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

avinationmerge
ubit 2012-08-28 04:27:59 +02:00
commit 2546e4c2de
8 changed files with 321 additions and 125 deletions

View File

@ -1698,7 +1698,7 @@ namespace OpenSim.Data.MySQL
cmd.Parameters.AddWithValue("MediaURL", prim.MediaUrl);
if (prim.KeyframeMotion != null)
cmd.Parameters.AddWithValue("KeyframeMotion", prim.KeyframeMotion.Serialize());
cmd.Parameters.AddWithValue("KeyframeMotion", prim.KeyframeMotion.Serialize(true));
else
cmd.Parameters.AddWithValue("KeyframeMotion", new Byte[0]);

View File

@ -1855,6 +1855,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
if (grp.RootPart.PhysActor != null)
grp.RootPart.PhysActor.CrossingFailure();
if (grp.RootPart.KeyframeMotion != null)
grp.RootPart.KeyframeMotion.CrossingFailure();
grp.ScheduleGroupForFullUpdate();
}
@ -1910,8 +1913,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
grp, e);
}
}
/*
* done on caller ( not in attachments crossing for now)
else
{
if (!grp.IsDeleted)
{
PhysicsActor pa = grp.RootPart.PhysActor;
@ -1920,15 +1926,17 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
pa.CrossingFailure();
if (grp.RootPart.KeyframeMotion != null)
{
grp.RootPart.Velocity = Vector3.Zero;
// moved to KeyframeMotion.CrossingFailure
// grp.RootPart.Velocity = Vector3.Zero;
grp.RootPart.KeyframeMotion.CrossingFailure();
grp.SendGroupRootTerseUpdate();
// grp.SendGroupRootTerseUpdate();
}
}
}
m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp);
}
*/
}
else
{

View File

@ -38,8 +38,8 @@ namespace OpenSim.Region.Framework.Scenes
[Flags]
public enum DataFormat : int
{
Translation = 1,
Rotation = 2
Translation = 2,
Rotation = 1
}
[Serializable]
@ -58,12 +58,31 @@ namespace OpenSim.Region.Framework.Scenes
private Vector3 m_serializedPosition;
private Keyframe m_currentFrame;
private List<Keyframe> m_frames = new List<Keyframe>();
private Keyframe[] m_keyframes;
[NonSerialized()]
protected Timer m_timer = new Timer();
protected Timer m_timer = null;
// timer lock
[NonSerialized()]
private object m_onTimerLock;
// timer overrun detect
// prevents overlap or timer events threads frozen on the lock
[NonSerialized()]
private bool m_inOnTimer;
// skip timer events.
//timer.stop doesn't assure there aren't event threads still being fired
[NonSerialized()]
private bool m_skipOnTimer;
// retry position for cross fail
[NonSerialized()]
private Vector3 m_nextPosition;
[NonSerialized()]
private SceneObjectGroup m_group;
@ -88,7 +107,7 @@ namespace OpenSim.Region.Framework.Scenes
{
set
{
if (value)
if (!value)
{
// Once we're let go, recompute positions
if (m_selected)
@ -100,7 +119,8 @@ namespace OpenSim.Region.Framework.Scenes
if (!m_selected)
m_serializedPosition = m_group.AbsolutePosition;
}
m_selected = value; }
m_selected = value;
}
}
public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
@ -111,31 +131,65 @@ namespace OpenSim.Region.Framework.Scenes
KeyframeMotion newMotion = (KeyframeMotion)fmt.Deserialize(ms);
/*
* create timer in start()
* this was creating unneeded timers
// This will be started when position is updated
newMotion.m_timer = new Timer();
newMotion.m_timer.Interval = (int)timerInterval;
newMotion.m_timer.AutoReset = true;
newMotion.m_timer.Elapsed += newMotion.OnTimer;
*/
newMotion.m_group = grp;
if (grp != null && grp.IsSelected)
newMotion.m_selected = true;
newMotion.m_onTimerLock = new object();
newMotion.m_skipOnTimer = false;
newMotion.m_inOnTimer = false;
return newMotion;
}
public void UpdateSceneObject(SceneObjectGroup grp)
{
m_group = grp;
Vector3 offset = grp.AbsolutePosition - m_serializedPosition;
m_basePosition += offset;
m_currentFrame.Position += offset;
for (int i = 0 ; i < m_frames.Count ; i++)
// lock (m_onTimerLock)
{
Keyframe k = m_frames[i];
k.Position += offset;
m_frames[i] = k;
}
m_skipOnTimer = true;
if (m_timer != null)
m_timer.Stop();
if (m_running)
Start();
m_group = grp;
Vector3 grppos = grp.AbsolutePosition;
Vector3 offset = grppos - m_serializedPosition;
// avoid doing it more than once
// current this will happen draging a prim to other region
m_serializedPosition = grppos;
m_basePosition += offset;
m_currentFrame.Position += offset;
m_nextPosition += offset;
/*
for (int i = 0; i < m_frames.Count; i++)
{
Keyframe k = m_frames[i];
k.Position += offset;
m_frames[i] = k;
}
*/
for (int i = 0; i < m_frames.Count; i++)
{
Keyframe k = m_frames[i];
k.Position += offset;
m_frames[i]=k;
}
if (m_running)
Start();
}
}
public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
@ -143,13 +197,16 @@ namespace OpenSim.Region.Framework.Scenes
m_mode = mode;
m_data = data;
m_onTimerLock = new object();
m_group = grp;
m_basePosition = grp.AbsolutePosition;
m_baseRotation = grp.GroupRotation;
/*
m_timer.Interval = (int)timerInterval;
m_timer.AutoReset = true;
m_timer.Elapsed += OnTimer;
*/
}
public void SetKeyframes(Keyframe[] frames)
@ -157,19 +214,63 @@ namespace OpenSim.Region.Framework.Scenes
m_keyframes = frames;
}
public void Delete()
{
m_skipOnTimer = true;
m_frames.Clear();
m_keyframes = null;
m_running = false;
if (m_timer == null)
return;
m_timer.Stop();
m_timer.Elapsed -= OnTimer;
m_timer = null;
}
public void Start()
{
if (m_keyframes.Length > 0)
{
if (m_timer == null)
{
m_timer = new Timer();
m_timer.Interval = (int)timerInterval;
m_timer.AutoReset = true;
m_timer.Elapsed += OnTimer;
}
m_skipOnTimer = false;
m_inOnTimer = false;
m_timer.Start();
m_running = true;
m_running = true;
}
else
{
m_running = false;
m_skipOnTimer = true;
if (m_timer != null)
{
m_timer.Stop();
m_timer.Elapsed -= OnTimer;
m_timer = null;
}
}
}
public void Stop()
{
m_skipOnTimer = true;
// Failed object creation
if (m_timer == null)
return;
m_timer.Stop();
m_timer.Elapsed -= OnTimer;
m_timer = null;
m_basePosition = m_group.AbsolutePosition;
m_baseRotation = m_group.GroupRotation;
@ -184,6 +285,8 @@ namespace OpenSim.Region.Framework.Scenes
public void Pause()
{
m_skipOnTimer = true;
m_group.RootPart.Velocity = Vector3.Zero;
m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
m_group.SendGroupRootTerseUpdate();
@ -284,138 +387,197 @@ namespace OpenSim.Region.Framework.Scenes
protected void OnTimer(object sender, ElapsedEventArgs e)
{
if (m_frames.Count == 0)
if (m_inOnTimer)
{
GetNextList();
if (m_frames.Count == 0)
{
Stop();
return;
}
m_currentFrame = m_frames[0];
}
if (m_selected)
{
if (m_group.RootPart.Velocity != Vector3.Zero)
{
m_group.RootPart.Velocity = Vector3.Zero;
m_group.SendGroupRootTerseUpdate();
}
m_log.Error("[KeyFrame]: timer overrun");
return;
}
// Do the frame processing
double steps = (double)m_currentFrame.TimeMS / timerInterval;
float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
if (steps <= 1.0)
// lock (m_onTimerLock)
{
m_currentFrame.TimeMS = 0;
if (m_skipOnTimer)
return;
m_group.AbsolutePosition = (Vector3)m_currentFrame.Position;
m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
}
else
{
Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
Vector3 motionThisFrame = v / (float)steps;
v = v * 1000 / m_currentFrame.TimeMS;
bool update = false;
if (Vector3.Mag(motionThisFrame) >= 0.05f)
m_inOnTimer = true;
try
{
m_group.AbsolutePosition += motionThisFrame;
m_group.RootPart.Velocity = v;
update = true;
}
if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
{
Quaternion current = m_group.GroupRotation;
Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
float angle = 0;
float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
float aa_bb = aa * bb;
if (aa_bb == 0)
if (m_frames.Count == 0)
{
angle = 0;
GetNextList();
if (m_frames.Count == 0)
{
Stop();
m_inOnTimer = false;
return;
}
m_currentFrame = m_frames[0];
}
if (m_selected)
{
if (m_group.RootPart.Velocity != Vector3.Zero)
{
m_group.RootPart.Velocity = Vector3.Zero;
m_group.SendGroupRootTerseUpdate();
}
m_inOnTimer = false;
return;
}
// Do the frame processing
double steps = (double)m_currentFrame.TimeMS / timerInterval;
float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
if (steps <= 1.0)
{
m_currentFrame.TimeMS = 0;
// m_group.AbsolutePosition = (Vector3)m_currentFrame.Position;
m_nextPosition = (Vector3)m_currentFrame.Position;
m_group.AbsolutePosition = m_nextPosition;
m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
}
else
{
float ab = current.X * step.X +
current.Y * step.Y +
current.Z * step.Z +
current.W * step.W;
float q = (ab * ab) / aa_bb;
Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
Vector3 motionThisFrame = v / (float)steps;
v = v * 1000 / m_currentFrame.TimeMS;
if (q > 1.0f)
bool update = false;
if (Vector3.Mag(motionThisFrame) >= 0.05f)
{
angle = 0;
// m_group.AbsolutePosition += motionThisFrame;
m_nextPosition = m_group.AbsolutePosition + motionThisFrame;
m_group.AbsolutePosition = m_nextPosition;
m_group.RootPart.Velocity = v;
update = true;
}
else
if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
{
angle = (float)Math.Acos(2 * q - 1);
Quaternion current = m_group.GroupRotation;
Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
float angle = 0;
float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
float aa_bb = aa * bb;
if (aa_bb == 0)
{
angle = 0;
}
else
{
float ab = current.X * step.X +
current.Y * step.Y +
current.Z * step.Z +
current.W * step.W;
float q = (ab * ab) / aa_bb;
if (q > 1.0f)
{
angle = 0;
}
else
{
angle = (float)Math.Acos(2 * q - 1);
}
}
if (angle > 0.01f)
{
m_group.UpdateGroupRotationR(step);
//m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
update = true;
}
}
if (update)
m_group.SendGroupRootTerseUpdate();
}
if (angle > 0.01f)
m_currentFrame.TimeMS -= (int)timerInterval;
if (m_currentFrame.TimeMS <= 0)
{
m_group.UpdateGroupRotationR(step);
//m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
update = true;
m_group.RootPart.Velocity = Vector3.Zero;
m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
m_group.SendGroupRootTerseUpdate();
m_frames.RemoveAt(0);
if (m_frames.Count > 0)
m_currentFrame = m_frames[0];
}
}
if (update)
m_group.SendGroupRootTerseUpdate();
}
m_currentFrame.TimeMS -= (int)timerInterval;
if (m_currentFrame.TimeMS <= 0)
{
m_group.RootPart.Velocity = Vector3.Zero;
m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
m_group.SendGroupRootTerseUpdate();
m_frames.RemoveAt(0);
if (m_frames.Count > 0)
m_currentFrame = m_frames[0];
finally
{
m_inOnTimer = false;
}
}
}
public Byte[] Serialize()
public Byte[] Serialize(bool StopMoveTimer)
{
MemoryStream ms = new MemoryStream();
m_timer.Stop();
if (StopMoveTimer && m_timer != null)
{
m_skipOnTimer = true;
m_timer.Stop();
}
BinaryFormatter fmt = new BinaryFormatter();
SceneObjectGroup tmp = m_group;
m_group = null;
m_serializedPosition = tmp.AbsolutePosition;
fmt.Serialize(ms, this);
m_group = tmp;
return ms.ToArray();
// lock (m_onTimerLock)
{
BinaryFormatter fmt = new BinaryFormatter();
SceneObjectGroup tmp = m_group;
m_group = null;
if(!m_selected)
m_serializedPosition = tmp.AbsolutePosition;
fmt.Serialize(ms, this);
m_group = tmp;
return ms.ToArray();
}
}
public void StartCrossingCheck()
{
m_skipOnTimer = true;
if (m_timer != null)
m_timer.Stop();
if (m_group.RootPart.Velocity != Vector3.Zero)
{
m_group.RootPart.Velocity = Vector3.Zero;
m_group.SendGroupRootTerseUpdate();
}
}
public void CrossingFailure()
{
// The serialization has stopped the timer, so let's wait a moment
// then retry the crossing. We'll get back here if it fails.
// if it is a open border there is no serialization
// so make sure timer is actually stopped
m_group.RootPart.Velocity = Vector3.Zero;
m_group.SendGroupRootTerseUpdate();
Util.FireAndForget(delegate (object x)
{
Thread.Sleep(60000);
if (m_running)
{
m_skipOnTimer = false;
m_timer.Start();
m_group.AbsolutePosition = m_nextPosition;
}
});
}
}

View File

@ -2346,6 +2346,12 @@ namespace OpenSim.Region.Framework.Scenes
foreach (SceneObjectPart part in partList)
{
if (part.KeyframeMotion != null)
{
part.KeyframeMotion.Delete();
part.KeyframeMotion = null;
}
if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0))
{
PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed?

View File

@ -509,6 +509,9 @@ namespace OpenSim.Region.Framework.Scenes
Vector3 newpos = Vector3.Zero;
OpenSim.Services.Interfaces.GridRegion destination = null;
if (m_rootPart.KeyframeMotion != null)
m_rootPart.KeyframeMotion.StartCrossingCheck();
bool canCross = true;
foreach (ScenePresence av in m_linkedAvatars)
{
@ -551,7 +554,7 @@ namespace OpenSim.Region.Framework.Scenes
av.ParentID = 0;
}
// m_linkedAvatars.Clear();
// m_linkedAvatars.Clear();
m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
// Normalize
@ -599,11 +602,16 @@ namespace OpenSim.Region.Framework.Scenes
avsToCross.Clear();
}
else if (RootPart.PhysActor != null)
else
{
RootPart.PhysActor.CrossingFailure();
}
if (m_rootPart.KeyframeMotion != null)
m_rootPart.KeyframeMotion.CrossingFailure();
if (RootPart.PhysActor != null)
{
RootPart.PhysActor.CrossingFailure();
}
}
Vector3 oldp = AbsolutePosition;
val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
@ -2058,8 +2066,8 @@ namespace OpenSim.Region.Framework.Scenes
{
if (part.KeyframeMotion != null)
{
part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
part.KeyframeMotion.UpdateSceneObject(this);
part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize(false));
// part.KeyframeMotion.UpdateSceneObject(this);
}
});
@ -4407,6 +4415,15 @@ namespace OpenSim.Region.Framework.Scenes
public virtual ISceneObject CloneForNewScene()
{
SceneObjectGroup sog = Copy(false);
sog.ForEachPart(delegate(SceneObjectPart part)
{
if (part.KeyframeMotion != null)
{
part.KeyframeMotion = KeyframeMotion.FromData(sog, part.KeyframeMotion.Serialize(true));
// this is called later
// part.KeyframeMotion.UpdateSceneObject(this);
}
});
sog.IsDeleted = false;
return sog;
}

View File

@ -769,7 +769,7 @@ namespace OpenSim.Region.Framework.Scenes
{
m_groupPosition = value;
PhysicsActor actor = PhysActor;
if (actor != null)
if (actor != null && ParentGroup.Scene.PhysicsScene != null)
{
try
{
@ -3408,6 +3408,9 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
public void SendTerseUpdateToAllClients()
{
if (ParentGroup == null || ParentGroup.Scene == null)
return;
ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
{
SendTerseUpdateToClient(client);

View File

@ -1241,7 +1241,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
if (sog.RootPart.KeyframeMotion != null)
{
Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
Byte[] data = sog.RootPart.KeyframeMotion.Serialize(true);
writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
writer.WriteBase64(data, 0, data.Length);

View File

@ -12963,7 +12963,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (frames.Data.Length > 0) // We are getting a new motion
{
if (group.RootPart.KeyframeMotion != null)
group.RootPart.KeyframeMotion.Stop();
group.RootPart.KeyframeMotion.Delete();
group.RootPart.KeyframeMotion = null;
int idx = 0;