Merge branch 'careminster-presence-refactor' of ssh://3dhosting.de/var/git/careminster into careminster-presence-refactor
commit
2412b3cb4a
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@ -323,7 +323,7 @@ namespace OpenSim.Data.Tests
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.IgnoreProperty(x => x.InvType)
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.IgnoreProperty(x => x.CreatorIdAsUuid)
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.IgnoreProperty(x => x.Description)
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.IgnoreProperty(x => x.CreatorId)
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.IgnoreProperty(x => x.CreatorIdentification)
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.IgnoreProperty(x => x.CreatorData));
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inventoryScrambler.Scramble(expected);
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@ -334,7 +334,7 @@ namespace OpenSim.Data.Tests
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.IgnoreProperty(x => x.InvType)
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.IgnoreProperty(x => x.CreatorIdAsUuid)
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.IgnoreProperty(x => x.Description)
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.IgnoreProperty(x => x.CreatorId)
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.IgnoreProperty(x => x.CreatorIdentification)
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.IgnoreProperty(x => x.CreatorData));
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}
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@ -51,8 +51,16 @@ namespace OpenSim.Framework
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string[] parts = temp.Split('\n');
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int.TryParse(parts[0].Substring(17, 1), out Version);
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UUID.TryParse(parts[1].Substring(10, 36), out RegionID);
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// the vector is stored with spaces as separators, not with commas ("10.3 32.5 43" instead of "10.3, 32.5, 43")
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Vector3.TryParse(parts[2].Substring(10, parts[2].Length - 10).Replace(" ", ","), out Position);
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// The position is a vector with spaces as separators ("10.3 32.5 43").
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// Parse each scalar separately to take into account the system's culture setting.
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string[] scalars = parts[2].Substring(10, parts[2].Length - 10).Split(' ');
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if (scalars.Length > 0)
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System.Single.TryParse(scalars[0], out Position.X);
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if (scalars.Length > 1)
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System.Single.TryParse(scalars[1], out Position.Y);
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if (scalars.Length > 2)
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System.Single.TryParse(scalars[2], out Position.Z);
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ulong.TryParse(parts[3].Substring(14, parts[3].Length - 14), out RegionHandle);
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}
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}
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@ -2385,15 +2385,13 @@ namespace OpenSim.Region.Framework.Scenes
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return false;
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}
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newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, 2);
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newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject));
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newObject.ResumeScripts();
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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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TriggerChangedTeleport(newObject);
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return true;
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}
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@ -2520,7 +2518,7 @@ namespace OpenSim.Region.Framework.Scenes
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return true;
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}
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private void TriggerChangedTeleport(SceneObjectGroup sog)
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private int GetStateSource(SceneObjectGroup sog)
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{
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ScenePresence sp = GetScenePresence(sog.OwnerID);
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@ -2531,13 +2529,12 @@ namespace OpenSim.Region.Framework.Scenes
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if (aCircuit != null && (aCircuit.teleportFlags != (uint)TeleportFlags.Default))
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{
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// This will get your attention
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//m_log.Error("[XXX] Triggering ");
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//m_log.Error("[XXX] Triggering CHANGED_TELEPORT");
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// Trigger CHANGED_TELEPORT
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sp.Scene.EventManager.TriggerOnScriptChangedEvent(sog.LocalId, (uint)Changed.TELEPORT);
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return 5; // StateSource.Teleporting
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}
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}
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return 2; // StateSource.PrimCrossing
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}
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#endregion
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@ -464,16 +464,36 @@ namespace OpenSim.Region.Framework.Scenes
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// if (actor != null)
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if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
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m_pos = actor.Position;
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// If we're sitting, we need to update our position
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if (m_parentID != 0)
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else
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{
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SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
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if (part != null)
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m_parentPosition = part.AbsolutePosition;
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// Obtain the correct position of a seated avatar.
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// In addition to providing the correct position while
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// the avatar is seated, this value will also
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// be used as the location to unsit to.
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//
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// If m_parentID is not 0, assume we are a seated avatar
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// and we should return the position based on the sittarget
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// offset and rotation of the prim we are seated on.
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//
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// Generally, m_pos will contain the position of the avatar
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// in the sim unless the avatar is on a sit target. While
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// on a sit target, m_pos will contain the desired offset
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// without the parent rotation applied.
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if (m_parentID != 0)
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{
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SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
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if (part != null)
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{
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return m_parentPosition + (m_pos * part.GetWorldRotation());
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}
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else
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{
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return m_parentPosition + m_pos;
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}
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}
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}
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return m_parentPosition + m_pos;
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return m_pos;
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}
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set
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{
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@ -86,23 +86,33 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="assetUuids">The assets gathered</param>
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public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
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{
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assetUuids[assetUuid] = assetType;
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try
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{
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assetUuids[assetUuid] = assetType;
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if (AssetType.Bodypart == assetType || AssetType.Clothing == assetType)
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{
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GetWearableAssetUuids(assetUuid, assetUuids);
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if (AssetType.Bodypart == assetType || AssetType.Clothing == assetType)
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{
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GetWearableAssetUuids(assetUuid, assetUuids);
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}
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else if (AssetType.Gesture == assetType)
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{
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GetGestureAssetUuids(assetUuid, assetUuids);
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}
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else if (AssetType.LSLText == assetType)
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{
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GetScriptAssetUuids(assetUuid, assetUuids);
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}
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else if (AssetType.Object == assetType)
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{
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GetSceneObjectAssetUuids(assetUuid, assetUuids);
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}
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}
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else if (AssetType.Gesture == assetType)
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catch (Exception)
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{
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GetGestureAssetUuids(assetUuid, assetUuids);
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}
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else if (AssetType.LSLText == assetType)
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{
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GetScriptAssetUuids(assetUuid, assetUuids);
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}
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else if (AssetType.Object == assetType)
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{
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GetSceneObjectAssetUuids(assetUuid, assetUuids);
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m_log.ErrorFormat(
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"[UUID GATHERER]: Failed to gather uuids for asset id {0}, type {1}",
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assetUuid, assetType);
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throw;
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}
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}
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@ -42,7 +42,8 @@ namespace OpenSim.Region.ScriptEngine.Interfaces
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NewRez = 1,
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PrimCrossing = 2,
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ScriptedRez = 3,
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AttachedRez = 4
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AttachedRez = 4,
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Teleporting = 5
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}
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public interface IScriptWorkItem
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@ -391,17 +391,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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}
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else if (m_stateSource == StateSource.RegionStart)
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{
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// m_log.Debug("[Script] Posted changed(CHANGED_REGION_RESTART) to script");
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//m_log.Debug("[Script] Posted changed(CHANGED_REGION_RESTART) to script");
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PostEvent(new EventParams("changed",
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new Object[] { new LSL_Types.LSLInteger((int)Changed.REGION_RESTART) },
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new DetectParams[0]));
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new Object[] { new LSL_Types.LSLInteger((int)Changed.REGION_RESTART) }, new DetectParams[0]));
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}
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else if (m_stateSource == StateSource.PrimCrossing)
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else if (m_stateSource == StateSource.PrimCrossing || m_stateSource == StateSource.Teleporting)
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{
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// CHANGED_REGION
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PostEvent(new EventParams("changed",
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new Object[] { new LSL_Types.LSLInteger((int)Changed.REGION) },
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new DetectParams[0]));
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new Object[] { new LSL_Types.LSLInteger((int)Changed.REGION) }, new DetectParams[0]));
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// CHANGED_TELEPORT
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if (m_stateSource == StateSource.Teleporting)
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PostEvent(new EventParams("changed",
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new Object[] { new LSL_Types.LSLInteger((int)Changed.TELEPORT) }, new DetectParams[0]));
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}
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}
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else
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@ -47,6 +47,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
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{
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private const double ANGLE_ACCURACY_IN_RADIANS = 1E-6;
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private const double VECTOR_COMPONENT_ACCURACY = 0.0000005d;
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private LSL_Api m_lslApi;
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[SetUp]
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@ -164,5 +165,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
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Assert.Greater(eulerCalc.z, eulerCheck.z - ANGLE_ACCURACY_IN_RADIANS, "TestllRot2Euler Z lower bounds check fail");
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Assert.Less(eulerCalc.z, eulerCheck.z + ANGLE_ACCURACY_IN_RADIANS, "TestllRot2Euler Z upper bounds check fail");
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}
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[Test]
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// llVecNorm test.
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public void TestllVecNorm()
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{
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// Check special case for normalizing zero vector.
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CheckllVecNorm(new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), new LSL_Types.Vector3(0.0d, 0.0d, 0.0d));
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// Check various vectors.
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CheckllVecNorm(new LSL_Types.Vector3(10.0d, 25.0d, 0.0d), new LSL_Types.Vector3(0.371391d, 0.928477d, 0.0d));
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CheckllVecNorm(new LSL_Types.Vector3(1.0d, 0.0d, 0.0d), new LSL_Types.Vector3(1.0d, 0.0d, 0.0d));
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CheckllVecNorm(new LSL_Types.Vector3(-90.0d, 55.0d, 2.0d), new LSL_Types.Vector3(-0.853128d, 0.521356d, 0.018958d));
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CheckllVecNorm(new LSL_Types.Vector3(255.0d, 255.0d, 255.0d), new LSL_Types.Vector3(0.577350d, 0.577350d, 0.577350d));
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}
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public void CheckllVecNorm(LSL_Types.Vector3 vec, LSL_Types.Vector3 vecNormCheck)
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{
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// Call LSL function to normalize the vector.
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LSL_Types.Vector3 vecNorm = m_lslApi.llVecNorm(vec);
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// Check each vector component against expected result.
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Assert.AreEqual(vecNorm.x, vecNormCheck.x, VECTOR_COMPONENT_ACCURACY, "TestllVecNorm vector check fail on x component");
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Assert.AreEqual(vecNorm.y, vecNormCheck.y, VECTOR_COMPONENT_ACCURACY, "TestllVecNorm vector check fail on y component");
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Assert.AreEqual(vecNorm.z, vecNormCheck.z, VECTOR_COMPONENT_ACCURACY, "TestllVecNorm vector check fail on z component");
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}
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}
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}
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