourceCostSelectedHandler);
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IRequestHandler UpdateAgentInformationHandler
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= new RestStreamHandler(
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@ -1379,6 +1384,17 @@ namespace OpenSim.Region.ClientStack.Linden
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resp[uuid.ToString()] = object_data;
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}
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else
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{
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OSDMap object_data = new OSDMap();
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object_data["linked_set_resource_cost"] = 0;
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object_data["resource_cost"] = 0;
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object_data["physics_cost"] = 0;
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object_data["linked_set_physics_cost"] = 0;
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resp[uuid.ToString()] = object_data;
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}
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}
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}
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@ -1443,7 +1459,7 @@ namespace OpenSim.Region.ClientStack.Linden
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}
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}
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if (simul != 0)
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// if (simul != 0)
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{
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OSDMap object_data = new OSDMap();
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@ -301,8 +301,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <remarks>
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/// This allows the outbound loop to only operate when there is data to send rather than continuously polling.
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/// Some data is sent immediately and not queued. That data would not trigger this event.
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/// WRONG use. May be usefull in future revision
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/// </remarks>
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private AutoResetEvent m_dataPresentEvent = new AutoResetEvent(false);
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// private AutoResetEvent m_dataPresentEvent = new AutoResetEvent(false);
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private Pool<IncomingPacket> m_incomingPacketPool;
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@ -990,8 +991,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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PacketPool.Instance.ReturnPacket(packet);
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if (packetQueued)
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m_dataPresentEvent.Set();
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/// WRONG use. May be usefull in future revision
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// if (packetQueued)
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// m_dataPresentEvent.Set();
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}
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/// <summary>
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@ -1418,6 +1420,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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queue.Enqueue(buffer);
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return;
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}
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else if (packet.Type == PacketType.CompleteAgentMovement)
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{
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// Send ack straight away to let the viewer know that we got it.
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@ -2150,13 +2153,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// If nothing was sent, sleep for the minimum amount of time before a
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// token bucket could get more tokens
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//if (!m_packetSent)
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// Thread.Sleep((int)TickCountResolution);
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//
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// Instead, now wait for data present to be explicitly signalled. Evidence so far is that with
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// modern mono it reduces CPU base load since there is no more continuous polling.
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if (!m_packetSent)
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m_dataPresentEvent.WaitOne(100);
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Thread.Sleep((int)TickCountResolution);
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// .... wrong core code removed
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Watchdog.UpdateThread();
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}
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@ -366,8 +366,6 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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// called on textures update
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public bool UpdateBakedTextureCache(IScenePresence sp, WearableCacheItem[] cacheItems)
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{
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bool defonly = true; // are we only using default textures
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// uploaded baked textures will be in assets local cache
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IAssetService cache = m_scene.AssetService;
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@ -409,8 +407,6 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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continue;
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}
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defonly = false; // found a non-default texture reference
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if(sp.Appearance.Texture.FaceTextures[idx].TextureID == wearableCache[idx].TextureID)
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{
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if(wearableCache[idx].CacheId != cacheItems[i].CacheId)
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@ -479,14 +475,12 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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sp.Appearance.WearableCacheItems[j].TextureID);
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}
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// If we only found default textures, then the appearance is not cached
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return (defonly ? false : true);
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return (hits == cacheItems.Length);
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}
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// called when we get a new root avatar
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public bool ValidateBakedTextureCache(IScenePresence sp)
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{
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bool defonly = true; // are we only using default textures
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int hits = 0;
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lock (m_setAppearanceLock)
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@ -556,10 +550,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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face = sp.Appearance.Texture.FaceTextures[idx];
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// this should be removed
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if (face.TextureID == UUID.Zero || face.TextureID == AppearanceManager.DEFAULT_AVATAR_TEXTURE)
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{
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defonly = false; // found a non-default texture reference
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}
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if (face.TextureID != UUID.Zero && face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE)
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hits++;
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continue;
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}
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@ -587,10 +579,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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}
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if (face.TextureID == UUID.Zero || face.TextureID == AppearanceManager.DEFAULT_AVATAR_TEXTURE)
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{
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defonly = false; // found a non-default texture reference
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continue;
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}
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if (wearableCache[idx].TextureID != face.TextureID)
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{
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@ -603,7 +592,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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wearableCache[idx].TextureAsset = null;
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if (cache != null)
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{
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wearableCache[idx].TextureAsset = m_scene.AssetService.Get(face.TextureID.ToString());
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wearableCache[idx].TextureAsset = m_scene.AssetService.GetCached(face.TextureID.ToString());
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if (wearableCache[idx].TextureAsset == null)
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{
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wearableCache[idx].CacheId = UUID.Zero;
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@ -618,7 +607,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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sp.Appearance.WearableCacheItems = wearableCache;
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}
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m_log.DebugFormat("[AVFACTORY]: Completed texture check for {0} {1} {2} {3}", sp.Name, sp.UUID, hits, defonly.ToString());
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m_log.DebugFormat("[AVFACTORY]: Completed texture check for {0} {1} {2}", sp.Name, sp.UUID, hits);
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// debug
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for (int iter = 0; iter < AvatarAppearance.BAKE_INDICES.Length; iter++)
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{
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@ -629,9 +618,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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sp.Appearance.WearableCacheItems[j].TextureID);
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}
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// If we only found default textures, then the appearance is not cached
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return (defonly ? false : true);
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return (hits >= AvatarAppearance.BAKE_INDICES.Length - 1); // skirt is optional
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}
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public int RequestRebake(IScenePresence sp, bool missingTexturesOnly)
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{
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int texturesRebaked = 0;
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@ -1529,7 +1529,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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GridRegion neighbourRegion = GetDestination(agent.Scene, agent.UUID, agent.AbsolutePosition, out x, out y, out version, out newpos);
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if (neighbourRegion == null)
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{
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agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
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agent.ControllingClient.SendAlertMessage("Cannot region cross into void");
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return false;
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}
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@ -1680,6 +1680,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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neighbourRegion.RegionName, agent.Name);
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ReInstantiateScripts(agent);
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if(agent.ParentID == 0 && agent.ParentUUID == UUID.Zero)
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agent.AddToPhysicalScene(isFlying);
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return false;
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@ -1749,8 +1750,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
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// now we have a child agent in this region. Request all interesting data about other (root) agents
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agent.SendOtherAgentsAvatarDataToMe();
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agent.SendOtherAgentsAppearanceToMe();
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// why do that? we either where a root having all that or we are leaving the area
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// agent.SendOtherAgentsAvatarDataToMe();
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// agent.SendOtherAgentsAppearanceToMe();
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agent.parcelRegionCross(false);
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// Backwards compatibility. Best effort
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if (version == "Unknown" || version == string.Empty)
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@ -1823,12 +1823,12 @@ namespace OpenSim.Region.Framework.Scenes
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Scene.SimulationService.ReleaseAgent(originID, UUID, m_callbackURI);
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m_callbackURI = null;
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}
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// else
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// {
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: No callback provided on CompleteMovement of {0} {1} to {2}",
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// client.Name, client.AgentId, m_scene.RegionInfo.RegionName);
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// }
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// else
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// {
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: No callback provided on CompleteMovement of {0} {1} to {2}",
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// client.Name, client.AgentId, m_scene.RegionInfo.RegionName);
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// }
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m_previusParcelHide = false;
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m_previusParcelUUID = UUID.Zero;
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@ -1838,19 +1838,13 @@ namespace OpenSim.Region.Framework.Scenes
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// send initial land overlay and parcel
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ILandChannel landch = m_scene.LandChannel;
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if (landch != null)
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{
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landch.sendClientInitialLandInfo(client);
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if (!IsChildAgent)
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{
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newhide = m_currentParcelHide;
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m_currentParcelHide = false;
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}
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}
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// send agentData to all clients including us (?)
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// get appearance
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// if in cache sent it to all clients
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// send what we have to us, even if not in cache ( bad? )
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ValidateAndSendAppearanceAndAgentData();
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// attachments
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@ -1861,7 +1855,7 @@ namespace OpenSim.Region.Framework.Scenes
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// o =>
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// {
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Scene.AttachmentsModule.RezAttachments(this);
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// });
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// });
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}
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else
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{
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@ -1881,17 +1875,15 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Completing movement of {0} into region {1} took {2}ms",
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// client.Name, Scene.RegionInfo.RegionName, (DateTime.Now - startTime).Milliseconds);
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// Create child agents in neighbouring regions
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if (openChildAgents && !IsChildAgent)
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if (openChildAgents)
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{
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IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
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if (m_agentTransfer != null)
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m_agentTransfer.EnableChildAgents(this);
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}
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}
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// send the rest of the world
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if (m_teleportFlags > 0 && !isNPC)
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@ -3871,7 +3863,7 @@ namespace OpenSim.Region.Framework.Scenes
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protected bool CrossToNewRegion()
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{
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bool result = false;
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parcelRegionCross(false);
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// parcelRegionCross(false);
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try
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{
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result = m_scene.CrossAgentToNewRegion(this, Flying);
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@ -3880,8 +3872,8 @@ namespace OpenSim.Region.Framework.Scenes
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{
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result = m_scene.CrossAgentToNewRegion(this, false);
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}
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if(!result)
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parcelRegionCross(true);
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// if(!result)
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// parcelRegionCross(true);
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return result;
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@ -5166,8 +5158,8 @@ namespace OpenSim.Region.Framework.Scenes
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pos = land.LandData.UserLocation;
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}
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}
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land.SendLandUpdateToClient(ControllingClient);
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// this is now done in completeMovement for all cases and not just this
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// land.SendLandUpdateToClient(ControllingClient);
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}
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||||
}
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|
@ -5539,7 +5531,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
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|
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private void parcelRegionCross(bool abort)
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public void parcelRegionCross(bool abort)
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{
|
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if (!ParcelHideThisAvatar)
|
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return;
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|
@ -5619,6 +5611,9 @@ namespace OpenSim.Region.Framework.Scenes
|
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if (IsInTransit)
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return;
|
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|
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if (IsChildAgent)
|
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return;
|
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|
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if (check)
|
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{
|
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// check is relative to current parcel only
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|
|
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@ -549,7 +549,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
|
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return;
|
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|
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toRegionPos = presence.AbsolutePosition;
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dis = Math.Abs(Util.GetDistanceTo(toRegionPos, fromRegionPos));
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dis = Util.GetDistanceTo(toRegionPos, fromRegionPos);
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if (presence.IsSatOnObject && presence.ParentPart != null &&
|
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presence.ParentPart.ParentGroup != null &&
|
||||
presence.ParentPart.ParentGroup.RootPart != null)
|
||||
{
|
||||
Vector3 rpos = presence.ParentPart.ParentGroup.RootPart.AbsolutePosition;
|
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double dis2 = Util.GetDistanceTo(rpos, fromRegionPos);
|
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if (dis > dis2)
|
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dis = dis2;
|
||||
}
|
||||
|
||||
// Disabled for now since all osNpc* methods check for appropriate ownership permission.
|
||||
// Perhaps could be re-enabled as an NPC setting at some point since being able to make NPCs not
|
||||
|
|
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Reference in New Issue